About this mod
A collection of PF1e spells, some reimaginings, and some original creations that support melee caster or Gish playstyles. Can be used standalone or with the Bloodrager Class mod that it was made for.
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The Spells:
Unless otherwise stated, spells are added to all Arcane Caster spell lists at the appropriate level. (Arcane casters are Bard, Eldritch Knight, Arcane Trickster, Sorcerer, Warlock, Wizard, and of course Bloodrager - Artificer support possibly coming soon)
In addition, the letters after each spell name indicate if other classes can unlock that spell (C=Cleric, D=Druid, P=Paladin, R=Ranger)
Level 1
Bloodbath - Inflict yourself and your targets with magically enhanced Bleeding, causing 1d4 Slashing damage in addition to the normal 2 Slashing damage at the start of each turn. The bleed damage on any target ends if that target receives magical healing, or if your bleed damage ends for any reason. Recasting this spell will overwrite the duration of your Bleeding status, which can extend the effect on enemies.
Blurred Movement - This spell functions as Blur, except that the blurring occurs only when you move at least 3 meters on your turn and ceases at the end of your turn. If you move at least twice your Movement Speed on your turn, the blurring lasts until the start of your next turn.
Barbed Chains (C, P) - Summon ghostly chains from another realm to tunnel through the ground and make a Ranged Spell Attack. The chains deal 1d6 Slashing damage plus your spellcasting ability modifier, and you may attempt to knock targets Prone or pull them 4.5 meters toward you. Creatures struck by the chains may become Shaken.
Fear the Sun (C, D, P) - Each target must make a Constitution Saving Throw or gain Light Blindness. If you cast this spell in the presence of bright light, any target that fails its save is Blinded immediately, and Dazzled starting at the beginning of its next turn.
Firebelly (D) - A magical fire warms your belly, granting you Fire Resistance and a Fire Breath Attack that deals 1d4 Fire damage plus your spellcasting ability modifier in a 5 meter cone. Damage is halved on a successful Dexterity Saving Throw.
Icicle Dagger (D, R) - Summon an Icicle Dagger until your next Long Rest. The dagger deals 1 Cold damage in addition to 1d4 Piercing damage. If the dagger leaves the caster's hand for more than 3 rounds or is exposed to extreme heat, it melts and the spell ends. At 6th level, the dagger deals an additional 1d6 Cold damage. At 11th level, it gains the returning property when thrown, melting away and reforming in its owner's hand.
Guardian Armor (C, R, P) - Teleport the suit of armor you are wearing off of your body and onto an ally within 18 meters. This armor appears on the target’s body fully formed and properly donned, granting the creature the immediate benefit of its protection. If the target of Guardian Armor was already wearing armor, the worn armor is removed from the target’s body and placed into their inventory. This spell can be cast as a reaction to an ally under attack, giving the attacker Disadvantage on their attack roll.
Voice of the Sky (D) - Your voice becomes suffused with magic, granting you Advantage on Intimidation Skill Checks and allowing you to damage and push opponents with a Forceful Shout. The target of your shout must pass a Constitution Saving Throw or take 1d6 Thunder damage plus your spellcasting ability modifier and be pushed 4.5 meters away. Knockback is negated and damage is halved on a successful save.
Web Bolt (D, R) - You launch a ball of sticky webbing at a target, which must pass a Dexterity Saving Throw or be Enwebbed. If the creature saves or breaks free of the webbing, the remaining webs dissolve and the square is not considered difficult terrain.
Level 2
Eruptive Pustules (D, R) - Your skin erupts in swollen, pus-filled bumps that burst open if you are struck. Any creature that strikes you with an Unarmed or Melee Weapon Attack deals normal damage, but takes 1d6 Acid damage and must pass a Constitution Saving Throw or be Sickened for 1 round. If the attack against you is a Critical Hit, the attacker must save or be Nauseated instead.
Hardlight Weapon (C, R, P) - Shape light from your surroundings into an elemental copy of any Melee Weapon you can see, including those in the environment and wielded by other characters. You can choose to create a Cold, Fire, Lightning or Radiant weapon, and will automatically be Proficient with it. This copied weapon is bound to its summoner, and uses their Spellcasting Ability Modifier for attack and damage rolls, but it deals fixed elemental damage as a D4 cantrip instead of its normal amount and type. It inherits all other properties of the weapon it's based on.
Level 3
Displacement (D) - The subject of this spell appears to be about 2 meters away from its true location. Attackers have a 50% miss chance on all attacks against the subject. See Invisibility reveals its true location and negates this effect.
Draconic Reservoir (C, P) - Grant yourself or an ally a ward that absorbs half of all damage taken from a specific element and stores it for future Melee Weapon Attacks. The ward can absorb Acid, Cold, Fire, Lightning or Thunder damage. The subject can then choose to add 1d6 damage of the corresponding element to their Melee Weapon Attacks, until the reservoir is depleted.
Twilight Knife (R) - Summon a Sinister Invisible Knife to mirror your attacks. The knife will strike at your target as a Melee Spell Attack each time you attack and can Sneak Attack if the conditions are met, and will use your level to determine Sneak Attack dice. Enemies you attack in melee are considered Threatened for purpose of applying Sneak Attack damage by the knife.
Waves of Blood - Conjure a 9 meter cone of freezing blood to push your opponents away from you and create a slippery surface for the next 3 rounds. All creatures caught in the initial wave must succeed at a Strength Saving Throw or be knocked Prone and pushed back with force relative to your Spellcasting Ability Modifier. On a successful Strength save, creatures will remain standing and be pushed with half as much force. Creatures struck by the wave or that slip in the resulting surface must also succeed at a Constitution Saving Throw or become Sickened for 1d6 rounds.
Level 4
Blessing of Fervor (Cleric & Bard only) - Grant yourself and your allies a blessing that provides their choice of one of the following boons at the start of each of their turns:
Fast Movement - For the rest of this round, increase your Movement Speed by 9 meters.
Athletic Recovery - Stand up from Prone condition at no movement penalty, and your first movement this turn does not provoke Opportunity Attacks.
Extra Attack - Make another attack this turn, in addition to your normal Extra Attack, if you have one.
Heightened Agility - For the rest of this round, you gain a +2 bonus to Attack Rolls, Armor Class and Dexterity Saving Throws.
Novice Metamagic - You gain a single Sorcery Point and may use it to cast one Distant, Extended, Subtle or Careful Spell this turn.
Each boon is active for 1 round, and a new one can be chosen at the start of each turn.
Spells coming in future updates: Who knows?! Pathfinder is a crazy game and these were just a few of the spells that really stood out to me as fitting the Bloodrager thematically.
My Other Mods:
Bloodrager Class - https://www.nexusmods.com/baldursgate3/mods/14029
Undying Love - Connor Vinderblad Resurrected - https://mod.io/g/baldursgate3/m/undying-love-connor-vinderblad-resurrected
Tara, Wizard's Apprentice - https://mod.io/g/baldursgate3/m/tara-the-winged-witch