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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 3
School: Conjuration
Component(s): Verbal, Somatic
Range: Touch
Save: None
Spell Resistance: No
The caster of Armour 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): 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. You can target a specific weapon or a creature with this spell. This spell can be cast on melee weapons, thrown weapons, gauntlets, and ammunition (arrows, bolts, bullets).
Caster Level(s): Bard 3, Wizard / Sorcerer 3
Innate Level: 3
School: Transmutation
Component(s): Verbal, Somatic
Range: Personal
Duration: 1 Round / Level
Save: None
Spell Resistance: No
You gain 50% concealment, a 20% miss chance on your attacks, and a 20% spell failure chance. You also gain a +2 bonus on attack rolls and your movement speed is reduced by 25%.
Caster Level(s): Bard 2, Wizard / Sorcerer 2
Innate Level: 2
School: Illusion
Component(s): Verbal
Range: Touch
Duration: 1 Turn / Level
Save: None
Spell Resistance: No
The subject's outline appears blurred, shifting and wavering. This distortion grants the subject concealment (10% miss chance).
Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: Yes
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.
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Transmutation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: 30 ft
Area of Effect / Target: Spell Cone
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
A cone of fire shoots forth from the caster's hands, burning all those within its area of effect for 1d4 damage per caster level, up to a maximum of 5d4.
Caster Level(s): Druid 3
Innate Level: 3
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
All enemies within the area of effect take 1d6 points of electrical damage per caster level, to a maximum of 10d6.
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Colossal, 1 Target / Level
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
A bolt of electricity arcs through the caster's enemies for 1d6 points of electrical damage per caster level, up to a maximum of 20d6 points of damage to the initial target and half that amount to all secondary targets.
Caster Level(s): Cleric 4
Innate Level: 4
School: Evocation
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: 6.67-M.-radius burst
Duration: Instant
Save: Will (see text)
Spell Resistance: No
You unleash chaotic power to smite your enemies. Only lawful and neutral (not chaotic) creatures are harmed by the spell.
Non-chaotic outsiders take 1d6 points of divine damage per caster level (maximum 10d6). Other non-chaotic creatures take 1d8 points of damage per two caster levels (maximum 5d8). Neutral creatures take half damage.
If the target fails its Will save, the damage is halved and no slow is applied. On a successful save, damage is not reduced and non-neutral targets are slowed for 1d6 rounds.
Caster Level(s): Cleric 2, Wizard / Sorcerer 2
Innate Level: 2
School: Necromancy
Component(s): Verbal, Somatic
Range: Short
Save: Will negates attack penalty
Spell Resistance: Yes
When the caster completes this spell, a blue glow encompasses his hand. The target takes 1d8 cold damage. A Will save (DC is spell save + caster level / 2) negates the -2 attack penalty for 1 turn.
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: Instant
Save: Fortitude negates
Spell Resistance: Yes
Description: This spell causes a 4-inch-diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the mage who casted the spell. A successful save negates both the effects and the damage.
Level 1: 1D4 Damage and blindness for 1 round.
Level 2: 1D6 Damage and inflicts pain.
Level 3: 1D8 Damage and burns the victim.
Level 4: 1D10 Damage and blindness for 1 turn.
Level 5: 1D12 Damage and stun for 3 rounds.
Level 6: 2D8 Damage and causes weakness.
Level 7+: 2D8 Damage and paralyses for 2 turns.
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Necromancy
Component(s): Verbal, Somatic
Range: Personal
Save: None
Spell Resistance: No
This spell conjures forth a barrier of floating bones that spin rapidly around the caster for 1 round per level. Anyone attempting to get through it will be dealt slashing and bludgeoning damage equal to the caster level +1d6 of each type. The caster cannot move while the spell is in effect, but still cast spells and other things that don't require to move.
Caster Level(s): Cleric 5
Innate Level: 5
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Instant
Additional Counter Spells: Healing Circle
Save: Fortitude 1/2
Spell Resistance: Yes
All enemies within the area of effect are struck with negative energy that causes 1d8 points of damage, +1 point per caster level. Negative energy spells have a reverse effect on undead, healing them instead of harming them.
Caster Level(s): Cleric 4, Druid 4
Innate Level: 4
School: Enchantment
Component(s): Verbal, Somatic
Range: Medium
Save: None
Spell Resistance: No
Cloak of Fear empowers the caster to radiate a personal aura of fear. All other characters and creatures in the area must make a successful save or run away in fear for 3 rounds.
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: 1 Round / 2 Levels
Additional Counter Spells:
Save: Fortitude Special
Spell Resistance: Yes
A billowing cloud of noxious vapors settles over the area. Its effects vary according to the Hit Dice of the affected creatures:
1-3 HD: Instant death
4-6 HD: Fortitude save or death
Over 6 HD: 1d10 damage/round
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Cold
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 cold orb. The orb deals 1d6/lvl dmg (max 15d6), blinding the target for 1 round on a failed save.
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: One creature
Duration: Instant
Save: Reflex partial
Spell Resistance: Yes
This spell makes a creature burst into flame. The initial eruption of flame causes 2d6 fire damage +1 point per caster level (maximum +10) with no saving throw. Each round after that, the creature must make a Reflex save or catch fire, taking 1d6 points of fire damage +1 per caster level (maximum +10). This continues until the Reflex save is made or for up to 10 + caster level rounds.
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
A cone of frost and snow shoots forth from the caster's hands, doing 1d6 points of cold damage per caster level to all those within the area of effect, to a maximum of 15d6.
Caster Level(s): Cleric 1
Innate Level: 1
School: Abjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Minute / Level
Save: None
Spell Resistance: No
The spell bolsters the mental, physical, and spiritual strength of the target creature. The spell grants the target a +2 bonus to saving throws, with an additional +1 bonus for every 6 caster levels (maximum bonus +5).
Caster Level(s): Druid 7
Innate Level: 7
School: Conjuration
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large
Duration: 1 Round / Level
Save: None
Spell Resistance: No
The caster summons a mass of biting and stinging insects. Creatures entering the area take 1d20 points of damage and have their movement speed reduced by 50% while in the swarm. Each round a creature remains within the area, it takes 1d6 points of damage, increasing by 1d6 each round (1d6 the first round, 2d6 the second, 3d6 the third, and so on). The spell deals damage until its duration expires or it deals 1,000 points of damage.
Caster Level(s): Bard 4, Cleric 4, Druid 5
Innate Level: 4
School: Conjuration
Descriptor(s): Healing
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature touched
Duration: Instant
Save: None
Spell Resistance: Yes (undead only)
You channel positive energy to heal the target for 10 hit points plus your caster level (maximum +30), plus 35% to 45% of the target's maximum hit points. If used against an undead creature, you must make a successful melee touch attack; the spell instead deals the same amount of positive damage.
Caster Level(s): Bard 1, Cleric 1, Druid 1, Paladin 1, Ranger 1
Innate Level: 1
School: Conjuration
Descriptor(s): Healing
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature touched
Duration: Instant
Save: None
Spell Resistance: Yes (undead only)
You channel positive energy to heal the target for 5 hit points plus your caster level (maximum +5), plus 5% to 15% of the target's maximum hit points. If used against an undead creature, you must make a successful melee touch attack; the spell instead deals the same amount of positive damage.
Caster Level(s): Bard 0, Cleric 0, Druid 0
Innate Level: 0
School: Conjuration
Descriptor(s): Healing
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature touched
Duration: Instant
Save: None
Spell Resistance: Yes (undead only)
You channel positive energy to heal the target for 5 hit points plus 5% to 10% of its maximum hit points. If used against an undead creature, you must make a successful melee touch attack; the spell instead deals the same amount of positive damage.
Caster Level(s): Bard 2, Cleric 2, Druid 3, Paladin 3, Ranger 3
Innate Level: 2
School: Conjuration
Descriptor(s): Healing
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature touched
Duration: Instant
Save: None
Spell Resistance: Yes (undead only)
You channel positive energy to heal the target for 10 hit points plus your caster level (maximum +10), plus 15% to 25% of the target's maximum hit points. If used against an undead creature, you must make a successful melee touch attack; the spell instead deals the same amount of positive damage.
Caster Level(s): Bard 3, Cleric 3, Druid 4, Paladin 4, Ranger 4
Innate Level: 3
School: Conjuration
Descriptor(s): Healing
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature touched
Duration: Instant
Save: None
Spell Resistance: Yes (undead only)
You channel positive energy to heal the target for 10 hit points plus your caster level (maximum +20), plus 25% to 35% of the target's maximum hit points. If used against an undead creature, you must make a successful melee touch attack; the spell instead deals the same amount of positive damage.
Caster Level(s): Bard 2, Ranger 2, Wizard / Sorcerer 2
Innate Level: 2
School: Necromancy
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 1 Minute / Level
Save: None
Spell Resistance: No
The subject of the spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm's way. The subject takes a -2 penalty to AC.
Caster Level(s): Cleric 3
Innate Level: 3
School: Necromancy
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Minute / Level
Save: None
Spell Resistance: No
The subject takes a -2 penalty to attacks and saving throws.
Caster Level(s): Bard 0, Wizard / Sorcerer 0
Innate Level: 0
School: Evocation
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Four light sources
Duration: 1 minute
Save: None
Spell Resistance: No
This creates four glowing spheres of light (which look like will-o'-wisps). These move around you, the caster, and wink out if they move more than 20 meters away or if the spell effect ends.
Each sphere of light produces 20 meters of light.
Caster Level(s): Druid 7
Innate Level: 7
School: Evocation
Component(s): Verbal, Somatic
Range: Personal
Duration: 1 Round / Level
Save: None
Spell Resistance: No
This spell summons forth a silent, weightless sword-like construct made of moonlight. The weapon is considered a +4 weapon and deals extra damage to undead. Additionally due the ethereal form of the blade it dispels any protections on the target on hit.
Unlike the normal Moonblade spell the Druid doesn't need to concentrate on the Moonblade to maintain it.
Caster Level(s): Cleric 5
Innate Level: 5
School: Evocation
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 Round / Level
Save: None
Spell Resistance: No
By calling upon his deity, the caster of a Spiritual Hammer spell brings into existance a magical hammer. This spell is essentially like the second-level clerical spell Spiritual Hammer, except that the caster need not concentrate on the hammer after it has been formed.
Caster Level(s): Cleric 3
Innate Level: 3
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature or Weapon
Duration: 2 Turns / Level
Save: None
Spell Resistance: No
This spell allows the caster to immolate a weapon. The weapon will do 1d6 points of damage, +1 per two caster levels (maximum of +10) of fire damage. The caster can target a specific weapon or a creature with this spell. This spell can be cast on melee weapons, thrown weapons, gauntlets, and ammunition (arrows, bolts, bullets).