Custom Spells

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Ptack's Open/Close[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(0)
Bard(0)
Components:[edit]
VS
Meta Magic:[edit]
Quicken, Silent, Still
Targets:[edit]
Items, Doors, Placeables
Considered Hostile:[edit]
false
Description:[edit]
You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. Traps are not disarmed by this spell.

Valstiir's Mage Hand[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(0)
Bard(0)
Components:[edit]
VS
Meta Magic:[edit]
Quicken, Silent, Still
Targets:[edit]
Ground, Items
Considered Hostile:[edit]
false
Description:[edit]
You point your finger at an object and can lift it and move it to your inventory. If cast at the ground, will get the nearest unattended item in 3 meters.

Dethed's Disrupt Undead[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Wizard / Sorcerer(0)
Cleric(0)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Items
Considered Hostile:[edit]
false
Description:[edit]
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Volhm's Touch of Fatigue[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Wizard / Sorcerer(0)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Creatures, Items
Considered Hostile:[edit]
true
Description:[edit]
You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target.

Lucke's Floating Disk[edit]

School:[edit]
Enchantment
Caster Levels:[edit]
Wizard / Sorcerer(1)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Ground, Items
Considered Hostile:[edit]
false
Description:[edit]
You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 50 pounds of weight per caster level. The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round.

Valstiir's Alarm[edit]

School:[edit]
Abjuration
Caster Levels:[edit]
Wizard / Sorcerer(1)
Bard(1)
Ranger(1)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Ground, Items, Doors
Considered Hostile:[edit]
false
Description:[edit]
You place a rune on the ground which conceals itself within 1 round and arms. After arming, any creature who walks through the area will alert the caster with a mental warning.

Valstiir's Arcane Mark[edit]

School:[edit]
Divination
Caster Levels:[edit]
Wizard / Sorcerer(0)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Items
Considered Hostile:[edit]
false
Description:[edit]
You create a sigil on the target item that is unique to you. (Adds a line of blue text to the description, bearing your mark.)

Zahn's Message[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(0)
Bard(0)
Components:[edit]
VS
Meta Magic:[edit]
Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Items
Considered Hostile:[edit]
false
Description:[edit]
You can send messages back and forth with designated persons within line of sight.

Tolodine's Obsuring Mist[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Wizard / Sorcerer(1)
Cleric(1)
Druid(1)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Items, Placeables
Considered Hostile:[edit]
false
Description:[edit]
A misty vapor arises around you. It is stationary once created. The vapor obscures all sight beyond 5 feet. Creatures within the mist are granted 25% concealment against melee attacks, 50% concealment against ranged attacks, and are blinded.

Prug's Daze Monster[edit]

School:[edit]
Enchantment
Caster Levels:[edit]
Wizard / Sorcerer(2)
Bard(2)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Creatures, Items
Considered Hostile:[edit]
false
Description:[edit]
This enchantment clouds the mind of a living creature with 8 or fewer Hit Dice so that it takes no actions. Creatures of 9 or more HD are not affected.



Noanar's Scorching Ray[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(2)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Items
Considered Hostile:[edit]
true
Description:[edit]
You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.



Sadebreth's Command Undead[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Wizard / Sorcerer(2)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Creatures, Items
Considered Hostile:[edit]
false
Description:[edit]
This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way. The undead may roll a will save against you, but if it fails it is considered charmed.



Sadebreth's False Life[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Wizard / Sorcerer(2)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
true
Description:[edit]
You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).

Volhm's Shocking Grasp[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(1)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Items
Considered Hostile:[edit]
true
Description:[edit]
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor.



Valstiir's Glitterdust[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Wizard / Sorcerer(2)
Bard(2)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Items
Considered Hostile:[edit]
true
Description:[edit]
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded for the duration of the spell, and removing any invisibility effects. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.

Detect Secrets[edit]

School:[edit]
Divination
Caster Levels:[edit]
Wizard / Sorcerer(3)
Cleric(2)
Bard(3)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self
Considered Hostile:[edit]
false
Description:[edit]
You grant yourself magical perception that greatly enhances your ability to uncover hidden mysteries. Beginning on your next turn after casting this spell, secrets of all sorts become more visable to you.

Zajimarn's Avalanche[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Wizard / Sorcerer(9)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Items, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
You conjure a sweeping wave of ice, snow and slush that washes away everything in it's path. Everything in the initial area of the spell takes 1d4 points of damage per caster level (to max 25d4). Creatures on foot and objects in the initial area must make Reflex saves or be carried along by the wave for 5 feet per caster level. The forced movement does not harm the targets except to leave them prone.

Dead-end corridors and similar obstacles prevent the avalanche from moving creatures farther. The avalanche counts as a water attack for the purposes of extinguishing normal fires.


Ectoplasmic Enhancement[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Wizard / Sorcerer(6)
Cleric(6)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Items, Doors, Placeables
Considered Hostile:[edit]
false
Description:[edit]
The undead affected by this spell gaini a +1 deflection bonus to armor class, +1d8 temporary hit points, +1 bonus on attack rolls and +2 bonus to turn resistance. Each of these enhancements increases by +1 for every three caster levels.

Acid Spittle[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(1)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Items
Considered Hostile:[edit]
true
Description:[edit]
The caster is able to belch forth a small, viscous glob of potent acid at a nearby opponent.

The caster may spit the acid at an opponent within 10 ft. as a grenade-like weapon, ranged touch-attack. A target struck by the acid takes 1d6 points of acid damage +1 point per caster level (maximum +20); Reflex save for half damage applies. Anyone within 5 ft. of where the acid glob strikes takes 1 point of acid damage +1 per two caster levels (maximum +10); Reflex save for half damage.


Armor of Undeath[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Wizard / Sorcerer(3)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
false
Description:[edit]
This spell allows the caster to create magical armor from the remains of a humanoid. The caster must touch a corpse (the corpse can be fresh, rotting, or even skeletal, so long as enough of it remains that it could be animated by an animate dead spell) and invoke the spell. The corpse will then stand erect, embrace the caster, and begin to bend and twist, wrapping itself around the caster to form a gruesome armor of bones and dead flesh. The armor grants a +2 enhancement bonus to the the caster's AC, 25 temporary hit points, a -1 armor check penalty, and a 5% arcane spell failure penalty. Damage dealt to the caster is first removed from these hitpoints.

The spell ends either when the duration expires or 25 points of damage are dealt to the armor. Should the spell end normally, all remaining temporary hit points are lost.


Banish Shadow[edit]

School:[edit]
Abjuration
Caster Levels:[edit]
Cleric(3)
Components:[edit]
S
Meta Magic:[edit]
Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Placeables
Considered Hostile:[edit]
true
Description:[edit]
This spell is used to banish a creature of the Plane of Shadow (shadow, shadow mastiff, etc.) back to that plane. The target receives a Will save. A successful save means the subject is not banished, but it still sustains 3d4+1/level (maximum +10) damage.

Battlecry[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(2)
Bard(2)
Components:[edit]
V
Meta Magic:[edit]
Empower, Extend, Maximize, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
true
Description:[edit]
When the caster screams his battlecry, all creatures (of 6 or fewer HD) in a cone area in front of the caster must make a Fortitude saving throw or be stunned for one round. A stunned creature cannot act and loses any Dexterity modifiers to AC. Attackers gain a +2 bonus to attack it.

Blackflame[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(8)
Components:[edit]
S
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Items
Considered Hostile:[edit]
true
Description:[edit]
This spell causes shadowy flames to burst to life on one subject. Each round, the subject must make a Fortitude saving throw against this spell or sustain 1d10 points of damage. Likewise, victims with spell resistance roll every round to prevent the spell effects for that round. A single success on a saving throw or spell resistance does not negate the blackflame; that can only be accomplished by a successful dispel magic.

In addition to the damage, the spell causes a mind-affecting, fear effect in its victim. On any round during which the spell's victim sustains damage, she must also succeed at a Will saving throw versus the spell's DC. Victims who fail their Will saving throws are considered to be cowering (no dex adjustment to AC, opponents have +2 to attack rolls on victim, victim does not move). Such a subject will not be able to take any action (melee, spellcasting, etc) except to fruitlessly douse the flames by rolling on the ground or swatting at them. Once targeted, the blackflame will stay on its victim for the spell's duration. Only a dimension door, teleport, or the like will separate the blackflame from the victim.


Blood Storm[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(3)
Components:[edit]
V
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Items, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
Blood Storm summons a whirlwind of blood that envelops the entire area of effect and has several effects on those caught within it. First, those in the area of effect must make Reflex saving throws or be blinded by the swirling blood while they remain within the whirlwind and for 2d6 rounds after leaving it. Second, all combatants within the bloodstorm fight at -4 to their attack rolls. Third, the blood is slightly acidic, and causes 1d4 points of damage per round. Finally, victims must make a Will saving throw or become frightened if 8HD or above or panicked if less than 8HD.

Blur[edit]

School:[edit]
Illusion
Caster Levels:[edit]
Wizard / Sorcerer(2)
Bard(2)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Placeables
Considered Hostile:[edit]
false
Description:[edit]
The subject's outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance). A see invisibility spell does not counteract the blur effect. Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).

Calm Animals[edit]

School:[edit]
Enchantment
Caster Levels:[edit]
Druid(1)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Creatures, Placeables
Considered Hostile:[edit]
true
Description:[edit]
This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 3 or less) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not. (A druid could calm a normal bear or wolf with little trouble, but it's more difficult to affect a trained guard dog.)

The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat (such as fire, a hungry predator, or an imminent attack) breaks the spell on the threatened creatures.


Chameleon Skin[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(1)
Bard(1)
Druid(1)
Ranger(1)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent
Targets:[edit]
Self, Items
Considered Hostile:[edit]
false
Description:[edit]
The spell adds +1 per level of the caster (max +10) to any Hide roll for the duration. The spell alters the caster's appearance, including her equipment, such that she blends into whatever background sits behind her.

Cloak of Righteousness[edit]

School:[edit]
Abjuration
Caster Levels:[edit]
Cleric(4)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
false
Description:[edit]
When cast, this spell appears as a shining silver-white cloak and aura surrounding the paladin. All of the paladin's foes who can see the cloak must make Fortitude saves or be blinded for 1 round/level of caster. Allies of the paladin or those she is defending are automatically affected as if by a bless spell.

The cloak of righteousness is primarily used by paladins, but clerics who serve good deities can be granted this spell as well.


Companion's Strife[edit]

School:[edit]
Enchantment
Caster Levels:[edit]
Wizard / Sorcerer(4)
Cleric(5)
Bard(4)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Creatures, Items
Considered Hostile:[edit]
true
Description:[edit]
A creature under the spell's effects will immediately realize that his allies are actually deadly enemies and try to fight his way out as if his life depended on it. He will use the best attacks, weapons or spells available to him until he has a clear escape route and then move directly away from both his erstwhile allies and the caster until the duration ends.

Condemned[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Cleric(4)
Components:[edit]
VS
Meta Magic:[edit]
Quicken, Silent, Still
Targets:[edit]
Creatures, Items, Placeables
Considered Hostile:[edit]
true
Description:[edit]
Victims struck by this touch attack spell must make a Fortitude save or become immune to the effects of magical healing for the duration they are condemned. This affliction will persist until a remove curse or the like is cast upon the target. However, binding wounds and natural healing are still effective, if not as fast.

Dar'tan's Shadow Bolt[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(3)
Components:[edit]
S
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Placeables
Considered Hostile:[edit]
true
Description:[edit]
This spell creates a black, pulsating bolt of shadowstuff, which is hurled at an opponent. The caster must make a ranged touch attack. If hit, the target sustains 1d6 damage/level (maximum 12d6) unless a Fortitude save is successful, in which case, only half damage is sustained.

Dictum[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Cleric(7)
Components:[edit]
V
Meta Magic:[edit]
Quicken, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
true
Description:[edit]
Any nonlawful creature within the area of a dictum spell suffers the following ill effects.

HD Effect Equal to caster level Deafened Up to caster level 1 Slowed, deafened Up to caster level 5 Paralyzed, slowed, deafened Up to caster level 10 Killed, paralyzed, slowed, deafened


Dimension Door[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(4)
Bard(4)
Components:[edit]
VS
Meta Magic:[edit]
Targets:[edit]
Ground
Considered Hostile:[edit]
false
Description:[edit]
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired. After using this spell, you can't take any other actions until your next turn.

Disappear[edit]

School:[edit]
Illusion
Caster Levels:[edit]
Wizard / Sorcerer(1)
Bard(1)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Placeables
Considered Hostile:[edit]
false
Description:[edit]
With a whispered syllable you complete the spell. You notice that others look past you as if you weren't there.

You become invisible, vanishing from sight, even from darkvision. Your gear vanishes too. The spell ends if the subject attacks any creature.


Dolomar's Force Wave[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(2)
Bard(2)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
true
Description:[edit]
Dolomar's Force Wave radiates hemispheric waves of force in every direction except downward. The waves of force push objects and creatures directly away from the caster, similar to the effects of a bull rush attack. Since this is a force effect, Dolomar's force wave will even affect incorporeal or ethereal targets.

Though no saving throw is allowed in the conventional sense, each creature in the area of effect makes an opposed Strength check per the rules for bull rush attacks. Creatures affected by the force wave will automatically be pushed the maximum distance based on the result of the opposed Strength check (5 ft + 1 ft per point the force wave exceeded the opposed Strength check) out to the limit of the force wave's area of effect.


Flash[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(1)
Bard(1)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent
Targets:[edit]
Self, Creatures, Placeables
Considered Hostile:[edit]
true
Description:[edit]
Flash causes a small object, no larger than a coin or pebble, to explode and emit a brief, but dazzling, burst of light when thrown to the ground. Any creature witnessing the flash must make a Reflex save or be temporarily blinded for 1d3 rounds. The caster is assumed to shield his eyes before invoking the flash and is not affected.

Fog Cloud[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Wizard / Sorcerer(2)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Placeables
Considered Hostile:[edit]
true
Description:[edit]
A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

A strong wind (21+ mph) disperses the fog in 1 round. The spell does not function underwater.


Freezing Curse[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(7)
Druid(7)
Components:[edit]
VS
Meta Magic:[edit]
Quicken, Silent, Still
Targets:[edit]
Creatures, Placeables
Considered Hostile:[edit]
true
Description:[edit]
Upon finishing the spell, the caster's hands are coated with a glacial rime. The caster need then but touch the target to bring the full effect of the spell to bear. The target must then make a Fortitude save to avoid being frozen alive and being encased completely in ice. If the save is successful, the victim is still chilled to the bone and takes 5d8 points of cold damage.

If the save is failed, the character freezes; every portion of his body turns to solid ice. The character so frozen is still alive and enters a state of suspended animation until the ice melts and she is restored to normal. Should the frozen character sustain more than 5 hit points of damage, her form shatters, slaying her instantly.


Ganest's Farstrike[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(2)
Druid(3)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Placeables
Considered Hostile:[edit]
true
Description:[edit]
Ganest's Farstrike creates a bolt of flame that flies from the caster's finger to strike any single target within the caster's sight. The caster's sight may be augmented through use of another spell that improves natural vision (scrying spells do not count). Ganest's farstrike does 1d4 points of damage per level of caster (maximum 10d4) and has a chance of setting anything flammable it hits on fire. The bolt flies in a parabolic arc and, thus, can be seen coming from a distance, allowing the target time to get out of the way, hence a Reflex save negates all damage.

Greater Healing Circle[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Cleric(7)
Druid(8)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Ground
Considered Hostile:[edit]
false
Description:[edit]
Like cure spells, healing circle damages undead in

its area rather than curing them.


Holy Word[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Cleric(7)
Components:[edit]
V
Meta Magic:[edit]
Quicken, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
true
Description:[edit]
Any nongood creature within the area that hears the holy word suffers the following ill effects.

HD Effect Equal to caster level Deafened Up to caster level 1 Blinded, deafened Up to caster level 5 Paralyzed, blinded, deafened Up to caster level 10 Killed, paralyzed, blinded, deafened The effects are cumulative and concurrent.


Incapacitate[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Cleric(9)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Placeables
Considered Hostile:[edit]
true
Description:[edit]
Incapacitate works as Harm (reduces 10 times caster level damage, max 150) and permanently reduces all of the target's ability scores to 3. This spell will not reduce a creature below 1 hp. This damage cannot be healed by normal means; only a combination of heal and greater restoration, or more powerful magic, can restore the target's hit points and abilities.

If the target is undead, the spell heals 10 points of damager per caster level, max 150 to the target, and restores any ability damage the target has suffered.


Leech Field[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Wizard / Sorcerer(8)
Components:[edit]
VS
Meta Magic:[edit]
Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Items, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
Once cast, a leech field generates a shimmering purple haze that spread from the spell's target point to a 10-foot radius. All living creatures (other than the caster himself) within the leech field takes 1d6 points of damage per two caster levels (maximum 20d6) or half that amount if they make their Fortitude save.

Each point of damage inflicted by the leech field is added to the total hit points possessed by the caster. These absorbed hit points first heal the caster to his normal maximum, then any additional hit points become temporary hit points that last for up to one hour. A caster may not absorb temporary hit points in excess of his normal maximum hit points, so a caster with 40 hit points can absorb only up to 40 temporary hit points on top of his normal 40 hit points. Even if the caster cannot absorb more hit points, however, targets still take full damage. A caster cannot absorb more hit points from any one victim than they have to offer (the victim's current hit points plus 10 if they are killed by the spell's damage). If any undead are caught in the leech field, the caster himself takes damage (Fortitude save for half). All undead in the leech field split evenly as a curing effect any damage that the caster takes. This effect can cure them up to their full normal hit points, but does not provide them any temporary gain. The caster takes this damage before he absorbs any hit points from living creatures that are also in the area of effect. If the caster is reduced to less than 0 hit points from this damage, he does not absorb any hit points from the living creatures (they still take damage, however).


Life Force Transfer[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Cleric(3)
Components:[edit]
VS
Meta Magic:[edit]
Quicken, Silent, Still
Targets:[edit]
Creatures, Placeables
Considered Hostile:[edit]
false
Description:[edit]
When a priest or paladin casts this spell and lays hands upon an injured subject, he absorbs - and thereby lessens - part or all of the damage the subject has taken. A cleric may absorb up to a maximum of 2 points per level, and the target regains 2 hit points for every one absorbed by the caster. Life force transfer cannot heal more than 60 points of damage per casting (30 points of damage absorbed).

Loviatar's Torments[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Cleric(3)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Placeables
Considered Hostile:[edit]
true
Description:[edit]
Originally used by clerics of Loviatar, the Lady of Pain, this spell has been seen being used by evil clerics throughout the land in recent years. Unless the victim succeeds in a Fortitude saving throw, Loviatar's Torments inflict 1d6 points of damage per round for the spell's full duration (maximum duration 10 rounds) and adds a -2 morale penalty to the targets attack rolls, saving throws, and skill checks for the duration of this spell.

Non-evil clerics attempting to cast this spell invoke the wrath of Loviatar and have the spell take effect upon their own person.


Minor Shadow Conjuration[edit]

School:[edit]
Illusion
Caster Levels:[edit]
Wizard / Sorcerer(2)
Components:[edit]
VS
Meta Magic:[edit]
Silent, Still
Targets:[edit]
Self, Creatures, Ground, Placeables
Considered Hostile:[edit]
true
Description:[edit]
You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Lesser shadow conjuration can mimic sorcerer or wizard conjuration (summoning) or conjuration (creation) spells of 1st level or lower. Lesser shadow conjuration allows for the duplication of the following spells: Acid Splash, Blades of Fire, Grease, Lesser Fire Orb, and Mage Armor.

Lesser shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength. Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature. Spells that deal damage, such as Melf's acid arrow, have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to lesser shadow conjuration's level (2nd) rather than the spell's normal level. In addition, any effect created by shadow conjuration allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances, such as obscuring mist, have normal effects except against those who disbelieve them. Against disbelievers, they are 20% likely to work.


Power Word, Thunder[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(6)
Druid(6)
Components:[edit]
V
Meta Magic:[edit]
Quicken, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
true
Description:[edit]
Originally created by the faithful of Talos, other faiths and arcane casters have developed their own versions of the spell, duplicating its effects.

When uttered, the Power Word: Thunder quickly rises to a tremendous pitch and washes outward as a tangible boom of sound. All creatures within 60 feet of the caster with 30 or fewer hit points are immediately deafened and dazed, with no saving throw. Creatures with between 30 and 60 hit points are deafened but not dazed. Creatures with more than 60 hit points are unaffected. Power Word: Thunder destroys all magical silence in its area of effect.


Protection from Cantrips[edit]

School:[edit]
Enchantment
Caster Levels:[edit]
Wizard / Sorcerer(2)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Ground, Placeables
Considered Hostile:[edit]
false
Description:[edit]
By casting this spell, the caster receives immunity to the effects of 0-level spells. The spell protects the creature that he touches. Any cantrip cast against the protected creature dissipates with an audible popping sound.

Protection from Paralysis[edit]

School:[edit]
Abjuration
Caster Levels:[edit]
Wizard / Sorcerer(2)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Placeables
Considered Hostile:[edit]
false
Description:[edit]
The recipient of this spell receives total immunity to magical paralysis. Spells such as hold person and slow have no effect upon the individual. This spell also provides protection against the paralysis attacks of monsters (a ghoul's touch, for instance). This spell offers no protection against physical damage.

Purifying Flames[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(4)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
This spell causes the target's body to burst into flames if the caster succeeds at a ranged touch attack. The target suffers 3d6 points of damage or half damage if he succeeds at his initial Fortitude saving throw. Anyone within five feet of the target will also take 1d6 points of heat damage with no saving throw. The Purifying Flames continue to deal similar damage each round until the spell's duration lapses. Each round that the flames are in effect, the victim must roll a new Fortitude save to determine if he takes half or full damage that round.

Rabbit Feet[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(1)
Bard(1)
Druid(1)
Ranger(1)
Components:[edit]
S
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
false
Description:[edit]
With the aid of Rabbit Feet, you can pass silently around attentive guards or sneak through creaky-floored rooms. The spell softens footfalls, quiets loose equipment, and otherwise allows you to move silently.

The spell adds +2/level of the caster (maximum +18) to any Move Silently checks.


Repel Vermin[edit]

School:[edit]
Abjuration
Caster Levels:[edit]
Cleric(4)
Druid(4)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
true
Description:[edit]
An invisible barrier holds back vermin. A vermin with Hit Dice of less than one-third your level cannot penetrate the barrier. A vermin with Hit Dice of one-third your level or more can penetrate the barrier if it succeeds on a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin.

Shadow Storm[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Wizard / Sorcerer(8)
Components:[edit]
VS
Meta Magic:[edit]
Quicken, Silent, Still
Targets:[edit]
Creatures, Placeables
Considered Hostile:[edit]
true
Description:[edit]
This violent pairing of the energy of the Plane of Shadow and the Negative Material Plane creates a brief but intense storm.

Those within the area of the spread of this spell roll a Fortitude saving throw. Those who fail this check suffer the catastrophic loss of the caster's level/2 (maximum loss of 12) in both temporary Strength and temporary Constitution points. A successful save indicates that they lose only half that number of temporary points. Additionally, everyone in the spread must roll a Reflex save or suffer 4d12 + 1/level hp (maximum +25) damage. A successful save halves the damage.


Storm Wrath[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(7)
Cleric(6)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
Casting Talos' Wrath causes a storm of lightning to strike from the heavens, creating a column of raging electrical energy. The spell does 1d6 points of damage per caster level (maximum 15d6) to all caught within the area of effect. Every round of the storm, targets within its area of effect may make a Reflex save to halve the damage caused by the storm that round.

Word of Chaos[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Cleric(7)
Components:[edit]
V
Meta Magic:[edit]
Quicken, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
true
Description:[edit]
Any nonchaotic creature within the area who hears the word of chaos suffers the

following ill effects. HD Effect Equal to caster level Deafened Up to caster level 1 Stunned, deafened Up to caster level 5 Confused, stunned, deafened Up to caster level 10 Killed, confused, stunned, deafened The effects are cumulative and concurrent. No saving throw is allowed against these effects.


Faerie Fire[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Druid(1)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Doors, Placeables
Considered Hostile:[edit]
false
Description:[edit]
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or darkdwelling creatures vulnerable to light. The faerie fire does not cause any harm to the objects or creatures thus outlined.

Repair Critical Damage[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Wizard / Sorcerer(4)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Placeables
Considered Hostile:[edit]
false
Description:[edit]
The smell of grease and the distant echo of clanking gears greet your senses as you complete this spell. Upon touching the intended construct, the grease smell and gear sounds disappear. Major dents and scratches disappear from the construct, as do cuts, tears, and abrasions.

When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 4d8 points of damage +1 point per caster level (maximum +20).


Repair Light Damage[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Wizard / Sorcerer(1)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Placeables
Considered Hostile:[edit]
false
Description:[edit]
As a sculptor massaging a rough spot of clay into something less abrasive, your touch smooths over the dents and dings of the construct you touch.

When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 1d8 points of damage +1 point per caster level (maximum +5).


Repair Minor Damage[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Wizard / Sorcerer(0)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Placeables
Considered Hostile:[edit]
false
Description:[edit]
As if with the eye of an expert craftsman, your touch draws out a minor dent in the construct's surface.

When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 1 point of damage.


Repair Moderate Damage[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Wizard / Sorcerer(2)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Placeables
Considered Hostile:[edit]
false
Description:[edit]
Your touch eliminates the wear and tear from the construct's body.

When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 2d8 points of damage +1 point per caster level (maximum +10).


Repair Serious Damage[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Wizard / Sorcerer(3)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Placeables
Considered Hostile:[edit]
false
Description:[edit]
With a touch, you mold the battered construct's form to be more like it was on its day of creation.

When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 3d8 points of damage +1 point per caster level (maximum +15).


Enhance Familiar[edit]

School:[edit]
Enchantment
Caster Levels:[edit]
Wizard / Sorcerer(3)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
false
Description:[edit]
You infuse your familiar with vigor. While the spell lasts, your familiar receives a +2 competence modifier on attack rolls, saves, and damage. The familiar also receives a +2 dodge modifier to Armor Class.

Mass Resist Elements[edit]

School:[edit]
Abjuration
Caster Levels:[edit]
Wizard / Sorcerer(4)
Cleric(3)
Druid(3)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Placeables
Considered Hostile:[edit]
false
Description:[edit]
You call upon the protective energies of magical power, surrounding your subjects in temporarily visible fields of energy. Although the fields fade from view, you can still just barely sense their existence.

This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well. Mass resist energy absorbs only damage. The subject could still suffer unfortunate side effects, such as drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in ice. Note: Mass resist energy overlaps (and does not stack with) protection from energy, resist energy, and endure energy.


Negative Energy Wave[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Wizard / Sorcerer(4)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
true
Description:[edit]
You release a silent burst of negative energy from your body.

You can affect up to 1d6 HD worth of undead creatures per level (maximum 15d6). Those closest to you are affected first; among equidistant undead creatures, weaker ones are affected first. The spell can have one of two effects, which you select when you cast it. Rebuked: The undead creatures cower as if in awe. (Treat them as stunned.) The effect lasts 10 rounds. Bolstered: Undead creatures gain turn resistance of 1d4 + your Charisma modifier (minimum +1). The effect lasts 10 rounds.


Fortify Familiar[edit]

School:[edit]
Enchantment
Caster Levels:[edit]
Wizard / Sorcerer(4)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
false
Description:[edit]
You touch your familiar, and you see that the creature seems more robust.

This spell makes your familiar tougher, granting it 2d8 temporary hit points and a +2 enhancement bonus to its natural armor. It also gains a 50% concealment bonus to help it avoid attacks. Temporary hit points gained in this fashion last for up to 1 hour.


Blasphemy[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Cleric(7)
Components:[edit]
V
Meta Magic:[edit]
Quicken, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
true
Description:[edit]
Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.

HD Effect Equal to caster level Dazed Up to caster level 1 Weakened, dazed Up to caster level 5 Paralyzed, weakened, dazed Up to caster level 10 Killed, paralyzed, weakened, dazed The effects are cumulative and concurrent. No saving throw is allowed against these effects. Dazed: The creature can take no actions for 1 round, though it defends itself normally. Weakened: The creature's Strength score decreases by 2d6 points for 2d4 rounds. Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Killed: Living creatures die. Undead creatures are destroyed.


Ice Knife[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(2)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Items, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
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.

You must succeed on a normal ranged attack to hit (with a +2 bonus on the attack roll for every two caster levels). 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 automatically. A knife that misses creates a shower of ice crystals in a 10-foot-radius burst. The icy burst deals 1d8 points of cold damage to all creatures within the area (Reflex half).


Azuth's Spell Shield[edit]

School:[edit]
Abjuration
Caster Levels:[edit]
Cleric(7)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Ground
Considered Hostile:[edit]
false
Description:[edit]
Wrapping your allies in protective magic, you give them the ability to shrug off spells.

The affected creatures gain spell resistance equal to 12 + your caster level.


Power World, Blind[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Wizard / Sorcerer(8)
Components:[edit]
V
Meta Magic:[edit]
Silent
Targets:[edit]
Creatures, Ground, Items, Placeables
Considered Hostile:[edit]
true
Description:[edit]
This spell creates a wave of magical energy that blinds one or more creatures. It affects the creatures with the lowest hit point totals first, selecting subjects one at a time until the next target would put the total over the limit of 200. The duration of the spell depends on the total hit points of the affected creatures.

Animal Growth[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(5)
Druid(5)
Components:[edit]
VS
Meta Magic:[edit]
Quicken, Silent, Still
Targets:[edit]
Creatures, Ground
Considered Hostile:[edit]
true
Description:[edit]
A number of animals grow to twice their normal size and eight times their normal weight. This alteration changes each animal's size category to the next largest (from Large to Huge, for example), grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a –2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC and attack rolls and its base damage. The spell also grants each subject damage reduction 10/magic and a +4 resistance bonus on saving throws.

Multiple magical effects that increase size do not stack, which means (among other things) that you can't use a second casting of this spell to further increase the size of an animal that's still under the effect of the first casting.


Antilife Shell[edit]

School:[edit]
Abjuration
Caster Levels:[edit]
Cleric(6)
Druid(6)
Components:[edit]
VS
Meta Magic:[edit]
Quicken, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
true
Description:[edit]
You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures. The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.

Comprehend Languages[edit]

School:[edit]
Divination
Caster Levels:[edit]
Wizard / Sorcerer(1)
Cleric(1)
Bard(1)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Items, Placeables
Considered Hostile:[edit]
false
Description:[edit]
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

Magical writing cannot be read, though the spell reveals that it is magical, but comprehend languages is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.


Mordenkainen Force Missile[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(4)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Items, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
Sparking bolts of blue magic, like giant magic missiles, streak from your outstretched hand to strike your foes and explode in sparkling bursts.

You create powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage. The missile then explodes in a burst of force that deals half this amount of damage to any creatures adjacent to the primary target. The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. You gain one missile for every four caster levels.


Iron Body[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(8)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
false
Description:[edit]
This spell transforms your body into living iron, which grants you several powerful resistances and abilities.

Horizikaul's Cough[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(0)
Bard(0)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Items, Placeables
Considered Hostile:[edit]
true
Description:[edit]
You bark the last word of the spell, and that word takes life, streaking toward your target and exploding in a shout.

You create a brief but loud noise adjacent to the target. The subject takes 1 point of sonic damage and must succeed on a Will saving throw or be deafened for 1 round. This spell has no effect if cast into the area of a silence spell.


Shocking Grasp[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(1)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Items, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
This spell imbues your hand with a powerful electric charge that you can use to damage an opponent. Your successful melee touch attack deals 1d8 points of electrical damage +1 point per caster level (maximum +20)

Spirit Worm[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Wizard / Sorcerer(1)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Items, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
You press the bit of blackened bone against your foe and intone the spell. The bone vanishes, leaving a mottled bruise where it touched.

You create a lingering decay in the spirit and body of the target. If the target fails its saving throw, it takes 1 point of Constitution damage each round while the spell lasts (maximum 5 points). The victim can attempt a Fortitude saving throw each round, and success negates the Constitution damage for that round and ends the spell.


Daylight (Arcane)[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(3)
Bard(3)
Components:[edit]
V
Meta Magic:[edit]
Extend, Quicken, Silent
Targets:[edit]
Self, Creatures, Items, Placeables
Considered Hostile:[edit]
false
Description:[edit]
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light (such as vampires).

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.


Chromatic Orb, Lesser[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(1)
Bard(2)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
This spell causes a 4-in. diameter sphere to appear in your hand. Within the limits described below, the sphere can appear in a variety of different colors; each color indicates a different special power. You can hurl the sphere at an opponent, providing there are no barriers in the way. If the orb misses the target, it dissipates without effect. If the target creatures makes a successful Will saving throw, the chromatic orb is also ineffective. Otherwise, the color of the orb determines the amount of damage inflicted and its special power, as summarized below; details about the special powers are listed below. You can create a single orb listed for your level or lower; for instance, a 3rd level wizard can create an orange, red or white orb.

Chromatic Orb, Greater[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(1)
Bard(2)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
This spell causes a 4-in. diameter sphere to appear in your hand. Within the limits described below, the sphere can appear in a variety of different colors; each color indicates a different special power. You can hurl the sphere at an opponent, providing there are no barriers in the way. If the orb misses the target, it dissipates without effect. If the target creatures makes a successful Will saving throw, the chromatic orb is also ineffective. Otherwise, the color of the orb determines the amount of damage inflicted and its special power, as summarized below; details about the special powers are listed below. You can create a single orb listed for your level or lower; for instance, a 3rd level wizard can create an orange, red or white orb.

Invisibility to Animals[edit]

School:[edit]
Illusion
Caster Levels:[edit]
Druid(1)
Components:[edit]
S
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Items, Placeables
Considered Hostile:[edit]
false
Description:[edit]
Animals cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures.

Animals simply act as though the warded creatures are not there. Warded creatures could stand before the hungriest of lions and not be molested or even noticed. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends.


Invisibility to Undead[edit]

School:[edit]
Illusion
Caster Levels:[edit]
Cleric(1)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Items, Placeables
Considered Hostile:[edit]
false
Description:[edit]
Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures are automatically affected and act as though the warded creatures are not there.

An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends.


Herald's Call[edit]

School:[edit]
Enchantment
Caster Levels:[edit]
Bard(1)
Components:[edit]
V
Meta Magic:[edit]
Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Items, Placeables
Considered Hostile:[edit]
true
Description:[edit]
By placing your hand to your mouth and calling out, you gain the attention of creatures around you. For a moment, all eyes snap to you. Some creatures seem reluctant or unable to pull their eyes away.

Any creature with 5 Hit Dice or less is slowed for 1 round. Creatures beyond the radius of the burst might hear the shout, but they are not slowed. An affected creature under the effect of a haste spell has the haste spell suppressed (not dispelled) for 1 round.


Towering Oak[edit]

School:[edit]
Illusion
Caster Levels:[edit]
Ranger(1)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
false
Description:[edit]
You evoke the power of the forests, giving yourself the ability to speak for them. You loom over others like a mighty tree dwarfs lesser plants.

You draw on the oak's strength to improve your ability to intimidate your enemies. You gain a +10 competence bonus on Intimidate checks and a +2 enhancement bonus to Strength.


Curse of Ill Fortune[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Cleric(2)
Components:[edit]
VS
Meta Magic:[edit]
Quicken, Silent, Still
Targets:[edit]
Creatures, Items, Placeables
Considered Hostile:[edit]
true
Description:[edit]
Letting loose a stream of foul incantations, you curse the subject.

You place a temporary curse upon the subject, giving it a –3 penalty on attack rolls, saving throws, ability checks, and skill checks. Curse of ill fortune is negated by any spell that removes a bestow curse spell.


Igedrazaar's Miasma[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(2)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Items, Placeables
Considered Hostile:[edit]
true
Description:[edit]
You click the stones together in your hand and a gray fog, tinged with darker, malevolent streaks, springs up in the midst of your enemies.

The spell produces a toxic fog that deals 1d4 points of damage per level (maximum 5d4). Creatures in the area that hold their breath are still subject to the effect. Creatures that are immune to poison are not affected by this spell.


Life Bolt[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Wizard / Sorcerer(2)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Items, Placeables
Considered Hostile:[edit]
true
Description:[edit]
Holding your palm outward, you intone the spell and empower it with a bit of your own life. A golden ray beams forth from your hand, striking an undead creature where its heart should have been.

You draw forth some of your own life force to create a beam of positive energy that harms undead. You must succeed on a ranged touch attack with the ray to strike a target. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d12 points of damage. Creating each beam deals you 1 point of damage. For every two caster levels beyond 1st, you deal an additional 1d12 points of damage, up to a maximum of 5d12 at 9th level.


Spell Shield[edit]

School:[edit]
Abjuration
Caster Levels:[edit]
Cleric(2)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures
Considered Hostile:[edit]
false
Description:[edit]
The subject gains a +3 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).

Blindsight[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(3)
Cleric(4)
Druid(3)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures
Considered Hostile:[edit]
false
Description:[edit]
You touch your intended subject, which then turns its head rapidly about as if looking for the source of some sound.

This spell grants the subject the blindsight ability effective out to 30 feet.


Forceward[edit]

School:[edit]
Abjuration
Caster Levels:[edit]
Cleric(3)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
false
Description:[edit]
Waving your arm about your head to trace the curve of a dome, you call up a hemisphere of force as clear as glass.

You create an unmoving, transparent sphere of force centered on you. The sphere negates force effects and provides an impassable barrier against incorporeal creatures. Spells with the force descriptor do not affect anything within the sphere, and any force spell that overlaps the area, such as wall of force, is automatically countered. Incorporeal creatures must make a Will save to enter the area of the sphere.


Haunting Tune[edit]

School:[edit]
Enchantment
Caster Levels:[edit]
Bard(3)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
false
Description:[edit]
The spell wrapped within your music makes even the most hard-hearted quail.

Targets that fail their saves become shaken.


Healing Touch[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Wizard / Sorcerer(3)
Components:[edit]
VS
Meta Magic:[edit]
Quicken, Silent, Still
Targets:[edit]
Creatures, Placeables
Considered Hostile:[edit]
false
Description:[edit]
The skin of your hands turns translucent, showing the muscle and bone beneath. You touch your badly injured ally and feel your own vitality leave your body and enter his damaged form.

You transfer some of your life essence to the subject of the spell, healing it. You can heal up to 1d6 points of damage per two caster levels (maximum 10d6). You take damage equal to half the amount your subject was healed. This spell cannot heal a subject of more damage than your current hit points +10, which is enough to kill you.


Spider Poison[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Wizard / Sorcerer(3)
Components:[edit]
VS
Meta Magic:[edit]
Quicken, Silent, Still
Targets:[edit]
Creatures, Items, Placeables
Considered Hostile:[edit]
true
Description:[edit]
You hold the husk of the spider in your hand and speak the words of the spell. The husk vanishes, but leaves in your palm the brief glowing image of a spider.

You poison a subject by making a successful melee touch attack. The poison deals 1d6 points of Strength damage immediately and another 1d6 points of Strength damage 1 minute later. Each instance of damage can be negated by a Fortitude save (Initial DC 18).


Deity's Favor[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Cleric(4)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Items, Placeables
Considered Hostile:[edit]
false
Description:[edit]
This spell has two possible effects:
  Divine Fortitude:  The target becomes immune to charm effects and compulsions, and is immune to effects that would cause the target to be dazed or stunned.
       

Iron Bones[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(4)
Cleric(4)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Items, Placeables
Considered Hostile:[edit]
false
Description:[edit]
A brief flash engulfs your undead ally, and through its flesh you can see its skeleton. The skeleton glows a dusky red for a moment.

You cause the skeleton of the target corporeal undead to become thicker and as strong as iron. This gives the subject a +6 enhancement bonus to its existing natural armor.


Cast in Stone[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Druid(9)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
true
Description:[edit]
Your eyes become like gray stone orbs traced with golden veins. The change catches the foes fighting you by surprise, and they turn to stone.

Any creature within 30 feet that meets your gaze is permanently turned into a mindless, inert statue (as flesh to stone), unless it succeeds on a Fortitude save. Each creature within range of the gaze must attempt a saving throw against the gaze effect each round at the beginning of its turn.


Spell Turning[edit]

School:[edit]
Abjuration
Caster Levels:[edit]
Wizard / Sorcerer(7)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
false
Description:[edit]
Spells (and spell-like effects) targeted against you rebound on the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to affect touch range spells. Thus a charm person cast at you could be turned back upon and possibly enable you to charm the caster, but a fireball could not be turned back, and neither could ray of enfeeblement.

From seven to ten (1d4+6) spell levels are affected by the turning. Each spell turned subtracts its level from the amount of spell turning left. Spells of higher level than what is remaining to be turned are not affected. If you and a spellcasting attacker are both warded by Spell Turning effects in operation, a resonating field is created. The following results may occur:


Nybor's Mild Admonishment[edit]

School:[edit]
Enchantment
Caster Levels:[edit]
Wizard / Sorcerer(3)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Creatures, Items, Placeables
Considered Hostile:[edit]
true
Description:[edit]
You rap the switch in your hand and then sharply against your thigh, finishing the final gesture that will bring discomfort to your foe.

When the spell is cast, the subject is cowering for 1d4 rounds and shaken for the duration of the spell. Furthermore, a spellcaster targeted by greater rebuke must make a successful Concentration check (DC equal to the save DC for this spell + the level of the spell being cast) to cast spells while under its effect.


Nybor's Wrathful Castigation[edit]

School:[edit]
Enchantment
Caster Levels:[edit]
Wizard / Sorcerer(8)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Creatures, Items, Placeables
Considered Hostile:[edit]
true
Description:[edit]
You brandish the whip, and your target begins to shake uncontrollably, then collapses on the ground, its spasms eventually fading as it dies.

This spell causes wracking pain and violent convulsions, ending in death. The target creature must make a Will save or writhe in pain, helpless, before it dies 1 round later at the start of your turn. A creature that makes the Will save must also succeed on a second Will save or be dazed and take a –4 penalty on saving throws for the duration of the spell.


Enlarge[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(1)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Items, Placeables
Considered Hostile:[edit]
false
Description:[edit]
undefined

Reduce[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(1)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Items, Placeables
Considered Hostile:[edit]
true
Description:[edit]
This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.

Multiple magical effects that reduce size do not stack, which means (among other things) that you can't use a second casting of this spell to further reduce the size of as humanoid that's still under the effect of the first casting. Reduce person counters and dispels enlarge person.


Magic Stone[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Cleric(1)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
false
Description:[edit]
You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.

Random Action[edit]

School:[edit]
Enchantment
Caster Levels:[edit]
Cleric(1)
Components:[edit]
VS
Meta Magic:[edit]
Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Ground, Items, Placeables
Considered Hostile:[edit]
true
Description:[edit]
This spell causes a single creature to become confused for 1 round, making them unable to independently determine what they will do.

Roll on the following table at the beginning of each subject's turn each round to see what the subject does in that round. d% Behavior 01-10 Attack caster with melee or ranged weapons (or close with caster if attack is

      not possible).

11-20 Act normally. 21-50 Do nothing but babble incoherently. 51-70 Flee away from caster at top possible speed. 71-100 Attack nearest creature


Blacklight[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(3)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent
Targets:[edit]
Self, Creatures, Ground, Items, Placeables
Considered Hostile:[edit]
false
Description:[edit]
With a few short words of power, you draw the light from the surrounding area. Within just a few seconds, the light dims to utter darkness.

You create an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but you can see normally within the blacklit area. Creatures outside the spell's area, even you, cannot see through it. You can cast the spell on a point in space, but the effect is stationary unless you cast it cast on a mobile object. You can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance. Blacklight counters or dispels any light spell of equal or lower level, such as daylight.


Wall of Ice[edit]

School:[edit]
Enchantment
Caster Levels:[edit]
Wizard / Sorcerer(4)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Items, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
This spell creates an anchored plane of ice. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. A sheet of strong, hard ice appears. A vertical wall need only be anchored on the floor. The wall is primarily defensive in nature and is used to stop pursuers from following you and the like. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level.

Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage +1 point per caster level (no save).


Sunscorch[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Cleric(1)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Items, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
This spell creates a brilliant ray of scorching heat that comes down from the sky to strike one target of the caster's choice. The victim is entitled to a reflex save to avoid the ray - a successful save indicates that it missed altogether. Any creature struck by the ray sustains 1d6 points of damage, plus 1 point per caster level. Undead and creatures and monster susceptible to bright light sustain 1d6 points of damage, plus 2 points per caster level. In addition to sustaining damage, living victims are also blinded for 1d4 rounds by the spell.

Ethereal Barrier[edit]

School:[edit]
Abjuration
Caster Levels:[edit]
Cleric(2)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Ground, Items, Placeables
Considered Hostile:[edit]
true
Description:[edit]
The Ethereal Barrier is a defense against the passage of extradimensional creatures, including characters or monsters, that are phased or ethereal. The cleric creates an imperceptible barrier 10 meters wide and 2 meters thick. Note that some monsters may be capable of abandoning their ethereal approach and simply entered the barred area on their own feet - the ethereal barrier only bars their passage as long as they are traveling in the Border Ethereal.

Filter[edit]

School:[edit]
Abjuration
Caster Levels:[edit]
Wizard / Sorcerer(2)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Items, Placeables
Considered Hostile:[edit]
false
Description:[edit]
This spell creates an invisible bubble of protection around the recipient's body that filters out all noxious and toxic elements in the air. The warded creature takes no damage and no penalties from inhaled natural or alchemical poisons. It is likewise protected against magical poisons created by spells of 4th level or lower (such as stinking cloud) cast by creatures of 8 or fewer Hit Dice. Against more powerful effects, the creature receives a +2 circumstance modifier on any saving throw allowed.

Deeper Darkness[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Cleric(3)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent
Targets:[edit]
Self, Creatures, Items, Placeables
Considered Hostile:[edit]
false
Description:[edit]
This spell causes an object to radiate shadowy illumination out to a 60-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or lowlight vision) have the miss chance in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level (such as light or dancing lights).

Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light.


Daylight (Cleric)[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Cleric(3)
Components:[edit]
V
Meta Magic:[edit]
Extend, Quicken, Silent
Targets:[edit]
Self, Creatures, Items, Placeables
Considered Hostile:[edit]
false
Description:[edit]
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light (such as vampires).

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.


Water Breathing[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(3)
Cleric(3)
Druid(3)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Items, Placeables
Considered Hostile:[edit]
false
Description:[edit]
The transmuted creature can breathe water freely. The spell does not make creatures unable to breathe air.

Iron Mind[edit]

School:[edit]
Abjuration
Caster Levels:[edit]
Wizard / Sorcerer(3)
Bard(4)
Components:[edit]
S
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Items, Placeables
Considered Hostile:[edit]
false
Description:[edit]
The person or creature affected by this spell is immune to all charm and hold spells for a full hour.

Pain Touch[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Wizard / Sorcerer(3)
Components:[edit]
V
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Items, Placeables
Considered Hostile:[edit]
true
Description:[edit]
Pain Touch enables the caster to touch an opponent in such a way as to induce extreme pain. The caster must make a successful melee touch attack for the spell to work. The pain causes no damage, but for the duration of the spell, the victim suffers a -2 penalty to attack rolls and AC. Pain Touch is effective only on human, demihuman, and humanoid opponents.

Wall of Sound[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Bard(3)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Items, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
The wall of sound spell brings forth an immobile, shimmering curtain of violently disturbed air. The wall is 10 meters wide x 2 meters thick. One side of the wall (away from the caster), produces a voluminous roar that completely disrupts all communication, command words, verbal spell components, and any other form of organized sound within 30 feet. In addition, those within 10 feet are deafened for 1d4 turns if they fail a fortitude save.

On the other side of the wall, a loud roar can be heard, but communication is possible by shouting, and verbal components and command words function normally. Anyone passing through the wall suffers 1d8 points of damage and is permanently deafened unless he makes a successful Fortitude save.


Minor Malison[edit]

School:[edit]
Enchantment
Caster Levels:[edit]
Wizard / Sorcerer(3)
Components:[edit]
V
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Ground, Items, Placeables
Considered Hostile:[edit]
true
Description:[edit]
This spell allows the caster to adversely affect all the saving throws of his enemies. Opponents under the influence of this spell receive a -1 penalty to all saving throws.

Dimensional Anchor[edit]

School:[edit]
Abjuration
Caster Levels:[edit]
Wizard / Sorcerer(4)
Cleric(4)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Creatures
Considered Hostile:[edit]
false
Description:[edit]
A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel.

Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell. A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms, such as a basilisk's gaze. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.


Exterminate[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Wizard / Sorcerer(1)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Items, Placeables
Considered Hostile:[edit]
true
Description:[edit]
This spell instantaneously snuffs out the life forces of small vermin within the area of effect. Only creatures with 1-3 hp per caster level (9 hp maximum) and intelligence less than 4 can be exterminated. A maximum of 10 creatures are affected. More powerful wizards can thus affect bigger pests. This spell is a favorite among necromancers who live among pestilence.

Revitalize Animal[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Ranger(1)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Items, Placeables
Considered Hostile:[edit]
false
Description:[edit]
This spell allows the caster to heal an animal by transferring life force (hit points) from himself to the animal. If the animal is touched with one hand, it regains 1d8 hit points +1 per caster level (max +5), just as if it had received a cure light wounds spell. Touching the animal with both hands restores 2d8 hit points + 2 per caster leve (max +10) as if two cure light wounds spells were cast simultaneously. In either case, the caster temporarily loses the number of hit points that the animal regains. The caster will recover his lost hit points 1-4 hours later.

During the 1-4 hours before the caster recovers his transferred hit points, he feels weak and dizzy, making all attack rolls at a -1 penalty during that time. The animal cannot recover hit points beyond the normal allotment, and the caster will have at least 1 hit point remaining after using this spell. Revitalize animal works on animals only.


Blessed Warmth[edit]

School:[edit]
Abjuration
Caster Levels:[edit]
Cleric(4)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
false
Description:[edit]
This spell causes a narrow shaft of light to shine down upon the cleric, granting a 25% immunity to cold damage and a +3 bonus to saving throws vs cold effects, such as white dragon breath.

For each level the cleric is above 6th, an additional beam of light will be created to protect any ally standing within 3 feet of the cleric. Clerics with the Sun domain receive an additional 10% immunity and +1 to saves vs cold.


Fire Aura[edit]

School:[edit]
Abjuration
Caster Levels:[edit]
Wizard / Sorcerer(4)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
true
Description:[edit]
By means of this spell, you surround your body with an aura of magical green fire. The fire aura extends 1 foot from your body and provides illumination in a 10-foot radius. The fire aura provides protection 20 from both natural and magical fire; the flames can be extinguished only by dispel magic or a similar spell. Those touching the fire aura suffer 2d4 hit points of fire damage; additionally, if the touched victim fails to make his Reflex saving throw, his body is set afire with green flames.

A victim's flames persist for a maximum of 10 rounds. Each round the victim is engulfed in these flames, he suffers an additional 1-6 hit points of fire damage; the victim's attack rolls are made with a -2 penalty during this time.


Greater Malison[edit]

School:[edit]
Enchantment
Caster Levels:[edit]
Wizard / Sorcerer(4)
Components:[edit]
V
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Ground, Items, Placeables
Considered Hostile:[edit]
true
Description:[edit]
This spell allows the caster to adversely affect all the saving throws of his enemies. Opponents under the influence of this spell receive a -2 penalty to all saving throws.

Minor Spell Turning[edit]

School:[edit]
Abjuration
Caster Levels:[edit]
Wizard / Sorcerer(4)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Items
Considered Hostile:[edit]
false
Description:[edit]
Spells (and spell-like effects) targeted against you rebound on the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to affect touch range spells. Thus a charm person cast at you could be turned back upon and possibly enable you to charm the caster, but a fireball could not be turned back, and neither could Inflict Critical Wounds.

From one to four (1d4) spell levels are affected by the turning. Each spell turned subtracts its level from the amount of spell turning left. Spells of higher level than what is remaining to be turned are not affected. If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created. The following results may occur: d% Effect 01-70 Spell drains away without effect 71-80 Spell affects both of you at full effect 81-97 Both turning effects are removed 98-00 Both casters die.


Nature's Balance[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Druid(4)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Items, Placeables
Considered Hostile:[edit]
false
Description:[edit]
Touching your friend, you concentrate, imagining a light flowing from your body into his. As you do so, a blue glow flickers to life in the center of your chest, and it travels down your arm into his form, granting him a portion of your power.

You take a –4 penalty to your choice of Strength, Dexterity, or Constitution, and your subject gains an equivalent bonus to the same ability score.


Shout[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(4)
Bard(4)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Items, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature withn the area is deafened 2d6 rounds and takes 2d6 points of damage. A successful save negates the deafness and halves the damage.

Arcane Bolt[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(1)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Items, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
A bolt of magical energy shoots forth from your fingertips at its target, dealing 1d6+1 points of damage. For every two levels of experience past 1st, you gain an additional bolt, which you fire at the same time. You have two at 3rd level, three at 5th level, four at 7th level, and the maximum of five bolts at 9th level or higher.

Heal Animal Companion[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Druid(5)
Ranger(3)
Components:[edit]
VS
Meta Magic:[edit]
Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Items, Placeables
Considered Hostile:[edit]
false
Description:[edit]
Heal animal companion enables the caster to wipe away

disease and injury in one of his or her own animal companions (gained via class feature or the animal friendship spell). It completely cures all diseases, blindness, or deafness of the animal companion, cures all points of damage suffered due to wounds or injury, and repairs temporary ability damage. It cures mental disorders caused by spells or injury to the brain.


Divine Interdiction[edit]

School:[edit]
Abjuration
Caster Levels:[edit]
Cleric(4)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Ground, Items, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
You shout out a plea, calling upon your deity to quell the power of another deity's follower.

This spell can be cast at a point in space, but the effect is stationary unless cast on a mobile object. The spell can be cast on a creature, and the effect then radiates from the creature and moves as it moves. A creature can attempt a Will save to negate the spell, and spell resistance, if any, applies if the spell is cast on a creature. Divine interdiction interferes with a cleric's connection to her divine source of power, resulting in a temporary loss of the ability to turn or rebuke creatures and loss of granted domain powers. Paladins, blackguards, and other classes capable of rebuking and turning also suffer a temporary loss of this ability. This affects the subject's ability to channel energy through the use of a turn or rebuke attempt, and so also interferes with the use of many divine feats.


Thunder Staff[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(4)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Items, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
You rap your staff on the ground and produce a thundering cone of force. All creatures must roll a successful Fortitude save or be stunned for 1d3 rounds, deafened for 1d3+1 rounds, and hurled 4d4+4 ft away from the caster, sustaining 1 hp of damage for every two feet thrown. On a successful save, creatures are not stunned and are only thrown half the distance.

Creatures of size Large and Huge who make their saves are deafened but not thrown, and sustain no damage. If the saving throw is failed, such creatures are hurled 2d4+2 ft, suffer 1 hp per 2ft in damage, and are deafened and stunned.


Larloch's Minor Drain[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Wizard / Sorcerer(1)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
With this spell you drain the life force from a target and add it to your own. The target creature suffers 1d4 points of damage, while you gain an equal amount of hit points. If you go over your maximum hit point total with this spell, those points above your maximum are treated as temporary hit points. You may gain up to 20hp above your maximum as temporary hit points. The temporary hit points last 10 rounds.

Greater Wall of Dispel Magic[edit]

School:[edit]
Abjuration
Caster Levels:[edit]
Wizard / Sorcerer(8)
Cleric(8)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Items, Placeables
Considered Hostile:[edit]
true
Description:[edit]
This spell creates a transparent barrier, anyone through it becomes the target of a Greater Dispel Magic spell.

Acid Orb[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(4)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Placeables
Considered Hostile:[edit]
true
Description:[edit]
undefined

Cold Orb[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(4)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Placeables
Considered Hostile:[edit]
true
Description:[edit]
undefined

Electric Orb[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(4)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Placeables
Considered Hostile:[edit]
true
Description:[edit]
undefined

Fire Orb[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(4)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Placeables
Considered Hostile:[edit]
true
Description:[edit]
undefined

Sonic Orb[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(4)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Placeables
Considered Hostile:[edit]
true
Description:[edit]
undefined

Acid Storm[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(6)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Items, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
undefined

Mass Hold Person[edit]

School:[edit]
Enchantment
Caster Levels:[edit]
Wizard / Sorcerer(7)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Silent, Still
Targets:[edit]
Creatures, Ground, Items, Placeables
Considered Hostile:[edit]
true
Description:[edit]
The target humanoids (up to 1 target / level) are paralyzed for the duration of the spell.

Mass Hold Monster[edit]

School:[edit]
Enchantment
Caster Levels:[edit]
Wizard / Sorcerer(9)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Silent, Still
Targets:[edit]
Creatures, Ground, Items, Placeables
Considered Hostile:[edit]
true
Description:[edit]
The target monsters (up to 1 / level) are paralyzed for the duration of the spell.

Burning Bolt[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(1)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
The caster creates a bolt of fire that is aimed at the target with a ranged touch attack. After level 1, the spell creates 1 additional missile every two caster levels. Bolts do 1D4+1 points of fire damage each.



Blast of Flame[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(4)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
A cone of fire shoots forth from the caster's hands, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.

Disintegrate[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(6)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Items, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
The caster creates a beam of light that is aimed at the target with a ranged touch attack. If hit the target must make a fortitude save or be destroyed. If the save is successful the target still takes 5d6 damage.



Mantle of Egregious Might[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(8)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Silent, Still
Targets:[edit]
Self, Creatures
Considered Hostile:[edit]
false
Description:[edit]
You bestow upon a character a scintillating aura around his head, imbuing him with great power. The target receives a +4 luck bonus to AC, attack rolls, saving throws, and all ability scores.



Energy Immunity[edit]

School:[edit]
Abjuration
Caster Levels:[edit]
Wizard / Sorcerer(7)
Cleric(6)
Druid(6)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Placeables
Considered Hostile:[edit]
false
Description:[edit]
This spell renders the target immune to one element (acid, cold, electricity, fire, sonic) chosen at casting time.



Mass Bull's Strength[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(6)
Cleric(6)
Bard(6)
Druid(6)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Ground, Items, Placeables
Considered Hostile:[edit]
false
Description:[edit]
The target creature's Strength is increased by 1d4+1.

Mass Cat's Grace[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(6)
Bard(6)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Ground, Items, Placeables
Considered Hostile:[edit]
false
Description:[edit]
The target creature's Dexterity is increased by 1d4+1.

Mass Eagle's Splendor[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(6)
Cleric(6)
Bard(6)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Ground, Items, Placeables
Considered Hostile:[edit]
false
Description:[edit]
The target creature's Charisma is increased by 1d4+1.

Mass Endurance[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(6)
Cleric(6)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Ground, Items, Placeables
Considered Hostile:[edit]
false
Description:[edit]
The target creature's Constitution is increased by 1d4+1.

Mass Fox's Cunning[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(6)
Cleric(6)
Bard(6)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Ground, Items, Placeables
Considered Hostile:[edit]
false
Description:[edit]
The target creature's Intelligence is increased by 1d4+1.

Mass Owl's Wisdom[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(6)
Cleric(6)
Bard(6)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Ground, Items, Placeables
Considered Hostile:[edit]
false
Description:[edit]
The target creature's Wisdom is increased by 1d4+1.

Mass Ultravision[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(4)
Cleric(4)
Bard(4)
Druid(3)
Ranger(3)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Silent, Still
Targets:[edit]
Self, Creatures, Ground, Items
Considered Hostile:[edit]
false
Description:[edit]
The target creature's ability to see in complete darkness is improved beyond that of Darkvision. When this spell is applied even the effects of magical darkness are pierced.

Lower Spell Resistance[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(4)
Cleric(4)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Silent, Still
Targets:[edit]
Creatures, Placeables
Considered Hostile:[edit]
true
Description:[edit]
This spell reduces the target's spell resistance by 1 per caster level (maximum reduction of 15). The caster receives a bonus to the spell's save DC equal to his caster level.



Serpent's Sigh[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(3)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Items, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
The caster chooses a dragon's breath weapon to emulate, shooting either a bolt of acid, bolt of electricity, cone of acid, cone of cold or cone of fire, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6. The caster takes 1 hit point of damage per hit die of damage dealt.

Heroism[edit]

School:[edit]
Enchantment
Caster Levels:[edit]
Wizard / Sorcerer(3)
Bard(2)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures
Considered Hostile:[edit]
false
Description:[edit]
This spell imbues a single target with great bravery. The target gains a +2 bonus on attack rolls, saves, and skill checks.

Greater Heroism[edit]

School:[edit]
Enchantment
Caster Levels:[edit]
Wizard / Sorcerer(6)
Bard(5)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Silent, Still
Targets:[edit]
Self, Creatures
Considered Hostile:[edit]
false
Description:[edit]
This spell imbues a single target with great bravery. The target gains a +4 bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20)..

Mass Cure Light Wounds[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Cleric(5)
Bard(5)
Druid(6)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Ground, Items, Doors, Placeables
Considered Hostile:[edit]
false
Description:[edit]
The target creatures are healed for 1d8 points of damage, +1 point per caster level (to a maximum of +25). Healing spells have a reverse effect on undead, harming instead of healing them.

Mass Cure Moderate Wounds[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Cleric(6)
Bard(6)
Druid(7)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Ground, Items, Doors, Placeables
Considered Hostile:[edit]
false
Description:[edit]
The target creatures are healed for 2d8 points of damage, +1 point per caster level (to a maximum of +30). Healing spells have a reverse effect on undead, harming instead of healing them.

Mass Cure Serious Wounds[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Cleric(7)
Druid(8)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Ground, Items, Doors, Placeables
Considered Hostile:[edit]
false
Description:[edit]
The target creatures are healed for 3d8 points of damage, +1 point per caster level (to a maximum of +35). Healing spells have a reverse effect on undead, harming instead of healing them.

Mass Cure Critical Wounds[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Cleric(8)
Druid(9)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Ground, Items, Doors, Placeables
Considered Hostile:[edit]
false
Description:[edit]
The target creatures are healed of 4d8 points of damage, + 1 point per caster level to a maximum of +40. Healing spells have a reverse effect on undead, harming instead of healing them.

Righteous Might[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Cleric(5)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self
Considered Hostile:[edit]
false
Description:[edit]
This spell imbues the caster with the might of his deity, giving him a +8 Strength bonus, +4 Constitution bonus, +4 bonus to natural armor, and damage reduction. The damage reduction is 5/+1 for casters up to 11th level, 10/+1 for casters from 12th - 14th level, and 15/+1 for casters of 15th level or higherl.

Recitation[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Cleric(4)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self
Considered Hostile:[edit]
false
Description:[edit]
You recite holy scriptures of your deity. All allies (including you) in the area receive a +2 bonus to attack rolls, saving throws, and skill checks. All enemies receive a -2 penalty to attack rolls, saving throws, and skill checks. Creatures who are neither friendly or hostile are uneffected..

Forceblast[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(3)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Items, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
From your hand you project a blast of pure magical force that deals 1d4 points of damage per caster level (maximum 10d4). Creatures of size large or smaller are knocked down if they fail their saving throw.

Mordenkainen's Magnificent Mansion[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Wizard / Sorcerer(7)
Components:[edit]
VS
Meta Magic:[edit]
Silent, Still
Targets:[edit]
Ground
Considered Hostile:[edit]
false
Description:[edit]
You conjure up an extradimensional dwelling that has a single entrance where the spell was cast. The entrance transports you and your entire party to the extradimensional dwelling, those not in your party may not enter. The dwelling and clean and well lit, and provides a place of rest. Whenever anyone leaves the dwelling you are all transported back to the spot where the door was cast. The dwelling lasts until it is used, the door disappears when you exit the dwelling.

Lesser Acid Orb[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(1)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Placeables
Considered Hostile:[edit]
true
Description:[edit]
undefined

Lesser Cold Orb[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(1)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Placeables
Considered Hostile:[edit]
true
Description:[edit]
undefined

Lesser Electric Orb[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(1)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Placeables
Considered Hostile:[edit]
true
Description:[edit]
undefined

Lesser Fire Orb[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(1)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Placeables
Considered Hostile:[edit]
true
Description:[edit]
undefined

Lesser Sonic Orb[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(1)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Placeables
Considered Hostile:[edit]
true
Description:[edit]
undefined

Baleful Transposition[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Wizard / Sorcerer(2)
Components:[edit]
V
Meta Magic:[edit]
Quicken, Silent
Targets:[edit]
Creatures, Items
Considered Hostile:[edit]
true
Description:[edit]
undefined

Benign Transposition[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Wizard / Sorcerer(1)
Components:[edit]
V
Meta Magic:[edit]
Quicken, Silent
Targets:[edit]
Creatures, Items
Considered Hostile:[edit]
false
Description:[edit]
undefined

Conviction[edit]

School:[edit]
Abjuration
Caster Levels:[edit]
Cleric(1)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Items
Considered Hostile:[edit]
false
Description:[edit]
undefined

Legion's Conviction[edit]

School:[edit]
Abjuration
Caster Levels:[edit]
Cleric(3)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Ground, Items, Doors, Placeables
Considered Hostile:[edit]
false
Description:[edit]
undefined

Curse of Impending Blades[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Wizard / Sorcerer(2)
Bard(2)
Ranger(2)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Creatures
Considered Hostile:[edit]
true
Description:[edit]
undefined

Legion's Curse of Impending Blades[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Wizard / Sorcerer(3)
Bard(3)
Ranger(3)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Ground, Items, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
undefined

Curse of Petty Failing[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Cleric(3)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Creatures
Considered Hostile:[edit]
true
Description:[edit]
undefined

Legion's Curse of Petty Failing[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Cleric(5)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Ground, Items, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
undefined

Divine Protection[edit]

School:[edit]
Enchantment
Caster Levels:[edit]
Cleric(2)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Ground, Items, Doors, Placeables
Considered Hostile:[edit]
false
Description:[edit]
undefined

Living Undeath[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Cleric(2)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures
Considered Hostile:[edit]
false
Description:[edit]
undefined

Panacea[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Cleric(4)
Druid(5)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Creatures
Considered Hostile:[edit]
false
Description:[edit]
undefined

Legion's Shield of Faith[edit]

School:[edit]
Abjuration
Caster Levels:[edit]
Cleric(4)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Ground, Items, Doors, Placeables
Considered Hostile:[edit]
false
Description:[edit]
The targets gain a +2 deflection bonus to their armor class, with an additional +1 bonus for every six levels of the caster (maximum of +5).

Slashing Darkness[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Cleric(3)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
undefined

Aganazzar's Scorcher[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(2)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
A jet of roaring flame bursts from your outstretched hand, scorching any creature in its path.

Aganazzar's scorcher deals 1d8 points of damage per two caster levels, to a maximum of 5d8 points of damage, to each target it hits.


Flashburst[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(3)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Items, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
Flashburst creates a blinding flash of light. All creatures in the effect are dazzled for 1 round with no save (-1 to attacks), and blinded for 2d8 rounds (will save negates).

Flensing[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(8)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Placeables
Considered Hostile:[edit]
true
Description:[edit]
Flensing strips the flesh from a corporeal creature's body. Each round the target suffers 2d6 points of damage, 1d6 of charisma damage, and 1d6 of constitution damage. A fortitude save reduces the damage by half and negates the charisma and constitution damage. The target makes a save each round to avoid damage for that round.



Snilloc's Snowball Swarm[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(2)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
A flurry of magic snowballs erupts in the target area. The swarm of snowballs deals 2d6 points of cold damage, plus 1d6 per 2 caster levels beyond third, to a maximum of 5d6 at level 9.

Beltyn's Burning Blood[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Wizard / Sorcerer(5)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures
Considered Hostile:[edit]
true
Description:[edit]
You infuse a living creature's blood with a hot, corrosive mixture, dealing 1d8 acid and 1d8 fire damage each round. Each round the target may attempt a fortitude save to negate the damage for that round. On any round which the creature fails it's save, it is slowed.

Ilyykur's Mantle[edit]

School:[edit]
Abjuration
Caster Levels:[edit]
Wizard / Sorcerer(4)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self
Considered Hostile:[edit]
false
Description:[edit]
You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.

Improved Mage Armor[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Wizard / Sorcerer(3)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures
Considered Hostile:[edit]
false
Description:[edit]
You create a field of force around the target, giving it an armor bonus to AC equal to 3 + 1 per two caster levels, maximum +8 at 10th level.

Nybor's Gentle Reminder[edit]

School:[edit]
Enchantment
Caster Levels:[edit]
Wizard / Sorcerer(1)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Creatures
Considered Hostile:[edit]
true
Description:[edit]
The target of this spell suffers agonizing pain for the duration of the spell. If the target fails his saving throw, he is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks.

Nybor's Stern Reproof[edit]

School:[edit]
Enchantment
Caster Levels:[edit]
Wizard / Sorcerer(7)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures
Considered Hostile:[edit]
true
Description:[edit]
This spell causes even greater pain than Nybor's Gentle Reminder. The target creature must make a fortitude save or die. If she survives, the target is dazed for 1d4 rounds unless she succeeds at a will save. The subject also receives a -2 penalty to attacks, saves, and skill checks with no saving throw.

Sinsabur's Baleful Bolt[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Wizard / Sorcerer(4)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Items, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
You conjure a bolt of black energy, the bolt deals constitution and strength damage to each creature in the area, each equal to 1d3 +1 per 4 caster levels (maximum 1d3+3).

Snilloc's Snowball[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(1)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
An icy sphere of bitter cold appears in your hand, you make a ranged touch attack that deal 1d6+1 ponts of cold damage per caster level, to a maximum of 5d6+5 at 5th level.

Soul Scour[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Cleric(5)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures
Considered Hostile:[edit]
true
Description:[edit]
This spell deal 2d6 points of charisma damage and 1d6 points of wisdom damage. It then deals an additional 1d6 charisma damage 1 minute later.

Sphere of Ultimate Destruction[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Wizard / Sorcerer(9)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground
Considered Hostile:[edit]
true
Description:[edit]
You conjure a sphere of energy that attacks your enemies. Each round it makes a touch attack, creatures hit by the attack must make a fortitude save or be destroyed instantly, those that make their save suffer 5d6 points of damage.

Mass Drown[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Druid(9)
Components:[edit]
VS
Meta Magic:[edit]
Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Items, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
The caster creates water in the lungs of a target creatures. Any drowned creature takes 90% of its current hit points as damage. Golems and other nonliving creatures cannot be drowned.

Hail of Stone[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Wizard / Sorcerer(1)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Items, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
You create a rain of stones that deal damage to creatures and objects they strike. Make a ranged touch attack against each object in the area, doing 1d4 points of bludgeoning damage per caster level, to a maximum of 5d4.

Spiderskin[edit]

School:[edit]
Transmutation
Caster Levels:[edit]
Wizard / Sorcerer(3)
Druid(3)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures
Considered Hostile:[edit]
false
Description:[edit]
Spiderskin toughen's the target's skin, making it more like a spider's carapace. The target gains a bonus to natural armor, saves vs. poison, and hide checks. The bonus is equal to 1 +1 per 3 caster levels, to a maximum of +5 at 12th level.

Viscid Globe[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Wizard / Sorcerer(4)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Creatures
Considered Hostile:[edit]
true
Description:[edit]
You conjuare a glob of green, sticky goo. Make a ranged touch attack against the target, a medium or smaller creature struck by the goo must make a reflex save or be stuck in place, unable to move or take any actions. A creature of size large or larger may not move but may take other actions normally.

Word of Balance[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Druid(7)
Components:[edit]
V
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent
Targets:[edit]
Self
Considered Hostile:[edit]
true
Description:[edit]
Any lawful good, chaotic good, lawful evil, or chaotic evil creature who hears the word of balance suffers ill effects according to it's hit dice, accoring to the table below, with no saving throw.

Greenfire[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Druid(3)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Extend, Maximize, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Ground, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
You evoke from the earth an upswelling of virulent green energy, burning any creature in the spell's area for 2d6 points of acid damage +1 point per caster lefvel, maximum 2d6+10. Any creature present in the area when the spell is cast is entitled to a reflex save for half damage, creatures who enter the area after get no saving throw.



Lesser Negative Energy Orb[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Wizard / Sorcerer(1)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
undefined

Negative Energy Orb[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Wizard / Sorcerer(5)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
undefined

Negative Energy Pulse[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Wizard / Sorcerer(7)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Self
Considered Hostile:[edit]
true
Description:[edit]
Negative Energy Pulse causes a powerful pulse of negative energy to burst from you. All creatures within the area, except for you, take the following negative damage :

up to level 19 :

AOE : Medium
1d4 / lvl

levels 20 to 24 :

AOE : Large
1d4 / lvl

levels 25 to 29 :

AOE : Huge
1d4 / lvl

levels 30 to 34 :

AOE : Gargantuan
1d4 / lvl

levels 35 + :

AOE : Colossal
1d4 / lvl
       

Cone of Negative Energy[edit]

School:[edit]
Necromancy
Caster Levels:[edit]
Wizard / Sorcerer(4)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
A cone of Negative energy shoots forth from the caster's hands, doing 1d4 points of negative damage per caster level to all those within the area of effect, to a maximum of 10d4.



Elemental Weapon[edit]

School:[edit]
Evocation
Caster Levels:[edit]
Wizard / Sorcerer(2)
Components:[edit]
VS
Meta Magic:[edit]
Extend, Quicken, Silent, Still
Targets:[edit]
Self, Creatures, Items
Considered Hostile:[edit]
false
Description:[edit]
Grants temporary elemental damage.. You can target a specific weapon or a creature with this spell. Can select from fire, cold, acid, electrical or sonic.

Levels 3 - 5 : 1d4 Levels 6 - 8 : 1d6 Levels 9 - 12 : 1d8 Levels 13 - 16 : 2d4 Levels 17 - 20 : 1d10 Levels 21 - 24 : 1d12 Levels 25 - 28 : 2d6 Levels 29 - 32 : 2d8 Levels 33 - 36 : 2d10 Levels 37 - 40 : 2d12


Lesser Positive Energy Orb[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Wizard / Sorcerer(1)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
undefined

Positive Energy Orb[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Wizard / Sorcerer(5)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
undefined

Cone of Positive Energy[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Wizard / Sorcerer(4)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Creatures, Ground, Doors, Placeables
Considered Hostile:[edit]
true
Description:[edit]
A cone of Positive energy shoots forth from the caster's hands, doing 1d4 points of positive damage per caster level to all those within the area of effect, to a maximum of 10d4.



Positive Energy Pulse[edit]

School:[edit]
Conjuration
Caster Levels:[edit]
Wizard / Sorcerer(7)
Components:[edit]
VS
Meta Magic:[edit]
Empower, Maximize, Quicken, Silent, Still
Targets:[edit]
Self
Considered Hostile:[edit]
true
Description:[edit]
Positive Energy Pulse causes a powerful pulse of positive energy to burst from you. All creatures within the area, except for you, take the following positive damage :

up to level 19 : AOE : Medium

		1d4 / lvl

levels 20 to 24 : AOE : Large

		1d4 / lvl

levels 25 to 29 : AOE : Huge

		1d4 / lvl

levels 30 to 34 : AOE : Gargantuan

		1d4 / lvl

levels 35 + : AOE : Colossal 1d4 / lvl