Showing 229 of 229 Spells

Shroud of Flames Custom spell

Caster Level(s): Wizard / Sorcerer 5 Innate Level: 5 School: Evocation Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Single Duration: Special Save: Fortitude Negates (ignition only) Spell Resistance: Yes This spell ignites a creature if it fails a Fortitude save (DC 10 + caster level). The target takes 3d4 fire damage immediately and then burns for 1 round per 3 caster levels (minimum 1), taking 3d4 fire damage each round. Each round, nearby enemies take 2d4 fire damage (Reflex DC 28 for half).
Classes
Wiz/Sorc 5
Metamagic
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Sinsabur's Baleful Bolt Custom spell

Caster Level(s): Wizard / Sorcerer 4 Innate Level: 4 School: Necromancy Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Chain of targets in a straight line Duration: Instant Save: Reflex 1/2 Spell Resistance: Yes You conjure a bolt of black energy, the bolt deals constitution and strength damage to each creature in the area, equal to 1 per 5 caster levels (maximum 4). The drain recovers at the rate of 1 point per day but NOT through resting.
Classes
Wiz/Sorc 4
Metamagic
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Skull Trap Custom spell

Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Necromancy Component(s): Verbal, Somatic Range: Long Duration: 30 Seconds or until triggered Save: Reflex 1/2 Spell Resistance: Yes The caster creates a floating skull that explodes when someone comes near or after 30 seconds, dealing 1d6 negative damage per caster level (maximum 12d6). A successful Reflex save halves the damage.
Classes
Wiz/Sorc 3
Metamagic
Quicken Silent Still

Slashing Darkness Custom spell

Caster Level(s): Cleric 3 Innate Level: 3 School: Necromancy Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single Duration: Instant Save: None Spell Resistance: Yes A hissing ray of pure darkness flies from your hand. You must make a successful ranged touch attack; on a hit the target takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature is healed instead of damaged.
Classes
Cleric 3
Metamagic
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Snilloc's Snowball Custom spell

Caster Level(s): Wizard / Sorcerer 1 Innate Level: 1 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single Duration: Instant Save: None Spell Resistance: Yes An icy sphere of bitter cold appears in your hand, you make a ranged touch attack that deal 1d6+1 points of cold damage per caster level, to a maximum of 5d6+5 at 5th level.
Classes
Wiz/Sorc 1
Metamagic
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Snilloc's Snowball Swarm Custom spell

Caster Level(s): Wizard / Sorcerer 2 Innate Level: 2 School: Evocation Component(s): Verbal, Somatic Range: Long Duration: Instant Save: None Spell Resistance: Yes This spell lets a rain of snowballs fall on the target. These snowballs hit everything in the target area and deal 1d4 + 1 damage per casterlevel cold damage.
Classes
Wiz/Sorc 2
Metamagic
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Sol's Searing Orb Custom spell

Caster Level(s): Cleric 6 Innate Level: 6 School: Necromancy Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Single Duration: Instant Save: Fortitude Negates (blindness only) Spell Resistance: Yes With this spell the caster is able to throw a little buring orb to its opponents. The target takes 6d6 fire damage; undead take double damage. A failed Fortitude save (DC 18) blinds the target for 6 rounds (12 rounds if undead).
Classes
Cleric 6
Metamagic
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Sonic Orb Custom spell

Caster Level(s): Wizard / Sorcerer 4 Innate Level: 4 School: Evocation Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Single Duration: Instant Save: Fortitude 1/2 Spell Resistance: Yes The caster targets a single creature with sonic orb. The orb deals 1d6/lvl dmg (max 15d6), deafening the target for 1 round on a failed save.
Classes
Wiz/Sorc 4
Metamagic
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Soul Scour Custom spell

Caster Level(s): Cleric 5 Innate Level: 5 School: Necromancy Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Living Creature Duration: Instant Save: None Spell Resistance: Yes You must make a successful melee touch attack. On a hit, the target takes 2d6 points of charisma damage and 1d6 points of wisdom damage (double the dice on a critical hit). One turn later, the target takes an additional 1d6 points of charisma damage (double the dice on a critical hit).
Classes
Cleric 5
Metamagic
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Sound Burst Base game

Caster Level(s): Bard 2, Cleric 2 Innate Level: 2 School: Evocation Descriptor(s): Sonic Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Medium Duration: Instant Additional Counter Spells: Save: Will Special Spell Resistance: Yes All creatures within the area of effect take 1d8 points of damage and must make a Will save or be stunned for 2 rounds.
Classes
Bard 2 Cleric 2
Metamagic
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Sphere of Chaos Custom spell

Caster Level(s): Wizard / Sorcerer 7 Innate Level: 7 School: Transmutation Component(s): Verbal, Somatic Range: Medium Duration: 6 Rounds Save: Special Spell Resistance: Yes Creatures within this area of effect must save vs. spell each round or suffer random chaotic effects: Disintegrated, Baleful Polymorphed, Confused, Combusted, Paralyzed, Slowed, healing, hasted, stoned
Classes
Wiz/Sorc 7
Metamagic
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Spiderskin Custom spell

Caster Level(s): Druid 3, Wizard / Sorcerer 3 Innate Level: 3 School: Transmutation Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: 1 Hour / Level Save: None Spell Resistance: No Spiderskin toughens 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.
Classes
Druid 3 Wiz/Sorc 3
Metamagic
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Spiritual Hammer Custom spell

Caster Level(s): Cleric 3 Innate Level: 3 School: Evocation Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Point 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. As long as the caster concentrates upon the hammer, it strikes at any opponent within its range, as desired. It strikes like a magical weapon as a +3 weapon. The base damage is the same as a normal warhammer.
Classes
Cleric 3
Metamagic
Extend Quicken Silent Still

Static Charge Custom spell

Caster Level(s): Druid 2 Innate Level: 2 School: Evocation Component(s): Verbal, Somatic Range: Long Area of Effect / Target: 13.1 ft Radius Duration: 1 Round / Level Save: Fortitude 1/2 Spell Resistance: Yes With this spell the druid can call a static charge surrounding every creature in the area of effect. Each round the spell deals 1d3 points of electrical damage per caster level (maximum 10d3). A successful Fortitude save halves the damage.
Classes
Druid 2
Metamagic
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Storm of Vengeance Base game Modified

Caster Level(s): Cleric 9, Druid 9 Innate Level: 9 School: Conjuration Descriptor(s): Acid, Electricity Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Colossal Duration: 10 Rounds Save: Reflex Negates (electrical damage and stun only) Spell Resistance: Yes The area around the caster is blasted by lightning and acidic rain. Each round, all enemies within the area of effect take 1d6 points of acid damage per 3 caster levels (maximum 10d6). Those who fail a Reflex save take an additional equal amount of electrical damage (maximum 10d6) and are stunned for 2 rounds. A creature can only be stunned once per storm.
Classes
Cleric 9 Druid 9
Metamagic
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Sunbeam Base game

Caster Level(s): Cleric 8, Druid 8 Innate Level: 7 School: Evocation Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Create Greater Undead Save: Reflex Partial Spell Resistance: Yes The caster summons a globe of divine radiance to blind and burn those within the area of effect. Undead take 1d6 points of divine damage per caster level, to a maximum of 20d6. All other targets take 3d6 points of divine damage. Creatures who fail their Reflex save are blinded for 3 rounds. A successful Reflex save halves the damage.
Classes
Cleric 8 Druid 8
Metamagic
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Sunburst Base game

Caster Level(s): Druid 8, Wizard / Sorcerer 8 Innate Level: 8 School: Evocation Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Reflex Spell Resistance: Yes A brilliant explosion occurs where the caster directs causing 1d6 points of damage per caster level (to a maximum of 25d6) to all undead. Non-undead creatures suffer only 6d6 damage. Vampires are destroyed instantly if they fail a Reflex saving throw. All enemies in the area of effect must also make a successful Reflex saving throw or be blinded permanently (the blindness can only be magically removed).
Classes
Druid 8 Wiz/Sorc 8
Metamagic
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Sunscorch Custom spell

Caster Level(s): Druid 1 Innate Level: 1 School: Evocation Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single Duration: Instant Save: Reflex 1/2; Fortitude Negates (blindness only) Spell Resistance: Yes When this spell is cast, a brilliant ray of scorching heat slants down from the sky and strikes one target of the druid's choice. The target takes 1d6 + 1 per caster level fire damage; a successful Reflex save halves the damage. The target must also make a Fortitude save or be blinded for 3 rounds.
Classes
Druid 1
Metamagic
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Symbol: Death Custom spell

Caster Level(s): Cleric 9, Wizard / Sorcerer 9 Innate Level: 9 School: Enchantment Component(s): Somatic Range: Short Duration: 30 Seconds or until triggered Save: Will Negates (DC 32) Spell Resistance: Yes A symbol is inscribed on the ground and triggers when a creature comes within 6 meters. When triggered, creatures in a huge radius must succeed on a DC 32 Will save or die (creatures immune to death are unaffected).
Classes
Cleric 9 Wiz/Sorc 9
Metamagic
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Symbol: Fear Custom spell

Caster Level(s): Cleric 8, Wizard / Sorcerer 8 Innate Level: 8 School: Enchantment Component(s): Somatic Range: Short Duration: 30 Seconds or until triggered Save: None Spell Resistance: Yes A symbol is inscribed on the ground and triggers when a creature comes within 6 meters. When triggered, creatures in a huge radius are frightened for 5d4 rounds (creatures immune to fear are unaffected).
Classes
Cleric 8 Wiz/Sorc 8
Metamagic
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