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Occult Tradition

Source Core Rulebook pg. 299
The practitioners of occult traditions seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in a systematic way. Bards are the most iconic occult spellcasters, collecting strange esoterica and using their performances to influence the mind or elevate the soul, and occult sorcerers strive to understand the mysterious power in their blood.

H spell has other effects when heightened.
U uncommon R rare Q unique

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Occult Cantrips

Chill Touch (nec)H: Your touch hurts the living or disorients undead.
Dancing Lights (evo): Create four floating lights you can move.
Daze (enc)H: Damage a creature's mind and possibly stun it.
Detect Magic (div)H: Sense whether magic is nearby.
Forbidding Ward (abj)H: Protect an ally against one specific enemy.
Ghost Sound (ill)H: Make false sounds.
Guidance (div): Divine guidance improves one roll.
Join Pasts (div)HU: Share thoughts and experiences with allies.
Know Direction (div)H: Find true north.
Light (evo)H: Make an object glow.
Mage Hand (evo)H: Command a floating hand to move an object.
Message (ill)H: Speak a message to a distant creature, who can reply.
Prestidigitation (evo): Perform a minor magical trick.
Read Aura (div)H: Detect if an object is magical, and determine the school of its magic.
Shield (abj)H: A shield of magical force blocks attacks and magic missiles.
Sigil (tra)H: Leave a magical mark.
Telekinetic Projectile (evo)H: Fling an object at a creature.

Occult 1st-Level Spells

Alarm (abj)H: Be alerted if a creature enters a warded area.
Bane (enc): Weaken enemies' attacks in an aura around you.
Bless (enc): Strengthen allies' attacks in an aura around you.
Charm (enc)H: A humanoid becomes more friendly to you.
Color Spray (ill): Swirling colors dazzle or stun creatures.
Command (enc)H: Bid a creature to approach, run, release something, lie prone, or stand up.
Detect Alignment (div)HU: See auras of a chosen alignment.
Exchange Image (ill)U: Trade appearances with the target.
Fear (enc)H: Frighten a creature, possibly making it flee.
Floating Disk (con): A disk of energy follows you, carrying objects.
Grim Tendrils (nec)H: Creatures in a line take negative damage and bleed.
Illusory Disguise (ill)H: Make yourself look like a different creature.
Illusory Object (ill)H: Form a convincing illusion of an object.
Imprint Message (div)U: Imprint a psychic message into an object.
Item Facade (ill)H: Disguise an item to look perfect or shoddy.
Lock (abj)H: Make a lock hard to open.
Mage Armor (abj)H: Ward yourself with magical armor.
Magic Aura (ill)HU: Change how an item's magic appears to detecting spells.
Magic Missile (evo)H: Pelt creatures with unerring bolts of magical force.
Magic Weapon (tra): Make a weapon temporarily magical.
Mending (tra)H: Repair one non-magical item.
Mindlink (div): Mentally impart 10 minutes' worth of information in an instant.
Object Reading (div)HU: Learn about a significant event surrounding an object.
Phantom Pain (ill)H: Cause a creature ongoing pain that sickens it.
Protection (abj)U: Shield a creature against those of a chosen alignment.
Ray of Enfeeblement (nec): Sap a creature's strength.
Sanctuary (abj): Protect a creature from being attacked.
Sleep (enc)H: Cause creatures in a small area to fall asleep.
Soothe (enc)H: Heal the target and bolster them against mental attacks.
Spirit Link (nec)H: Continually transfer your health to someone else.
Summon Fey (con)H: Conjure a fey to fight on your behalf.
True Strike (div): Make your next attack especially accurate.
Unseen Servant (con): Create an invisible creature to help you.
Ventriloquism (ill)H: Throw your voice.

Occult 2nd-Level Spells

Augury (div): Predict whether a course of action brings good fortune.
Blur (ill): Cause a target's form to become blurry and hard to hit.
Calm Emotions (enc): Suppress strong emotions and hostility.
Comprehend Language (div)H: A creature understands one language.
Continual Flame (evo)H: A magical flame burns indefinitely.
Darkness (evo)H: Suppress all light in an area.
Darkvision (div)H: See in the dark.
Deafness (nec): Make a creature deaf.
Death Knell (nec): Finish of a creature who's near death.
Dispel Magic (abj): End a spell or suppress an item's magic.
Faerie Fire (evo): Colorful light prevents creatures from being concealed or invisible.
False Life (nec)H: Gain temporary HP.
Gentle Repose (nec)H: A corpse doesn't decay and can't become undead.
Ghoulish Cravings (nec): Infect a creature with ghoul fever.
Hideous Laughter (enc): Fits of laughter make a creature unable to take all its actions.
Humanoid Form (tra)H: Take the shape of a humanoid.
Illusory Creature (ill)H: Form a convincing illusion of a creature.
Invisibility (ill)H: A creature can’t be seen until it attacks.
Knock (tra): Make a door, lock, or container easier to open, and possibly open it immediately.
Magic Mouth (ill): Make an illusory mouth appear to speak a message.
Mirror Image (ill): Illusory duplicates of you cause attacks to miss.
Misdirection (ill): Cause one creature’s auras to appear to be another’s.
Paranoia (ill)H: Make a creature believe everyone is a threat.
Phantom Steed (con)H: Conjure a magical horse.
Remove Fear (enc)H: Free a creature from its fright.
Remove Paralysis (nec)H: Free a creature from paralysis.
Resist Energy (abj)H: Protect a creature from one type of energy damage.
Restoration (nec)H: Reduce a condition or lessen a toxin.
Restore Senses (nec)H: Remove a blinding or deafening effect.
See Invisibility (div)H: See invisible creatures and objects.
Shatter (evo)H: Shatter an object with a high-frequency sonic attack.
Silence (ill)H: Mute all sound from a creature.
Sound Burst (evo)H: Damage and deafen creatures with a powerful din.
Spectral Hand (nec): Create a semicorporeal hand that touches creatures to target them with your spells.
Spiritual Weapon (evo)H: Materialize a deific weapon of force that appears and attacks repeatedly.
Status (div)H: Keep track of a willing creature's location and well-being.
Telekinetic Maneuver (evo): Disarm, Shove, or Trip a creature telekinetically.
Touch of Idiocy (enc): Dull a target's mind with a touch.
Undetectable Alignment (abj)U: Make a creature or object appear neutral to alignment detection.

Occult 3rd-Level Spells

Bind Undead (nec): Take control of a mindless undead.
Blindness (nec): Strike a target blind.
Circle of Protection (abj)HU: A creature emits an aura that protects those within against an alignment.
Clairaudience (div): Hear through an invisible magical sensor.
Dream Message (enc)H: Send a message that arrives in a dream.
Enthrall (enc): Your speech makes creatures fascinated with you.
Ghostly Weapon (tra): Make a weapon affect incorporeal creatures.
Glyph of Warding (abj): Store a spell in a symbol to make a trap.
Haste (tra)H: Speed up a creature so it can attack or move more often.
Heroism (enc)H: Stoke a creature's inner heroism to make it more competent.
Hypercognition (div): Recall massive amounts of information in an instant.
Hypnotic Pattern (ill): Shifting colors dazzle and fascinate creatures.
Invisibility Sphere (ill)H: You and creatures near you become invisible as you explore.
Levitate (evo): Float an object or creature a few feet of the ground.
Locate (div)HU: Learn the direction to an object.
Mind Reading (div)U: Read a creature's surface thoughts.
Nondetection (abj)U: Protect a creature or object from detection.
Paralyze (enc)H: Freeze a humanoid in place.
Secret Page (ill): Alter the appearance of a page.
Slow (tra)H: Make a creature slower, reducing its actions.
Vampiric Touch (nec)H: Deal negative damage and gain temporary HP with a touch.
Wanderer's Guide (div): Find an ideal route to a location.
Zone of Truth (enc)U: Designate an area where creatures are compelled to be truthful.

Occult 4th-Level Spells

Blink (con)H: Flit between the planes, vanishing and reappearing.
Clairvoyance (div): See through an invisible magical sensor.
Confusion (enc)H: Befuddle a creature, making it act randomly.
Detect Scrying (div)HU: Find out if scrying effects are in the area.
Dimension Door (con)H: Teleport yourself up to 120 feet.
Dimensional Anchor (abj): Keep a creature from teleporting or traveling to other planes.
Discern Lies (div)U: Expertly detect lies and falsehoods.
Fly (tra)H: Cause the target creature to gain a fly Speed.
Forgotten Lines (div)HR: Restore destroyed or censored text.
Gaseous Form (tra): Turn a willing creature into a flying cloud.
Glibness (enc)U: Lie with impunity.
Globe of Invulnerability (abj)U: Magical sphere counteracts spells that would enter it.
Hallucinatory Terrain (ill)HU: A natural environment appears to be another kind of terrain.
Modify Memory (div)HU: Change or implant memories.
Nightmare (ill): Plague a creature's dreams with disturbing nightmares.
Outcast's Curse (enc): Curse a creature to be off-putting and grating.
Phantasmal Killer (ill)H: Place a fearsome image in a creature's mind to scare and possibly kill it.
Private Sanctum (abj)U: Black fog prevents sensing, scrying, and mind-reading on anyone within.
Read Omens (div)U: Get a piece of advice about an upcoming event.
Remove Curse (nec): Counteract a curse afflicting a creature.
Resilient Sphere (abj): Create a sphere of force that blocks anything that would come through.
Rope Trick (con)U: Animate a rope that rises to an extradimensional hiding place.
Spell Immunity (abj): Name a spell to negate its effects on you.
Spiritual Anamnesis (nec)U: Overwhelm a target with memories of a past life.
Suggestion (enc)H: Suggest a course of action a creature must follow.
Talking Corpse (nec)U: Have a corpse answer three questions.
Telepathy (div)H: Communicate telepathically with any creatures near you.
Veil (ill)H: Disguise many creatures as other creatures.

Occult 5th-Level Spells

Abyssal Plague (nec): Inflict a draining curse.
Banishment (abj)H: Send a creature back to its home plane.
Black Tentacles (con): Tentacles in an area grab creatures.
Chromatic Wall (abj)H: A wall of light offers a unique protection based on its color.
Cloak of Colors (ill): Bright colors dazzle creatures near the target, and attacks cause blinding flashes of light.
Crushing Despair (enc)H: Make a creature sob uncontrollably.
Death Ward (abj): Protect a creature against negative energy.
Dreaming Potential (enc): The target retrains in its dreams.
False Vision (ill)U: Trick a scrying spell.
Hallucination (ill)H: A creature believes one thing is another, can’t detect something, or sees something that’s not really there.
Illusory Scene (ill)H: Create an imaginary scene containing multiple creatures and objects.
Mariner's Curse (nec): Infect a creature with the curse of the rolling sea.
Mind Probe (div)U: Uncover knowledge and memories in a creature's mind.
Prying Eye (div): An invisible eye transmits what it sees to you.
Sending (div): Send a mental message to a creature anywhere on the planet and get a reply.
Shadow Blast (evo)H: Shape a cone of shadow to deal damage of a type you choose.
Shadow Siphon (ill): React to lessen the damage from an enemy's spell by making it partially illusion.
Shadow Walk (con)U: Travel rapidly via the Shadow Plane.
Subconscious Suggestion (enc)H: Plant a mental suggestion that must be followed when a trigger occurs.
Summon Entity (con)H: Conjure an aberration to fight on your behalf.
Synaptic Pulse (enc): Slow creatures with a mental blast.
Synesthesia (div)H: Rewire a creature's senses.
Telekinetic Haul (evo): Move a large object.
Telepathic Bond (div)U: Link minds with willing creatures to communicate telepathically at great distances.
Tongues (div)HU: Let a creature understand and speak all languages.

Occult 6th-Level Spells

Collective Transposition (con)H: Teleport up to two creatures to new positions near you.
Dominate (enc)HU: A humanoid must obey your orders.
Feeblemind (enc): Stupefy a creature permanently.
Mislead (ill): Turn invisible and create a duplicate of yourself who acts like you.
Phantasmal Calamity (ill)H: Damage a creature mentally with visions of an apocalypse.
Repulsion (abj): Prevent creatures from approaching you.
Scrying (div)U: Spy on a creature.
Spellwrack (abj): Curse a creature to be harmed when a spell is cast on it and lower the duration of its spells.
Spirit Blast (nec)H: Damage a creature's spiritual essence.
Teleport (con)HU: Transport you and willing creatures a great distance.
True Seeing (div): See through illusions and transmutations.
Vampiric Exsanguination (nec)H: Draw blood and life force from creatures in a cone.
Vibrant Pattern (ill): Make a pattern of lights that dazzles and blinds.
Wall of Force (evo)H: Create an invisible and durable wall of magical force.
Zealous Conviction (enc)H: Instill unshakable conviction and zeal in willing creatures.

Occult 7th-Level Spells

Dimensional Lock (abj)U: Prevent teleportation and planar travel.
Duplicate Foe (con)H: Create a temporary duplicate of an enemy that fights for you.
Energy Aegis (abj)H: A creature gains resistance to acid, cold, electricity, fire, force, and sonic.
Ethereal Jaunt (con)HU: Use the Ethereal Plane to move through objects and into the air.
Magnificent Mansion (con)U: Conjure a secure dwelling in a demiplane.
Mask of Terror (ill)H: A creature’s fearsome illusory appearance frightens observers.
Plane Shift (con)U: Transport creatures to another plane of existence.
Possession (nec)HU: Send your mind and soul into another creature’s body.
Prismatic Spray (evo): Shoot rainbow beams that have various effects on creatures in a cone.
Project Image (ill)H: Make an illusion of yourself you can cast spells through.
Retrocognition (div)H: Sense impressions of past events at your location.
Reverse Gravity (evo)U: Flip the gravitational pull in an area.
True Target (div): Make multiple attacks against a creature especially accurate.
Visions of Danger (ill)H: Create a vision of horrid, swarming creatures that causes mental damage.
Warp Mind (enc): Confuse a creature, possibly permanently.

Occult 8th-Level Spells

Antimagic Field (abj)R: Magic doesn't function in an area around you.
Disappearance (ill): Make a creature invisible, silent, and undetectable by any and all senses.
Discern Location (div)U: Discover a target's exact location within unlimited range.
Dream Council (ill): Communicate through a shared dream.
Maze (con): Trap a creature in an extradimensional maze.
Mind Blank (abj)U: Protect a creature from mental magic and some divinations.
Prismatic Wall (abj): Form a protective wall with seven chromatic layers.
Scintillating Pattern (ill): Cause an array of color that dazzles, confuses, and stuns.
Spirit Song (nec)H: Sing an eldritch song that damages any creature that has a spirit.
Spiritual Epidemic (nec): Weaken a target with a communicable curse.
Uncontrollable Dance (enc): Overcome a target with an all-consuming urge to dance.
Unrelenting Observation (div): You and other creatures use scrying to track a subject exactly.

Occult 9th-Level Spells

Bind Soul (nec)U: Imprison a dead creature's soul.
Foresight (div): Sense when a creature is in danger and React to protect it with good fortune.
Overwhelming Presence (enc): Take on the majesty of a god.
Prismatic Sphere (abj): Form a protective sphere composed of seven chromatic layers.
Resplendent Mansion (con): Conjure a mansion that lasts for a day.
Telepathic Demand (enc): Send a mental message that impels a creature toward a course of action.
Unfathomable Song (enc): Song debilitates creatures in weird ways.
Wail of the Banshee (nec): Scream, dealing damage and draining creatures.
Weird (ill): Frighten, deal mental damage, and possibly kill large numbers of creatures.

Occult 10th-Level Spells

Alter Reality (div): Warp reality to duplicate occult spells.
Fabricated Truth (enc): Make creatures believe something is fact.
Gate (con)U: Tear open a portal to another plane.
Remake (con)U: Recreate a destroyed object.
Time Stop (tra): Briefly stop time for everything but you.