Pathfinder to 5e (Cantrips) Arcane Mark Illusion Cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Permanent This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The rune can be no more larger than a one foot cube. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be removed except by a Dispel Magic spell or an equivalent effect. Bleed Necromancy Cantrip Casting Time: 1 Bonus Action

1 Bonus Action Range: 30 feet

30 feet Components: V, S

V, S Duration: Instantaneous A small bit of necromantic power tears open existing wounds and brings the dying closer to oblivion. You target a creature that currently has 0 hit points. If that creature is stabilized, it is no longer stabilized and begins making death saving throws again on its turn. If it is not stabilized, it must succeed a Constitution saving throw or fail a death save. Disrupt Undead Necromancy Cantrip Casting Time: 1 Action

1 Action Range: 30 feet

30 feet Components: V, S

V, S Duration: Instantaneous You direct a ray of positive energy. Make a ranged spell Attack against the target. On a hit, if the creature is Undead, it takes 1d12 radiant damage. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Flare Evocation Cantrip Casting Time: 1 Action

1 Action Range: 30 feet

30 feet Components: V, S

V, S Duration: Instantaneous This cantrip creates a burst of light. If you cause this light to burst in front of a single creature, that creature must succeed on a Constitution saving throw or be blinded until the beginning of its next turn. Know Direction Divination Cantrip Casting Time: 1 Action

1 Action Range: Self

Self Components: V, S

V, S Duration: Instantaneous When you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which north exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction. Lullaby Enchantment Cantrip Casting Time: 1 action

1 action Range: 120 ft.

120 ft. Components: V, S

V, S Duration: Concentration, 1 Hour Your enchanted song lulls creatures into a drowsy stupor. When you cast Lullaby, all creatures within a 10 ft. radius must make a Wisdom saving throw. Undead and Constructs automatically succeed on this throw. Those that fail become drowsy and innatentive and have disadvantage on Wisdom(Perception) for the duration. In addition, those affec Summon Instrument Conjuration Cantrip Casting Time: 1 action

1 action Range: 120 ft.

120 ft. Components: V, S

V, S Duration: Concentration, 1 Hour This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can't summon an instrument too large to be held in two hands. This instrument can be used as an arcane focus to cast bard spells. The summoned instrument disappears at the end of this spell. Touch of Fatigue Necromancy Cantrip Casting Time: 1 action

1 action Range: 120 ft.

120 ft. Components: V, S

V, S Duration: Concentration, 1 minute You channel negative energy through your touch, fatiguing the target. The affeted creature must make a Constitution saving throw. If it fails, the creature has disadvantage on Strength and Dexterity ability checks and cannot take the Dash action.

Bard Spells Flare

Know Direction

Lullaby

Summmon Instrument Cleric Disrupt Undead

Touch of Fatigue Druid Spells Flare

Know Direction Sorcerer Spells Arcane Mark

Disrupt Undead

Touch of Fatigue Warlock Spells Arcane Mark

Bleed Wizard Spells Bleed

Disrupt Undead

Flare

Touch of Fatigue

Pathfinder to 5e (Level 1) Level 1 Animate Rope 1st-level Transmutation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (Rope made of organic material)

V, S, M (Rope made of organic material) Duration: Concentration, up to 1 minute You can animate a nonliving rope-like object. The maximum size of the rope if 50 ft. assuming a robe 1 in. in diameter. A rope over 1 in. in diameter is not affected by this spell. The possible commands are coil (form a neat, coiled stack), coil and knot, loop, loop and knot, tie and knot, and the opposites of all of the above (uncoil, and so forth). You can give one command each round as a move action, as if directing an active spell. A rope that is thrown at a creature while under the effect of a spell can attempt to restrain the creature. Unless otherwise noted, the rope is considered an improvised weapon with the stats of a hempen rope. A creature holding the rope can make a ranged weapon attack with the rope against a Large or smaller creature. On a successful hit, the target is restrained. As its action each turn the creature can attempt a Strength check against your spell save DC to break the rope. The creature will also be freed if an section of the rope affected by the spell is severed. The rope can also be used as a trip line. A creature that is not moving at half speed while moving over the rope must succeed on a Dexterity saving throw or be knocked prone. Deathwatch 1st-level Necromany Casting Time: 1 action

1 action Range: Self(30-foot cone)

Self(30-foot cone) Components: V, S

V, S Duration: Concentration, up to 10 minutes Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, dying (at 0 hits but still alive), fragile (less than half hit points), wounded (more than half total hit points), healthy(alive and at maximum hit points), or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death. Detect Secrets 1st-level Divination Casting Time: 1 action

1 action Range: Self (30-foot radius)

Self (30-foot radius) Components: V, S

V, S Duration: Concentration, up to 1 minute You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject. You are also aware of the presence of any traps set in the area. The location of these traps are revealed, but not the nature of them nor the method of disarming them if any. The method or mechanism to open or unlock any of these secret areas is not revealed by this spell. Endure Elements 1st-level Abjuration (ritual) Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: 24 Hours You touch a willing creature to grant it protection from the hottest and coldest places on the planet. A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected. Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. Entropic Shield 1st-level illusion Casting Time: 1 action

1 action Range: Self

Self Components: S, M (A small mirror)

S, M (A small mirror) Duration: Concentration, up to 1 minute A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows and other ranged attacks. All non-magical ranged attack rolls against you are made at disadvantage. Erase 1st-level Transmutation (ritual) Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Permanent

Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove a glyph of warding, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased. Magic writing must be touched to be erased, and you also must succeed on a spellcasting check (1d20 + your spellcasting modifier) against DC 10. If you fail to erase a glyph of warding, you accidentally activate that writing instead. Hold Portal 1st-level Abjuration Casting Time: 1 action

1 action Range: 60 ft.

60 ft. Components: V

V Duration: Concentration, up to 10 minutes This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell. Add 5 to the normal DC for forcing open a portal affected by this spell. Bard Spells Animate Rope

Detect Secret Doors

Erase

Remove Fear Cleric Deathwatch

Endure Elements

Entropic Shield Druid Spells Endure Elements Paladin Spells Endure Elements Ranger Spells Endure Elements Sorcerer Spells Animate Rope

Endure Elements

Erase

Hold Portal Warlock Spells Hold Portal Wizard Spells Animate Rope

Detect Secret Doors

Endure Elements

Erase

Hold Portal

Pathfinder to 5e (Level 2) Porting Pathfinder Spells to Fifth Edition (Level 2) Acute Senses 2nd-Level Transmutation Casting Time: 1 action

1 action Range: Touch

Touch Components: S, V, M (a glass lens)

S, V, M (a glass lens) Duration: Concentration, up to 10 minutes You touch a creature and enchance its senses far beyond their normal capabilities for the duration. The creature has advantage on all Wisdom(Perception) rolls and Dexterity saving throws. In addition, the creature cannot be suprised under any circumstances. Adhesive Blood 2nd-level Transmutation Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 1 minute Your blood thickens to becomes a glue-like substance upon contact with air for the duration. When you are hit by a weapon that deals piercing or slashing damage, the weapon is stuck to your enchanted blood unless the attacker succeeds on a Strength saving throw. The creature can attempt to remove the weapon with a succcessful Strength check against your spell save DC as an action. This spell does not function underwater or in environments that lack air. When the spell ends, the glue dissolves away instantly. Aggressive Thundercloud 2nd-level Evocation Casting Time: 1 action

1 action Range: 60 Ft.

60 Ft. Components: V, S, M (cotton ball)

V, S, M (cotton ball) Duration: Concentration, up to 1 minute A 5-foot-diameter thundercloud appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the cloud must make a Dexterity saving throw. The creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the cloud up to 30 feet. If you ram the cloud into a creature, that creature must make the saving throw against the cloud’s damage, and the cloud stops moving this turn. When you move the cloud, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Anonymous Interaction 2nd-level Enchantment Casting Time: 1 action

1 action Range: 30 Feet

30 Feet Components: V, S

V, S Duration: Permanent You attempt to obfuscate the memories of a humanoid you see in range. The target makes a Wisdom saving throw. On a failed save, you cause the targets to forget all but the most general information about you. If they saw you or interacted with you, they still remember your presence and your general shape (such as humanoid), as well as the gist of your interactions with them (such as She was asking about the queen), but they don't remember specifically what you said, details of your appearance, or any identifying information about you. This spell targets any memories of you in the minute preceding its casting, but is otherwise permanent. At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for can target one additional creature for each slot level above 2nd. They must be within 30ft of each other when you target them. Death Knell 2nd-level Necromancy Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: 10 minutes You attempt to drain the life from a creature and use it's strength to fuel your own power. You touch a living creature that is currently at 0 hit points who then makes a Wisdom saving throw. On a failed save, it dies, you gain 1d8 temporary hit points and advantage on Strength checks. In addition, the next spell you cast while this spell is active is cast as if it were one spell slot level higher. Pyrotechnics 2nd-level Transmutation Casting Time: 1 action

1 action Range: 200 feet

200 feet Components: V, S, M (One fire source)

V, S, M (One fire source) Duration: Instantaneous or 1 minute Pyrotechnics turns a fire into a burst of blinding fireworks or a thick cloud of choking smoke, depending on your choice. The spell uses one fire source in range, which is immediately extinguished. A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level. Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 30 feet of the fire source must make a Widsom saving throw or become blinded until the end of their next turn. These creatures must be able to see the fire to be affected. Smoke Cloud: A stream of smoke billows out from the fire, forming a choking cloud that spreads 20 feet in all directions and lasts for 1 minute. All sight, even darkvision, is ineffective in or through the cloud. All within must make a Constitution saving throw or take disadvantage on attack rolls and Strength and Dexterity checks.

Sound Blast 2nd-level Evocation Casting Time: 1 action

1 action Range: 30 Feet

30 Feet Components: V, S, M (A musical instrument)

V, S, M (A musical instrument) Duration: Instantaneous You blast an area with a tremendous cacophony. Every creature in a 10 ft. cube takes 1d10 points of thunder damage and must succeed on a Constitution saving throw to avoid being stunned until the beginning of your next turn. Creatures that cannot hear are not stunned but are still damaged. At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, you deal an additional 1d10 damage for each slot level above 2nd. Status 1st-level transmutation Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Concentration You are aware of direction and distance to the creatures, any status conditions affecting them, as well as the general state of their health: healthy (full health), wounded (above 0 hit points), dying (0 hit points). Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it. At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Summon Swarm 2nd-level Conjuration Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (a square of red cloth)

V, S, M (a square of red cloth) Duration: Up to 1 minute You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel. The swarm rolls its own initiative. The DM has the creature's statistics. When the spell ends the creatures scatter and are no longer hostile to other creatures. Touch of Idiocy 2nd-level Enchantment Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Concentration, up to 1 minutes You touch a creature and attempt to disturb its mental faculties. Choose between Intelligence, Wisdom, and Charisma. The target must succeed on a saving throw for the chosen ability or suffer disadvantage on checks and saving throws for the chosen ability for the duration. Tree Shape 2nd-level Transmutation Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (a tree branch or leaf)

V, S, M (a tree branch or leaf) Duration: Concentration, up to 1 hour This spell allows you to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The exact type of tree, as well as its appearance, is completely under your control. Even the closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you. You can dismiss tree shape as a free action.