Designing Spells

Variant Rules

Designing spells for the Pathfinder Roleplaying Game is a complex task that is part art, part science. Unlike magic items — where power translates directly to gold piece cost — spells must fit into one of nine discrete power levels, each defined by the existing spell roster. This section covers what you need to consider when building balanced, playable spells for your campaign.

The Golden Rule

Compare your spell to similar spells, and to other spells of its intended level.

Unlike pricing magic items, there are no formulae for correctly “pricing” a spell. The entire process is a matter of comparing your new spell to existing spells and evaluating whether it is weaker, stronger, or about the same. Designing a spell requires a firm understanding of all the game’s rules, not just those related to spells — and an understanding of several unwritten game assumptions, most of which are discussed throughout this section.

Example: Why there’s no 1st-level sonic attack spell

There is no 1st-level wizard spell dealing sonic damage — not because no one thought of it, but because “sonic” as an energy type was added late to the rules, and very few monsters have sonic resistance. A sonic screech modeled after burning hands would almost always be better than burning hands because fewer creatures resist sonic damage. If a new spell displaces an existing spell from most casters’ rosters, it is probably overpowered — understanding the whole system helps you avoid traps like this.

Spell Research

The game rules for what a caster must do to create a new spell are intentionally vague (see the Spell Research rules). Just as it is not necessary to know whether a wizard is using squid ink or rare plant ink when crafting a scroll, it is not necessary to know which grimoire he is modifying to create a new 1st-level attack spell. Flavor details are fine for a high-narrative campaign, but they do not affect the outcome of spell research, which largely takes place outside of game time. This section therefore covers the game mechanics of designing a new spell — not the in-world requirements of researching one.

Spell Terminology

Before designing a new spell, familiarize yourself with the Magic chapter. Understand each school and subschool, and the purpose of every stat-block field: components, range, duration, saving throw, spell resistance. The sections below address these aspects in order of their importance to balance. Components, for example, rarely affect power level and are covered last.

Intended Level

You typically begin with an idea of the general power level — probably because you have a specific PC or NPC in mind. A two-level range is close enough at this stage. Once you know the approximate level, move on to function. Finalizing the level is one of the last steps.

Function

Function is the most important consideration: the tangible game effect of the spell. Cosmetics — damage type, condition name, bonus type, visual appearance — are irrelevant at this stage. Some sample functions:

  • Deal damage to one opponent
  • Deal damage to multiple opponents
  • Apply a condition or effect to one opponent
  • Apply a condition or effect to multiple opponents
  • Give a defensive bonus to one ally
  • Give a defensive bonus to multiple allies
  • Give an offensive bonus to one ally
  • Give an offensive bonus to multiple allies
  • Heal one ally
  • Heal multiple allies

A spell can combine multiple functions or offer a choice between options, but multi-function spells should always be less powerful than a single-purpose spell of the same level.

Spell Damage

A typical damage spell deals 1 die (d6) per caster level for arcane spells (e.g., shocking grasp, fireball), or 1 die (d6 or d8) per two caster levels for divine spells (e.g., searing light). Offensive spells are the easiest to design — dozens of examples exist in the core game.

Target

Single-target spells are the simplest baseline. A spell with range “personal” and target “you” is slightly weaker than one targeting any creature — but that slight decrease should not justify a lower spell level. Evaluate caster-only spells at full power, then restrict them to caster-only for design or balance reasons.

Multiple-target spells (bursts, cones, or pick-your-targets like slow) are more powerful than single-target. Burst effects can hit more enemies but risk friendly fire; pick-your-target spells are safer but limited. Choose based on the spell’s theme — but note that picking multiple targets is generally stronger except at the very lowest caster levels.

Damage Caps

Low-level damage spells have a maximum damage they can deal — by design, so they do not rival higher-level spells at high caster levels. Arcane spells cap higher than divine to balance the fact that divine magic excels at healing.

“Single target” means the spell damages one creature, or divides its damage across several (like magic missile or burning hands). “Multiple targets” means the spell applies full damage to each affected creature (like fireball). Arcane spells typically use d6s; divine spells typically use d8s — when reading the divine table, count each d8 as 2d6.

Arcane Spell Level Single Target Multiple Targets
1st5 dice
2nd10 dice5 dice
3rd10 dice10 dice
4th15 dice10 dice
5th15 dice15 dice
6th20 dice15 dice
7th20 dice20 dice
8th25 dice20 dice
9th25 dice25 dice
Divine Spell Level Single Target Multiple Targets
1st1 die
2nd5 dice1 die
3rd10 dice5 dice
4th10 dice10 dice
5th15 dice10 dice
6th15 dice15 dice
7th20 dice15 dice
8th20 dice20 dice
9th25 dice20 dice
If your spell does more damage than the table allows, reduce the damage or increase the spell’s level.
If your spell does less damage, increase the damage or add another effect (e.g., sound burst deals only 1d8 but can stun).

Range

Range significantly affects a spell’s power. Touch spells require the caster to enter or near melee range, risking attacks of opportunity. Close range (at least 25 ft. + 5 ft. per 2 levels) still allows enemies to close in one move or charge. Medium and long range are functionally equivalent in most indoor encounters.

As a guideline: increasing range by one category (touch → close → medium → long) is roughly equivalent to +1 spell level — the same trade-off the Reach Spell feat makes. A spell like cure light wounds at close range instead of touch is appropriate as a 2nd-level spell.

Duration

There are no hard rules for duration — a weak spell may last hours, a powerful one only a few rounds or a single action. Compare your spell’s effect and duration to similar spells of the intended level and spells one level above and below. Be clear on the distinction between “instantaneous” (the effect happens and then is mundane — can’t be dispelled) and “permanent” (ongoing magical — can be dispelled).

Saving Throw

Most spells that directly affect creatures with a magical effect should allow a saving throw. Spells that create nonmagical materials (like ice storm) do not normally require a save. Spells that require an attack roll may or may not require a save as well — but attack effects with no damage roll should always allow a save, or they become obviously dominant choices.

Design test: Consider how you’d feel if someone used this spell on your favorite PC. If there’s no chance to resist — no save, no attack roll — would you be annoyed or angry? If so, add a save or attack roll.
Fortitude Save

The spell physically transforms the target, applies a bodily effect (disease, poison), or is an attack that sheer toughness can resist. Success means the target “toughs it out.” Note: spells targeting creatures only make constructs and undead immune (they have no biology).

Reflex Save

The spell creates a physical burst or spread — an explosion the target can dodge. Success means the target moved clear. Do not combine a caster attack roll with a Reflex save: that brings Dexterity into play twice for the same spell.

Will Save

The spell is a mental or magical assault resisted by willpower. Most direct-attack Will-save spells are mind-affecting. Helpful spells use “(harmless)”; caster-only spells list no save at all.

Spell Resistance

SR applies to instantaneous or ongoing magical effects. It does not apply to spells that create nonmagical results — a wall of stone cannot be walked through via SR any more than a castle wall can, because the spell’s magic is already spent. The general rule: most spells allow SR. Only deliberately nonmagical-result spells omit it.

Avoid trick designs that create “nonmagical fireballs” to bypass SR. These unbalance encounters — some monsters (golems especially) are intentionally hard for spellcasters, and circumventing that damages encounter design. Whether a spell allows SR is not an indicator of its power; in most fights, SR is not a factor.

Casting Time

Nearly all combat spells should have a casting time of 1 standard action. Avoid swift- or immediate-action spells — that is just a cheap way to cast two spells per round, which the Quicken Spell feat already enables at a cost. Designing around it devalues the feat and burns through spells faster, pressuring parties to rest instead of explore.

Summon Creature Spells — 1 Round Gives the summoning a real action cost. If a monster could be summoned as a standard action and act immediately, the caster effectively spent no actions.
Planar Ally / Binding — 10 Minutes Spells that call outsiders for extended service. Gate is the exception — 1 standard action — but requires a 10,000 gp material component.

Components

Components rarely affect power level unless a costly focus or material component is involved. Most spells use V and S; new spells should follow this convention.

  • No verbal component (Silent Spell equivalent): Devalues the Silent Spell feat if offered as a standard spell option. Using silent variants as deliberate weaker choices (e.g., preparing silent magic missile over acid arrow) is acceptable.
  • No somatic component (Still Spell equivalent): Allows casting while bound, grappled, or armored without failure. Devalues Still Spell. Only omit for spells whose theme genuinely implies no gestures.
  • Costly material components: Used to prevent overuse of spells that trivialize adventuring — stoneskin, augury, raise dead. If the spell is balanced at its level but too tempting to spam freely, a gp cost moderates frequency.
  • Costly focus components: A one-time barrier to entry. Useful for delaying access to a powerful spell, after which it behaves like any normal spell.

School

School does not significantly affect power balance — a 6th-level conjuration attack spell should be about as powerful as a 6th-level evocation one. Choose the school that best fits the effect: energy-area spells → conjuration or evocation; calling/summoning/creating physical matter → conjuration; energy or force → evocation; mind effects → enchantment; fear or undead → necromancy.

Bonus Types

Not all bonus types are equal, and each type is only appropriate for certain statistics. Before assigning a bonus type, check the table below — a dash (—) means there are no appropriate items or spells using that combination, and you should not create one. Mixing bonus types incorrectly (e.g., a deflection bonus to Strength) is both mechanically wrong and makes it trivially easy to stack bonuses.

Bonus Type Can Affect Sample Item Sample Spell
AlchemicalAbility scores, savesAntitoxin
ArmorACBracers of armorMage armor
CircumstanceAttacks, checksRobe of blending
CompetenceAttacks, checks, savesBoots of elvenkindGuidance
DeflectionACRing of protection
DodgeACNever*Never*
EnhancementAbility scores, AC, attacks, damage, speedBelt of giant strengthMagic weapon
InherentAbility scoresManual of bodily healthWish
InsightAC, attacks, checks, savesDusty rose prism ioun stoneTrue strike
LuckAC, attacks, checks, damage, savesStone of good luckDivine favor
MoraleAttacks, checks, damage, saves, Str, Con, DexCandle of invocationBless
Natural ArmorACAmulet of natural armorBarkskin
ProfaneAC, checks, damage, DCs, savesDesecrate
ResistanceSavesCloak of resistanceMind blank
SacredAC, checks, damage, DCs, savesConsecrate
ShieldACRing of force shieldShield
SizeAbility scores, attacks, ACEnlarge person
* Spells and items should never grant dodge bonuses — dodge bonuses always stack, making it trivial to reach a very high AC more cheaply than via normal means.

Writing the Spell Description

The description is the most important text in the spell entry. Keep it clear and concise — players reference it mid-combat. Use separate paragraphs for each complex effect; use labeled list entries for choosable options (see binding as a model). Do not restate anything already in the stat block.

Avoid language that implies effects the mechanics do not support. Do not say “foul necromancy” if the spell has no evil descriptor. Remember that while you may design a spell for one character, it will be used by wizards and sorcerers alike — and sorcerers cast far more times per day, so a spell that is fine for a wizard may be too good for a sorcerer. Also consider scroll and potion availability.

When you finish, have others review it. They will notice gaps, find abuse cases, and ask questions the description needs to answer.

Depletable vs. Non-Depletable Statistics

A depletable statistic is one that can reach 0 and disable or destroy the target: hit points, ability scores, levels. Attacks that reduce these statistics are a war of attrition that will eventually defeat an opponent.

Non-depletable statistics — attack bonus, AC, saves, skill modifiers — can be penalized indefinitely without removing the target from a fight. A sorcerer with a −100 attack penalty still casts fireball normally. When comparing spell power, attacking depletable statistics is almost always stronger than penalizing non-depletable ones.

Hierarchy of Attack Effects

When all other factors are equal, attack spells rank by effect type from best to worst:

1
Control Turns an opponent into an ally or removes it from the fight while creating a new weapon against your other enemies. The best attack effect — though control spells tend to be all-or-nothing on a failed save. Examples: charm monster, confusion, dominate person.
2
Kill Destroys an opponent outright, bypassing depletable statistics with a save. Better than incapacitate because it cannot be reversed. Best kill spells still deal damage on a successful save. Examples: disintegrate, finger of death, phantasmal killer, wail of the banshee.
3
Incapacitate Removes the target from the fight — possibly permanently — but leaves the target reversible by enemies. Spells causing flight count here. Examples: fear, flesh to stone, hold monster, sleep, power word stun.
4
Damage Reduces depletable statistics, bringing the target closer to defeat. Reliable because all creatures have hit points and allies can contribute. Damage stacks; penalties often do not. Examples: cone of cold, fireball, magic missile.
5
Penalize Gives penalties unrelated to depletable statistics. The weakest category — you cannot kill an opponent with penalties alone, and they do not stack. Examples: bane, blindness/deafness, ray of enfeeblement, slow.

Core is King

Always compare your new spell to existing spells. If a spell pushes the boundaries just a little, the next one pushes them a little more — and over time the new spells drift dramatically stronger than the core game.

It is acceptable to design a spell that is not the best at its level. Not every spell needs to be an obvious choice — that is exactly why easily crafted scrolls exist, giving parties access to situationally useful spells they would not normally prepare.

Multipurpose Spells

A spell that does multiple things should be weaker than one that does a single thing well — and even more so for spontaneous casters (sorcerers, oracles, bards) who can only learn a limited number of spells. A multipurpose spell is like learning two spells, so reduce its power accordingly.

Examples of poorly designed multipurpose spells:

  • A general “emotions” spell letting the caster choose from several emotion effects
  • A fire spell that lets the caster hurl fire, ignite arrows, or create a fire shield
  • A bull’s strength variant that lets the caster choose which ability score it affects
  • A spell that either teleports the caster or sends away an unwilling target
  • A spell dealing energy damage of a type chosen by the caster

Keep spells focused. Good multipurpose examples: alarm (two alarm types — still the same function), fire shield (two options with the same mechanical effect), the summon monster line (very versatile but limited duration, with lower-CR monsters than other spells of the same level).

Choosing Descriptors

Descriptors are frequently overlooked but mechanically important — they determine which creature immunities apply, which protective spells counter the effect, and whether certain feats and abilities interact with the spell. Assign the correct descriptors before finalizing the spell. Descriptors marked UM New were introduced in Ultimate Magic.

Acid Damage through chemical reaction — includes both acids and alkalines (ammonia, lye).
Air Spells that create or manipulate air, or conjure creatures from air-dominant planes or with the air subtype.
Chaotic Spells drawing on the power of true chaos, or conjuring creatures from chaos-aligned planes or with the chaotic subtype.
Cold Damage by reducing temperature — includes ice, sleet, snow created from nothing, and frostbite effects. Can cause slowed movement, stupor, or death.
Curse UM New Usually permanent and cannot be dispelled; removed by break enchantment, remove curse, limited wish, miracle, or wish.
Darkness Creates darkness or reduces light. Determines whether daylight is high enough level to counter or dispel the spell.
Death Directly attacks life force to cause immediate death, or draws on the power of dead or dying creatures. Death ward protects; many creature types are immune.
Disease UM New Gives the target a disease — organism, internal condition, or recurring magical effect. Creatures with disease resistance or immunity apply it to saves and effects.
Earth Spells that manipulate earth, or conjure creatures from earth-dominant planes or with the earth subtype.
Electricity Disrupts biological systems and heats materials it passes through. Electricity effects may stun, paralyze, or kill. Despite technically generating heat, electricity spells are kept separate from fire for simplicity.
Emotion UM New Creates emotions or manipulates the target’s existing emotions. Most emotion spells are enchantments; fear spells are usually necromancy.
Evil Spells drawing on evil powers, or conjuring creatures from evil-aligned planes or with the evil subtype.
Fear Creates, enhances, or manipulates fear. Most fear spells are necromancy; some are enchantment.
Fire Damage by heat — lava, steam, and boiling water all deal fire damage. Fire effects can cause confusion, exhaustion, fatigue, or death. Spells manipulating fire or conjuring fire-subtype creatures use this descriptor.
Force Creates or manipulates magical force. Force effects affect incorporeal creatures normally as if they were corporeal.
Good Spells drawing on the power of true goodness, or conjuring creatures from good-aligned planes or with the good subtype.
Language-Dependent Uses intelligible language as a medium. If the target cannot understand or hear the caster, the spell fails — even if the target fails its save.
Lawful Spells drawing on the power of true law, or conjuring creatures from law-aligned planes or with the lawful subtype.
Light Creates significant light or attacks darkness effects. Determines whether darkness is high enough level to counter or dispel the spell.
Mind-Affecting Mindless creatures (Int “—”) and undead are immune.
Pain UM New Causes unpleasant sensation without permanent physical damage. Constructs and undead (immune to Fort-save effects) are immune to pain effects.
Poison UM New Disrupts living creatures through chemical reactions — ability damage/drain, bleeding, paralysis, or death. Creatures with poison resistance apply it to saves. Poison-immune creatures are still affected by non-poison aspects of a spell (e.g., can drown in a poison-filled pit).
Shadow UM New Manipulates matter or energy from the Shadow Plane, or allows transport to or from that plane.
Sonic Pressure oscillations through air, water, or ground. Even inaudible frequencies can deal harm — deafened creatures are not immune. Can cause deafness, dizziness, nausea, and temporary blindness; effective against echolocating creatures.
Water Spells that manipulate water, or conjure creatures from water-dominant planes or with the water subtype.

Benchmarks

Some spells are the gold standard for their level — if your new spell is better than a comparable benchmark, it is too powerful. Each benchmark is listed with the reason it sets the bar. Benchmarks are by sorcerer/wizard spell level.

Burning Hands
Benchmark for 1st-level area attack spells. Better than sleep because it can affect up to six squares and hits mindless creatures and undead.
Magic Missile
Possibly the best 1st-level spell in the game — no attack roll, medium range, no saving throw, and affects incorporeal creatures. Would be worth learning even as a 2nd-level spell.

Invisibility
One of the best spells in the game — great for scouting, combat setup, and healing (which does not end the spell). Only surpassed by greater invisibility removing the breaks-on-attack limitation.
Resist Energy
A defensive spell that exactly mirrors monster energy resistances — a perfect power-level benchmark. Scales at higher caster levels, staying viable throughout a campaign.
Web
Powerful nonlethal control that remains viable at high levels — even a lich who saves still faces difficult terrain, and the web can be ignited for additional damage. Also provides cover.

Dispel Magic
Sets the standard for negating other magic without a specific counter.
Displacement
Short-duration combat spell granting 50% miss chance — the standard for single-target defensive spells.
Fireball
The definitive low-level area attack spell. Gaining fireball changes the paradigm of the game, allowing large damage to multiple targets anywhere in sight.
Fly
The most important movement spell — combat-viable and providing full battlefield maneuverability.
Lightning Bolt
Establishes that a line of its range is roughly equivalent in power to a 20-foot burst.
Stinking Cloud
The best multiple-target nonlethal spell of its level — neutralizes many foes at good range.
Suggestion
The lowest-level spell that compels the target to act — though limited to “reasonable” actions.

Dimension Door
The lowest-level teleportation spell; limited range and disorientation until next turn keep it balanced.
Enervation
The lowest-level spell that inflicts negative levels.
Phantasmal Killer
The lowest-level spell that can directly kill a creature — but requires two successful saves to do so.

Cloudkill
Automatically kills weak creatures, deals poison damage per round to stronger ones, persists for several rounds, and moves. A benchmark for sustained area denial.
Cone of Cold
An intentionally weak 5th-level spell — at this level, fireball deals nearly as much damage at longer range. If your 5th-level attack spell is weaker than cone of cold, increase its power or lower it to 4th.
Dominate Person
The lowest-level spell allowing total control of a hostile intelligent creature (self-destructive orders excepted).
Wall of Stone
The lowest-level spell creating a large-scale, permanent (instantaneous) object from nothing.

Contingency
Sets a condition to trigger another spell effect — practically an immediate-action Quicken Spell. Lasts 1 day per level, so the caster can prepare it one day and adventure the next at full spell capacity.
Guards and Wards
Establishes that a large-area defensive spell can use multiple effects to protect a home and confound invaders — even if rarely used by PCs.

Limited Wish
Lets the caster choose effects from countless lower-level spells at casting time — even spells from different class lists.

Clone
The key to arcane immortality — functions like contingency plus raise dead at lower gp cost, and can save characters even when everyone dies simultaneously.
Irresistible Dance
Cannot kill outright, but prevents all target actions with huge penalties — and even a successful save applies those penalties for 1 round.
Mind Blank
A narrowly focused defensive spell that blocks even higher-level spells from affecting the target.

Gate
Combines all planar ally/planar binding effects and can transport many creatures between planes.
Miracle / Wish
The pinnacle of spellcasting — duplicates almost any weaker spell, removes nearly any harmful effect, revives the dead, or turns back time. If your spell is better than wish, you are trying to play god.
Time Stop
The only spell letting the caster take multiple rounds of actions while preventing anyone else from acting.