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d20pfsrd Oracle Info


Stuff you forget every time


Attacking with a MELEE Weapon:

Attack: BAB + STR + size mod
Damage: Dice + STR + weapon enchantment

Attacking with a RANGED Weapon:

Attack: BAB + DEX + size mod + range penalty
Damage: Dice + weapon enchantment (+ STR for composite longbow only)


DOES IT PROVOKE?

CHANNEL ENERGY does NOT provoke.
Using a touch spell (like CURE LIGHT WOUNDS) DOES provoke.


Guidance, Divination cantrip

Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: 1 min, or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: yes

This spell imbues the subject with a touch of divine guidance.

The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Resistance, Abjuration cantrip

Casting Time: 1 standard action
Components: V, S, M/DF (a miniature cloak)
Range: touch
Target: creature touched
Duration: 1 min
Saving Throw: Will negates (harmless)
Spell Resistance: yes

You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

Resistance can be made permanent with a permanency spell.

Stabilize, Conjuration cantrip

Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one living creature
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.

Detect Magic, Divination cantrip

Casting Time: 1 standard action
Components: V, S
Range: 60 ft
Area: cone-shaped emanation
Duration: concentration, up to 1 min./level (D)
Saving Throw: none
Spell Resistance: no

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. See spell page on d20pfsrd for more details.

Read Magic, Divination cantrip

Casting Time: 1 standard action
Components: V, S, F (a clear crystal or mineral prism)
Range: personal
Target: you
Duration: 10 min/level
Saving Throw: none
Spell Resistance: no

You can decipher magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.

Detect Poison, Divination cantrip

Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature, one object, or a 5-ft. cube
Duration: instantaneous
Saving Throw: none
Spell Resistance: no

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Bless, Enchantment level 1

Casting Time: 1 standard action
Components: V, S, DF
Range: 50 ft
Target: The caster and all allies within a 50-ft. burst, centered on the caster
Duration: 1 min./level
Saving Throw: none
Spell Resistance: yes (harmless)

Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

Bless counters and dispels bane.

Sanctuary, Abjuration level 1

Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: no

Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use non-attack spells or otherwise act.

Cure Light Wounds, Conjuration level 1

Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will half (harmless); see text; Spell
Spell Resistance: yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

Detect Undead, Divination level 1

Casting Time: 1 standard action
Components: V, S, M/DF (earth from a grave)
Range: 60 ft
Target: cone-shaped emanation
Duration: concentration, up to 1 minute/ level (D)
Saving Throw: none
Spell Resistance: no

You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.

1st Round: Presence or absence of undead auras.

2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.

3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the table below.

Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below.

Read more on d20pfsrd.

Protect from Alignment, Abjuration level 1

Casting Time: 1 standard action
Components: V, S, M/DF
Range: touch
Target: creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: no; see text

This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.

Liberating Command, Transmutation level 1

Casting Time: 1 immediate action
Components: V
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Saving Throw: Will negates (harmless); Spell Resistance yes (harmless)
Spell Resistance: no

If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a competence bonus on this check equal to twice your caster level (maximum +20). This spell has no effect if the target could not get free by using the Escape Artist skill (for example, if he were under the effects of a hold person spell or paralyzed by Strength damage).

Lesser Restoration, Conjuration level 2

Casting Time: 3 rounds
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.

Calm Emotions, Enchantment level 2

Casting Time: 1 standard action
Components: V, S, DF
Range: medium (100 ft. + 10 ft./level)
Target: creatures in a 20-ft.-radius spread
Duration: concentration, up to 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: yes

Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.

Instrument of Agony, Transmutation level 2

Casting Time: 1 standard action
Components: V, S
Range: touch
Target: weapon touched
Duration: 1 minutes/level
Saving Throw: Will negates (harmless, object), see text
Spell Resistance: yes (harmless, object), see text

You cause a weapon to exude a palpable aura of divine fury. While wielding this weapon, a creature gains a +2 morale bonus on Intimidate checks. When an attack made using the targeted weapon hits, the wielder can spend a free action to discharge the effect to inflict agony on the creature the weapon hit. If that creature has spell resistance, it applies against this effect. If the creature fails a Will save, it is nauseated for 1d4+1 rounds. If it succeeds at the saving throw, the creature is instead sickened for 1 round. The sickened condition created by the instrument is a mind-affecting effect.

Pilfering Hand, Conjuration level 2

Casting Time: 1 standard action
Components: S
Range: close (25 ft. + 5 ft./2 levels)
Target: one object
Duration: see text
Saving Throw: none
Spell Resistance: yes (object)

You create and control an invisible telekinetic force, manipulating it with either startling abruptness or careful deliberateness, allowing you to seize an object from an opponent or remotely manipulate an object. You can utilize this force to one of two ends.

Abrupt Maneuver: You instantaneously attempt a disarm or steal combat maneuver against a target within range. Use your caster level as your Combat Maneuver Bonus, adding your Charisma modifier (bard, oracle, sorcerer), Intelligence modifier (magus, wizard), or Wisdom modifier (cleric) in place of your Strength or Dexterity modifier. This combat maneuver attempt does not provoke an attack of opportunity from its target, but casting this spell might. If you are successful, you pull the target object to you, and if you have enough hands free, you can catch it. Otherwise, the object lands in your square as if you dropped it.

Careful Maneuver: You attempt a Disable Device check or a Sleight of Hand check to pick-pocket a target within range. This spell lasts as long as you need to accomplish the task, requiring your full concentration for that duration. Once you resolve the skill check, the spell ends. If you are successful on your Sleight of Hand check, you pull the target object to you as with an abrupt maneuver. The target gains a +2 bonus on its Perception check to notice the successful attempt.

Prayer, Enchantment level 3

Casting Time: 1 standard action
Components: V, S, DF
Range: 40 ft.
Target: all allies and foes within a 40-ft.-radius burst centered on you
Duration: 1 round/level
Saving Throw: none
Spell Resistance: yes

You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.

Stone Shape, Transmutation level 3

Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
Duration: instantaneous
Saving Throw: none
Spell Resistance: no

You can form an existing piece of stone into any shape that suits your purpose. While it's possible to make crude coffers, doors, and so forth with stone shape, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work.

Restoration, Conjuration level 4

Casting Time: 3 rounds
Components: V, S, M (diamond dust worth 100 gp or 1,000 gp, see text)
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will negates (harmless); Spell Resistance yes (harmless)
Spell Resistance: no

You can form an existing piece of stone into any shape that suits your purpose. While it's possible to make crude coffers, doors, and so forth with stone shape, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work.

Blessing of Fervor, Transmutation level 4

Casting Time: 1 standard action
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless); Spell Resistance yes (harmless)
Spell Resistance: no

With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.