Bloodrager Spells in Pathfinder: Wrath of the Righteous covers a list of all Spells available for the Bloodrager Class. Bloodragers' veins surge with arcane power, they enter an altered state in which their bloodline becomes manifest and they can cast some arcane spells instinctively. Each Class has its own set of spells with some over-lapping through different classes. Common Classes with spell paths include the Sorcerer, Shaman, Cleric, Wizard, Oracle, and Witch classes. Spells are also sorted into different schools. These are sorted into Other school categories include Abjuration, Conjuration, Illusion, Divination, Enchantment, Evocation, Transmutation and Necromancy Spells.
Below you will find information on each Bloodrager Spells, their effects and level requirements.
Bloodrager Spells
Level 1
Burning Hands
Evocation
Cause Fear
Necromancy
Color Spray
Illusion
Corrosive Touch
Conjuration
Ear-Piercing Scream
Evocation
Enlarge Person
Transmutation
Firebelly
Abjuration
Flare Burst
Evocation
Mage Armor
Abjuration
Shield
Abjuration
Magic Missile
Evocation
Protection From Alignment
Abjuration
Ray of Enfeeblement
Necromancy
Ray of Sickening
Necromancy
Reduce Person
Transmutation
Shocking Grasp
Evocation
Snowball
Conjuration
True Strike
Divination
Level 2
Bull's Strength
Transmutation
Cat's Grace
Transmutation
Eagle's Splendor
Transmutation
False Life
Necromancy
Level 3
Level 4
Controlled Fireball
Evocation
Dragon's Breath
Evocation
Elemental Body I
Transmutation
Enervation
Necromancy
Bloodrager Spells in Pathfinder: Wrath of the Righteous
Quick Search of All Bloodrager Spells
Spell |
School |
Description |
Level |
Acid Arrow | Conjuration | The arrow deals 2d4 points of acid damage with no splash damage. | 2 |
Animal Aspect | Transmutation | You gain some of the beneficial qualities of an animal. Your base form is largely unchanged and your size is unaltered, but some of your body parts are altered. Armor or gear you are wearing adjusts to your new shape for the duration of the spell. | 2 |
Bear's Endurance | Transmutation | Grants a +4 enhancement to constitution | 2 |
Blindness | Necromancy | You call upon the powers of unlife to render the subject blinded. | 2 |
Bull's Strength | Transmutation | Grants a +4 enhancement to strength. | 2 |
Cat's Grace | Transmutation | Grants a +4 enhancement to dexterity | 2 |
Eagle's Splendor | Transmutation | The transmuted creature becomes more poised, articulate, and personally forceful. | 2 |
False Life | Necromancy | Gives 1d10+level temporary hit points (10 maximum). | 2 |
Frigid Touch | Evocation | Your melee touch attack deals 4d6 points of cold damage and causes the target tobe staggered for 1 round. If the attack is a critical hit, the target is staggered for 1 minute instead. | 2 |
Mirror Image | Illusion | Create 1d4 +1 per 3 levels images (up to 8). Attack has a random chance to hit your or your images. An image is destroyed by hit, by near miss (when attack misses by 5 or less) or by a touch spell. Other spells affect you normally. | 2 |
Molten Orb | Evocation | A direct hit deals 2d7 points of fire damage. Every creature within 5 feet if where the ball hits takes1d6 points of fire damage from the splash (Reflex half). Each of these creatures takes an additional 1d7 points of fire damage each round for the next 1d3 rounds. | 2 |
Protection from Arrows | Abjuration | The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. This spell doesn't grant you the ability to damage creatures with similar damage reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged. | 2 |
Resist Energy | Abjuration | The subject gains resist energy 10 against the energy type chosen, meaning that each the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. | 2 |
Scorching Ray | Evocation | Fire up to 3 rays of 4d6 fire damage (1 +1 every 3 LVLs beyond 3rd, up to 11th LVL). Each ray requires ranged touch to hit. | 2 |
See Invisibility | Divination | You can see any objects or being that are invisible within your range of vision. | 2 |
Beast Shape I | Transmutation | Become medium wolf. +2 STR size bonus, +2 AC (natural armor), +20 speed, 1d6 bite attack, Tripping bite (auto attempt trip on successful bite) | 3 |
Fireball | Evocation | A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. A successful Reflex save halves this damage. | 3 |
Haste | Transmutation | Targets get extra attack at full BAB, +1 attack rolls, +1 AC(dodge), +1 relf save, +30 speed (enhancement bonus, up to twice normal speed). Haste dispels slow | 3 |
Heroism | Enchantment | This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks. | 3 |
Hold Person | Enchantment | The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round, the subject may attempt a new saving throw to end the effect. | 3 |
Lightning Bolt | Evocation | You release a powerful stroke of electrical energy that deals 1d6 points of electricity damager per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips. | 3 |
Greater Magic Weapo | Transmutation | This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic. | 3 |
Protection from Energy | Abjuration | Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire or sonic). When the spell absorbs 12 points per caster level of energy damage ( to a maximum of 120 points at 10 levels), it is discharged. | 3 |
Rage | Enchantment | Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage. While in rage, the subject cannot use spells. | 3 |
Stinking Cloud | Conjuration | Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. | 3 |
Animal Aspect, Greater | Transmutation | This spell functions like animal aspect, except you gain one aspect that adds effects to the aspects that animal aspect grants. | 3 |
Bestow Curse | Necromancy | You place a curse on the subject. Curse of Feeble Body, Curse of Weakness, Curse of Idiocy. | 4 |
Contagion | Necromancy | The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, mindfire, or shakes. The disease is contracted immediately (the onset period does not apply). | 4 |
Crushing Despair | Enchantment | An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Crushing despair dispels good hope. | 4 |
Beast Shape II | Transmutation | You become a Medium leopard. You gain a +2 size bonus to your Strength and a +2 natural armor bonus. You also gain two 1d3 claw attacks and one 1d6 bite attack. | 4 |
Controlled Fireball | Evocation | Like fireball except that it deals minimum damage to allies. | 4 |
Dragon's Breath | Evocation | You breathe out a blast of energy. Creatures in the affected area take 1d6 points of energy damage per caster level (maximum of 12d6). A successful Reflex save results in half damage. The spell's effect and energy type depend on the type of dragon. | 4 |
Elemental Body I | Transmutation | When you cast this spell, you can assume the form of a small air elemental, small earth elemental, small fire elemental, or small water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect. | 4 |
Enervation | Necromancy | You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. | 4 |
Enlarge Person, Mass | Transmutation | This spell causes instant growth of all allied humanoid creatures in 15 feet, doubling their height and multiplying their weight by 8. This increase changes the creature's size category to the next larger one. | 4 |
False Life, Greater | Necromancy | This spell functions as false life,e except you gain temporary hit points equal to 2d10+1 point per caster level ( maximum +20). | 4 |
Fear | Necromancy | An invisible cone of terror causes each living creature in the area to become frightened unless it succeeds at a Will save. If the Will save succeeds, the creature is shaken for 1 round. | 4 |
Ice Storm | Evocation | Great magical hailstones pound down upon casting this splll, dealing sd6 points of bludgeoning damage and 2d6 pointa od cold adamge to every creature in the area. This damage only occurs once, when spell is cast. | 4 |
Shout | Evocation | You emit an ear-splitting yell that stuns and damages creatures in its path. Any creature within the area is stunned for 1 round and takes 5d6 points of sonic damage. A successful save negates the stun and reduces the damage by half. | 4 |
Stoneskin | Abjuration | The subject gains DR 10/adamantine. The first 10 points of damage is ignored, though an adamantine weapon overcomes the reduction. Prevents a total of 10 points of damage per caster level (maximum 150 points). | 4 |
Touch of Slime | Conjuration | You create a coating of slime on your hand. When you make a successful melee touch attack with the slime, it pulls free of you and sticks to the target, at which point it acts like green slime, dealing 1s3 points of Constitution damage per round. | 4 |
- Anonymous
They have level 1 spells you ****ing idiots. Maybe play the game for once rather than use this anemic wiki to shill your garbage twitch streams.
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