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Elemental Spell List

Source Secrets of Magic pg. 203 1.1
The elementalist archetype uses this elemental spell list. It includes spells from all hardcover rulebooks up to this release.

You can discuss with the GM any spells from other sources you want to add to your list. As a general rule, spells with the air, earth, fire, or water trait belong on the list, including spells that add one of those traits depending on how they're cast, such as elemental zone. Spells that are general and appear on every tradition's spell list also make good candidates.

H spell has other effects when heightened
S spell is from an adventure path or adventure and may have spoilers
U spell is Uncommon
R spell is Rare
Q spell is Unique

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Elemental Cantrips

PFS StandardDancing Lights (evo): Create four floating lights you can move.
PFS StandardDetect Magic (div)H: Sense whether magic is nearby.
PFS StandardGale Blast (evo)H: Damage and push adjacent creatures with air.
PFS StandardHealing Plaster (tra)H: Transform mud into a healing plaster to treat wounds without healer's tools.
PFS StandardLight (evo)H: Make an object glow.
PFS StandardMage Hand (evo)H: Command a floating hand to move an object.
PFS StandardMessage (ill)H: Speak a message to a distant creature, who can reply.
PFS StandardPrestidigitation (evo): Perform a minor magical trick.
PFS StandardProduce Flame (evo)H: Kindle small flames to attack close or at range.
PFS StandardRead Aura (div)H: Detect if an object is magical, and determine the school of its magic.
PFS StandardScatter Scree (evo)H: Evoke rocks to deal bludgeoning damage and make rocky difficult terrain.
PFS StandardShield (abj)H: A shield of magical force blocks attacks and magic missiles.
PFS StandardSigil (tra)H: Leave a magical mark.
PFS StandardSpout (evo)H: Batter creatures with a water blast that is larger if cast in a body of water.

Elemental 1st-Level Spells

PFS StandardAir Bubble (con): React to create air for a creature to breathe.
PFS StandardBreadcrumbs (abj)H: Make a trail behind a creature.
PFS StandardBurning Hands (evo)H: A small cone of flame rushes from your hands.
PFS StandardCreate Water (con): Conjure 2 gallons of water.
PFS StandardFeather Fall (abj): React to slow a creature’s fall.
PFS StandardGust of Wind (evo): Wind blows out fires and knocks back objects and creatures.
PFS StandardHydraulic Push (evo)H: Damage and push a creature with a blast of water.
PFS StandardMage Armor (abj)H: Ward yourself with magical armor.
PFS StandardMagic Stone (nec): Make ordinary stones into magical sling bullets that are especially dangerous to undead.
PFS StandardMagic Weapon (tra): Make a weapon temporarily magical.
PFS StandardMending (tra)H: Repair one non-magical item.
PFS StandardMud Pit (con): Conjure mud to slow movement.
PFS StandardPet Cache (con): Hide a familiar or animal companion in a pocket dimension.
PFS StandardPummeling Rubble (evo)H: Hurl a cone of rocks to batter creatures.
PFS StandardShattering Gem (abj)H: A large gem floats around the target in an erratic pattern.
PFS StandardShockwave (evo)H: You create a wave of energy that ripples through the earth.
PFS StandardSnowball (evo)H: You throw a magically propelled and chilled ball of dense snow.
PFS StandardVentriloquism (ill)H: Throw your voice.

Elemental 2nd-Level Spells

PFS StandardAsh Cloud (con)H: Summon a cloud of hot ash and smoke.
PFS StandardBlistering Invective (enc)H: Light a creature on fire with the sheer viciousness of your words.
PFS StandardContinual Flame (evo)H: A magical flame burns indefinitely.
PFS StandardDarkvision (div)H: See in the dark.
PFS StandardDispel Magic (abj): End a spell or suppress an item's magic.
PFS StandardElemental Zone (evo)H: Make one element more damaging within a zone.
PFS StandardEndure Elements (abj)H: Protect a creature from severe cold or heat.
PFS StandardExpeditious Excavation (tra)H: You remove loose dirt, dust, gravel, sand, and the like from the area.
PFS StandardFaerie Fire (evo): Colorful light prevents creatures from being concealed or invisible.
PFS StandardFinal Sacrifice (evo)H: Channel energy to blow up your minion.
PFS StandardFlame Wisp (evo)H: Fire wisps damage those you strike, and more grow if you cast fire spells.
PFS StandardFlaming Sphere (evo)H: A ball of fire rolls about at your command.
PFS StandardGentle Repose (nec)H: A corpse doesn't decay and can't become undead.
PFS StandardHeat Metal (evo)H: Make metal red hot.
PFS StandardIgnite Fireworks (evo)H: Throw exploding fireworks.
PFS StandardObscuring Mist (con): Conceal creatures in a cloud of mist.
PFS StandardQuench (abj)H: Put out fires and hurt fire creatures.
PFS StandardResist Energy (abj)H: Protect a creature from one type of energy damage.
PFS StandardScorching Ray (evo)H: Fire one to three rays of heat and flame at different foes.
PFS StandardSummon Elemental (con)H: Conjure an elemental to fight on your behalf.
PFS StandardWater Breathing (tra)H: Allow creatures to breathe underwater.
PFS StandardWater Walk (tra)H: Buoy a creature so it can walk on water.

Elemental 3rd-Level Spells

PFS StandardAqueous Orb (con): Roll a ball of water to put out fires and engulf creatures.
PFS StandardBlazing Dive (evo)H: Fly up, then dive in an explosion of superheated air.
PFS StandardCrashing Wave (evo)H: Smash a cone of water against foes.
PFS StandardCup of Dust (nec)H: You curse the target with a thirst no drink can quench.
PFS StandardEarthbind (tra): Bring a flying creature to the ground.
PFS StandardElemental Absorption (abj)H: Resist elemental effects and then release the energy against a foe.
PFS StandardElemental Annihilation Wave (evo)H: Draw in elemental energy to unleash a cone of burning destruction.
PFS StandardFeet to Fins (tra)H: Turn a creature's feet into fins, enabling it swim but slowing it on land.
PFS StandardFireball (evo)H: An explosion of fire in an area burns creatures.
PFS StandardGlyph of Warding (abj): Store a spell in a symbol to make a trap.
PFS StandardLevitate (evo): Float an object or creature a few feet of the ground.
PFS StandardMeld into Stone (tra): Meld into a block of stone.
PFS StandardSafe Passage (abj)H: Make an area safe to move through.
PFS StandardSearing Light (evo)H: A ray of burning light deals extra damage to undead and counteracts darkness.
PFS StandardShifting Sand (tra)H: You cause the surface to heave.
PFS StandardWall of Water (con): Create a wall of water, forcing foes to swim through.
PFS StandardWall of Wind (evo): Create a wall of gusting winds that hinders movement and ranged attacks.

Elemental 4th-Level Spells

PFS StandardAir Walk (tra): Walk on air as though it were solid ground.
PFS StandardElemental Gift (tra)H: Infuse an ally with one of the four elements.
PFS StandardFire Shield (evo)H: Flames protect you from cold and harm those that touch you.
PFS StandardFly (tra)H: Cause the target creature to gain a fly Speed.
PFS StandardGaseous Form (tra): Turn a willing creature into a flying cloud.
PFS StandardHoly Cascade (evo)H: Turn a vial of holy water into an explosion of blessed water.
PFS StandardHydraulic Torrent (evo)H: Force creatures back with a damaging line of water.
PFS StandardPetal Storm (con)H: A storm of razor-sharp petals slash creatures in the area.
PFS StandardShape Stone (tra): Reshape a cube of stone.
PFS StandardSolid Fog (con): Conjure heavy fog that obscures sight and is hard to move through.
PFS StandardSoothing Spring (nec)H: Create a rejuvenating hot spring that heals the wounded and tired.
PFS StandardSpell Immunity (abj): Name a spell to negate its effects on you.
PFS StandardSpike Stones (con)H: Grow sharp spikes out of the ground.
PFS StandardStoneskin (abj)H: Harden a creature's skin into durable stone.
PFS StandardWall of Fire (evo)H: Create a blazing wall burns creatures that pass through.

Elemental 5th-Level Spells

PFS StandardBanishment (abj)H: Send a creature back to its home plane.
PFS StandardBlazing Fissure (evo)H: Rip a crack of magma in the earth.
PFS StandardControl Water (evo): Raise or lower water in a large area.
PFS StandardElemental Form (tra)H: Turn into an elemental.
PFS StandardFlame Strike (evo)H: Call divine fire from the sky.
PFS StandardFlammable Fumes (con)H: Conjure poisonous fumes that can explode in flame.
PFS StandardFlowing Strike (evo): Flow on a wave and attack on the way.
PFS StandardGeyser (evo)H: Blast foes upward with superheated water, causing them to fall and leaving concealing fog.
PFS StandardMantle of the Frozen Heart (tra): Morph your body with ice, which you can change during the spell.
PFS StandardMantle of the Magma Heart (tra): Morph yourself with fire, which you can change during the spell.
PFS StandardMariner's Curse (nec): Infect a creature with the curse of the rolling sea.
PFS StandardPasswall (con)HU: Form an earthen tunnel through a wall.
PFS StandardSummon Giant (con)H: Conjure a giant to fight on your behalf.
PFS StandardTemporary Glyph (abj): Quickly scribe a short-lived glyph to blast foes.
PFS StandardTransmute Rock and Mud (tra)H: Turn an area of rock into mud or vice versa.
PFS StandardWall of Ice (evo)H: Sculpt a foot-thick wall of ice that blocks sight and can chill creatures.
PFS StandardWall of Stone (con)H: Shape a wall of stone.

Elemental 6th-Level Spells

PFS StandardElemental Confluence (con): Summon a confluence of elementals of all four elements.
PFS StandardFire Seeds (evo)H: Make four explosive acorns.
PFS StandardFlame Vortex (evo)H: Invoke a moving tornado of fire and wind.
PFS StandardFlesh to Stone (tra): Turn a living creature into a stone statue.
PFS StandardScintillating Safeguard (abj)H: Reactively protect multiple creatures from harm with a magic barrier.
PFS StandardStone Tell (evo)U: Speak to spirits within natural stone.
PFS StandardStone to Flesh (tra): Turn a creature turned to stone back to flesh.
PFS StandardTeleport (con)HU: Transport you and willing creatures a great distance.
PFS StandardTrue Seeing (div): See through illusions and transmutations.

Elemental 7th-Level Spells

PFS StandardDimensional Lock (abj)U: Prevent teleportation and planar travel.
PFS StandardEnergy Aegis (abj)H: A creature gains resistance to acid, cold, electricity, fire, force, and sonic.
PFS StandardFiery Body (tra)H: Turn your body into living flame.
PFS StandardFrigid Flurry (evo)H: Turn into slashing snowflakes and fly in a straight line.
PFS StandardPlane Shift (con)U: Transport creatures to another plane of existence.
PFS StandardSunburst (evo)H: A globe of sunlight deals fire damage, hurts undead, and overcomes darkness.
PFS StandardUnfettered Pack (abj)H: Let creatures avoid environmental hindrances.
PFS StandardVolcanic Eruption (evo)H: Cause massive lava sprays that burn creatures and encase them in rock.

Elemental 8th-Level Spells

PFS StandardBoil Blood (evo)H: Boil a foe's blood.
PFS StandardBurning Blossoms (enc)H: A tree fascinates enemies and burns creatures that stay beneath it.
PFS StandardEarthquake (evo)H: Shake the ground with a devastating earthquake.
PFS StandardHorrid Wilting (nec)H: Pull moisture from creatures, damaging them.
PFS StandardPunishing Winds (evo): A cyclone inhibits fight and traps creatures.
PFS StandardWhirlwind (evo)H: Create a moving tornado to damage creatures and raise them into the air.
PFS StandardWind Walk (tra): Turn creatures into swift-moving clouds.

Elemental 9th-Level Spells

PFS StandardMeteor Swarm (evo)H: Call down four blazing meteors that explode.
PFS StandardStorm of Vengeance (evo)H: Create a massive, dangerous storm.

Elemental 10th-Level Spells

PFS StandardCataclysm (evo): Call an instant, damaging cataclysm.
PFS StandardElement Embodied (tra): Turn into a massive elemental.
PFS StandardGate (con)U: Tear open a portal to another plane.
PFS StandardIndestructibility (abj): Become briefly immune to everything.
PFS LimitedNullify (abj): React to automatically counteract a spell and take backlash damage.
PFS StandardRemake (con)U: Recreate a destroyed object.