Spellpack Update C
  • New Spells from me
    1. Acid Breath
    2. Acid Storm
    3. Anger of the Noonday Sun
    4. Bear's Heart
    5. Blistering Radiance
    6. Briar Web
    7. Cyclonic Blast
    8. Earth Reaver
    9. Field of Icy Razors
    10. Forestfold
    11. Frost Breath
    12. Great Thunderclap
    13. Greater Aura of Cold
    14. Hailstones
    15. Healing Lorecall
    16. Ice Flowers
    17. Ice Knife
    18. Lesser Aura of Cold
    19. Lucent Lance
    20. Mass Shield of Faith
    21. Night's Caress
    22. Radiant Assault
    23. Saltray
    24. Scintillating Sphere
    25. Shadow Spray
    26. Slashing Darkness
    27. Sonic Rumble
    28. Sound Lance
    29. Splinterbolt
    30. Veil of Shadow
    31. Veil of Undeath
    32. 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>
<i>Your shout seems to echo into eternity, causing your foes to twitch and writhe as the reverberations pummel them internally.</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>

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