- List
- Benediction
- Blast of Sand
- Boiling Blood
- Burning Blood
- Coat of Arms
- Cometfall
- Deadly Lahar
- Deadly Sunstroke
- Enhance Familiar
- Enhance Wild Shape
- Finger of Agony
- Fire and Brimstone
- Flaywind Burst
- Flensing
- Halo of Sand
- Impede
- Interminable Echo
- Lash of Force
- Lifetheft
- Lingering Flames
- Luminous Swarm
- Metal Fang
- Mummify
- Painful Echoes
- Parboil
- Prismatic Deluge
- Resounding Thunder
- Silvered Claws
- Silvered Weapon
- Skin of the Cactus
- Sound Blast
- Spiritual Guardian
- Storm of Fire and Ice
- Surge of Fortune
- Touch of the Graveborn
| Baneful Blast Lesser; 3rd; Eldritch Essence You transform your eldritch blast into a baneful blast. This blast deals an extra 2d6 points of damage to your foes. |
| Benediction Abjuration Level: Cleric 2, Paladin 2 Components: V,S Range: Touch Target: Creature touched Duration: 10 minutes/level With this spell, you can grant another creature a +2 luck bonus on all saving throws (benediction cannot be used on yourself). <i>You grant your comrade the luck of the gods.</i> |
| Blast of Sand Conjuration (Earth) Level: Druid 4, Sorcerer/Wizard 4 Components: V,S Range: 30' Area: Cone-shaped burst Duration: Instant Saving Throw: Reflex half Spell Resistance: No Sand sprays from your outstreched palm with enough force to strip flesh from bone and scour surfaces. The spell deals 1d6 points of damage per caster level (maximum 10d6). A successful Reflex save halves this damage. |
| Boiling Blood Transmutation (Fire) Level: Sorcerer/Wizard 2 Components: V,S Range: Medium Target: One living creature Duration: 1 round + 1 round/3 levels Saving Throw: Fortitude partial Spell Resistance: Yes The subject of the spell suffers as his blood heats up, taking 2d6 points of fire damage. For every three caster levels, the spell lasts an additional round (up to a maximum of 7 rounds at 18th level), dealing another 2d6 points of damage each round. A successful Fortitude save reduces the duration of the spell to 1 round. <i>Your target's skin begins to redden as his blood starts to boil within his veins.</i> |
| Burning Blood Necromancy Level: Sorcerer/Wizard 4 Components: V,S Range: Long Target: One living creature Duration: 1 round/level Saving Throw: Fortitude partial Spell Resistance: Yes You taint a living creature's blood with a hot, corrosive infusion, dealing 1d8 points of acid damage and 1d8 points of fire damage per round as well as slowing the target. The subject gets a saving through each round to negate the damage and the slow effect for that round. |
| Coat of Arms Evocation Level: Sorcerer/Wizard 5 Components: V,S Range: Close Target: Self or one creature Duration: 1 minute/level or Instant Saving Throw: None Spell Resistance: Yes When casting this spell, you choose between focusing the spell into a defensive shield around your or as a series of force blades which strike an enemy. If you cast the spell defensively, you gain a shield bonus to AC for every three caster levels, up to a maximum of +6 at 18th level. If you cast the spell offensively, you direct a series of force blades to unerringly strike your enemy for 2d6 points of magic damage for every 3 caster levels (to a maximum of 12d6 at 18th level). <i>A ring of flashing blades, composed entirely of glowing blue force, spins around you in a whirling dance of death.</i> |
| Cometfall Caster Level(s): Cleric 6, Druid 6 Innate Level: 6 School: Conjuration Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: 5-ft.-radius burst centered on the target Duration: Instantaneous Save: Reflex half Spell Resistance: No You conjure a comet that immediately falls to the ground, dealing 1d6 points of damage per caster level (maximum 15d6) to everything in the area. The force of the comet can also knock creatures down. Creatures who fail their Reflex save are knocked down. A creature that succeeds on its saving throw takes half damage from the comet and is not knocked down. <i>You conjure a bright, glowing comet, which appears in midair above your enemies, then strikes the ground with tremendous force and a thunderous boom.</i> |
| Deadly Lahar Conjuration (Earth, Fire) Level: Druid 8, Sorcerer/Wizard 8 Components: V,S Range: 60 ft. Area: Cone Duration: Instant Saving Throw: Reflex partial Spell Resistance: No You create a liquid landslide of molten-hot volcanic material. All creatures in the area of the spell take 10d6 points of fire damage. Additionally, those creatures are coated in a thick layer of viscous substance, slowing them for the next 3 rounds and dealing an additional 5d6 points of dire damage per round. A successful Reflex save reduces the initial damage by half and prevents the slow effect and the additional damage. <i>A rushing torrent of liquid rock bursts from the ground, washing over your foes.</i> |
| Deadly Sunstroke Evocation [Light] Level: Sorcerer/Wizard 9 Components: V,S Range: Long Target: One creature/level in a 60-foot burst Duration: Instant Saving Throw: Fortitude partial Spell Resistance: Yes This spell creates waves of overwhelming heat that deal 1d6 points of fire damage per caster level, maximum 25d6. Undead and plants take +50% damage. Any living creature damaged by this spell becomes fatigued. A successful Fortitude save halves the damage and negates the fatigue. <i>Beams of desiccating heat lance into your foes, scorching their flesh and draining their vitality.</i> |
| Enhance Familiar Transmutation Level: Sorcerer/Wizard 3 Components: V,S Range: Touch Target: Familiar touched Duration: 1 hour/level You infuse your familiar with vigor, granting it a +2 competence bonus on saves, attack rolls, and melee damage rolls, as well as a +2 dodge bonus to AC. |
| Enhance Wild Shape
Details not yet available. |
| Finger of Agony Necromancy Level: Hexblade 4, Sorcerer/Wizard 4 Components: V,S Range: Medium Target: One living creature Duration: 3 rounds Saving Throw: Fortitude partial Spell Resistance: Yes You magically disrupt the subject's internal organs, causing it great pain. Each round the subject takes 3d6 points of magic damage and becomes nauseated for 1 round. A successful Fortitude save for the round halves the damage and lessens the nauseated condition to sickened. <i>As you crook your finger, your enemy feels his vitals rupture within him.</i> |
| Fire and Brimstone Conjuration (Fire) Level: Sorcerer/Wizard 5 Components: V,S Range: Medium Target: One creature Duration: Instant Saving Throw: Fortitude partial Spell Resistance: No The subject ignites into a burst of sulfuric fire that deals 1d6 points of damage per caster level (maximum 15d6) and causes the subject to be sickened for 5 rounds. A successful Fortitude save halves the damage and negates the sickening. <i>With a shout, you cause your foe to erupt in a foul, acrid-smelling burst of yellow fire.</i> |
| Flaywind Burst Evocation (Air, Earth) Level: Cleric 5, Druid 5, Sorcerer/Wizard 5 Components: V,S Range: 60' Area: Cone-shaped burst Duration: Instant Saving Throw: Reflex half Spell Resistance: No This spell produces a brief windstorm, filled with scouring, supernatural grit that literally strips flesh. Creatures within the area take 1d6 points of damage per caster level (maximum 10d6) from the scouring sands and are knocked down. A successful Reflex save halves this damage and avoids the knockdown effect. |
| Flensing Transmutation (Evil) Level: Sorcerer/Wizard 8 Components: V,S Range: Medium Target: One creature Duration: Up to 4 rounds; see text Saving Throw: Fortitude partial Spell Resistance: Yes When you cast this spell, you literally strip the flesh from a corporeal creature's body, inflicting incredible pain and psychological trauma. Each round, the target takes 2d6 points of damage, 1d6 points of Charisma damage, and 1d6 points of Constitution damage. A successful Fortitude save negates the ability damage, reduces the hit point damage by half, and ends the spell. |
| Halo of Sand Abjuration (Earth) Level: Druid 2, Ranger 2 Components: V,S Range: Personal Duration: 10 min/level Halo of sand creates a thin band of sand that swirls and twists around your body, helping to deflect incoming attacks. This halo grants a +1 deflection bonus to AC which increases by 1 for every 3 caster levels above 3rd, to a maximum of +4 at caster level 12th. |
| Impede Enchantment (Mind-Affecting) Level: Cleric 1 Components: V,S Range: Long Target: One creature Duration: 1 round/level Saving Throw: Will partial Spell Resistance: Yes This spell locks the subject in place. An affected creature cannot move from its current location. This subject also takes a -1 penalty on attack rolls and a -2 penalty on Reflex saves while so rooted. If the subject succeeds on the initial Will save, it suffers no ill effects and the spell ends immediately. If it fails the initial save, it can attempt a new Will save each round. Once the subject succeeds on one of these secondary saves, it can move again but is subject to the effects of a slow spell for the duration of the spell. If the subject is already under an affect that curtails its ability to move (such as slow or hold person), it also takes a -4 penalty to Dexterity for the duration of this spell. <i>Your will clamps down on the subject's mind, making the slighest movement a strenuous effort.</i> |
| Interminable Echo Illusion (Sonic, Mind-Affecting) Level: Bard 4 Components: V,S Range: Medium Target: One creature Duration: 5 rounds Saving Throw: Will partial Spell Resistance: Yes You fill the target's mind with a barrage of illusory sound. The subject takes a -10 penalty to Listen checks and 2d6 points of sonic damage each round. A successful Will save reduces the duration to 1 round. <i>The deep tolling of a bell echoes within the mind of your foe.</i> |
| Lash of Force Evocation (Force) Level: Sorcerer/Wizard 9 Components: V,S Range: Close Area: 30 ft line Duration: Instant Saving Throw: Reflex partial Spell Resistance: Yes This spell brings into being an invisible, whiplike tendril of force that lashes out in a 30-foot line of force that deal 15d6 points of magic damage and knocks prone any creatures in its area. A successful Reflex save halves the damage and prevents the creature from being knocked down. <i>The air around you begins to thrash and churn with invisible forces.</i> |
| Lifetheft Necromancy Level: Sorcerer/Wizard 5 Components: V,S Range: Medium Target: One living creature Duration: Instant Saving Throw: None Spell Resistance: Yes This spell uses negative energy to drain the vitality from a single foe. The spell renders the target exhausted and deals 5d4 points of damage, and you gain temporary hit points equal to 10 + the damage dealt. Temporary hit points granted by this spell last for up to 1 hour. <i>You channel negative energy into the dark mote in your hand, causing it to leap and dart about in your grasp. When you have poured enough energy into the spell, you release the mote to drain the life of your enemy.</i> |
| Lingering Flames Evocation (Fire) Level: Sorcerer/Wizard 6 Components: V,S Range: Long Area: 20-ft.-radius spread Duration: 3 rounds Saving Throw: Reflex half Spell Resistance: Yes This spell functions like fireball, except that the area remains filled with fire for the spell's entire duration. Any creature within or entering the area takes 1d6 points of fire damage per caster level (maximum 15d6); a successful Reflex save halves this damage. <i>A burst of flame erupts before you, raising the temperature of the area to scorching levels.</i> |
| Luminous Swarm Evocation (Force) Level: Bard 2, Sorcerer/Wizard 2 Components: V,S Range: Medium Target: One creature Duration: 5 rounds Saving Throw: Reflex partial Spell Resistance: Yes You create a swarm of fairly luminous motes of pure force that engulf one creature, obscuring its vision. All of it's attacks have a 20% miss chance while the motes last. The motes also deal 1d6 points of magic damage each round. The target can attempt a Reflex save each round to avoid the damage. <i>A swarm of shimmering motes streams from your fingers and engulfs your target.</i> |
| Metal Fang Transmutation Level: Druid 2, Ranger 2 Components: V,S Range: Touch Target: Animal companion touched Duration: 1 minute/level You temporarily transform the subject's natural weapons into cold iron, thereby allowing it to bypass damage reduction. <i>The subject's natural weapons take on a gleaming, metallic sheen.</i> |
| Mummify Necromancy Level: Cleric 6, Druid 6, Sorcerer/Wizard 6 Components: V,S Range: Touch Target: One living creature Duration: Instant Saving Throw: Fortitude partial Spell Resistance: Yes You flash dry a creature, killing it and preserving it in an instantaneous mummification process. A creature that makes a Fortitude saving throw instead take 6d6 points of magic damage. |
| Painful Echoes Evocation (Sonic) Level: Bard 2 Components: V,S Range: Medium Target: One creature/4 levels Area: 30' burst Duration: 1 round/level Saving Throw: Fortitude partial Spell Resistance: Yes You set up painful vibrations within your subjects. Each round, the spell deals 1d4 points of sonic damage and sickens each subject for 1 round. A successful Fortitude save negates the damage and the sickening effect for that round. Creatures immune to critical hits are immune to the sickening effect. <i>Your shout seems to echo into eternity, causing your foes to twitch and writhe as the reverberations pummel them internally.</i> |
| Parboil Evocation (Fire) Level: Cleric 5, Sorcerer/Wizard 4 Components: V,S Range: Medium Area: 20-ft.-radius spread Duration: Instant Saving Throw: Fortitude partial Spell Resistance: Yes You flash-heat the air in an area, boiling the blood and baking the brains of creatures caught inside. The hot air deals 6d6 points of fire damage and 2d4 points of Intelligence damage. Creatures that make successful Fortitude saves take half damage and no Intelligence damage. |
| Prismatic Deluge Evocation Level: Sorcerer/Wizard 9 Components: V,S Range: Long Area: 40-ft. radius Duration: Instant Saving Throw: See text Spell Resistance: Yes This spell produces a column of colors resembling the end of a rainbow. Every creature in the area of effect is affected as though by the <i>prismatic spray</i> spell; blinded for 2d4 rounds if 8 HD or fewer, and you roll d8 on the prismatic spray table to see what color affects each target. <i>In a blinding shower of light, you call an enormous, painfully bright rainbow from the heavens.</i> |
| Resounding Thunder Evocation (Sonic) Level: Bard 4, Sorcerer/Wizard 5 Components: V,S Range: Long Area: 20-ft. radius Duration: 5 rounds Saving Throw: Fortitude partial Spell Resistance: Yes You fill the area with discordant crashes of sonic energy that deal 4d6 points of sonic damage per round to creatures within the area. Any creatures within or entering the area become deafened as long as it remains within and for 1 round thereafter. A successful Fortitude save halves the damage and negates the deafened effect for that round. <i>Waves of sound crash continuously upon the ears of those in the area.</i> |
| Silvered Claws Transmutation Level: Druid 1, Ranger 1 Components: V,S Range: Touch Target: Animal companion touched Duration: 1 minute/level You temporarily transform the subject's natural weapons into alchemical silver, thereby allowing it to bypass damage reduction. <i>The subject's natural weapons take on a gleaming, metallic sheen.</i> |
| Silvered Weapon Transmutation Level: Paladin 1, Ranger 2 Components: V,S Range: Touch Target: One weapon Duration: 1 minute/level This spell transforms a single weapon you are holding into a silvered weapon. |
| Skin of the Cactus Caster Level(s): Druid 4, Ranger 3 Innate Level: 4 School: Abjuration Component(s): Verbal, Somatic, Material Range: Touch Area of Effect / Target: Living creature touched Duration: 10 minutes/level This spell grants a living creature the toughness, resilience, and needles of a cactus. The effect grants a +3 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases to +4 at caster level 10th and to a maximum of +5 at caster level 13th. In addition to the enhancement bonus, skin of the cactus causes the subject to grow needles from its skin, clothing, or armor. Any creature striking it will take 1d6 points of piercing damage from the needles. |
| Sound Blast Evocation (Sonic) Level: Bard 5, Sorcerer/Wizard 5 Components: V,S Range: 30-foot cone Duration: Instant Saving Throw: Fortitude half Spell Resistance: Yes This spell creates a cone of sonic energy that blasts your enemies. It deals 1d8 points of sonic damage per caster level in a 30-foot cone (no cap on the dice). <i>You channel energy into shimmering waves of sound, sending a thunderous blast into your foes.</i> |
| Spiritual Guardian Evocation (Force) Level: Cleric 6 Components: V,S Range: Personal Duration: 1 minute/level or 1 round/level When casting this spell you choose to summon a defensive or offensive spiritual guardian. The offensive spiritual guardian lasts for 1 round/level and independently attacks your foes. It strikes with its longsword, using your base attack bonus and applying your Wisdom modifier to the roll. The attack deals 1d8 points of magic damage +1 extra point per three caster levels (maximum +10). <i>The sound of hoofbeats begins in the distance and draws swiftly nearer. As though leaping down from an invisible charger, a translucent knight, clad head to toe in heavy plate, appears by your side. The holy symbol of your deity is emblazoned across his tabard and shield.</i> |
| Storm of Fire and Ice Evocation (Cold, Fire) Level: Druid 6, Sorcerer/Wizard 5 Components: V,S Range: Long Area: 20-ft. radius Duration: 1 round Saving Throw: Reflex half Spell Resistance: Yes A shower of lava globs and hailstones rains down for 1 round, dealing 6d6 points of cold damage and 6d6 points of fire damage to everything in the area. All creatures in the area have 20% concealment, are slowed, and suffer and a -4 penalty to Listen checks while in the area. <i>You bring forth a swirling vortex of smoking lava intermixed with chunks of steaming ice.</i> |
| Surge of Fortune Transmutation Level: Cleric 5 Components: V,S Range: Personal Target: You Duration: 1 round/level Upon casting this spell, you gain a +2 luck bonus on attack rolls and damage rolls, saving throws, skill checks, as well as to your Dodge AC. <i>The power of your deity flows through you, guiding your movements and honing your instincts.</i> |
| Touch of the Graveborn Necromancy Level: Sorcerer/Wizard 8 Components: V,S Range: Touch Target: One living creature Duration: Instant Saving Throw: Fortitude partial Spell Resistance: Yes Your melee touch attacks channel negative energy that disrupts the life force of living creatures, dealing 10d6 points of negative damage. If the target has one or more negative levels also takes 1d6 points of Strength drain; a successful Fortitude save negates this secondary effect. <i>Your hand grows numb and pulses with a deep and sickly radiance, the chill of the grave emanating from it.</i> |





