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ACID SPLASH

  • casting time 2 actions
  • range 30ft, Targets 1 creature or object

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

You splash a glob of acid that splatters creatures and objects alike. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage.
Heightened (3rd) The initial damage increases to 1d6 + your spellcasting ability modifier, and the persistent damage increases to 2.
Heightened (5th) The initial damage increases to 2d6 + your spellcasting ability modifier, the persistent damage increases to 3, and the splash damage increases to 2.
Heightened (7th) The initial damage increases to 3d6 + your spellcasting ability modifier, the persistent damage increases to 4, and the splash damage increases to 3.
Heightened (9th) The initial damage increases to 4d6 + your spellcasting ability modifier, the persistent damage increases to 5, and the splash damage increases to 4.

Primal Spell Evocation Cantrip

DANCING LIGHTS

  • casting time 2 actions
  • range 120ft

  • components S, V
  • duration sustained

Attack: Spell Attack vs. AC

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 any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out.

Primal Spell Evocation Cantrip

DETECT MAGIC

  • casting time 2 actions
  • range Area 30ft emanation

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).

Primal Spell Divination Cantrip

DISRUPT UNDEAD

  • casting time 2 actions
  • range 30ft, Targets 1 undead creature

  • components S, V
  • duration Instantaneous

Save: FORT vs. SS DC

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 creature critically fails the save, it is also enfeebled 1 for 1 round.
Heightened (+1) The damage increases by 1d6.

Primal Spell Necromancy Cantrip

ELECTRIC ARC

  • casting time 2 actions
  • range 30ft, Targets 1 or 2 creatures

  • components S, V
  • duration Instantaneous

Save: REF. vs. SS DC

An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.
Heightened (+1) The damage increases by 1d4.

Primal Spell Evocation Cantrip

GUIDANCE

  • casting time 1 action
  • range 30ft, Targets 1 creature

  • components V
  • duration until the start of your next turn

Attack: Spell Attack vs. AC

You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.

Primal Spell Divination Cantrip

KNOW DIRECTION

  • casting time 2 actions
  • range self

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

In your mind's eye, you see a path northward. You immediately know which direction is north (if it exists at your current location).
Heightened (7th) You can instead know the direction to a familiar location, such as a previous home or a favorite tavern.

Primal Spell Divination Cantrip

LIGHT

  • casting time 2 actions
  • range touch, Targets 1 unattended, non-magical object of 1 Bulk or less

  • components S, V
  • duration until the next time you make your daily preparations

Attack: Spell Attack vs. AC

The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.
Heightened (4th) The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet).

Primal Spell Evocation Cantrip

PRESTIDIGITATION

  • casting time
  • range 10ft, Targets 1 object (cook, lift, or tidy only)

  • components S, V
  • duration sustained

Attack: Spell Attack vs. AC

The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.
-Cook Cool, warm, or flavor 1 pound of nonliving material. -Lift Slowly lift an unattended object of light Bulk orless 1 foot off the ground.
-Make Create a temporary object of negligible Bulk,made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can't be used as a tool, weapon, or spell component.
-Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.

Primal Spell Evocation Cantrip

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PRODUCE FLAME

  • casting time
  • range 30ft, Targets 1 creature

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll against your target's AC. This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach. On a success, you deal 1d4 fire damage plus your spellcasting ability modifier. On a critical success, the target takes double damage and 1d4 persistent fire damage.
Heightened (+1) Increase the damage by 1d4 and the persistent damage on a critical hit by 1d4.

Primal Spell Evocation Cantrip

RAY OF FROST

  • casting time
  • range 120ft, Targets 1 creature

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier.
Critical Success The target takes double damage and takes a–10-foot status penalty to its Speeds for 1 round.
Success The target takes normal damage.
Heightened (+1) The damage increases by 1d4.

Primal Spell Evocation Cantrip

READ AURA

  • casting time Cast 1 minute
  • range 30ft, Targets 1 object

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

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, you learn the school of magic (pages 297–298).
If the object is illusory, you detect this only if the effect's level is lower than the level of your read aura spell.
Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.

Primal Spell Divination Cantrip

SIGIL

  • casting time 2 actions
  • range touch, Targets 1 creature or object

  • components S, V
  • duration unlimited (see below)

Attack: Spell Attack vs. AC

You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or invisible, and you can change it from one state to another by using an Interact action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it's on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened level.
Heightened (3rd) The sigil instead fades after 1 month.
Heightened (5th) The sigil instead fades after 1 year.
Heightened (7th) The sigil never fades.

Primal Spell Transmutation Cantrip

STABILIZE

  • casting time 2 actions
  • range 30ft, Targets 1 dying creature

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

Positive energy shuts death's door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.

Primal Spell Necromancy Cantrip

TANGLEFOOT

  • casting time 2 actions
  • range 30ft, Targets 1 creature

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack against the target.
Critical Success The target gains the immobilized conditionand takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.
Success The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.
Failure The target is unaffected.
Heightened (2nd) The effects last for 2 rounds.
Heightened (4th) The effects last for 1 minute.

Primal Spell Conjuration Cantrip

AIR BUBBLE

  • casting time reaction
  • range 60ft, Targets the triggering creature

  • components V
  • duration 1 minute

Trigger: A creature within range enters an environment where it can't breathe.
Attack: Spell Attack vs. AC

A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally.

Primal Spell 1st Level Conjuration

ALARM

  • casting time Cast 10 minutes
  • range touch

  • components Area 20ft burst
  • duration M, S, V

8 hours

Primal Spell 1st Level Abjuration

ANT HAUL

  • casting time 2 actions
  • range touch, Targets 1 creature

  • components S, V
  • duration 8 hours

Attack: Spell Attack vs. AC

You reinforce the target's musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.

Primal Spell 1st Level Transmutation

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BURNING HANDS

  • casting time 2 actions
  • range Area 15ft cone

  • components S, V
  • duration Instantaneous

Save: REF. vs. SS DC

Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.
Heightened (+1) The damage increases by 2d6.

Primal Spell 1st Level Evocation

CHARM [1/2]

  • casting time 2 actions
  • range 30ft, Targets 1 creature

  • components S, V
  • duration Instantaneous

Save: WILL vs. SS DC

To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.
You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.
Critical Success The target is unaffected and aware you triedto charm it.
Success The target is unaffected but thinks your spell wassomething harmless instead of charm, unless it identifiesthe spell (usually with Identify Magic).
Failure The target's attitude becomes friendly toward you. If itwas friendly, it becomes helpful. It can't use hostile actionsagainst you.
Critical Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you.
Heightened (4th) The duration lasts until the next time you make your daily

Primal Spell 1st Level Enchantment

CHARM [2/2]

  • casting time 2 actions
  • range 30ft, Targets 1 creature

  • components S, V
  • duration Instantaneous

preparations.
Heightened (8th) The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.

Primal Spell 1st Level Enchantment

CREATE WATER

  • casting time 2 actions
  • range 0ft

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

As you cup your hands, water begins to flow forth from them. You create 2 gallons of water. If no one drinks it, it evaporates after 1 day.

Primal Spell 1st Level Conjuration

DETECT POISON

  • casting time 2 actions
  • range 30ft, Targets 1 object or creature

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

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 multiple ways, nor do you learn the type or types of poison. Certain substances, like lead and alcohol, are poisons and so mask other poisons.
Heightened (2nd) You learn the number and types of poison.

Primal Spell 1st Level Divination

FEAR

  • casting time 2 actions
  • range 30ft, Targets 1 creature

  • components S, V
  • duration Instantaneous

Save: WILL vs. SS DC

You plant fear in the target, it must attempt a Will save.
Critical Success The target is unaffected.
Success The target is frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and fleeing for 1 round.
Heightened (3rd) You can target up to five creatures.

Primal Spell 1st Level Enchantment

FEATHER FALL

  • casting time reaction
  • range 60ft, Targets 1 falling creature

  • components V
  • duration 1 minute

Trigger: A creature within range is falling.
Attack: Spell Attack vs. AC

You cause the air itself to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands.

Primal Spell 1st Level Abjuration

FLEET STEP

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 minute

Attack: Spell Attack vs. AC

You gain a +30-foot status bonus to your Speed.

Primal Spell 1st Level Transmutation

GOBLIN POX

  • casting time 2 actions
  • range touch, Targets 1 creature

  • components S, V
  • duration Instantaneous

Save: FORT vs. SS DC

Your touch afflicts the target with goblin pox, an irritating allergenic rash. The target must attempt a Fortitude save.
Critical Success The target is unaffected.
Success The target is sickened 1.
Failure The target is afflicted with goblin pox at stage 1.
Critical Failure The target is afflicted with goblin pox at stage 2. Goblin Pox (disease), Level 1. Goblins and goblin dogs areimmune. Stage 1 sickened 1 (1 round), Stage 2 sickened 1 and slowed 1 (1 round), Stage 3 sickened 1 and the creature can't reduce its sickened value below 1 (1 day)

Primal Spell 1st Level Necromancy

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GREASE

  • casting time 2 actions
  • range 30ft

  • components Area 4 contiguous 5ft squares or
  • duration S, V

Instantaneous

Primal Spell 1st Level Conjuration

GUST OF WIND

  • casting time 2 actions
  • range Area 60ft line

  • components S, V
  • duration until the start of your next turn

Attack: Spell Attack vs. AC

A violent wind issues forth from your palm, blowing from the point where you are when you cast the spell to the line's opposite end. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that later move into the gust must attempt the save on entering.
Critical Success The creature is unaffected.
Success The creature can't move against the wind.
Failure The creature is knocked prone. If it was flying, itsuffers the effects of critical failure instead.
Critical Failure The creature is pushed 30 feet in the wind'sdirection, knocked prone, and takes 2d6 bludgeoning damage.

Primal Spell 1st Level Evocation

HEAL

  • casting time 1 to 3 actions
  • range varies, Targets 1 willing living creature or 1 undead

  • components null
  • duration Instantaneous

Attack: Spell Attack vs. AC

creatureYou channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] (somatic) The spell has a range of touch.
[two-actions] (verbal, somatic) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
[three-actions] (material, somatic, verbal) You disperse positive energyin a 30-foot emanation. This targets all living and undeadcreatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

Primal Spell 1st Level Necromancy

HYDRAULIC PUSH

  • casting time 2 actions
  • range 60ft, Targets 1 creature or object

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.
Critical Success The target takes 6d6 bludgeoning damageand is knocked back 10 feet.
Success The target takes 3d6 bludgeoning damage and is knocked back 5 feet.
Heightened (+1) The damage increases by 2d6.

Primal Spell 1st Level Evocation

JUMP

  • casting time 1 action
  • range self

  • components S
  • duration Instantaneous

Attack: Spell Attack vs. AC

cYour legs surge with strength, ready to leap high and far. You jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action.
Heightened (3rd) The range becomes touch, the target changes to one touched creature, and the duration becomes 1 minute, allowing the target to jump as described whenever it takes the Leap action.

Primal Spell 1st Level Transmutation

LONGSTRIDER

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 hour

Attack: Spell Attack vs. AC

You lengthen your stride beyond what should be possible. You gain a +10-foot status bonus to your Speed.
Heightened (2nd) The duration increases to 8 hours.

Primal Spell 1st Level Transmutation

MAGIC FANG

  • casting time 2 actions
  • range touch, Targets 1 willing ally

  • components S, V
  • duration 1 minute

Attack: Spell Attack vs. AC

Choose one of the target's unarmed attacks that deal one damage die. You cause that unarmed attack to shine with primal energy. The unarmed attack becomes a +1 striking unarmed attack, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two.

Primal Spell 1st Level Transmutation

MENDING

  • casting time Cast 10 minutes
  • range touch, Targets non-magical object of light Bulk or less

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

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 item's Broken Threshold. You can't replace lost pieces or repair an object that's been completely destroyed.
Heightened (2nd) You can target a non-magical object of 1 Bulk or less.
Heightened (3rd) You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less.

Primal Spell 1st Level Transmutation

NEGATE AROMA

  • casting time
  • range touch, Targets 1 willing creature

  • components S, V
  • duration 1 hour

Attack: Spell Attack vs. AC

The target loses its odor, preventing creatures from passively noticing its presence via smell alone, even if the creatures have precise or imprecise scent. A creature attempting a Perception check to Seek with scent and other senses might notice the lack of natural scent. If the target has any abilities that result from its smell, such as an overpowering scent, those abilities are also negated.
Heightened (5th) The range increases to 30 feet, and you can target up to 10 creatures.

Primal Spell 1st Level Abjuration

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PASS WITHOUT TRACE

  • casting time
  • range self

  • components S, V
  • duration 1 hour

Attack: Spell Attack vs. AC

You obscure the tracks you leave behind and make it harder for others to find you. The DC of checks to Track you gains a +4 status bonus or is equal to your spell DC, whichever results in a higher DC. You can benefit from only one pass without trace spell at a time.
Heightened (2nd) The duration increases to 8 hours.
Heightened (4th) The duration increases to 8 hours. The spell has a range of 20 feet and an area of a 20-foot-emanation, affecting up to 10 creatures of your choice within that area.

Primal Spell 1st Level Abjuration

PEST FORM

  • casting time
  • range self

  • components S, V
  • duration 10 minutes

Attack: Spell Attack vs. AC

You transform into a the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain the following statistics and abilities:-AC = 15 + your level. Ignore your armor's check penalty and Speed reduction.
-Speed 10 feet.
-Weakness 5 to physical damage. (If you take physicaldamage in this form, you take 5 additional damage.)-Low-light vision and imprecise scent 30 feet.
-Acrobatics and Stealth modifiers of +10, unless yourown modifier is higher, Athletics modifier –4.
Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet.

Primal Spell 1st Level Transmutation

PURIFY FOOD AND DRINK

  • casting time
  • range touch, Targets 1 cubic foot of contaminated food or water

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

You remove toxins and contaminations from food and drink, making them safe to consume. This spell doesn't prevent future contamination, natural decay, or spoilage. One cubic foot of liquid is roughly 8 gallons.

Primal Spell 1st Level Necromancy

SHILLELAGH

  • casting time 2 actions
  • range touch, Targets 1 non-magical club or staff you hold

  • components S, V
  • duration 1 minute

Attack: Spell Attack vs. AC

The target grows vines and leaves, brimming with primal energy. The target becomes a +1 striking weapon while in your hands, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. Additionally, as long as you are on your home plane, attacks you make with the target against aberrations, extraplanar creatures, and undead increase the number of weapon damage dice to three.

Primal Spell 1st Level Transmutation

SHOCKING GRASP

  • casting time 2 actions
  • range touch, Targets 1 creature

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4 persistent electricity damage on a hit. On a critical hit, double the initial damage, but not the persistent damage.
Heightened (+1) The damage increases by 1d12, and the persistent electricity damage increases by 1.

Primal Spell 1st Level Evocation

SPIDER STING

  • casting time 2 actions
  • range touch, Targets 1 creature

  • components S, V
  • duration Instantaneous

Save: FORT vs. SS DC

You magically duplicate a spider's venomous sting. You deal 1d4 piercing damage to the touched creature and afflict it with spider venom. The target must attempt a Fortitude save.
Critical Success The target is unaffected.
Success The target takes 1d4 poison damage.
Failure The target is afflicted with spider venom at stage 1.
Critical Failure The target is afflicted with spider venom atstage 2.
Spider Venom (poison), Level 1, Maximum Duration 4 rounds.
Stage 1 1d4 poison damage and enfeebled 1 (1 round), Stage 2 1d4 poison damage and enfeebled 2 (1 round).

Primal Spell 1st Level Necromancy

SUMMON ANIMAL

  • casting time 3 actions
  • range 30ft

  • components M, S, V
  • duration sustained up to 1 minute

Conjuration

Attack: Spell Attack vs. AC

You conjure an animal to fight for you. You summon a common creature that has the animal trait and whose level is –1. Heightening the spell increases the maximum level of creature you can summon.
Heightened (2nd) Level 1.
Heightened (3rd) Level 2.
Heightened (4th) Level 3.
Heightened (5th) Level 5.
Heightened (6th) Level 7.
Heightened (7th) Level 9.
Heightened (8th) Level 11.
Heightened (9th) Level 13.
Heightened (10th) Level 15.

Primal Spell 1st Level Conjuration

SUMMON FEY

  • casting time 3 actions
  • range 30ft

  • components M, S, V
  • duration sustained up to 1 minute

Conjuration

Attack: Spell Attack vs. AC

You conjure a fey to fight for you. This works like summon animal, except you summon a common creature that has the fey trait and whose level is –1.
Heightened (2nd) Level 1.
Heightened (3rd) Level 2.
Heightened (4th) Level 3.
Heightened (5th) Level 5.
Heightened (6th) Level 7.
Heightened (7th) Level 9.
Heightened (8th) Level 11.
Heightened (9th) Level 13.
Heightened (10th) Level 15.

Primal Spell 1st Level Conjuration

SUMMON PLANT OR FUNGUS

  • casting time 3 actions
  • range 30ft

  • components M, S, V
  • duration sustained up to 1 minute

Conjuration

Attack: Spell Attack vs. AC

You conjure a plant or fungus to fight for you. This works like summon animal (page 375), except you summon a common creature that has the plant or fungus trait and whose level is –1.
Heightened (2nd) Level 1.
Heightened (3rd) Level 2.
Heightened (4th) Level 3.
Heightened (5th) Level 5.
Heightened (6th) Level 7.
Heightened (7th) Level 9.
Heightened (8th) Level 11.
Heightened (9th) Level 13.
Heightened (10th) Level 15.

Primal Spell 1st Level Conjuration

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VENTRILOQUISM

  • casting time 2 actions
  • range self

  • components S, V
  • duration 10 minutes

Attack: Spell Attack vs. AC

Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt to disbelieve your illusion.
Heightened (2nd) The spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. Before a creature can attempt to disbelieve your illusion, it must actively attempt a Perception check or otherwise use actions to interact with the sound.

Primal Spell 1st Level Illusion

ACID ARROW

  • casting time 2 actions
  • range 120ft, Targets 1 creature or object

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

You conjure an arrow of acid that continues corroding the target after it hits. Make a spell attack against the target. On a hit, you deal 3d8 acid damage plus 1d6 persistent acid damage. On a critical hit, double the initial damage, but not the persistent damage.
Heightened (+2) The initial damage increases by 2d8, and the persistent acid damage increases by 1d6.

Primal Spell 2nd Level Evocation

ANIMAL FORM [1/3]

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 minute

Attack: Spell Attack vs. AC

You call upon primal energy to transform yourself into a Mediumanimal battle form. When you first cast this spell, choose ape,bear, bull, canine, cat, deer, frog, shark, or snake. You can decidethe specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form's Size or statistics. While inthis form, you gain the animal trait. You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose:-AC = 16 + your level. Ignore your armor's check penalty and Speed reduction.
-5 temporary Hit Points.
-Low-light vision and imprecise scent 30 feet.
-One or more unarmed melee attacks specific to thebattle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
-Athletics modifier of +9, unless your own modifier is higher.
You also gain specific abilities based on the type of animal you choose:-Ape Speed 25 feet, climb Speed 20 feet, Melee

Primal Spell 2nd Level Transmutation

ANIMAL FORM [2/3]

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 minute

[one-action] fist, Damage 2d6 bludgeoning.
-Bear Speed 30 feet, Melee [one-action] jaws, Damage 2d8 piercing, Melee [one-action] claw (agile), Damage 1d8 slashing.
-Bull Speed 30 feet, Melee [one-action] horn, Damage 2d8 piercing. -Canine Speed 40 feet, Melee [one-action] jaws, Damage 2d8piercing.
-Cat Speed 40 feet, Melee [one-action] jaws, Damage 2d6 piercing,Melee [one-action] claw (agile), Damage 1d10 slashing.
-Deer Speed 50 feet, Melee [one-action] antler, Damage 2d6 piercing. -Frog Speed 25 feet, swim Speed 25 feet, Melee [one-action] jaws,Damage 2d6 bludgeoning, Melee [one-action] tongue (reach 15feet), Damage 2d4 bludgeoning.
-Shark swim Speed 35 feet, Melee [one-action] jaws, Damage2d8 piercing, breathe underwater but not in air.
-Snake Speed 20 feet, climb Speed 20 feet, swim Speed 20 feet, Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, AC = 18 +

Primal Spell 2nd Level Transmutation

ANIMAL FORM [3/3]

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 minute

your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20.

Primal Spell 2nd Level Transmutation

ANIMAL MESSENGER

  • casting time Cast 1 minute
  • range 120ft

  • components M, S, V
  • duration until delivered

Enchantment Mental

Attack: Spell Attack vs. AC

You offer a gift of food, and an ordinary Tiny wild animal within range approaches to eat it. You imprint the image, direction, and distance of an obvious place or landmark well known to you within the animal. Optionally, you can attach a small object or note up to light Bulk to it. The animal does its best to reach the destination, if it makes it there, it waits nearby until the duration expires, allowing other nonhostile creatures to approach it and remove the attached object.
If there are no Tiny wild animals in range, the spell is lost.

Primal Spell 2nd Level Enchantment

BARKSKIN

  • casting time 2 actions
  • range touch, Targets 1 willing creature

  • components S, V
  • duration 10 minutes

Attack: Spell Attack vs. AC

The target's skin becomes covered in bark. The target gains resistance 2 to bludgeoning and piercing damage and weakness 3 to fire. After the target takes fire damage, it can Dismiss the spell as a free action triggered by taking the damage, doing so doesn't reduce the fire damage the target was dealt.
Heightened (+2) The resistances increase by 2, and the weakness increases by 3.

Primal Spell 2nd Level Abjuration

CONTINUAL FLAME

  • casting time 3 actions
  • range touch, Targets 1 object

  • components M, S, V
  • duration unlimited

6 gp of ruby dust

Attack: Spell Attack vs. AC

A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.
Heightened (+1) The cost increases as follows: 16 gp for 3rd level, 30 gp for 4th, 60 gp for 5th, 120 gp for 6th,, 270 gp for 7th, 540 gp for 8th, 1,350 gp for 9th, and 3,350 gp for 10th.

Primal Spell 2nd Level Evocation

CREATE FOOD

  • casting time Cast 1 hour
  • range 30ft

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

You create enough food to feed six Medium creatures for a day. This food is bland and unappealing, but it is nourishing. After 1 day, if no one has eaten the food, it decays and becomes inedible. Most Small creatures eat one-quarter as much as a Medium creature (one-sixteenth as much for most Tiny creatures), and most Large creatures eat 10 times as much (100 times as much for Huge creatures and so on).
Heightened (4th) You can feed 12 Medium creatures.
Heightened (6th) You can feed 50 Medium creatures.
Heightened (8th) You can feed 200 Medium creatures.

Primal Spell 2nd Level Conjuration

1 1
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

DISPEL MAGIC

  • casting time 2 actions
  • range 120ft, Targets 1 spell effect or unattended magic item

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

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 it. If you succeed against a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. If the target is an artifact or similar item, you automatically fail.

Primal Spell 2nd Level Abjuration

ENDURE ELEMENTS

  • casting time Cast 10 minutes
  • range touch, Targets 1 willing creature

  • components S, V
  • duration until the next time you make your daily preparations

Attack: Spell Attack vs. AC

You shield the target against dangerous temperatures. Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or heat).
Heightened (3rd) The target is protected from severe cold and heat.
Heightened (5th) The target is protected from severe cold, severe heat, extreme cold, and extreme heat.

Primal Spell 2nd Level Abjuration

ENHANCE VICTUALS

  • casting time Cast 1 minute
  • range touch, Targets up to 1 gallon of non-magical water or up

  • components M, S, V
  • duration Instantaneous

Transmutation

Attack: Spell Attack vs. AC

to 5 pounds of foodDuration 1 hourYou transform the target into delicious fare, changing water into wine or another fine beverage or enhancing the food's taste and ingredients to make it a gourmet treat.
Prior to the transformation, the spell attempts to counteract any poisons in the food or water. The food turns back to normal if not consumed before the duration expires, though any poisons that were counteracted are still gone.
Heightened (+1) The number of gallons of water you can target increases by 1, or the number of pounds of food you can target increases by 5.

Primal Spell 2nd Level Transmutation

ENLARGE

  • casting time 2 actions
  • range 30ft, Targets 1 willing creature

  • components S, V
  • duration 5 minutes

Attack: Spell Attack vs. AC

Bolstered by magical power, the target grows to size Large. Its equipment grows with it but returns to natural size if removed. The creature is clumsy 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and it gains a +2 status bonus to melee damage. This spell has no effect on a Large or larger creature.
Heightened (4th) The creature instead grows to size Huge. The status bonus to melee damage is +4 and the creature's reach increases by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect on a Huge or larger creature.
Heightened (6th) As level 4, but you can target up to 10 creatures.

Primal Spell 2nd Level Transmutation

ENTANGLE

  • casting time 2 actions
  • range 120ft

  • components Area all squares in a 20ft-radius burst that
  • duration S, V

Instantaneous

Primal Spell 2nd Level Transmutation

FAERIE FIRE

  • casting time 2 actions
  • range 120ft

  • components Area 10ft burst
  • duration S, V

5 minutes

Primal Spell 2nd Level Evocation

FLAMING SPHERE

  • casting time 2 actions
  • range 30ft

  • components Area 1 5ft square
  • duration S, V

Instantaneous

Primal Spell 2nd Level Evocation

GENTLE REPOSE

  • casting time 2 actions
  • range touch, Targets 1 corpse

  • components S, V
  • duration until the next time you make your daily preparations

Attack: Spell Attack vs. AC

The targeted corpse doesn't decay, nor can it be transformed into an undead. If the corpse is subject to a spell that requires the corpse to have died within a certain amount of time (for example, raise dead), do not count the duration of gentle repose against that time. This spell also prevents ordinary bugs and pests (such as maggots) from consuming the body.
Heightened (5th) The spell's duration is unlimited, but the spell takes one more action to cast and requires a material component and a cost (embalming fluid worth 6 gp).

Primal Spell 2nd Level Necromancy

GLITTERDUST

  • casting time 2 actions
  • range 120ft

  • components Area 10ft burst
  • duration S, V

Instantaneous

Primal Spell 2nd Level Evocation

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

HUMANOID FORM [1/2]

  • casting time 2 actions
  • range self

  • components S, V
  • duration 10 minutes

Attack: Spell Attack vs. AC

You transform your appearance to that of a Small or Medium humanoid, such as a dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You gain the humanoid trait in addition to your other traits while in this form, as well as any trait related to the creature's kind (such as goblin or human). If this transformation reduces your size, it reduces your reach accordingly (as the shrink spell). This transformation doesn't change your statistics in any way, and you don't gain any special abilities of the humanoid form you assume. You can still wear and use your gear, which changes size (if necessary) to match your new form. If items leave your person, they return to their usual size.
Humanoid form grants you a +4 status bonus to Deception checks to pass as a generic member of the chosen ancestry, and you add your level even if you're untrained, but you can't make yourself look like a specific person. If you want to Impersonate an individual, you still need to create a disguise, though the GM won't factor in the difference in ancestry when determining the DC of your Deception check. You can Dismiss this spell.
Heightened (3rd) You gain darkvision or low-light vision if

Primal Spell 2nd Level Transmutation

HUMANOID FORM [2/2]

  • casting time 2 actions
  • range self

  • components S, V
  • duration 10 minutes

the form you assume has that ability.
Heightened (5th) You can take on the appearance of a Large humanoid. If this increases your size, you gain the effects of the enlarge spell.

Primal Spell 2nd Level Transmutation

OBSCURING MIST

  • casting time
  • range 120ft

  • components Area 20ft burst
  • duration M, S, V

1 minute

Primal Spell 2nd Level Conjuration

PHANTOM STEED

  • casting time Cast 10 minutes
  • range 30ft

  • components S, V
  • duration 8 hours

Attack: Spell Attack vs. AC

You conjure a Large, magical, equine creature that only you(or another Medium or Small creature you choose) can ride.
The horse is clearly phantasmal in nature, has 20 AC and 10 Hit Points, and automatically fails all saves. If it's reduced to0 Hit Points, it disappears and the spell ends. The steed hasa Speed of 40 feet and can hold its rider's body weight, plus20 Bulk.
Heightened (4th) The steed has a Speed of 60 feet, can walkon water, and ignores areas of natural difficult terrain.
Heightened (5th) The steed has a Speed of 60 feet, can walkon water, and ignores areas of natural difficult terrain. It canalso air walk but must end its turn on solid ground or fall.
Heightened (6th) The steed can walk or fly at a Speed of 80feet, can walk on water, and ignores natural difficult terrain.

Primal Spell 2nd Level Conjuration

REMOVE FEAR

  • casting time
  • range touch, Targets 1 creature

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

With a touch, you ease a creature's fears. You can attempt to counteract a single fear effect that the target suffers from. This frees only the target, not any other creatures under the fear effect.
Heightened (6th) The spell's range increases to 30 feet, and you can target up to 10 creatures.

Primal Spell 2nd Level Enchantment

REMOVE PARALYSIS

  • casting time
  • range touch, Targets 1 creature

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

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 someone who is paralyzed from some natural state or effect, such as paralysis caused by non-magical wounds or toxins.
Heightened (6th) The spell's range increases to 30 feet, and you can target up to 10 creatures.

Primal Spell 2nd Level Necromancy

RESIST ENERGY

  • casting time
  • range touch, Targets 1 creature

  • components S, V
  • duration 10 minutes

Attack: Spell Attack vs. AC

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 gear gain resistance 5 against the damage type you chose.
Heightened (4th) The resistance increases to 10, and you can target up to two creatures.
Heightened (7th) The resistance increases to 15, and you can target up to five creatures.

Primal Spell 2nd Level Abjuration

RESTORATION [1/2]

  • casting time Cast 1 minute
  • range touch, Targets 1 creature

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

Restorative magic counters the effects of toxins or conditions that prevent a creature from functioning at its best. When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one restoration spell each day, and it can't benefit from restoration more than once to reduce the stage of the same exposure to a given toxin.
-Reduce a Condition Reduce the value of the target's clumsy, enfeebled, or stupefied condition by 2. You can instead reduce two of the listed conditions by 1 each.
-Lessen a Toxin Reduce the stage of one toxin the target suffers from by one stage. This can't reduce the stage below stage 1 or cure the affliction.
Heightened (4th) Add drained to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target's doomed value by 1. You can't use this to reduce a permanent doomed condition.
Heightened (6th) As the 4th-level restoration, but you can reduce a permanent doomed condition if you add a spellcasting action and a material component while Casting the Spell, during which you

Primal Spell 2nd Level Necromancy

RESTORATION [2/2]

  • casting time Cast 1 minute
  • range touch, Targets 1 creature

  • components S, V
  • duration Instantaneous

provide 100 gp worth of diamond dust as a cost.

Primal Spell 2nd Level Necromancy

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

RESTORE SENSES

  • casting time
  • range touch, Targets 1 creature

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

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 temporary magic and permanent consequences of magic, but it doesn't cure someone who does not have the sense due to some natural state or effect, such as from birth or from a non-magical wound or toxin.
Heightened (6th) The spell's range increases to 30 feet, and you can target up to 10 creatures. You can choose the effect to counteract separately for each selected creature.

Primal Spell 2nd Level Necromancy

SHAPE WOOD

  • casting time 2 actions
  • range touch, Targets an unworked piece of wood up to 20

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

cubic feet in volumeYou shape the wood into a rough shape of your choice. The shaping power is too crude to produce with intricate parts, fine details, moving pieces, or the like. You cannot use this spell to enhance the value of the wooden object you are shaping.

Primal Spell 2nd Level Transmutation

SHATTER

  • casting time 2 actions
  • range 30ft, Targets 1 unattended object

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

A high-frequency sonic attack shatters a nearby object. You deal 2d10 sonic damage to the object, ignoring the object's Hardness if it is 4 or lower.
Heightened (+1) The damage increases by 1d10, and the Hardness the spell ignores increases by 2.

Primal Spell 2nd Level Evocation

SHRINK

  • casting time 2 actions
  • range 30ft, Targets 1 willing creature

  • components S, V
  • duration 5 minutes

Attack: Spell Attack vs. AC

You warp space to make a creature smaller. The target shrinksto become Tiny in size. Its equipment shrinks with it butreturns to its original size if removed. The creature's reach changes to 0 feet. This spell has no effect on a Tiny creature.
Heightened (6th) The spell can target up to 10 creatures.

Primal Spell 2nd Level Transmutation

SPEAK WITH ANIMALS

  • casting time 2 actions
  • range self

  • components S, V
  • duration 10 minutes

Attack: Spell Attack vs. AC

You can ask questions of, receive answers from, and use the Diplomacy skill with animals. The spell doesn't make them more friendly than normal. Cunning animals are likely to be terse and evasive, while less intelligent ones often make inane comments.

Primal Spell 2nd Level Divination

SPIDER CLIMB

  • casting time 2 actions
  • range touch, Targets 1 creature

  • components S, V
  • duration 10 minutes

Attack: Spell Attack vs. AC

Tiny clinging hairs sprout across the creature's hands and feet, offering purchase on nearly any surface. The target gains a climb Speed equal to its Speed.
Heightened (5th) The duration increases to 1 hour.

Primal Spell 2nd Level Transmutation

STATUS

  • casting time 2 actions
  • range touch, Targets 1 willing living creature

  • components S, V
  • duration 1 day

Attack: Spell Attack vs. AC

As long as you and the target are on the same plane of existence and both alive, you remain aware of its present state. You know the target's direction from you, distance from you, and any conditions affecting it.
Heightened (4th) The spell's range increases to 30 feet, and you can target up to 10 creatures.

Primal Spell 2nd Level Divination

SUMMON ELEMENTAL

  • casting time 3 actions
  • range 30ft

  • components M, S, V
  • duration sustained up to 1 minute

Conjuration

Attack: Spell Attack vs. AC

You conjure an elemental to fight for you. This works like summon animal, except you summon a common creature that has the elemental trait and whose level is 1 or lower.
Heightened (3rd) Level 2.
Heightened (4th) Level 3.
Heightened (5th) Level 5.
Heightened (6th) Level 7.
Heightened (7th) Level 9.
Heightened (8th) Level 11.
Heightened (9th) Level 13.
Heightened (10th) Level 15.

Primal Spell 2nd Level Conjuration

TREE SHAPE

  • casting time 2 actions
  • range self

  • components S, V
  • duration 8 hours

Attack: Spell Attack vs. AC

You transform into a Large tree. Perception checks don't reveal your true nature, but a successful Nature or Survival check against your spell DC reveals that you appear to be a tree that is strangely new to the area. While in tree form, you can observe everything around you, but you can't act other than to end the spell, and your turn, by using a single action, which has the concentrate trait. As a tree, your AC is 20, and only status bonuses, status penalties, circumstance bonuses, and circumstance penalties affect you. Any successes and critical successes you roll on Reflex saves are failures.

Primal Spell 2nd Level Transmutation

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

WATER BREATHING

  • casting time Cast 1 minute
  • range 30ft, Targets up to 5 creatures

  • components S, V
  • duration 1 hour

Attack: Spell Attack vs. AC

The targets can breathe underwater.
Heightened (3rd) The duration increases to 8 hours.
Heightened (4th) The duration increases to until your next daily preparations.

Primal Spell 2nd Level Transmutation

WATER WALK

  • casting time 2 actions
  • range touch, Targets 1 creature

  • components S, V
  • duration 10 minutes

Attack: Spell Attack vs. AC

The target can walk on the surface of water and other liquids without falling through. It can go underwater if it wishes, but in that case it must Swim normally. This spell doesn't grant the ability to breathe underwater.
Heightened (4th) The spell's range increases to 30 feet, the duration increases to 1 hour, and you can target up to 10 creatures.

Primal Spell 2nd Level Transmutation

WEB

  • casting time 3 actions
  • range 30ft

  • components Area 10ft burst
  • duration M, S, V

1 minute

Primal Spell 2nd Level Conjuration

ANIMAL VISION

  • casting time Cast 1 minute
  • range 120ft, Targets 1 animal

  • components M, S, V
  • duration 1 hour

Divination Mental

Attack: Spell Attack vs. AC

You tap into the target's senses, allowing you to see, hear, and otherwise sense whatever it senses for the spell's duration. If the target wishes to prevent you from doing so, it can attempt a Will save, negating the spell on a success, but most animals don't bother to do so. While tapping into the target's senses, you can't use your own body's senses, but you can change back and forth from your body's senses to the target's senses using a single action, which has the concentrate trait.

Primal Spell 3rd Level Divination

BLINDNESS

  • casting time 2 actions
  • range 30ft, Targets 1 creature

  • components S, V
  • duration Instantaneous

Save: FORT vs. SS DC

You blind the target. The effect is determined by the target's Fortitude save. The target then becomes temporarily immune for 1 minute.
Critical Success The target is unaffected.
Success The target is blinded until its next turn begins.
Failure The target is blinded for 1 minute.
Critical Failure The target is blinded permanently.

Primal Spell 3rd Level Necromancy

EARTHBIND

  • casting time 2 actions
  • range 120ft, Targets 1 flying creature

  • components S, V
  • duration Instantaneous

Save: FORT vs. SS DC

Using the weight of earth, you hamper a target's flight, with effects based on its Fortitude save. If the creature reaches the ground safely, it doesn't take falling damage.
Critical Success The target is unaffected.
Success The target falls safely up to 120 feet.
Failure The target falls safely up to 120 feet. If it hits the ground,it can't Fly, levitate, or otherwise leave the ground for 1 round.
Critical Failure The target falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate, or otherwise leave the ground for 1 minute.

Primal Spell 3rd Level Transmutation

FEET TO FINS

  • casting time 2 actions
  • range touch, Targets 1 willing creature

  • components S, V
  • duration 10 minutes

Attack: Spell Attack vs. AC

The target's feet transform into fins, improving mobility in the water but reducing it on land. The target gains a swim Speed equal to its normal land Speed, but its land Speed becomes 5 feet.
Heightened (6th) The spell lasts until the next time you make your daily preparations.

Primal Spell 3rd Level Transmutation

FIREBALL

  • casting time 2 actions
  • range 500ft

  • components Area 20ft burst
  • duration S, V

Instantaneous

Primal Spell 3rd Level Evocation

GLYPH OF WARDING [1/2]

  • casting time Cast 10 minutes
  • range touch, Targets 1 container or a 10-foot-by-10-foot area

  • components M, S, V
  • duration unlimited

Abjuration

Attack: Spell Attack vs. AC

You craft a trap by binding a hostile spell into a symbol. While Casting this Spell, you also Cast a Spell of a lower spell level to store in the glyph. The stored spell must take 3 actions or fewer to cast, have a hostile effect, and target one creature or have an area. You can set a password, a trigger, or both for the glyph. Any creature that moves, opens, or touches the target container or enters the target area that doesn't speak the password or that matches the trigger activates the glyph, releasing the harmful spell within.
Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the stored spell targets one or more creatures, it targets the creature that set off the glyph. If it has an area, that area is centered on the creature that set off the glyph. Glyph of warding's duration ends when the glyph is triggered. The glyph counts as a magical trap, using your spell DC for both the Perception check to notice it and the Thievery check to disable it, both

Primal Spell 3rd Level Abjuration

2 2
2 2
2 2
3 3
3 3
3 3
3 3
3 3
3 3

GLYPH OF WARDING [2/2]

  • casting time Cast 10 minutes
  • range touch, Targets 1 container or a 10-foot-by-10-foot area

  • components M, S, V
  • duration unlimited

Abjuration

checks require the creature attempting them to be trained in order to succeed.
You can Dismiss glyph of warding. The maximum number of glyphs of warding you can have active at a time is equal to your spellcasting ability modifier.

Primal Spell 3rd Level Abjuration

HASTE

  • casting time 2 actions
  • range 30ft, Targets 1 creature

  • components S, V
  • duration 1 minute

Attack: Spell Attack vs. AC

Magic empowers the target to act faster. It gains the quickened condition and can use the extra action each round only for Strike and Stride actions.
Heightened (7th) You can target up to 6 creatures.

Primal Spell 3rd Level Transmutation

INSECT FORM [1/3]

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 minute

Attack: Spell Attack vs. AC

You envision a simple bug and transform into a Medium animal battle form. When you cast this spell, choose ant, beetle, centipede, mantis, scorpion, or spider. You can decide the specific type of animal (such as such as a ladybug or scarab for beetle), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss this spell.
You gain the following statistics and abilities regardless of which battle form you choose:-AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.
-10 temporary Hit Points. -Low-light vision.
-One or more attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +13, and your damage bonus is +2. These attacks are Strength based (for the purpose of the enfeebled condition). If your unarmed attack modifier is higher, you can use it instead.
-Athletics modifier of +13, unless your own is higher.
You also gain specific abilities based on the form you choose:-Ant Speed 30 feet, climb Speed 30 feet, Melee [one-action] mandibles, Damage 2d6 bludgeoning.
-Beetle Speed 25 feet, Melee

Primal Spell 3rd Level Transmutation

INSECT FORM [2/3]

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 minute

[one-action] mandibles, Damage 2d10 bludgeoning.
-Centipede Speed 25 feet, climb Speed 25 feet, darkvision, Melee [one-action] mandibles, Damage 1d8 piercing plus 1d4 persistent poison.
-Mantis Speed 40 feet, imprecise scent 30 feet, Melee [one-action] foreleg, Damage 2d8 bludgeoning.
-Scorpion Speed 40 feet, darkvision, imprecise tremorsense 60 feet, Melee [one-action] stinger, Damage 1d8 piercing plus 1d4 persistent poison, Melee [one-action] pincer (agile), Damage 1d6 bludgeoning.
-Spider darkvision, Melee [one-action] fangs, Damage 1d6 piercing plus 1d4 persistent poison, Melee [one-action] Speed 25 feet, climb Speed 25 feet, Ranged [one-action] web (range increment 20 feet), Damage entangles the target for 1 round.
Heightened (4th) Your battle form is Large, and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, attack modifier +16, damage bonus +6, and Athletics +16.
Heightened (5th) Your battle form is Huge, and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, attack modifier +18, damage bonus +2 and double damage

Primal Spell 3rd Level Transmutation

INSECT FORM [3/3]

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 minute

dice (including persistent damage), and Athletics +20.

Primal Spell 3rd Level Transmutation

LIGHTNING BOLT

  • casting time 2 actions
  • range Area 120ft line

  • components S, V
  • duration Instantaneous

Save: REF. vs. SS DC

A bolt of lightning strikes outward from your hand, dealing 4d12 electricity damage.
Heightened (+1) The damage increases by 1d12.

Primal Spell 3rd Level Evocation

MELD INTO STONE

  • casting time 2 actions
  • range self

  • components S, V
  • duration 10 minutes

Attack: Spell Attack vs. AC

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. You can hear, but not see, what's going on outside the stone, and you can cast spells while in the stone as long as they don't require line of effect beyond the stone.
Significant physical damage to the stone while you are inside it expels you and deals 10d6 damage to you. Passwall expels you without dealing damage and ends meld into stone. You can Dismiss this spell.

Primal Spell 3rd Level Transmutation

NEUTRALIZE POISON

  • casting time
  • range touch, Targets 1 creature

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

You pour healing magic through the target in an attempt to cure one poison afflicting it. Attempt a counteract check against the poison.

Primal Spell 3rd Level Necromancy

NONDETECTION

  • casting time Cast 10 minutes
  • range touch, Targets 1 creature or object

  • components M, S, V
  • duration 8 hours

Uncommon Abjuration

Attack: Spell Attack vs. AC

You erect protective wards that make the target difficult to detect via magic. Nondetection attempts to counteract all detection, revelation, and scrying divinations made against the target or the target's gear throughout the duration, counting cantrips as 1st-level spells for this purpose.
Successfully counteracting a divination that targets an area or multiple targets negates the effects only for nondetection's target.

Primal Spell 3rd Level Abjuration

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

REMOVE DISEASE

  • casting time Cast 10 minutes
  • range touch, Targets 1 creature

  • components M, S, V
  • duration Instantaneous

Healing Necromancy

Attack: Spell Attack vs. AC

Healing magic purges disease from a creature's body. You attempt to counteract one disease afflicting the target.

Primal Spell 3rd Level Necromancy

SEARING LIGHT

  • casting time 2 actions
  • range 120ft, Targets 1 creature

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

You shoot a blazing ray of light tinged with holy energy. Make a ranged spell attack. The ray deals 5d6 fire damage. If the target is a fiend or undead, you deal an extra 5d6 good damage.
Critical Success The target takes double fire damage, as well as double good damage if a fiend or undead.
Success The target takes full damageIf the light passes through an area of magical darkness ortargets a creature affected by magical darkness, searing lightattempts to counteract the darkness. If you need to determinewhether the light passes through an area of darkness, draw aline between yourself and the spell's target
Heightened (+1) The fire damage increases by 2d6, and the good damage against fiends and undead increases by 2d6.

Primal Spell 3rd Level Evocation

SLOW

  • casting time 2 actions
  • range 30ft, Targets 1 creature

  • components S, V
  • duration Instantaneous

Save: FORT vs. SS DC

You dilate the flow of time around the target, slowing its actions.
Critical Success The target is unaffected.
Success The target is slowed 1 for 1 round.
Failure The target is slowed 1 for 1 minute.
Critical Failure The target is slowed 2 for 1 minute.
Heightened (6th) You can target up to 10 creatures.

Primal Spell 3rd Level Transmutation

STINKING CLOUD

  • casting time 2 actions
  • range 120ft

  • components Area 20ft burst
  • duration S, V

Instantaneous

Primal Spell 3rd Level Conjuration

WALL OF THORNS

  • casting time 3 actions
  • range 60ft

  • components M, S, V
  • duration 1 minute

Conjuration Plant

Attack: Spell Attack vs. AC

Over the course of a minute, you cause a thick wall of thorny brambles to grow from the ground. You create a 5-foot-thick wall of brambles and thorns in a straight line up to 60 feet long and 10 feet high. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall stands vertically. If you wish, the wall can be of a shorter length or height. Everything on each side of the wall has cover from creatures on the opposite side, and the wall's spaces are difficult terrain. For every move action a creature uses to enter at least one of the wall's spaces, that creature takes 3d4 piercing damage.
Each 5-foot-by-5-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely.
Heightened (+1) The Hit Points of each section of the wall increase by 5, and the piercing damage increases by 1d4.

Primal Spell 3rd Level Conjuration

WALL OF WIND [1/2]

  • casting time 3 actions
  • range 120ft

  • components M, S, V
  • duration 1 minute

Air Evocation

Attack: Spell Attack vs. AC

You create a barrier of gusting winds that hinders anythingmoving through it. The wall of swirling winds is 5 feetthick, 60 feet long, and 30 feet high. The wall stands vertically, but you can shape its path. Though the wall ofwind distorts the air, it does not hamper sight. The wall hasthe following effects.
-Ammunition from physical ranged attacks—such as arrows, bolts, sling bullets, and other objects of similar size—can't pass through the wall. Attacks with bigger ranged weapons, such as javelins, take a –2 circumstance penalty to their attack rolls if their paths pass through the wall. Massive ranged weapons and spell effects that don't create physical objects pass through the wall with no penalty.
-The wall is difficult terrain to creatures attempting toin gaseous form, can't pass through the wall.
-A creature that attempts to fly through the wall using amove action must attempt a Fortitude save.
Critical Success The creature can move through the wallnormally this

Primal Spell 3rd Level Evocation

WALL OF WIND [2/2]

  • casting time 3 actions
  • range 120ft

  • components M, S, V
  • duration 1 minute

Air Evocation

turn.
Success The flying creature can move through the wall thisturn, but the wall is difficult terrain.
Failure The wall stops the movement of the flying creature, andany remaining movement from its current action is wasted.
Critical Failure As failure, and the creature is pushed 10 feet away from the wall.

Primal Spell 3rd Level Evocation

AERIAL FORM [1/2]

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 minute

Attack: Spell Attack vs. AC

You harness your mastery of primal forces to reshape your body into a Medium flying animal battle form. When you cast this spell, choose bat, bird, pterosaur, or wasp. You can decide the specific type of animal (such as an owl or eagle for bird), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose:-AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.
-5 temporary Hit Points.
-Low-light vision.
-One or more unarmed melee attacks specific to thebattle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +16, and your damage bonus is +5. These attacks are Dexterity based (for the purpose of the clumsy condition, for example). If your attack modifier for Dexterity-based unarmed attacks is higher, you can use it instead.
-Acrobatics modifier of +16, unless your own modifier is higher.
You also gain specific abilities based on the form you choose: -Bat Speed 20 feet, fly Speed 30 feet, precise echolocation 40 feet, Melee

Primal Spell 4th Level Transmutation

AERIAL FORM [2/2]

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 minute

[one-action] fangs, Damage 2d8 piercing, Melee [one-action]wing (agile), Damage 2d6 bludgeoning.
-Bird Speed 10 feet, fly Speed 50 feet, Melee [one-action] beak, Damage 2d8 piercing, Melee [one-action] talon (agile), Damage1d10 slashing.
-Pterosaur Speed 10 feet, fly Speed 40 feet, imprecisescent 30 feet, Melee [one-action] beak, Damage 3d6 piercing.
-Wasp Speed 20 feet, fly Speed 40 feet, Melee [one-action] stinger, Damage 1d8 piercing plus 1d6 persistent poison.
Heightened (5th) Your battle form is Large and your fly Speed gains a +10-foot status bonus. You must have enough space to expand into or the spell is lost. You instead gain 10 temporary HP, attack modifier +18, damage bonus +8, and Acrobatics +20.
Heightened (6th) Your battle form is Huge, your fly Speed gains a +15-foot status bonus, and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain AC = 21 + your level, 15 temporary HP, attack modifier +21, damage bonus +4 and double damage dice (including persistent damage), and Acrobatics +23.

Primal Spell 4th Level Transmutation

3 3
3 3
3 3
3 3
3 3
3 3
3 3
4 4
4 4

AIR WALK

  • casting time 2 actions
  • range touch, Targets 1 creature

  • components S, V
  • duration 5 minutes

Attack: Spell Attack vs. AC

The target can walk on air as if it were solid ground. It can ascend and descend in this way at a maximum of a 45-degree angle.

Primal Spell 4th Level Transmutation

CREATION

  • casting time Cast 1 minute
  • range 0ft

  • components M, S, V
  • duration 1 hour

Conjuration

Attack: Spell Attack vs. AC

You conjure a temporary object from eldritch energy. It must be of vegetable matter (such as wood or paper) and 5 cubic feet or smaller. It can't rely on intricate artistry or complex moving parts, never fulfills a cost or the like, and can't be made of precious materials or materials with a rarity of uncommon or higher. It is obviously temporarily conjured, and thus can't be sold or passed off as a genuine item.
Heightened (5th) The item is metal and can include common minerals, like feldspar or quartz.

Primal Spell 4th Level Conjuration

DINOSAUR FORM [1/3]

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 minute

Attack: Spell Attack vs. AC

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 space to expand or the spell is lost. When you cast this spell, choose ankylosaurus, brontosaurus, deinonychus, stegosaurus, triceratops, or tyrannosaurus. You can decide the specific type of animal, but this has no effect on the form's Size or statistics. While in this form, you gain the animal and dinosaur traits. You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose:-AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.
-15 temporary Hit Points.
-Low-light vision and imprecise scent 30 feet.
-One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +16, and your damage bonus is +9. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.
-Athletics modifier of +18, unless your own modifier is higher.
You also gain

Primal Spell 4th Level Transmutation

DINOSAUR FORM [2/3]

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 minute

specific abilities based on the form you choose:-Ankylosaurus Speed 25 feet, Melee [one-action] tail (backswing, reach 10 feet), Damage 2d6 bludgeoning, Melee [one-action]foot, Damage 2d6 bludgeoning.
-Brontosaurus Speed 25 feet, Melee [one-action] tail (reach15 feet), Damage 2d6 bludgeoning, Melee [one-action] foot,Damage 2d8 bludgeoning.
-Deinonychus Speed 40 feet, Melee [one-action] talon (agile),Damage 2d4 piercing plus 1 persistent bleed, Melee [one-action]jaws, Damage 1d10 piercing.
-Stegosaurus Speed 30 feet, Melee [one-action] tail (reach 10feet), Damage 2d8 piercing.
-Triceratops Speed 30 feet, Melee [one-action] horn, Damage2d8 piercing, plus 1d6 persistent bleed on a critical hit,Melee [one-action] foot, Damage 2d6 bludgeoning.
-Tyrannosaurus Speed 30 feet, Melee [one-action] jaws (deadly, reach 10 feet), Damage 1d12 piercing, Melee [one-action] tail(reach 10 feet), Damage 1d10 bludgeoning.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach, or 20-foot reach if they started with 15-foot reach. You instead gain 20 temporary HP, an attack modifier of +18, a damage bonus of +6, double the damage dice, and Athletics +21.
Heightened (7th) Your

Primal Spell 4th Level Transmutation

DINOSAUR FORM [3/3]

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 minute

battle form is Gargantuan and your attacks have 20-foot reach, or 25-foot reach if they started with 15-foot reach. You instead gain AC = 21 + your level, 25 temporary HP, an attack modifier of +25, a damage bonus of +15, double the damage dice, and Athletics +25.

Primal Spell 4th Level Transmutation

FIRE SHIELD

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 minute

Attack: Spell Attack vs. AC

You wreathe yourself in ghostly flames, gaining cold resistance 5. Additionally, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 fire damage each time they do.
Heightened (+2) The cold resistance increases by 5, and the fire damage increases by 1d6.

Primal Spell 4th Level Evocation

FLY

  • casting time 2 actions
  • range touch, Targets 1 creature

  • components S, V
  • duration 5 minutes

Attack: Spell Attack vs. AC

The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater.
Heightened (7th) The duration increases to 1 hour.

Primal Spell 4th Level Transmutation

FREEDOM OF MOVEMENT

  • casting time 2 actions
  • range touch, Targets 1 creature touched

  • components S, V
  • duration 10 minutes

Attack: Spell Attack vs. AC

You repel effects that would hinder a creature or slow its movement. While under this spell's effect, the target ignores effects that would give them a circumstance penalty to Speed. When they attempt to Escape an effect that has them immobilized, grabbed, or restrained, they automatically succeed unless the effect is magical and of a higher level than the freedom of movement spell.

Primal Spell 4th Level Abjuration

GASEOUS FORM

  • casting time 2 actions
  • range touch, Targets 1 willing creature

  • components S, V
  • duration 5 minutes

Attack: Spell Attack vs. AC

The target transforms into a vaporous state. In this state, the target is amorphous and loses any item bonus to AC. It gains resistance 8 to physical damage and is immune to precision damage. It can't cast spells, activate items, or use actions that have the attack or manipulate trait. It gains a fly Speed of 10 feet and can slip through tiny cracks. The target can Dismiss the spell.

Primal Spell 4th Level Transmutation

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

HALLUCINATORY TERRAIN

  • casting time Cast 10 minutes
  • range 500ft

  • components Area 50ft burst
  • duration M, S, V

until the next time you make your daily preparations

Primal Spell 4th Level Illusion

HYDRAULIC TORRENT

  • casting time 2 actions
  • range Area 60ft line

  • components S, V
  • duration Instantaneous

Save: FORT vs. SS DC

A swirling torrent of water manifests along a straight line, battering those that are its path and possibly pushing them away from you. The torrent deals 8d6 bludgeoning damage. Each creature in the area must attempt a basic Fortitude save. Creatures that fail the save are also knocked back 5 feet (10 feet on a critical failure).
Heightened (+1) The damage increases by 2d6.

Primal Spell 4th Level Evocation

SHAPE STONE

  • casting time 2 actions
  • range touch, Targets cube of stone 10 feet across or smaller

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

You shape the stone into a rough shape of your choice. The shaping process is too crude to produce intricate parts, fine details, moving pieces, or the like. Any creatures standing atop the stone when you reshape it must each attempt a Reflex save or Acrobatics check.
Success The creature is unaffected.
Failure The creature falls prone atop the stone.
Critical Failure The creature falls off the stone (if applicable)and lands prone.

Primal Spell 4th Level Transmutation

SOLID FOG

  • casting time 3 actions
  • range 120ft

  • components Area 20ft burst
  • duration M, S, V

1 minute

Primal Spell 4th Level Conjuration

SPEAK WITH PLANTS

  • casting time 2 actions
  • range self

  • components S, V
  • duration 10 minutes

Attack: Spell Attack vs. AC

You can ask questions of and receive answers from plants, but the spell doesn't make them more friendly or intelligent than normal. Most normal plants have a distinctive view of the world around them, so they don't recognize details about creatures or know anything about the world beyond their immediate vicinity. Cunning plant monsters are likely to be terse and evasive, while less intelligent ones often make inane comments.

Primal Spell 4th Level Divination

STONESKIN

  • casting time 2 actions
  • range touch, Targets 1 creature

  • components S, V
  • duration 20 minutes

Attack: Spell Attack vs. AC

The target's skin hardens like stone. It gains resistance 5 to physical damage, except adamantine. Each time the target is hit by a bludgeoning, piercing, or slashing attack, stoneskin's duration decreases by 1 minute.
Heightened (6th) The resistance increases to 10.
Heightened (8th) The resistance increases to 15.
Heightened (10th) The resistance increases to 20.

Primal Spell 4th Level Abjuration

WALL OF FIRE

  • casting time 3 actions
  • range 120ft

  • components M, S, V
  • duration 1 minute

Evocation Fire

Attack: Spell Attack vs. AC

You raise a blazing wall that burns creatures passing through it. You create either a 5-foot-thick wall of flame in a straight line up to 60 feet long and 10 feet high, or a 5-foot-thick, 10-foot-radius ring of flame with the same height. The wall stands vertically in either form, if you wish, the wall can be of a shorter length or height. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes 4d6 fire damage.
Heightened (+1) The fire damage increases by 1d6.

Primal Spell 4th Level Evocation

WEAPON STORM

  • casting time 2 actions
  • range Area 30ft cone or 10ft emanation

  • components S, V
  • duration Instantaneous

Save: REF. vs. SS DC

You swing a weapon you're holding, and the weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an emanation. This flurry deals four dice of damage to creatures in the area. This damage has the same type as the weapon and uses the same die size. Determine the die size as if you were attacking with the weapon, for instance, if you were wielding a two-hand weapon in both hands, you'd use its two-hand damage die.
Critical Success The creature is unaffected.
Success The target takes half damage.
Failure The target takes full damage.
Critical Failure The target takes double damage and is subjectto the weapon's critical specialization effect.
Heightened (+1) Add another damage die.

Primal Spell 4th Level Evocation

BANISHMENT

  • casting time 2 actions
  • range 30ft, Targets 1 creature that isn't on its home plane

  • components S, V
  • duration Instantaneous

Save: WILL vs. SS DC

You send the target back to its home plane. The target must attempt a Will save. You can spend an extra action while Casting this Spell and add a material component to give the creature a –2 circumstance penalty to its save. The component must be a specially gathered object that is anathema to the creature, and not from a spell component pouch. This spell fails if you aren't on your home plane when you cast it.
Critical Success The target resists being banished and you arestunned 1.
Success The target resists being banished.
Failure The target is banished.
Critical Failure The target is banished and can't return by anymeans to the plane it's banished from for 1 week.
Heightened (9th) You can target up to 10 creatures. The extra material component affects targets to which it is anathema.

Primal Spell 5th Level Abjuration

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
5 5

CLOUDKILL

  • casting time 3 actions
  • range 120ft

  • components Area 20ft burst
  • duration M, S, V

Instantaneous

Primal Spell 5th Level Necromancy

CONE OF COLD

  • casting time 2 actions
  • range Area 60ft cone

  • components S, V
  • duration Instantaneous

Save: REF. vs. SS DC

Icy cold rushes forth from your hands. You deal 12d6 cold damage to creatures in the area.
Heightened (+1) The damage increases by 2d6.

Primal Spell 5th Level Evocation

CONTROL WATER

  • casting time 2 actions
  • range 500ft

  • components Area 50ft long by 50ft wide
  • duration S, V

Instantaneous

Primal Spell 5th Level Evocation

DEATH WARD

  • casting time 2 actions
  • range touch, Targets 1 living creature touched

  • components S, V
  • duration 10 minutes

Attack: Spell Attack vs. AC

You shield a creature from the ravages of negative energy. It receives a +4 status bonus to saves against death and negative effects, gains negative resistance 10, and suppresses the effects of the doomed condition.

Primal Spell 5th Level Abjuration

ELEMENTAL FORM [1/2]

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 minute

Attack: Spell Attack vs. AC

You call upon the power of the planes to transform into a Medium elemental battle form. When you cast this spell, choose air, earth, fire, or water. While in this form, you gain the corresponding trait and the elemental trait. You have hands in this battle form and can take manipulate actions. You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose:-AC = 19 + your level. Ignore your armor's check penalty and Speed reduction.
-10 temporary Hit Points.
-Darkvision.
-One or more unarmed melee attacks specific to thebattle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +18, and your damage bonus is +9. These are Dexterity based (air or fire) or Strength based (earth or water). If your corresponding unarmed attack modifier is higher, you can use it instead.
-Acrobatics (air or fire) or Athletics (earth or water) modifier of +20, ignore this change if your own modifier is higher.
You also gain specific abilities based on the type elemental you choose:-Air fly Speed 80 feet, movement doesn't trigger reactions, Melee [one-action] gust, Damage 1d4

Primal Spell 5th Level Transmutation

ELEMENTAL FORM [2/2]

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 minute

bludgeoning.
-Earth Speed 20 feet, burrow Speed 20 feet, Melee [one-action]fist, Damage 2d10 bludgeoning.
-Fire Speed 50 feet, fire resistance 10, weakness 5 tocold and 5 to water, Melee [one-action] tendril, Damage 1d8 fire plus 1d4 persistent fire.
-Water Speed 20 feet, swim Speed 60 feet, fire resistance 5, Melee [one-action] wave, Damage 1d12 bludgeoning, and you can spend an action immediately after a hit to push the target 5 feet with the effects of a successful Shove.
Heightened (6th) Your battle form is Large and your attackshave 10-foot reach. You must have space to expand or the spellis lost. You instead gain AC = 22 + your level, 15 temporaryHP, an attack modifier of +23, a damage bonus of +13, and Acrobatics or Athletics +23.
Heightened (7th) Your battle form is Huge and your attacks have 15-foot reach. You must have space to expand or the spell is lost. You instead gain AC = 22 + your level, 20 temporary HP, an attack modifier of +25, a damage bonus of +11, double the number of damage dice (including persistent damage), and Acrobatics or Athletics +25.

Primal Spell 5th Level Transmutation

MARINER'S CURSE

  • casting time 2 actions
  • range touch, Targets 1 creature

  • components S, V
  • duration Instantaneous

Save: WILL vs. SS DC

You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save.
Critical Success The target is unaffected.
Success The target becomes sickened 1. Reducing its sickenedcondition to 0 ends the curse.
Failure The target becomes sickened 1 and can't reduceits sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1.
Critical Failure As failure, but the target becomes sickened 2.

Primal Spell 5th Level Necromancy

MOON FRENZY [1/2]

  • casting time 2 actions
  • range 30ft, Targets up to 5 willing creatures

  • components S, V
  • duration 1 minute

Attack: Spell Attack vs. AC

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 5 to silver. They also grow vicious fangs and claws, which are unarmed attacks. The fangs deal 2d8 piercing damage, the claws deal 2d6 slashing damage and have the agile and finesse traits. The targets use their highest weapon or unarmed attack proficiency with these attacks, and if they have weapon specialization or greater weapon specialization, they add this damage as well. On a critical hit with one of these unarmed attacks, the creature struck takes 1d4 persistent bleed damage.
The targets can't use concentrate actions unless those actions also have the rage trait, with the exception of Seek. A creature can attempt to end the spell's effect on itself by using a single action, which has the rage trait, to attempt a Will save against your spell DC, on a success, it ends the spell's effect on itself.
If a target is in the light of a full moon, it also grows by one size if it were Medium or smaller. This increases the reach of a Medium or Tiny creature by 5 feet.
Heightened (6th) The temporary Hit Points

Primal Spell 5th Level Transmutation

MOON FRENZY [2/2]

  • casting time 2 actions
  • range 30ft, Targets up to 5 willing creatures

  • components S, V
  • duration 1 minute

increase to 10, the silver weakness to 10, and the damage dealt by the attacks to three dice.
Heightened (10th) The temporary Hit Points increase to 20, the silver weakness to 20, and the damage dealt by the attacks to four dice.

Primal Spell 5th Level Transmutation

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

PASSWALL

  • casting time
  • range touch

  • components Area 5ft-wide, 10ft-tall, 10ft-deep
  • duration S, V

Instantaneous

Primal Spell 5th Level Conjuration

PLANT FORM [1/2]

  • casting time
  • range self

  • components S, V
  • duration 1 minute

Attack: Spell Attack vs. AC

Taking inspiration from verdant creatures, you transform into a Large plant battle form. You must have space to expand into or the spell is lost. When you cast this spell, choose arboreal, flytrap, or shambler. You can substitute a similar specific plant to turn into (such as a pitcher plant instead of a flytrap), but this has no effect on the form's Size or statistics. While in this form, you gain the plant trait. You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose:-AC = 19 + your level. Ignore your armor's check penalty and Speed reduction.
-12 temporary Hit Points.
-Resistance 10 to poison.
-Low-light vision.
-One or more unarmed melee attacks specific to thebattle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +17, and your damage bonus is +11. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.
-Athletics modifier of +19, unless your own modifier is higher.
You also gain specific abilities based on the type of plant you

Primal Spell 5th Level Transmutation

PLANT FORM [2/2]

  • casting time
  • range self

  • components S, V
  • duration 1 minute

choose:-Arboreal Speed 30 feet, Melee [one‑action] branch (reach 15 feet), Damage 2d10 bludgeoning, Melee [one‑action] foot, Damage 2d8 bludgeoning, you can speak in this form, but you still can't Cast a Spell or supply verbal components.
-Flytrap Speed 15 feet, resistance 10 to acid, Melee [one‑action] leaf (reach 10 feet), Damage 2d8 piercing, and you can spend an action after a hit to Grab the target.
-Shambler Speed 20 feet, swim Speed 20 feet, resistance 10 to electricity, Melee [one‑action] vine (reach 15 feet), Damage 2d8 slashing.
Heightened (6th) Your battle form is Huge, and the reach of your attacks increases by 5 feet. You instead gain AC = 22 + your level, 24 temporary HP, attack modifier +21, damage bonus +16, and Athletics +22.

Primal Spell 5th Level Transmutation

SUMMON GIANT

  • casting time 3 actions
  • range 30ft

  • components M, S, V
  • duration sustained up to 1 minute

Conjuration

Attack: Spell Attack vs. AC

You conjure a giant to fight for you. This works like summon animal (page 375), except you summon a common creature that has the giant trait and whose level is 5 or lower.
Heightened (6th) Level 7.
Heightened (7th) Level 9.
Heightened (8th) Level 11.
Heightened (9th) Level 13.
Heightened (10th) Level 15.

Primal Spell 5th Level Conjuration

TREE STRIDE

  • casting time Cast 1 minute
  • range self

  • components M, S, V
  • duration Instantaneous

Uncommon Conjuration Plant Teleportation

Attack: Spell Attack vs. AC

You step into a living tree with a trunk big enough for you to fit inside it and instantly teleport to any tree of the same species within 5 miles that also has a sufficiently large trunk. Once you enter the first tree, you instantly know the rough locations of other sufficiently large trees of the same species within range and can exit from the original tree, if you prefer. You can't carry extradimensional spaces with you, if you attempt to do so, the spell fails.
Heightened (6th) The tree you exit can be up to 50 miles away.
Heightened (8th) The tree you exit can be up to 500 miles away.
Heightened (9th) The tree you exit can be anywhere on the same planet.

Primal Spell 5th Level Conjuration

WALL OF ICE [1/2]

  • casting time 3 actions
  • range 120ft

  • components M, S, V
  • duration 1 minute

Cold Evocation Water

Attack: Spell Attack vs. AC

You sculpt a barrier of ice that blocks sight and, once shattered, freezes foes. You create either a 1-foot-thick wall of ice in a straight line up to 60 feet long and 10 feet high (the wall doesn't have to be vertical, but it must be anchored on both sides to a solid surface) or a 1-foot-thick, 10-foot radius hemisphere of ice. The ice that makes up the wall is opaque. If you wish, the wall can be of a smaller length, height, or radius. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost.
Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits, cold damage, and precision damage. A section also has weakness to fire 15, a section of the wall destroyed by fire melts, evaporating into water and steam. A section destroyed by means other than fire leaves behind a chilling mass of ice that is difficult terrain and deals 2d6 cold damage to any creature passing

Primal Spell 5th Level Evocation

WALL OF ICE [2/2]

  • casting time 3 actions
  • range 120ft

  • components M, S, V
  • duration 1 minute

Cold Evocation Water

through it.
Heightened (+2) The Hit Points of each section of the wall increase by 10, and the cold damage dealt to creatures crossing a destroyed section increases by 1d6.

Primal Spell 5th Level Evocation

WALL OF STONE

  • casting time 3 actions
  • range 120ft

  • components M, S, V
  • duration Instantaneous

Conjuration Earth

Attack: Spell Attack vs. AC

You shape a wall of solid stone. You create a 1-inch-thick wall of stone up to 120 feet long, and 20 feet high. You can shape the wall's path, placing each 5 feet of the wall on the border between squares. The wall doesn't need to stand vertically, so you can use it to form a bridge or set of stairs, for example. You must conjure the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost.
Each 5-foot-by-5-foot section of the wall has AC 10, Hardness 14, and 50 Hit Points, and it's immune to critical hits and precision damage. A destroyed section of the wall can be moved through, but the rubble created from it is difficult terrain.
Heightened (+2) The Hit Points of each section of the wall increase by 15.

Primal Spell 5th Level Conjuration

BALEFUL POLYMORPH

  • casting time 2 actions
  • range 30ft, Targets 1 creature

  • components S, V
  • duration Instantaneous

Save: FORT vs. SS DC

You transform the target creature into a harmless animal appropriate to the area, with effects based on its Fortitude save.
Critical Success The target is unaffected.
Success The target's body gains minor features of the harmlessanimal. Its insides churn as they partially transform, causing it to be sickened 1. When it recovers from the sickened condition, its features revert to normal.
Failure The target transforms for 1 minute but keeps its mind. If it spends all its actions on its turn concentrating on its original form, it can attempt a Will save to end the effect immediately.
Critical Failure The target is transformed into the chosen harmless animal, body and mind, for an unlimited duration.

Primal Spell 6th Level Transmutation

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
6 6

CHAIN LIGHTNING

  • casting time 2 actions
  • range 500ft, Targets 1 creature, plus any number of

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

additional creaturesSaving Throw ReflexYou discharge a powerful bolt of lightning at the target, dealing 8d12 electricity damage. The target must attempt a basic Reflex save. The electricity arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Roll the damage only once, and apply it to each target (halving or doubling as appropriate for its saving throw outcome). The chain ends if any one of the targets critically succeeds at its save.
Heightened (+1) The damage increases by 1d12.

Primal Spell 6th Level Evocation

DRAGON FORM [1/5]

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 minute

Attack: Spell Attack vs. AC

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, choose one type of chromatic or metallic dragon. While in this form, you gain the dragon trait. You have hands in this battle form and can take manipulate actions. You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose:-AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.
-10 temporary Hit Points.
-Speed 40 feet, fly Speed 100 feet.
-Resistance 10 against the damage type of your breathweapon (see below).
-Darkvision and imprecise scent 60 feet.
-One or more unarmed melee attacks specific to the battleform you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +22, and your damage bonus is +6. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. See below for more on these attacks.
-Athletics modifier of +23, unless your own modifier is higher.
-Breath Weapon

Primal Spell 6th Level Transmutation

DRAGON FORM [2/5]

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 minute

[two-actions] (arcane, evocation) The shape, damage, and damage type of your breath weapon depend on your specific dragon form (see below). A creature in the area attempts a basic save against your spell DC. This is a Reflex save unless stated otherwise in the special ability description for your specific dragon form. Once activated, your breath weapon can't be used again for 1d4 rounds. Your breath weapon has the trait corresponding to the type of damage it deals.
You also gain specific abilities based on the type of dragon you choose:-Black swim Speed 60 feet, Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 acid, Melee [one-action] claw (agile), Damage 3d10 slashing, Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning, Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing, breath weapon 60-foot line, 11d6 acid.
-Blue burrow Speed 20 feet, Melee [one-action] jaws, Damage 2d10 piercing plus 1d12 electricity, Melee [one-action] claw (agile), Damage 3d10 slashing, Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning, Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing, breath weapon 80-foot line, 6d12 electricity.
-Green swim Speed 40 feet, ignores difficult

Primal Spell 6th Level Transmutation

DRAGON FORM [3/5]

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 minute

terrain from non-magical foliage, Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 poison, Melee [one-action] claw (agile), Damage 3d10 slashing, Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning, Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing, breath weapon 30-foot cone, 10d6 poison (Fortitude save instead of Reflex).
-Red ignore concealed from smoke, Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 fire, Melee [one-action] claw (agile), Damage 4d6 slashing, Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning, Melee [one-action] wing (reach 10 feet), Damage 3d8 bludgeoning, breath weapon 30-foot cone, 10d6 fire.
-White climb Speed 25 feet on ice only, Melee [one-action] jaws, Damage 3d6 piercing plus 2d6 cold, Melee [one-action] claw (agile), Damage 3d10 slashing, Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning, breath weapon 30-foot cone, 10d6 cold.
-Brass burrow Speed 20 feet, Melee [one-action] jaws, Damage 3d8 piercing plus 2d4 fire, Melee [one-action] claw (agile), 3d10 slashing, Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning, Melee [one-action] spikes (reach 10 feet), Damage 3d8 piercing, breath weapon 60-foot

Primal Spell 6th Level Transmutation

DRAGON FORM [4/5]

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 minute

line, 15d4 fire.
-Bronze swim Speed 40 feet, Melee [one-action] jaws, Damage 2d10 piercing plus 1d12 electricity, Melee [one-action] claw (agile), Damage 3d10 slashing, Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning, Melee [one-action] wing (reach 10 feet), Damage 3d8 slashing, breath weapon 80-foot line, 6d12 electricity.
-Copper climb Speed 25 feet on stone only, Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 acid, Melee [one-action] claw (agile), Damage 3d10 slashing, Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning, Melee [one-action] wing (reach 10 feet), Damage 3d8 bludgeoning, breath weapon 60-foot line, 10d6 acid.
-Gold swim Speed 40 feet, Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 fire, Melee [one-action] claw (agile), Damage 4d6 slashing, Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning, Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing, breath weapon 30-foot cone, 6d10 fire.
-Silver walk on clouds, Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 cold, Melee [one-action] claw (agile), Damage 3d10 slashing, Melee [one-action] tail (reach 10), Damage 3d10 bludgeoning, breath weapon 30-foot cone, 8d8

Primal Spell 6th Level Transmutation

DRAGON FORM [5/5]

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 minute

cold.
Heightened (8th) Your battle form is Huge, you gain a +20-foot status bonus to your fly Speed, and your attacks have 10-foot reach (or 15-foot reach if they previously had 10-foot reach). You instead gain AC = 21 + your level, 15 temporary HP, an attack modifier of +28, a damage bonus of +12, Athletics +28, and a +14 status bonus to breath weapon damage.

Primal Spell 6th Level Transmutation

FIELD OF LIFE

  • casting time 2 actions
  • range 30ft

  • components Area 20ft burst
  • duration S, V

sustained up to 1 minute

Primal Spell 6th Level Necromancy

FIRE SEEDS

  • casting time 2 actions
  • range self

  • components S, V
  • duration Instantaneous

Save: REF. vs. SS DC

Four acorns grow in your hand, their shells streaked with pulsing red and orange patterns. You or anyone else who has one of the acorns can toss it up to 30 feet with an Interact action. It explodes in a 5-foot burst, dealing 4d6 fire damage. The save uses your spell DC, even if someone else throws the acorn.
Flames continue to burn on the ground in the burst for 1 minute, dealing 2d6 fire damage to any creature that enters the flames or ends its turn within them. A creature can take damage from the continuing flames only once per round, even if it's in overlapping areas of fire created by different acorns.
When the spell ends, any remaining acorns rot and turn to ordinary soil.
Heightened (8th) The burst's damage increases to 5d6, and the continuing flames damage increases to 3d6.
Heightened (9th) The burst's damage increases to 6d6, and the continuing flames damage increases to 3d6.

Primal Spell 6th Level Evocation

FLESH TO STONE

  • casting time 2 actions
  • range 120ft, Targets 1 creature made of flesh

  • components S, V
  • duration Instantaneous

Save: FORT vs. SS DC

You try to turn the target's flesh into stone. The target must attempt a Fortitude save.
Critical Success The target is unaffected.
Success The target is slowed 1 for 1 round.
Failure The target is slowed 1 and must attempt a Fortitudesave at the end of each of its turns, this ongoing save has the incapacitation trait. On a failed save, the slowed condition increases by 1 (or 2 on a critical failure). A successful save reduces the slowed condition by 1. When a creature is unable to act due to the slowed condition from flesh to stone, the creature is petrified permanently. The spell ends if the creature is petrified or the slowed condition is removed.
Critical Failure As failure, but the target is initially slowed 2.

Primal Spell 6th Level Transmutation

6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

PURPLE WORM STING

  • casting time
  • range touch, Targets 1 creature

  • components S, V
  • duration Instantaneous

Save: FORT vs. SS DC

You replicate the attack of a deadly purple worm. You deal 6d6 piercing damage to the touched creature and afflict it with purple worm venom. The target must attempt a Fortitude save.
Critical Success The target is unaffected.
Success The target takes 3d6 poison damage.
Failure The target is afflicted with purple worm venom at stage 1.
Critical Failure The target is afflicted with purple worm venomat stage 2.
Purple Worm Venom (poison), Level 11, Maximum Duration 6rounds. Stage 1 3d6 poison damage and enfeebled 2 (1 round), Stage 2 4d6 poison damage and enfeebled 2 (1 round), Stage 3 6d6 poison damage and enfeebled 2 (1 round).

Primal Spell 6th Level Necromancy

STONE TELL

  • casting time 2 actions
  • range self

  • components S, V
  • duration 10 minutes

Attack: Spell Attack vs. AC

You can ask questions of and receive answers from natural or worked stone. While stone is not intelligent, you speak with the natural spirits of the stone, which have a personality colored by the type of stone, as well as by the type of structure the stone is part of, for worked stone. A stone's perspective, perception, and knowledge give it a worldview different enough from a human's that it doesn't consider the same details important. Stones can mostly answer questions about creatures that touched them in the past and what is concealed beneath or behind them.

Primal Spell 6th Level Evocation

STONE TO FLESH

  • casting time 2 actions
  • range touch, Targets petrified creature or human-size stone object

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

Manipulating the fundamental particles of matter, you convert stone into flesh and blood. You restore a petrified creature to its normal state or transform a stone object into a mass of inert flesh (without stone's Hardness) in roughly the same shape.

Primal Spell 6th Level Transmutation

TANGLING CREEPERS

  • casting time 3 actions
  • range 500ft

  • components Area 40ft burst
  • duration M, S, V

10 minutes

Primal Spell 6th Level Conjuration

TRUE SEEING

  • casting time 2 actions
  • range self

  • components S, V
  • duration 10 minutes

Attack: Spell Attack vs. AC

You see things within 60 feet as they actually are. The GM rolls a secret counteract check against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the polymorph spell).

Primal Spell 6th Level Divination

ECLIPSE BURST

  • casting time 2 actions
  • range 500ft

  • components Area 60ft burst
  • duration S, V

Instantaneous

Primal Spell 7th Level Necromancy

ENERGY AEGIS

  • casting time Cast 1 minute
  • range touch, Targets 1 creature

  • components M, S, V
  • duration 24 hours

Abjuration

Attack: Spell Attack vs. AC

You protect the target with a powerful, long-lasting energy barrier. The target gains resistance 5 to acid, cold, electricity, fire, force, negative, positive, and sonic damage.
Heightened (9th) The resistances increase to 10.

Primal Spell 7th Level Abjuration

FIERY BODY

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 minute

Attack: Spell Attack vs. AC

You become living flame, giving you fire immunity, resistance 10 to precision damage, and weakness 5 to cold and to water. Any creature that touches you or damages you with an unarmed attack or non-reach melee weapon takes 3d6 fire damage.
Your unarmed attacks deal 1d4 additional fire damage, and your fire spells deal one additional die of fire damage (of the same damage die the spell uses). You can cast produce flame as an innate spell, the casting is reduced from 2 actions to 1.
In fire form, you have a fly Speed of 40 feet and don't need to breathe.
Heightened (9th) Creatures touching you take 4d6 fire damage instead of 3d6, your unarmed attacks deal 2d4 additional fire damage, and you have a fly Speed of 60 feet.

Primal Spell 7th Level Transmutation

FINGER OF DEATH

  • casting time 2 actions
  • range 30ft, Targets 1 living creature

  • components S, V
  • duration Instantaneous

Save: FORT vs. SS DC

You point your finger toward the target and speak a word of slaying. You deal 70 negative damage to the target. If the damage from finger of death reduces the target to 0 Hit Points, the target dies instantly.
Heightened (+1) The damage increases by 10.

Primal Spell 7th Level Necromancy

6 6
6 6
6 6
6 6
6 6
7 7
7 7
7 7
7 7

MASK OF TERROR

  • casting time 2 actions
  • range 30ft, Targets 1 creature

  • components S, V
  • duration 1 minute

Attack: Spell Attack vs. AC

The target appears to be a gruesome and terrifying creature. The effect is unique to each observer, so a human viewing the target might see a demon with bloody fangs, but a demon observing the target might see a glowing angelic visage.
When any creature attempts a hostile action against the target, the creature must attempt a Will save. It is then temporarily immune until the end of its next turn.
Success The creature is unaffected.
Failure The creature becomes frightened 2 before using its action.
Critical Failure The creature becomes frightened 2, and its action fails and is wasted.
Heightened (8th) You can target up to 5 creatures. If a creature uses a hostile action or reaction that affects multiple targets simultaneously, it needs to attempt only one save against mask of terror.

Primal Spell 7th Level Illusion

PLANE SHIFT

  • casting time Cast 10 minutes
  • range touch, Targets 1 willing creature, or up to 8 willing

  • components M, S, V
  • duration Instantaneous

Uncommon Conjuration Teleportation

Attack: Spell Attack vs. AC

creatures joining handsYou and your allies traverse the barriers between planes of existence. The targets move to another plane, such as the Plane of Fire, the Shadow Plane, or the Abyss. You must have specific knowledge of the destination plane and use a magic tuning fork created from material from that plane as a focus for the spell. While the tuning forks for most prominent planes are uncommon, just like the spell plane shift, more obscure planes and demiplanes often have rare tuning forks.
The spell is highly imprecise, and you appear 1d20×25 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it's the first time traveling to a particular plane for all targets, you appear at a random location on the plane. Plane shift doesn't provide a means of return travel, though casting plane shift again allows you to return to your previous plane unless there are extenuating circumstances.

Primal Spell 7th Level Conjuration

REGENERATE

  • casting time
  • range touch, Targets 1 willing living creature

  • components S, V
  • duration 1 minute

Attack: Spell Attack vs. AC

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 start of each of its turns. While it has regeneration, the target can't die from damage and its dying value can't exceed 3, though if its wounded value becomes 4 or higher, it stays unconscious until its wounds are treated. If the target takes acid or fire damage, its regeneration deactivates until after the end of its next turn.
Each time the creature regains Hit Points from regeneration, it also regrows one damaged or ruined organ (if any). During the spell's duration, the creature can also reattach severed body parts by spending an Interact action to hold the body part to the area it was severed from.
Heightened (9th) The regeneration increases to 20.

Primal Spell 7th Level Necromancy

SUNBURST

  • casting time 2 actions
  • range 500ft

  • components Area 60ft burst
  • duration S, V

Instantaneous

Primal Spell 7th Level Evocation

UNFETTERED PACK

  • casting time 2 actions
  • range 30ft, Targets up to 10 creatures

  • components S, V
  • duration 1 hour

Attack: Spell Attack vs. AC

You free those who travel alongside you from environmental hindrances. Targets don't take circumstance penalties to Speed from vegetation, rubble, winds, or other properties of the environment, whether or not the environment is magical, and they ignore difficult terrain from such environmental properties.
Heightened (9th) The targets also ignore greater difficult terrain from environmental properties.

Primal Spell 7th Level Abjuration

VOLCANIC ERUPTION

  • casting time 2 actions
  • range 120ft

  • components Area 5ft radius, 80ft-tall cylinder
  • duration S, V

Instantaneous

Primal Spell 7th Level Evocation

EARTHQUAKE

  • casting time 2 actions
  • range 500ft

  • components Area 60ft burst
  • duration S, V

1 round

Primal Spell 8th Level Evocation

HORRID WILTING

  • casting time 2 actions
  • range 500ft, Targets any number of living creatures

  • components S, V
  • duration Instantaneous

Save: FORT vs. SS DC

You pull the moisture from the targets' bodies, dealing 10d10 negative damage. Creatures made of water (such as water elementals) and plant creatures use the outcome for one degree of success worse than the result of their saving throw. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to horrid wilting.
Heightened (+1) The damage increases by 1d10.

Primal Spell 8th Level Necromancy

MOMENT OF RENEWAL

  • casting time 2 actions
  • range touch, Targets up to 6 creatures

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

The targets experience a day's worth of recovery in an instant. Any detrimental effects that would be gone after 24 hours end, though this doesn't shorten the duration of any active spells affecting the targets. The targets regain Hit Points and recover from conditions as if they had taken 24 hours of rest, but they do not make their daily preparations again or gain any benefits of rest other than healing. The targets are then temporarily immune for 1 day.

Primal Spell 8th Level Necromancy

7 7
7 7
7 7
7 7
7 7
7 7
8 8
8 8
8 8

MONSTROSITY FORM [1/3]

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 minute

Attack: Spell Attack vs. AC

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 this spell, choose phoenix, purple worm, or sea serpent. While in this form, you gain the beast trait (for phoenix) or the animal trait (for purple worm or sea serpent). You can Dismiss the spell.
You gain the following statistics and abilities regardless which battle form you choose:-AC = 20 + your level. Ignore your armor's check penalty and Speed reduction.
-20 temporary Hit Points.
-Darkvision.
-One or more unarmed melee attacks specific to thebattle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +28, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.
-Athletics modifier of +30, unless your own modifier is higher.
You also gain specific abilities based on the type of monster you choose:-Phoenix Speed 30 feet, fly Speed 90 feet, Melee [one-action] beak (reach 15 feet), Damage 2d6+12 piercing plus 2d4 fire

Primal Spell 8th Level Transmutation

MONSTROSITY FORM [2/3]

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 minute

and 2d4 persistent fire, Melee [one-action] talon (agile, reach 15 feet), Damage 2d8+12 slashing, Shroud of Flame (aura, evocation, fire, primal) 20 feet. You gain an aura of fire that extends out from you. A creature that enters or ends its turn within the aura takes 2d6 fire damage. A creature can take this damage only once per turn. You can use a single action, which has the concentrate trait, to activate or deactivatethis aura.
-Purple Worm Speed 40 feet, burrow Speed 30 feet, swim Speed 20 feet, Melee [one-action] jaws (reach 10 feet),Damage 2d12+20 piercing, Melee [one-action] stinger (agile,reach 10 feet), Damage 2d8+15 piercing plus 2d6persistent poison, Melee [one-action] body (reach 10 feet)Damage 2d8+20 bludgeoning, Inexorable You automatically recover from the paralyzed, slowed, and stunned conditions at the end of each of your turns. You're also immune to being immobilized and ignoredifficult terrain and greater difficult terrain.
-Sea Serpent Speed 20 feet, swim Speed 90 feet, Melee [one-action] jaws (reach 15 feet), Damage 2d12+20 piercing, Melee [one-action] tail (reach 25 feet), Damage 2d8+20 bludgeoning, Spine Rake [two-actions] (move) You extend your spines and Swim or Stride. Each

Primal Spell 8th Level Transmutation

MONSTROSITY FORM [3/3]

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 minute

creature you're adjacent to at any point during your movement takes 4d8+10 slashing damage (basic Reflex against your spell DC).
Heightened (9th) You instead gain AC = 22 + your level, 25temporary HP, attack modifier +31, increase damage by one damage die, and Athletics +33.

Primal Spell 8th Level Transmutation

POLAR RAY

  • casting time
  • range 120ft, Targets 1 creature or object

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

You fire a blue-white ray of freezing air and swirling sleet from your finger that can chill your target to the bones. You must succeed at a spell attack roll to affect the target, which then takes 10d8 cold damage and is drained 2.
Heightened (+1) The damage increases by 2d8.

Primal Spell 8th Level Evocation

PUNISHING WINDS

  • casting time
  • range 100ft

  • components Area 30ft radius, 100ft-tall cylinder
  • duration M, S, V

sustained up to 1 minute

Primal Spell 8th Level Evocation

WINDWALK

  • casting time Cast 10 minutes
  • range touch, Targets you and up to five creatures touched

  • components M, S, V
  • duration 8 hours

Air Transmutation

Attack: Spell Attack vs. AC

When you cast this spell, each target transforms into a vaguely cloud-like form and is picked up by a wind moving in the direction of your choice. You can change the wind's direction by using a single action, which has the concentrate trait. The wind carries the targets at a Speed of 20 miles per hour, but if any of the targets make an attack, Cast a Spell, come under attack, or otherwise enter encounter mode, the spell ends for all targets just after they roll initiative, and they drift gently to the ground.

Primal Spell 8th Level Transmutation

DISJUNCTION

  • casting time 2 actions
  • range 120ft, Targets 1 magic item

  • components S, V
  • duration Instantaneous

Attack: Spell Attack vs. AC

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 destroyed. If it's an artifact or similar item, you automatically fail.

Primal Spell 9th Level Abjuration

IMPLOSION

  • casting time 2 actions
  • range 30ft, Targets 1 corporeal creature

  • components S, V
  • duration Instantaneous

Save: FORT vs. SS DC

You crush the target by causing it to collapse in on itself, dealing 75 damage. Each time you Sustain the Spell, you must choose a new target to be subject to the same effect, the same creature can never be targeted more than once with a single casting of this spell. You also can't affect more than one creature per turn with implosion. You can't target a creature that's incorporeal, gaseous, or liquid, or one that otherwise lacks a solid form.
Heightened (+1) The damage increases by 10.

Primal Spell 9th Level Evocation

MASSACRE

  • casting time 2 actions
  • range Area 60ft line

  • components S, V
  • duration Instantaneous

Save: FORT vs. SS DC

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 Fortitude save. If the damage from massacre reduces a creature to 0 Hit Points, that creature dies instantly. If massacre doesn't kill even a single creature, the negative energy violently explodes back toward you, dealing an additional 30 negative damage to every creature in the line (even those above 17th level) and 30 negative damage to you.
Critical Success The creature is unaffected.
Success The creature takes 9d6 negative damage.
Failure The creature takes 100 negative damage.
Critical Failure The creature dies.
Heightened (10th) The spell can affect creatures up to 19th level. Increase the damage to 10d6 on a success, and to 115 on a failure.

Primal Spell 9th Level Necromancy

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METEOR SWARM

  • casting time 2 actions
  • range 500ft

  • components Area 4 40ft bursts
  • duration S, V

Instantaneous

Primal Spell 9th Level Evocation

NATURE'S ENMITY

  • casting time
  • range 120ft

  • components Area 500ft burst, Targets up to 5 creatures
  • duration S, V

10 minutes

Primal Spell 9th Level Enchantment

SHAPECHANGE

  • casting time 2 actions
  • range self

  • components S, V
  • duration 1 minute

Attack: Spell Attack vs. AC

Harnessing your mastery of transformative magic, you take on a mutable form. You transform yourself into any form you could choose with a polymorph spell in your spell repertoire or that you could prepare of 8th level or lower (including any 8th-level or lower heightened versions of spells you know). You choose the type of creature as you Cast the Spell rather than when you prepare it. You can change your form to any other form you could choose with this spell by using a single action, which has the concentrate trait. You can Dismiss this spell.

Primal Spell 9th Level Transmutation

STORM OF VENGEANCE

  • casting time 3 actions
  • range 800ft

  • components Area 360ft burst
  • duration M, S, V

sustained up to 1 minute

Primal Spell 9th Level Evocation

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