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Primal Tradition

Source Core Rulebook pg. 299
An instinctual connection to and faith in the world, the cycle of day and night, the turning of the seasons, and the natural selection of predator and prey drive the primal tradition. Druids are the most iconic primal spellcasters, calling upon the magic of nature through deep faith and a connection to the plants and animals around them, and primal sorcerers call upon their fey or beast blood to harness the same natural energies.

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

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Primal Cantrips

Conjuration

TanglefootH: Conjure a vine to entangle a creature.

Divination

Detect MagicH: Sense whether magic is nearby.
Guidance: Divine guidance improves one roll.
Know DirectionH: Find true north.
Read AuraH: Detect if an object is magical, and determine the school of its magic.

Evocation

Acid SplashH: Damage creatures with acid.
Dancing Lights: Create four floating lights you can move.
Electric ArcH: Zap one or two creatures with lightning.
LightH: Make an object glow.
Prestidigitation: Perform a minor magical trick.
Produce FlameH: Kindle small flames to attack close or at range.
Ray of FrostH: Damage a creature with cold.

Necromancy

Disrupt UndeadH: Damage undead with positive energy.
Stabilize: Stabilize a dying creature.

Transmutation

SigilH: Leave a magical mark.

Primal 1st-Level Spells

Abjuration

AlarmH: Be alerted if a creature enters a warded area.
Feather Fall: React to slow a creature’s fall.
Negate AromaH: Suppress a creature’s scent.
Pass Without TraceH: Make your tracks hard to find.

Conjuration

Air Bubble: React to create air for a creature to breathe.
Create Water: Conjure 2 gallons of water.
Grease: Coat a surface or object in slippery grease.
Summon AnimalH: Conjure an animal to fight on your behalf.
Summon FeyH: Conjure a fey to fight on your behalf.
Summon Plant or FungusH: Conjure a plant or fungus to fight on your behalf.

Divination

Detect PoisonHU: Determine whether an object or creature is poisonous or venomous.

Enchantment

CharmH: A humanoid becomes more friendly to you.
FearH: Frighten a creature, possibly making it flee.

Evocation

Burning HandsH: A small cone of flame rushes from your hands.
Gust of Wind: Wind blows out fires and knocks back objects and creatures.
Hydraulic PushH: Damage and push a creature with a blast of water.
Shocking GraspH: Zap a creature with electricity.
SnowballH: You throw a magically propelled and chilled ball of dense snow.

Illusion

VentriloquismH: Throw your voice.

Necromancy

Goblin Pox: Infect a creature with goblin pox.
HealH: Positive energy heals the living or harms the undead, either a single creature or all in a burst.
Purify Food and Drink: Make beverages and meals safe.
Spider Sting: Damage a creature and afflict it with spider venom.

Transmutation

Ant Haul: Target can carry more.
Fleet Step: Make your Speed much faster.
JumpH: Make an impressive leap.
LongstriderH: Increase your Speed for an hour.
Magic Fang: Make a creature's unarmed attacks magical temporarily.
MendingH: Repair one non-magical item.
Pest FormH: Turn into a nonthreatening animal.
Shillelagh: Make a club or staff temporarily magical, and deal more damage to unnatural creatures.

Primal 2nd-Level Spells

Abjuration

BarkskinH: Target's skin is covered in protective bark.
Dispel Magic: End a spell or suppress an item's magic.
Endure ElementsH: Protect a creature from severe cold or heat.
Resist EnergyH: Protect a creature from one type of energy damage.

Conjuration

Create FoodH: Conjure food that can feed multiple creatures.
Obscuring Mist: Conceal creatures in a cloud of mist.
Phantom SteedH: Conjure a magical horse.
Summon ElementalH: Conjure an elemental to fight on your behalf.
WebH: Form a web that keeps creatures from moving.

Divination

DarkvisionH: See in the dark.
Speak with Animals: Communicate with animals.
StatusH: Keep track of a willing creature's location and well-being.

Enchantment

Animal Messenger: Send a Tiny animal to deliver a message.
Remove FearH: Free a creature from its fright.

Evocation

Acid ArrowH: Magical arrow deals acid damage persistently.
Continual FlameH: A magical flame burns indefinitely.
DarknessH: Suppress all light in an area.
Faerie Fire: Colorful light prevents creatures from being concealed or invisible.
Flaming SphereH: A ball of fire rolls about at your command.
Glitterdust: Sparkling dust breaks invisibility and impedes vision.
ShatterH: Shatter an object with a high-frequency sonic attack.

Necromancy

Deafness: Make a creature deaf.
Gentle ReposeH: A corpse doesn't decay and can't become undead.
Remove ParalysisH: Free a creature from paralysis.
RestorationH: Reduce a condition or lessen a toxin.
Restore SensesH: Remove a blinding or deafening effect.

Transmutation

Animal FormH: Turn into a dangerous animal.
Enhance VictualsH: Improve food or drink and remove poisons.
EnlargeH: A creature grows in size.
Entangle: Plants in an area grow to entangle and immobilize.
Humanoid FormH: Take the shape of a humanoid.
Shape Wood: Reshape unworked wood as you choose.
ShrinkH: Reduce a willing creature to Tiny size.
Spider ClimbH: Give a creature a climb Speed.
Tree Shape: Turn into a tree.
Water BreathingH: Allow creatures to breathe underwater.
Water WalkH: Buoy a creature so it can walk on water.

Primal 3rd-Level Spells

Abjuration

Glyph of Warding: Store a spell in a symbol to make a trap.
NondetectionU: Protect a creature or object from detection.

Conjuration

Stinking Cloud: Form a cloud that sickens creatures.
Wall of ThornsH: Grow a wall of brambles.

Divination

Animal Vision: Project your senses through an animal.

Evocation

FireballH: An explosion of fire in an area burns creatures.
Lightning BoltH: Lightning strikes all creatures in a line.
Searing LightH: A ray of burning light deals extra damage to undead and counteracts darkness.
Wall of Wind: Create a wall of gusting winds that hinders movement and ranged attacks.

Necromancy

Blindness: Strike a target blind.
Neutralize Poison: Cure a poison afflicting a creature.
Remove Disease: Cure a disease afflicting a creature.

Transmutation

Earthbind: Bring a flying creature to the ground.
Feet to FinsH: Turn a creature's feet into fins, enabling it swim but slowing it on land.
HasteH: Speed up a creature so it can attack or move more often.
Insect FormH: Turn into a dangerous giant insect.
Meld into Stone: Meld into a block of stone.
SlowH: Make a creature slower, reducing its actions.

Primal 4th-Level Spells

Abjuration

Freedom of Movement: A creature overcomes hindrances to its movement.
StoneskinH: Harden a creature's skin into durable stone.

Conjuration

CreationH: Make a temporary object.
Solid Fog: Conjure heavy fog that obscures sight and is hard to move through.

Divination

Speak with Plants: Communicate with plants and plant creatures.

Evocation

Fire ShieldH: Flames protect you from cold and harm those that touch you.
Hydraulic TorrentH: Force creatures back with a damaging line of water.
Wall of FireH: Create a blazing wall burns creatures that pass through.
Weapon StormH: Multiply a weapon you hold and attack many creatures with it.

Illusion

Hallucinatory TerrainHU: A natural environment appears to be another kind of terrain.

Necromancy

Vital BeaconH: Radiate vitality that heals creatures that touch you.

Transmutation

Aerial FormH: Turn into a flying combatant.
Air Walk: Walk on air as though it were solid ground.
Dinosaur FormH: Turn into a dinosaur.
FlyH: Cause the target creature to gain a fly Speed.
Gaseous Form: Turn a willing creature into a flying cloud.
Shape Stone: Reshape a cube of stone.

Primal 5th-Level Spells

Abjuration

BanishmentH: Send a creature back to its home plane.
Death Ward: Protect a creature against negative energy.

Conjuration

PasswallHU: Form an earthen tunnel through a wall.
Summon GiantH: Conjure a giant to fight on your behalf.
Tree StrideHU: Teleport from tree to tree.
Wall of StoneH: Shape a wall of stone.

Evocation

Cone of ColdH: Bitter cold damages creatures in a cone.
Control Water: Raise or lower water in a large area.
Wall of IceH: Sculpt a foot-thick wall of ice that blocks sight and can chill creatures.

Necromancy

CloudkillH: Poison creatures in a cloud that moves away from you.
Mariner's Curse: Infect a creature with the curse of the rolling sea.

Transmutation

Elemental FormH: Turn into an elemental.
Moon FrenzyH: Give willing creatures fangs and claws, and send them into a frenzy.
Plant FormH: Turn into a dangerous plant creature.

Primal 6th-Level Spells

Conjuration

Tangling Creepers: Entangle creatures in a burst and concentrate to lash out with immobilizing vines.

Divination

True Seeing: See through illusions and transmutations.

Evocation

Chain LightningH: Lightning jumps from creature to creature.
Fire SeedsH: Make four explosive acorns.
Stone TellU: Speak to spirits within natural stone.

Necromancy

Field of LifeH: Create a positive energy field that heals those within.
Purple Worm Sting: Damage a creature and infect it with purple worm venom.

Transmutation

Baleful Polymorph: Transform a creature into a harmless animal.
Dragon FormH: Turn into a dragon.
Flesh to Stone: Turn a living creature into a stone statue.
Stone to Flesh: Turn a creature turned to stone back to flesh.

Primal 7th-Level Spells

Abjuration

Energy AegisH: A creature gains resistance to acid, cold, electricity, fire, force, and sonic.
Unfettered PackH: Let creatures avoid environmental hindrances.

Conjuration

Plane ShiftU: Transport creatures to another plane of existence.

Evocation

SunburstH: A globe of sunlight deals fire damage, hurts undead, and overcomes darkness.
Volcanic EruptionH: Cause massive lava sprays that burn creatures and encase them in rock.

Illusion

Mask of TerrorH: A creature’s fearsome illusory appearance frightens observers.

Necromancy

Eclipse BurstH: A globe of darkness deals cold damage, hurts the living, and overcomes light.
Finger of DeathH: Point at a creature to deal negative damage and possibly kill it instantly.
RegenerateH: Cause a creature to heal over time, regrow organs, and reattach body parts.

Transmutation

Fiery BodyH: Turn your body into living flame.

Primal 8th-Level Spells

Evocation

EarthquakeH: Shake the ground with a devastating earthquake.
Polar RayH: Bitter cold damages and drains a creature.
Punishing Winds: A cyclone inhibits fight and traps creatures.

Necromancy

Horrid WiltingH: Pull moisture from creatures, damaging them.
Moment of Renewal: Give a day's recovery in an instant.

Transmutation

Monstrosity FormH: Turn into a powerful monster.
Wind Walk: Turn creatures into swift-moving clouds.

Primal 9th-Level Spells

Abjuration

DisjunctionU: Deactivate or destroy a magic item.

Enchantment

Nature's Enmity: Turn animals, plants, and weather against creatures of your choice.

Evocation

ImplosionH: Make a creature collapse in on itself.
Meteor SwarmH: Call down four blazing meteors that explode.
Storm of VengeanceH: Create a massive, dangerous storm.

Necromancy

MassacreH: Instantly kill multiple creatures.

Transmutation

Shapechange: Transform into a form of your choice repeatedly.

Primal 10th-Level Spells

Conjuration

RemakeU: Recreate a destroyed object.

Divination

Primal Phenomenon: Request for nature to duplicate primal spells.

Evocation

Cataclysm: Call an instant, damaging cataclysm.

Necromancy

Revival: Heal creatures in an area and return the dead to life temporarily.

Transmutation

Nature Incarnate: Turn into a massive avatar of nature.
Primal Herd: Transform willing creatures into mammoths.