PF2 SRD:Learn A Spell
This material is published under the OGL 1.0a. |
Learn a Spell (Trained)[edit]
If you’re a spellcaster, you can use the skill corresponding to your magical tradition to learn a new spell of that tradition. Table 4-3: Learning a Spell lists the Price of the materials needed to Learn a Spell of each level.
Learn a Spell
Concentrate |
Exploration |
Requirements: You have a spellcasting class feature, and the spell you want to learn is on your magical tradition’s spell list.
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You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a cleric with the Bard multiclass archetype, you couldn’t use Religion to add an occult spell to your bardic spell repertoire.
To learn the spell, you must do the following:
- Spend 1 hour per level of the spell, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession.
- Have materials with the Price indicated in Table 4–3.
- Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM, often close to the DC on Table 4–3). Uncommon or rare spells have higher DCs; full guidelines for the GM appear on page 503.
If you have a spellbook, Learning a Spell lets you add the spell to your spellbook; if you prepare spells from a list, it’s added to your list; if you have a spell repertoire, you can select it when you add or swap spells.
Critical Success: You expend half the materials and learn the spell.
Success: You expend the materials and learn the spell.
Failure: You fail to learn the spell but can try again after you gain a level. The materials aren't expended.
Critical Failure: As failure, plus you expend half the materials.
Spell Level | Price | Typical DC |
---|---|---|
1st or cantrip | 2 gp | 15 |
2nd | 6 gp | 18 |
3rd | 16 gp | 20 |
4th | 36 gp | 23 |
5th | 70 gp | 26 |
6th | 140 gp | 28 |
7th | 300 gp | 31 |
8th | 650 gp | 34 |
9th | 1,500 gp | 36 |
10th | 7,000 gp | 41 |
Magical Traditions and Skills[edit]
Each magical tradition has a corresponding skill, as shown on the table below. You must have the trained proficiency rank in a skill to use it to Identify Magic or Learn a Spell. Something without a specific tradition, such as an item with the magical trait, can be identified using any of these skills.
Magical Tradition | Corresponding Skill |
---|---|
Arcane | Arcana |
Divine | Religion |
Occult | Occultism |
Primal | Nature |
Back to Main Page → Pathfinder System Reference Document → Skills → General Skill Actions