Arcane & Divine Magic

Rules Index

Pathfinder divides magic into two primary traditions: arcane and divine. Both use the same spell resolution rules, but they differ in how spells are prepared, what restricts casting, and what feeds their power. Several classes also use psychic magic — a third tradition detailed in Occult Adventures.

Arcane vs. Divine — Quick Reference

Feature Arcane Divine
Classes Wizard, Sorcerer, Bard, Magus, Witch, Summoner, Alchemist Cleric, Oracle, Druid, Paladin, Ranger, Inquisitor, Warpriest
Power source Studied lore (Wizard), innate talent (Sorcerer), or magical talent Deity, nature, or divine calling
Armor casting Arcane spell failure (ASF) applies — roll % or spell fails No ASF for divine spells; armor is unrestricted
0-level spells Cantrips — infinite uses per day (prepared or known) Orisons — infinite uses per day
Preparation key stat Intelligence (Wizard, Magus, Witch) or Charisma (Sorcerer, Bard, Oracle-style) Wisdom (Cleric, Druid, Ranger, Paladin) or Charisma (Oracle)
Spell list Class spell list; Wizards can add to spellbook from scrolls Entire class list available each day after preparation

Arcane Magic

Prepared Arcane Casters — Wizard

A Wizard prepares spells by studying their spellbook for 1 hour each morning. They may prepare any spell written in the book, up to their spell slots per level. Each prepared instance of a spell occupies one slot — preparing fireball twice fills two 3rd-level slots. Wizards can add spells to their spellbook from scrolls (Spellcraft check DC 15 + spell level) or from other Wizards' books.

A Wizard's school specialization grants bonus spell slots of that school and extra school powers, but prevents preparing spells from one or two opposition schools.

Spontaneous Arcane Casters — Sorcerer & Bard

Sorcerers and Bards know a fixed list of spells (spells known) and expend any slot of the right level to cast them. They need no preparation — any known spell can be cast any number of times per day limited only by available slots. This flexibility costs versatility: they learn far fewer distinct spells than a Wizard can prepare.

Sorcerers derive power from a bloodline that provides bonus spells, bonus feats, and bloodline powers. Bards are spontaneous half-casters; their top slot level is 6th.

Arcane Spell Failure (ASF)

When an arcane caster wears armor or uses a shield, each spell with a somatic (S) component has a chance to fail, expressed as a percentage. Roll d% before casting: if the result is ≤ the ASF chance, the spell fails and the slot is wasted.

Armor categoryTypical ASF rangeNotes
Light armor 10–25%Padded 5%, leather 10%, chain shirt 20%
Medium armor 20–35%Mithral drops category; Arcane Armor Training feat −10%
Heavy armor 35–50%Full plate 35%; Arcane Armor Mastery feat −10%
Buckler / shields5–50%Buckler 5%; tower shield 50%

Spells without a somatic component are not affected by ASF. See Armor & Shields for the full ASF column by armor type.

Divine Magic

Prepared Divine Casters — Cleric & Druid

Clerics and Druids prepare spells each morning (1 hour of prayer or meditation). Unlike Wizards, they choose from their entire class spell list each day — no spellbook required. They can change their preparation completely each morning based on anticipated needs.

Domains (Cleric): Each Cleric selects two domains from their deity's portfolio. Each domain provides one bonus spell slot per spell level (filled automatically with the domain spell), domain powers at 1st and 8th level, and access to domain spells not on the standard Cleric list.

Spontaneous Conversion: Clerics can spontaneously convert any prepared spell into a cure spell of the same or lower level (Good Clerics) or an inflict spell (Evil Clerics). Druids convert to summon nature's ally spells. This does not require preparation — any prepared spell can be swapped at cast time.

Prepared Divine Half-Casters — Paladin & Ranger

Paladins and Rangers gain spellcasting at 4th level. They prepare from their class list each day (no spellbook). Their maximum spell level is 4th. Rangers use Wisdom as their key stat; Paladins use Charisma.

Spontaneous Divine Casters — Oracle

The Oracle is the divine spontaneous caster, using Charisma as their key ability. They receive spells known from their mystery and the Cleric list, plus a curse that provides penalty and benefit as they level. Oracles cannot spontaneously convert to cure/inflict.

Losing Spells (Divine Violation)

A divine caster who significantly violates the tenets of their deity or nature may lose access to spells. The standard penalty is losing all prepared spells and the ability to prepare new ones until an atonement spell is cast by a Cleric of the same deity. The precise triggers are GM-adjudicated.

Spellbooks

A Wizard's spellbook is more than a reference — it is the mechanism by which they access their full repertoire each day. Without it, a Wizard can only cast spells already prepared from that morning's study. Losing a spellbook mid-adventure is one of the highest-stakes events a Wizard can face.

The Spellbook Itself

Standard Spellbook

100 pages · 3 lbs · 15 gp. Starting Wizards receive one free. Each spell occupies pages equal to its level (0-level spells take 1 page each).

Traveling Spellbook

50 pages · 1 lb · 10 gp. Lighter and more portable; many Wizards keep a full tome at home and a curated travel selection for adventuring.

Starting Contents

All 0-level Wizard spells in the Core Rulebook, plus three 1st-level spells of the Wizard's choice. Specialist Wizards add their specialty school's 1st-level spells.

Scribing a Spell

StepDetails
Cost 10 gp × spell level per page. 0-level spells cost 10 gp each (1 page).
Time 1 day per spell level (minimum 1 day). Need not be consecutive.
Check Spellcraft DC 15 + spell level. Failure wastes the materials and the day's work — the spell is not added. You may try again at full cost.
From a scroll Same cost and check. On success, the scroll is consumed. On failure, the scroll is preserved but materials are lost.
Copying a book Half cost (5 gp × spell level per page). Same Spellcraft check. Deciphering an unfamiliar spellbook first requires a separate Spellcraft check (DC 20 + spell level, 1 hour per spell).

Preparation Rituals (Ultimate Magic)

When scribing a spell into their spellbook, a Wizard may also inscribe a preparation ritual alongside it — a personal mnemonic, set of focusing exercises, or mystical notation unique to that caster. Scribing a ritual costs an additional 1 gp × spell level in special inks and takes an extra hour per spell level.

When the Wizard prepares that specific spell using its ritual (spending the extra hour during morning preparation), they gain a minor benefit — typically a +1 circumstance bonus to the spell's save DC or to concentration checks made to cast that spell. Each ritual is tied to one Wizard's handwriting and notation style; copying it into another spellbook conveys no benefit to a different caster.

Replacing a Lost Spellbook

A Wizard whose spellbook is destroyed or stolen can rewrite spells from memory — but only spells they currently have prepared (those "held in the head" from that morning's study). The process uses the normal scribing rules (same cost, same Spellcraft check) but does not require a source copy.

Spells not currently prepared when the book is lost are gone until recovered from a scroll, another Wizard's book, or a friendly NPC. This is the primary risk of the spellbook system — a Wizard who loses their book after spending their prepared slots is nearly helpless until they reacquire or rewrite their library.

See Also