- New Spells from me
- Acid Breath
- Acid Storm
- Anger of the Noonday Sun
- Bear's Heart
- Blistering Radiance
- Briar Web
- Cyclonic Blast
- Earth Reaver
- Field of Icy Razors
- Forestfold
- Frost Breath
- Great Thunderclap
- Greater Aura of Cold
- Hailstones
- Healing Lorecall
- Ice Flowers
- Ice Knife
- Lesser Aura of Cold
- Lucent Lance
- Mass Shield of Faith
- Night's Caress
- Radiant Assault
- Saltray
- Scintillating Sphere
- Shadow Spray
- Slashing Darkness
- Sonic Rumble
- Sound Lance
- Splinterbolt
- Veil of Shadow
- Veil of Undeath
- Vortex of Teeth
| Acid Breath Caster Level(s): Sorcerer/Wizard 3 Innate Level: 3 School: Conjuration Descriptor(s): Acid Component(s): Verbal, Somatic, Material Range: Personal Area of Effect / Target: 15' cone-shaped burst Duration: Instantaneous Save: Reflex half Spell Resistance: Yes You breathe forth a cone of acidic droplets. The cone deals 1d6 points of acid damage per caster level (maximum 10d6). <i>You pop the fire ants into your mouth and exhale quickly. The ants distill into drops of pure acid in midair, splattering against your foes and leaving smoking holes.</i> |
| Acid Storm Caster Level(s): Sorcerer/Wizard 6 Innate Level: 6 School: Conjuration Descriptor(s): Acid Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: 20-ft. radius Duration: Instantaneous Save: Reflex half Spell Resistance: No Acid rain deals 1d6 points of acid damage per caster level (maximum 15d6) to each creature in the area. <i>A dark green cloud whirls into being before unleashing a shower of foul-smelling, yellow-green rain.</i> |
| Anger of the Noonday Sun Caster Level(s): Druid 6 Innate Level: 6 School: Evocation Descriptor(s): Light Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: 20-ft.-radius burst centered on you Duration: Instantaneous Save: Reflex negates Spell Resistance: Yes Any creature within the area of the spell that can see you must make a saving throw or be temporarily blinded. The blindness lasts for 1 minute per caster level. An undead or plant creature caught within the spell's area takes 1d6 points of divine damage per two caster levels (maximum 10d6), or half damage if a Reflex save is successful. <i>Your body explodes with radiance that bathes the area around you in sunlight.</i> |
| Bear's Heart Caster Level(s): Cleric 5, Druid 4 Innate Level: 5 School: Transmutation Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: 20-ft. radius Duration: 1 round/level You turn your living allies into fierce warriors, but exhaust them in the process. Allies gain a +4 enhancement bonus to Strength, and also +1d4 temporary hit points per caster level. When the spell ends, each ally takes 1 point of blunt damage per level of the caster. |
| Blistering Radiance Caster Level(s): Cleric 5, Sorcerer/Wizard 4 Innate Level: 5 School: Evocation Descriptor(s): Fire, Light Component(s): Verbal, Somatic, Material Range: Long Area of Effect / Target: 50-ft.-radius spread Duration: Instantaneous Save: None and Fortitude partial; see text Spell Resistance: Yes All sighted creatures (except plants and constructs) in the area are dazzled (no save), and the heat from the blistering radiance deals 2d6 points of fire damage to all creatures in the area each round (Fortitude half). Blistering radiance counter or dispels any darkness spell of equal or lower level. <i>As you conclude the ritual to release the energy of the spell, you hurtl a blazing ball of light toward the point you designate, and it erupts into a brilliant hovering sphere.</i> |
| Briar Web Caster Level(s): Druid 2, Ranger 2 Innate Level: 2 School: Transmutation Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: 40-ft.-radius spread Duration: 1 minute/level Save: None Spell Resistance: No This spell causes grasses, weeds, bushes, and even trees to grow thorns and wrap and twist around creatures in or entering the area. The spell's area becomes difficult terrain and creatures move at half speed within the affected area. Any creature moving through the area also takes 1 point of piercing damage for each 5 feet moved. A creature with <i>Freedom of Movement</i> or the woodland stride ability is unaffected by this spell. <i>With a sound like a thousand knives being unsheathed, the plants in the area grow sharp thorns and warp into a thick briar patch.</i> |
| Cyclonic Blast Caster Level(s): Sorcerer/Wizard 5 Innate Level: 5 School: Evocation Descriptor(s): Air Component(s): Verbal, Somatic Range: Long Area of Effect / Target: 120-ft. line Duration: Instantaneous Save: Reflex half Spell Resistance: Yes You send a twisting torrent of wind, not unlike a tornado turned on its side, towards your enemies. A cyclonic blast deals 1d6 points of damage per caster level (maximum 15d6 points of damage) to all creatures and objects in the area. Objects bigger than Large take half damage. The cyclonic blast begins at your fingertips. Creatures who fail their Reflex saving throws are additionally in danger of being knocked down by the force of the wind. Treat this as a knockdown attack made with a +12 bonus on the Strength check. <i>Cupping a child's top, you forcefully thrust your hand forward, simultaneously speaking the final words of the spell's proscribed formula. Immediately thereafter, a blast of whirling wind issues forth from your outstretched fingers, sweeping up within it all who stand in its way.</i> |
| Earth Reaver Caster Level(s): Cleric 5, Sorcerer/Wizard 5 Innate Level: 5 School: Transmutation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: 20-ft.-radius burst Duration: Instantaneous Save: Reflex partial Spell Resistance: Yes Creatures within the area take 4d6 points of damage from the impact of the rock shards, as well as 3d6 points of fire damage; no saving throw applies to the damage. Creatures in the area must also succeed on a Reflex saving throw or be knocked prone. <i>With a stern, commanding word, you point at a spot on the ground. An instant later, the earth at the indicated spot erupts in a shower of rock, dirt, and fire.</i> |
| Field of Icy Razors Caster Level(s): Sorcerer/Wizard 8 Innate Level: 8 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic Range: Long Area of Effect / Target: One creature/level within a 120' burst of the target. Duration: Instantaneous plus 1 round/level (see text) Save: Reflex partial Spell Resistance: Yes Razor-sharp ice crystals surround the targets. Each target takes 1d6 points of damage per caster level (maximum 20d6); half of this damage is cold damage, and half is slashing. In addition, each target's speed is reduced by 20 feet for 1 round per caster level. Creatures that succeed on Reflex saving throws take half damage and their movement is unaffected. <i>Your breath becomes cold and frosty as you intone this spell, and blue-white crystals erupt from the soil, chill air swirling around their needle-sharp tips.</i> |
| Forestfold Caster Level(s): Druid 3, Ranger 3 Innate Level: 3 School: Transmutation Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: You Duration: 1 hour/level You change your coloring and attune your footfalls to the terrain around you. You gain a +10 competence bonus on Hide and Move Silently checks. <i>Warmth fills your feet, and as you glance down, you see that your feet have changed shape slightly, enabling you to better traverse the terrain. You also notice a shift in the color of your skin and clothing to match the colors most commonly found in your environment.</i> |
| Frost Breath Caster Level(s): Cleric 2, Druid 2, Sorcerer/Wizard 2 Innate Level: 2 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic, Material Range: Personal Area of Effect / Target: 30-ft. cone-shaped burst Duration: Instantaneous Save: Reflex half Spell Resistance: Yes You breathe a cone of intense cold at your foes. The spell deals 1d4 points of cold damage per two caster levels (maximum 5d4). In addition, all creatures damaged by the frost breath that fail their Reflex save are dazed for 1 round by the sudden shock of cold. <i>Giving a forceful exhale across your cupped hand, your breath shoots forth tinged with frost and crystals of ice.</i> |
| Great Thunderclap Caster Level(s): Sorcerer/Wizard 3 Innate Level: 3 School: Evocation Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Long Area of Effect / Target: 20-ft.-radius spread Duration: Instantaneous Save: Special (see text) Spell Resistance: No You create a loud noise equivalent to a peal of thunder. The spell has three effects. First, all creatures in the area must make Will saves to avoid being stunned for 1 round. Second, the creatures must make Fortitude saves or be deafened for 1 minute. Third, they must make Reflex saves or fall prone. Creatures that cannot hear are not stunned, but might still fall prone. <i>You grip the bell in your fist and raise it over your head, intoning the spell and calling down a thunderous blast in the midst of those who oppose you.</i> |
| Greater Aura of Cold Caster Level(s): Cleric 7, Druid 7 Innate Level: 7 School: Transmutation Descriptor(s): Cold Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: 10-ft.-radius sphere centered on you Duration: 1 round/level You are covered in a thin layer of white frost and frigid cold emanates from your body, dealing 2d6 points of cold damage at the start of your round to each creature within 10 feet. |
| Hailstones Caster Level(s): Sorcerer/Wizard 3 Innate Level: 3 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: 15-ft.-radius burst Duration: Instantaneous Save: None Spell Resistance: Yes You create frigid hailstones that strike your enemies. You must succeed on a ranged touch attack to hit with a globe. Each hailstone deals 5d6 points of cold damage. For every 5 caster levels, you gain an additional hailstone (maximum of four stones at 20th level). You gain the benefit of Sneak Attack or Death Attack if appropriate. <i>The crystal globes in your hand vibrate intensely before turning ice-cold. As you hurl them, they resemble balls of ice, an observation borne true when they strike and shatter into a shower of ice crystals.</i> |
| Healing Lorecall Divination Level: Cleric 2, Druid 2, Ranger 1 Components: V, S Range: Medium Target: One creature Duration: Instant Saving Throw: None Spell Resistance: Yes Details not yet complete. |
| Ice Flowers Caster Level(s): Cleric 6, Druid 5 Innate Level: 6 School: Transmutation Descriptor(s): Cold Component(s): Verbal, Somatic Range: Long Area of Effect / Target: 20-ft.-radius burst Duration: Instantaneous Save: Reflex half Spell Resistance: No This spell causes moisture in the ground at a point you designate to freeze into a mound of solid ice covered by a layer of soil, which bursts violently through the surface. This flings dangerous ice shards and small stones throughout the area. The shards and stones deal 1d6 points of damage per caster level (maximum of 15d6). Half the damage is cold damage, the other half is blunt. <i>A lance of ice and earth thrusts up where you point, fling pebbles, rocks, and dirt into the sky. Stone rains down, covering the ground with debris.</i> |
| Ice Knife Caster Level(s): Assassin 2, Sorcerer/Wizard 2 Innate Level: 2 School: Conjuration Descriptor(s): Cold Component(s): Verbal, Somatic Range: Long Area of Effect / Target: One icy missile Duration: Instantaneous Save: Fortitude partial or Reflex half; see text Spell Resistance: Yes You must succeed on a ranged touch attack. If it hits, an ice knife deals 2d8 points of cold damage and 2 points of Dexterity damage (a successful Fortitude save negates the Dexterity damage). Creatures that have immunity to cold also take no Dexterity damage. This spell gains the benefit of Sneak Attack or Death Attack when appropriate. <i>You shake your hand as if to free it from some substance you disdain. As you do, a magical shard of ice blasts from your hand and speeds to its target, the sound of cracking ice following in its wake.</i> |
| Lesser Aura of Cold Caster Level(s): Cleric 3, Druid 3, Paladin 4, Ranger 4 Innate Level: 3 School: Transmutation Descriptor(s): Cold Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: 5-ft.-radius sphere centered on you Duration: 1 round/level You are covered in a thin layer of white frost and frigid cold emanates from your body, dealing 1d6 points of cold damage at the start of your round to each creature within 5 feet. |
| Lucent Lance Caster Level(s): Cleric 6, Sorcerer/Wizard 5 Innate Level: 6 School: Transmutation Descriptor(s): Light Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Ray Duration: Instantaneous Save: None Spell Resistance: Yes You must succeed on a ranged touch attack. A creature struck is blinded for 1 round, and dazzled for 1 round per caster level. In addition to this dazzling effect the lance deals 1d6 points of fire damage per caster level (maximum 15d6). This spell gains the benefit of Sneak Attack or Death Attack when appropriate. <i>The eternal energies of light and darkness you call upon to cast this spell cause the ambient light near you to coalesce around the crystal rod in your hand. The light erupts in a coruscating beam of radiance shaped like a needle-sharp lance.</i> |
| Mass Shield of Faith Caster Level(s): Cleric 4 Innate Level: 4 School: Abjuration Component(s): as Shield of Faith Range: Personal Area of Effect / Target: 40-ft.-radius burst Duration: as Shield of Faith description as Shield of Faith <i>You hold your arms aloft and implore the power you venerate. Your comrades are bathed in a silver light, and over their hearts appears the symbol of your deity, showing the deity's protection.</i> |
| Night's Caress Caster Level(s): Sorcerer/Wizard 5 Innate Level: 5 School: Necromancy Descriptor(s): Evil Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Creature touched Duration: Instantaneous Save: Fortitude partial; see text Spell Resistance: Yes You must succeed on a melee touch attack. Your touch deals 1d6 points of magic damage per caster level (maximum 15d6) and 1d6 +2 points of Constitution damage. A successful Fortitude saving throw negates the Constitution damage but not the magic damage. The spell has a special effect on an undead creature. An undead touched by you takes no damage or Constitution loss, but it must make a successful Will saving throw or flee as if panicked for 1d4 + 1 round per caster level. This spell gains the benefit of Sneak Attack or Death Attack when appropriate. <i>A touch from your hand, which sheds darkness like the blackest night, disrupts the life force of a living creature.</i> |
| Radiant Assault Caster Level(s): Cleric 7, Sorcerer/Wizard 7 Innate Level: 7 School: Evocation Descriptor(s): Light Component(s): Verbal, Somatic Range: Long Area of Effect / Target: 20-ft.-radius burst Duration: Instantaneous Save: Will partial Spell Resistance: Yes This spell releases energy in the form of a multitude of rainbow-colored beams that erupt in every direction within the area you designated. This kaleidoscopic burst of energy deals 1d6 points of fire damage per caster level (maximum 15d6), and all creatures within the burst are dazed for 1d6 rounds. Those that succeed on a Will save take only half normal damage and are dazzled for 1d6 rounds instead. Sightless creatures such as Constructs are unaffected by this spell. <i>With outstretched hand, you gesture toward the area where the spell will come into effect. An instant later a blast of multicolored light fills that area.</i> |
| Saltray Caster Level(s): Druid 2 Innate Level: 2 School: Evocation Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Ray Duration: Instantaneous Save: Fortitude partial Spell Resistance: Yes You must succeed on a ranged touch attack with the ray to strike a target. A creature struck by a <i>saltray</i> takes 1d6 points of divine damage per two caster levels (maximum 5d6) and must make a Fortitude save or be stunned for 1 round. This spell gains the benefit of Sneak Attack or Death Attack when appropriate. <i>A thin shaft of whirling salt crystals lances out from your crooked fingers to strike and shred your foe.</i> |
| Scintillating Sphere Caster Level(s): Sorcerer/Wizard 3 Innate Level: 3 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic, Material Range: Long Area of Effect / Target: 20-ft.-radius burst Duration: Instantaneous Save: Reflex half Spell Resistance: Yes A <i>scintillating sphere</i> is a massive electrical discharge that deals 1d6 points of electricity damage per caster level (maximum 10d6) to every creature within the area. <i>You pinch the marble between your fingers and intone the spell. It flies from your fingers, trailing a smell of ozone, and grows into a ball of multicolored sparks that detonate in a burst of spherical lightning.</i> |
| Shadow Spray Caster Level(s): Sorcerer/Wizard 2 Innate Level: 2 School: Illusion Descriptor(s): Shadow Component(s): Verbal, Somatic, Material Range: Long Area of Effect / Target: 5-ft.-radius burst Duration: 1 round/level Save: Fortitude negates Spell Resistance: Yes You cause a multitude of ribbonlike shadows to instantaneously explode outward from the point of origin. Creatures in the area take 4 points of Strength damage and are dazed for 1 round. <i>As you finish casting this spell, ribbonlike shadows burst outward from the midst of your foes.</i> |
| Slashing Darkness Caster Level(s): Cleric 3 Innate Level: 3 School: Evocation Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Ray Duration: Instantaneous Save: None Spell Resistance: Yes You must succeed on a ranged touch attack with the ray to strike a target. A creature struck by this ray of negative energy takes 1d8 points of negative energy damage per two caster levels (maximum 5d8). An undead creature instead heals 1d8 points of damage per two caster levels (maximum 5d8). This spell gains the benefit of Sneak Attack or Death Attack when appropriate. <i>You complete this spell and a hissing, hurtling ribbon of pure darkness flies from your hand.</i> |
| Sonic Rumble Caster Level(s): Sorcerer/Wizard 5 Innate Level: 5 School: Evocation Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: 30 ft. cone-shaped burst Duration: Instantaneous Save: Reflex half Spell Resistance: Yes You create a cone of powerful sound that deals 1d6 points of sonic damage per two levels (maximum 10d6); a successful Reflex save reduces this damage by half. Targets within the area of a silence spell are immune. <i>Your final words of the spell become a deep, rumbling hum, as loud as the din of a battlefield, and they blast outward from you in a cone.</i> |
| Sound Lance Caster Level(s): Cleric 4, Sorcerer/Wizard 3 Innate Level: 4 School: Evocation Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: One creature Duration: Instantaneous Save: Fortitude half Spell Resistance: Yes This spell causes a projectile of intense sonic energy to leap from you to a target within range. The sound deals 1d8 points of sonic damage per caster level (maximum 10d8). A <i>sound lance</i> cannot penetrate the area of a silence spell. <i>You unleash a shrill, piercing cry at your target, which takes the barely visible form of a translucent lance hurtling through the air.</i> |
| Splinterbolt Caster Level(s): Druid 2 Innate Level: 2 School: Conjuration Component(s): Verbal, Somatic, Material Range: Short Area of Effect / Target: One creature Duration: Instantaneous Save: None Spell Resistance: No You must make a ranged attack to hit the target. If you hit, the splinterbolt deals 4d6 points of piercing damage. You can fire one additional splinterbolt for every 4 levels beyond 3rd (to a maximum of three at 11th level). This spell gains the benefit of Sneak Attack or Death Attack when appropriate. <i>You extend your hand toward your foe, flicking a single sliver of wood into the air, and a splinter larger than a titan's javelin whistles through the air.</i> |
| Veil of Shadow Caster Level(s): Assassin 2, Blackguard 2, Cleric 2, Sorcerer/Wizard 2 Innate Level: 2 School: Evocation Descriptor(s): Darkness Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: You Duration: 1 minute/level Swirling wisps of darkness obscure your form, granting you concealment. The 20% miss chance is in effect even if the attacker has darkvision. This spell is dispelled in daylight or in the area of a light spell of 3rd level or higher. <i>See Invisible</i> does not counter a <i>veil of shadow's</i> concealment effect, but a <i>tree seeing</i> spell does. <i>You speak the words of this spell and tendrils of purple darkness rise from the ground, surrounding you and concealing you from your foes.</i> |
| Veil of Undeath Caster Level(s): Cleric 8, Sorcerer/Wizard 8 Innate Level: 8 School: Necromancy Descriptor(s): Evil Component(s): Verbal, Somatic, Material Range: Personal Area of Effect / Target: You Duration: 10 minute/level You gain many of the traits common to undead creatures. While the spell lasts, you have immunity to mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, death, extra damage from critical hits, ability drain, energy drain. Like an undead creature, you are damaged by <i>cure</i> spells and healed by <i>inflict</i> spells. <i>Upon completion of the spell, you exhale your last breath and accept a brief embrace from death.</i> |
| Vortex of Teeth Caster Level(s): Druid 4, Sorcerer/Wizard 4 Innate Level: 4 School: Evocation Descriptor(s): Force Component(s): Verbal, Somatic, Material Range: Medium Area of Effect / Target: 40-ft.-radius burst Duration: 1 round/level Save: None Spell Resistance: Yes Creatures (except the caster) in the area take 3d8 points of magic damage per round while in the area. <i>A huge school of transparent piranhas swims rapidly through the air in the area you indicate. These magic fish are made of force and tear into the bodies of creatures as though ravenous.</i> |





