How Spellcasting Works
Magic in Pathfinder works through spells — discrete, repeatable effects that consume resources (spell slots, prepared spells, or spell-like ability uses) and follow consistent resolution rules. This page covers the mechanical framework shared by all spellcasters. For the distinction between arcane and divine casting, see Arcane & Divine Magic. For how to read a spell's entry, see Reading a Spell Entry.
Core Concepts
Measures a spellcaster's power. Usually equals class level, though prestige classes and some abilities advance or restrict it independently. CL affects range, duration, damage dice, and overcoming SR.
A spell has an inherent level (0–9) that determines its DC and the minimum slot needed to prepare or cast it. Metamagic can require a higher-level slot while the spell's own level remains unchanged.
Prepared casters (Wizards, Clerics, Druids) study a spell list each day and expend a prepared slot to cast. Spontaneous casters (Sorcerers, Bards, Oracles) know a fixed list and expend any slot of the right level.
Casting a Spell
Casting a spell is a standard action unless the spell's casting time says otherwise. Some spells take a full-round action, 1 minute, or longer; a very few are swift or immediate actions.
Select a prepared spell (or a known spell with an available slot). You must be able to speak, move, and/or access material components as required.
Meet all component requirements: speak the verbal (V), perform the somatic (S), and have the material (M), focus (F), or divine focus (DF) in hand.
If threatened or taking damage, make a Concentration check or lose the spell. Casting defensively avoids provoking AoOs.
Apply the effect. Targets may make saving throws; spell resistance may apply. The spell slot or prepared slot is spent regardless of outcome.
Spell Components
| Code | Name | What it requires | Blocked by |
|---|---|---|---|
| V | Verbal | Speaking a magic phrase at normal volume. Not possible while silenced. | silence, gag, deafness (10% failure) |
| S | Somatic | Precise gestures with at least one free hand. | Armor without proficiency (ASF%), bound hands, hold person |
| M | Material | A consumed ingredient. Inexpensive components (<1 gp each) are covered by a component pouch (5 gp). Costly components must be purchased separately. | Not having the component |
| F | Focus | A reusable object (crystal orb, wand, staff). Not consumed on casting. | Not having the focus |
| DF | Divine Focus | Holy symbol for Clerics/Paladins, mistletoe or holly for Druids/Rangers. Replaces F or M when "DF" appears in the components line. | Not having the divine focus |
| XP | XP Cost | Legacy component from 3.5e. No PF1e core spells have XP costs. | — |
Special Spell Effects
Spell Attack Rolls
Some spells require a ranged touch attack or melee touch attack to deliver their effect. These use the caster's base attack bonus + relevant ability modifier but ignore the target's armor, shield, and natural armor bonuses. A held touch charge persists until discharged (released on a touch attack) or lost (casting another spell).
Saving Throw DCs
The DC for a spell's saving throw is 10 + spell level + caster's key ability modifier (Intelligence for Wizards, Charisma for Sorcerers/Bards, Wisdom for divine casters). Feats and class features can further increase this.
Spell Resistance (SR)
If a spell lists SR: Yes, the caster must make a caster level check (d20 + CL) vs. the target's SR before the spell can take effect. Success means the spell works normally; failure means the spell is wasted. Spells that do not allow a saving throw typically have SR: Yes. Area spells apply SR individually to each creature.
Bringing Back the Dead
Spells like raise dead, resurrection, and true resurrection restore life but impose a permanent negative level (except true resurrection). The target must succeed on a DC 10 Fortitude save or that negative level becomes permanent. A character can only be raised a number of times equal to their Constitution score (total, cumulative). Undead, constructs, and creatures whose souls are trapped cannot be raised.
Combining Magic Effects
When multiple spells (or other sources of magical bonuses) apply to the same target, the following rules determine what stacks:
| Situation | Result |
|---|---|
| Same spell cast twice on the same target | Does not stack. Only the higher-level (or more recent) instance applies. |
| Same bonus type from different sources | Does not stack — only the highest applies. (Enhancement bonuses don't stack, morale bonuses don't stack, etc.) |
| Different bonus types on the same stat | Stacks. A +2 enhancement bonus to STR and a +2 morale bonus to STR give +4 total. |
| Untyped bonuses | Always stack with everything, including each other. |
| Opposite effects (e.g., bless and bane) | Apply both; they may cancel out. The more recent effect does not automatically dispel the older one. |
| Instantaneous effects (e.g., fireball damage) | Each applies independently — they are not ongoing bonuses and cannot be "stacked" in a meaningful sense. |
Counterspells
A caster can attempt to negate another caster's spell as it is being cast.
Declare "I ready to counterspell." On the trigger (enemy begins casting), your readied action fires immediately.
Make a Spellcraft check (DC 15 + spell level) as a free action to identify what spell is being cast. You cannot counterspell a spell you can't identify.
Cast the same spell (automatic success), or cast dispel magic (caster level check DC = 11 + enemy's CL). The enemy's spell is wasted and the slot spent. Your counterspell slot is also spent.