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Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: 1 Round / 2 Level
Save: Fortitude
Spell Resistance: Yes
Acid fog fills the area, dealing 2d6 acid damage per round to creatures within. Creatures entering the cloud must make a Fortitude save or have their movement reduced by 50%.
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instant
Save: Fort 1/2
Spell Resistance: Yes
The caster targets a single creature with acid orb. The orb deals 1d6/lvl dmg (max 15d6), and stunning the target for 1 round on a failed save.
Caster Level(s): Wizard / Sorcerer 0
Innate Level: 0
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
The caster fires a small orb of acid at the target for 1d3 points of acid damage.
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Evocation
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes
The caster cause acid to rain. The acid deals 1d6/lvl dmg (max 15d6)
Caster Level(s): Druid 2, Ranger 2
Innate Level: 2
School: Abjuration
Component(s): Somatic
Range: Medium
Duration: Instant
Save: Reflex partial
Spell Resistance: Yes
This spell creates a silver-hued, partially ethereal lance shaped in the form of an alicorn. The target takes 2d6 magical damage and 1d6 piercing damage (Reflex save reduces the piercing damage; DC is spell save +4). The target also suffers a -2 AC penalty for 3 rounds.
Caster Level(s): Druid 8
Innate Level: 8
School: Transmutation
Component(s): Verbal, Somatic
Range: Personal
Duration: 1 Turn / Level
Save: None
Spell Resistance: No
This spell polymorphs the target into the chosen animal form (wolf, panther, bear, lion, or elephant). Wolf, panther, bear, and lion forms gain +20% movement speed.
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Abjuration
Component(s): Verbal, Somatic
Range: Touch
Duration: 1 hour/level
Save: None
Spell Resistance: No
The spell envelops the warded creature in a shroud of shadows. The subject gains a deflection bonus to AC equal to 1 + 1 per 3 caster levels (maximum +8), +2 on saving throws against divine and good effects, ultravision, and +4 turn resistance.
Caster Level(s): Cleric 5
School: Conjuration
Component(s): Verbal, Somatic
Range: Touch
Save: None
Spell Resistance: No
The caster of Armor of Faith receives protection against physical damage. It grants damage immunity to slashing, piercing, and bludgeoning equal to 1% per 2 caster levels (maximum 15%) and lasts for 3 rounds + 1 per level.
Caster Level(s): Druid 5, Wizard / Sorcerer 5
Innate Level: 6
School: Transmutation
Component(s): Verbal, Somatic
Range: Short
Duration: Permanent
Save: Fortitude negates, Will partial (see text)
Spell Resistance: Yes
On a failed Fortitude save, the target is transformed into a chicken. Spellcasters (clerics, sorcerers, wizards, and non-PC bards) and creatures with Wild Shape must also make a Will save. If they fail (or have Wild Shape), the polymorph is fully applied; if they succeed, they retain spellcasting but their Strength is reduced to 3 and their Dexterity/Constitution to 7 for 1 round/level (extended with metamagic). Non-casters who succeed on the Will save have the duration halved.
Caster Level(s): Cleric 5
Innate Level: 5
School: Transmutation
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Large
Duration: 1 Round / Level
Save: Will negates
Spell Resistance: Yes
You create an aura that steals energy from your enemies. Enemies who enter the aura must succeed on a Will save or suffer a -2 circumstance penalty on saves, attack rolls, and damage rolls. On casting, you gain a +2 circumstance bonus to your saves, attack rolls, and damage rolls.
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Necromancy
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: 1 creature
Duration: 3 rounds + 1 round / 3 levels
Save: Fortitude partial
Spell Resistance: Yes
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.
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: 1 round / level
Additional Counter Spells:
Save: Fortitude
Spell Resistance: Yes
A giant hand appears and attacks the target, once each round for the duration of the spell. Each hit causes 1d8+11 points of damage to the target and if they fail their saving throw they are stunned for that round as well.
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Evocation
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: 1 round / level
Save: None
Spell Resistance: Yes
A giant hand appears and attacks the target. If it hits and succeeds in a grapple check, the target is immobilized for the duration and suffers 2d6+12 points of damage each round. Targets whose strength modifier + half their Hit Dice (plus size bonuses) is at least the caster level are instead slowed by 90% while still taking the damage.
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Evocation
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: 1 round / level
Save: None
Spell Resistance: Yes
A giant hand appears and attacks the target. If the hand hits and succeeds in a grapple check, the target is immobilized for the duration. Targets whose strength modifier + half their Hit Dice (plus size bonuses) is at least the caster level are instead slowed by 90%.
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Transmutation
Descriptor(s): Weapon Enchantment
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature holding quarterstaff or magic staff
Duration: 1 Round / Level
Save: None
Spell Resistance: No
Casting this spell on a quarterstaff will do the following:
- Gives it a +4 enhancement bonus.
- On striking a creature, dispel magic is cast on the target.
The spell will not work on any other weapon than a quarterstaff or magic staff
Caster Level(s): Cleric 6
Innate Level: 6
School: Evocation
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Wall 10 m Long
Duration: 1 Round / Level
Save: Reflex 1/2
Spell Resistance: Yes
Creates a wall 10 m long and 2 m thick of whirling blades. Creatures moving into the wall take 2d6 points of damage per caster level.
Caster Level(s): Ranger 3
Innate Level: 3
School: Transmutation
Descriptor(s): Weapon Enchantment
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature or slashing weapon.
Duration: 2 Rounds / Level
Additional Counter Spells:
Save: None
Spell Resistance: No
You grant a slashing weapon a +3 enhancement bonus and Vampiric Regeneration +3. If targeted on a creature, the spell will enchant the weapon in the primary hand of the target.
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Spell Cone
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes
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.
Caster Level(s): Paladin 1
Innate Level: 1
School: Transmutation
Descriptor(s): Weapon Enchantment
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature or Weapon
Duration: 2 Turns / Level
Save: None
Spell Resistance: No
You empower the touched weapon with a +1 enhancement bonus and a 2d6 damage bonus vs. undead. If cast on crossbow bolts, they instead gain the ability to slay rakshasas on hit for 2 rounds per caster level.
The caster can target a specific weapon or a creature with this spell. If the target has a ranged weapon equipped, its equipped ammo will automatically be targeted instead of the main hand weapon.
This spell can be cast on melee weapons, thrown weapons, gauntlets, and ammunition (arrows, bolts, bullets).