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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).
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.
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.
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.
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.
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.
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).
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.
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).
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.
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
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.
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.
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.
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.
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.
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).
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.
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).
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).