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Caster Level(s): Paladin 3
Innate Level: 1
School: Transmutation
Descriptor(s): Weapon Enchantment
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature or Weapon
Duration: 1 Turn / Level
Save: None
Spell Resistance: No
You empower a weapon with a +1 attack bonus and a +3 sonic damage bonus. Also, the weapon gains the ability to deafen the creature that is struck like a thunderstone . The attack bonus will not stack with an existing enhancement bonus or holy avenger properties. This spell can be cast on melee weapons, thrown weapons, gauntlets, and ammunition (arrows, bolts, bullets).
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Necromancy
Component(s): Verbal, Somatic
Range: Long
Duration: Instant
Save: None
Spell Resistance: Yes
This spell kills hostile creatures with 50 hit points or fewer in the area, starting with the weakest, until it has slain roughly 300 total hit points worth of targets. Undead are not immune.
Caster Level(s): Cleric 7
Innate Level: 7
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Fortitude Partial
Spell Resistance: Yes
The target creature must make a Fortitude save or die. A successful save still results in the target taking 10d6 points of damage.
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptor(s): Magic
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Save: Fortitude partial
Spell Resistance: Yes
The caster creates a beam of light that is aimed at the target with a ranged touch attack. If the attack hits, the target takes 2d6 points of damage per caster level (maximum 40d6). A successful Fortitude save reduces the damage to 5d6.
Caster Level(s): Wizard / Sorcerer 0
Innate Level: 0
School: Necromancy
Component(s): Verbal, Somatic
Range: Medium
Duration: Instant
Save: None
Spell Resistance: Yes
You direct a ray of positive energy. If the target is undead and fails spell resistance, it takes 1d6 points of positive damage.
Caster Level(s): Cleric 5
Innate Level: 5
School: Transmutation
Component(s): Verbal, Somatic
Range: Touch
Duration: 1 Round / Level
Save: Will negates (DC 16; undead with Hit Dice <= caster level)
Spell Resistance: No
This spell makes a melee weapon deadly to undead. Any undead creature with Hit Dice equal to or less than your caster level must succeed on a Will save (DC 16) or be destroyed utterly if struck in combat with this weapon.
Caster Level(s): Cleric 8
Innate Level: 8
School: Enchantment
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Friendly creatures in a huge burst
Duration: 1 Minute / Level
Save: None
Spell Resistance: No
Friendly creatures gain a +4 bonus to their AC and saving throws.
Caster Level(s): Cleric 8, Druid 9
Innate Level: 8
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: No
The caster causes a massive earthquake around himself, causing 1d6 points of damage per caster level (to a maximum of 10d6) to all creatures in the area of effect. The caster is not affected by the earthquake.
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Electricity
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 Lightning orb. The orb deals 1d6/lvl dmg (max 15d6), slowing the target for 1 round on a failed save.
Caster Level(s): Bard 4, Ranger 4, Wizard / Sorcerer 4
Innate Level: 4
School: Enchantment
Component(s): Verbal, Somatic
Range: Personal
Duration: 1 Turn / Level
Save: None
Spell Resistance: No
This spell fills the area around the caster with the feeling of courage. All friendly creatures in the area gain a +1 attack bonus, +3 damage bonus, and +5 temporary hit points. This spell also removes fear effects.
Caster Level(s): Bard 4, Ranger 4, Wizard / Sorcerer 4
Innate Level: 4
School: Enchantment
Component(s): Verbal, Somatic
Range: Personal
Duration: 1 Turn / Level
Save: None
Spell Resistance: No
This spell fills an area around the caster with hope. All friendly creatures in the area gain +2 to their saving throws, +2 to attack rolls, and +2 to damage rolls.
Caster Level(s): Cleric 6, Druid 6, Wizard / Sorcerer 7
Innate Level: 6
School: Transmutation
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 24 hours
Save: None
Spell Resistance: No
This spell renders the target immune to one element (acid, cold, electricity, fire, sonic) chosen at casting time.
Innate Level: 9
School: Abjuration
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 20 rounds
Save: None
Spell Resistance: No
The bane of all casters and their ilk is held within this single spell. It makes you virtually impenetrable by all spells, thus giving you immunity to magic, for a short period of time. It does not stop the flow of magic, but grants upon you ability to manipulate it to stop all harmful effects directed toward you. This does come at a cost however. You forfeit almost all of your endurance in the form of constitution in exchange for spell immunity while the spell is in effect. IE: Your constitution is dropped to 3.
Innate Level: 9
School: Enchantment
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: 40' Radius
Duration: 20 rounds
Save: Will partial (see text)
Spell Resistance: Yes
All hostile creatures within the area must make a Will save or become frightened for 20 rounds. Creatures that succeed that save must make a second Will save or become confused for 20 rounds. Creatures that succeed both saves are unaffected.
Innate Level: 9
School: Conjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: One allied creature
Duration: 6 + 1d6 hours, or until death due to martyrdom
Save: None
Spell Resistance: No
When you cast this on an ally, you are assigning that creature to be your source of health and vitality. With the ally's permission*, any subsequent damage received by you will be instantaneously transferred to the ally while you remain within 40 feet of each other.
*NPC allies automatically accept; only other players must accept the consequences freely.
Innate Level: 9
School: Evocation
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: 20-ft.-radius burst
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes
When this spell is cast, you engulf your enemies in a coldball that deals 10d6 points of cold damage. Up to 5 living creatures that perish as a result of this blast are then instantly animated as Oathbreaker summons.
Innate Level: 9
School: Evocation
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: 20-ft.-radius burst
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes
When this spell is cast, you engulf your enemies in an unusually powerful burst of cold that deals 20d6 points of cold damage. Up to 5 living creatures that perish as a result of this blast are then instantly animated as Oathbreaker summons.
Innate Level: 9
School: Conjuration
Component(s): Verbal, Somatic
Range: Personal
Duration: Instant
Save: Special
Spell Resistance: No
In the heat of battle, there are times when odds begin to stack against you. These odds climb exponentially higher if allies begin to fall. With a casting of this powerful spell, you will restore all deceased allies (excluding yourself) to full life and vigor. In addition, any living allies (excluding yourself) that may have sustained injuries are healed to complete health. You do not have to be in the vicinity of your allies for them to receive the benefits of this spell. However, while all allies are either healed or resurrected, this spell does not save them from whatever situation might have caused their demise; Fallen allies are raised where they fell, the injured are healed where they stand.
Allies who are resurrected are subject to half the standard XP Death penalty. This spell can only be cast once per hour.
Innate Level: 9
School: Transmutation
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: 20-ft.-radius burst
Duration: Instant
Save: Fortitude negates
Spell Resistance: Yes
With the casting of this spell, all creatures caught within the targeted area must make a Fortitude save or turn to stone.
Type of Feat: Epic Spell
Prerequisite: 21st level, the ability to cast 9th level spells and 22 ranks in spellcraft.
Specifics: The caster summons a Fell Beast to the targeted location to fight on his side for 20 rounds.
Use: Cast.
Innate Level: 9
School: Abjuration
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: One spellcasting creature
Duration: Instant
Save: Will negates
Spell Resistance: Yes
Dweomer Thief steals the best available spell of an enemy spellcaster and converts it into a scroll to be used later by you. The slot used by the spell stolen from the subject is no longer available for the remainder of that day. The stolen dweomer can be used immediately by you, or saved for use at a later time.
Innate Level: 9
School: Enchantment
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: One creature
Duration: Permanent
Save: Will negates
Spell Resistance: Yes
You make a permanent thrall of any living creature. You establish a telepathic link with the subjects mind. If the creature has a language, you can generally force the subject to perform as you desire, within the limits of its abilities. This spell does not affect PCs, and casting it again releases any previous enslaved creature.
Innate Level: 9
School: Evocation
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: One creature
Duration: Instant
Save: Fortitude 1/2 damage
Spell Resistance: No
You invoke the wrath of the gods on your target. The power of the wrath exacted is dependant on both your own alignment, as well as the alignment of your target. The greater the distance between the two alignments, the greater the damage will be. For example, if a Lawful Evil caster were to cast it on a Chaotic Good target, the damage would be greater than if the target were Lawful Good or Chaotic Evil, and even more so than if the target were Lawful Neutral or Neutral Evil.
Type of Feat: Epic Spell
Prerequisites: 21st level, the ability to cast 9th level spells and 25 ranks in spellcraft.
Specifics: The caster deals 45d10 points of positive energy damage to a single target.
Save: Fortitude for half damage.
Use: Cast.
Innate Level: 9
School: Transmutation
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 30 seconds
Save: None
Spell Resistance: No
You freeze all creatures within 70 meters of you except yourself for 30 seconds. Outsiders, dragons, and aberrations are only partially affected: they are slowed for the full duration and paralyzed for 10 seconds.
Type of Feat: Epic Spell
Prerequisites: 21st level, the ability to cast 9th level spells and 32 ranks in spellcraft
Specifics: The caster creates a ball of energy that deals 75 points each of acid, fire, electrical, and sonic damage to all targets in its blast radius. A successful Reflex save halves the damage and targets taking more than 50 total damage are knocked down briefly.
Save: Reflex 1/2
Use: Cast.
Type of feat: epic spell (general feat) (epic)
Prerequisite: 21st level, the ability to cast 9th level spells, spellcraft 15
The caster summons an Oathbreaker, one of the Men of the Mountains, cursed by Isildur to remain without rest until their oath to Gondor is fulfilled, to do their bidding. The summon lasts 24 hours.
Original feat: Mummy Dust.
Innate Level: 9
School: Necromancy
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: 40-ft.-radius spread
Duration: 1 Round / Caster level
Save: Will 1/2
Spell Resistance: Yes
Leech Field saturates all creatures in the area with 4d6 points of negative energy damage each round. A successful Will save halves the damage. The caster gains temporary hit points equal to the damage dealt. Undead are affected in the reverse, as the negative energy heals them each round.
Innate Level: 9
School: Evocation
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: 40-ft.-radius
Duration: 1 Round / 5 Caster levels
Save: Reflex and Fortitude, see text
Spell Resistance: Yes (initial burst only)
With the casting of Magma Burst, you call forth a volcanic eruption at the target location. The initial blast deals 20d8 points of fire damage (Reflex save for half; spell resistance applies). For the duration, hostile creatures in the area take 10d8 points of fire damage each round (Fortitude save for half; spell resistance does not apply).
Innate Level: 9
School: Necromancy
Component(s): None
Range: Medium
Area of Effect / Target: One living creature
Duration: Instant
Save: Fortitude partial (see text)
Spell Resistance: Yes
Your passing thought connotes death for the target. You will the target dead without a word or gesture. The subject must have fewer than 50 Hit Dice. On a failed Fortitude save, it dies; on a successful save, it instead takes 3d6+20 points of negative energy damage.
Innate Level: 9
School: Enchantment
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: 40' Radius
Duration: 20 rounds
Save: Will negates (unlawful only)
Spell Resistance: Yes (unlawful only)
Order Restored can only be cast by lawful casters; otherwise the spell fails and the caster shifts toward law. All lawful creatures in the area gain 3 additional attacks per round and +10 saves vs. chaos for 20 rounds. Unlawful creatures must pass spell resistance and a Will save or be stunned for 10 rounds.
Innate Level: 9
School: Divination
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Entire area
Duration: 30 seconds
Save: None
Spell Resistance: No
With a casting of this spell, your surroundings all become clear to you, and secrets are revealed. Not only is all revealed on your map of the immediate area, but your Spot and Search skills are improved by 50 for thirty seconds.
Innate Level: 9
School: Evocation
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: 40-ft.-radius
Duration: 1 round / caster level
Save: See text
Spell Resistance: Yes (enemies only)
Gods listen. Thus the penitent are rewarded, and the heretics are punished. The effects scale based on the relative strength and alignment of nearby allies and enemies. Enemies in the area take divine damage and suffer penalties to all saving throws for the duration; at higher thresholds they must pass a Will save or be paralyzed. Allies in the area gain bonuses to attacks, saving throws, and divine damage, with additional benefits such as mind spell immunity or a divine damage shield at higher thresholds. All effects last for a number of rounds equal to your Hit Dice.
Innate Level: 9
School: Necromancy
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: 40-ft.-radius
Duration: Instant
Save: Fortitude negates (see text)
Spell Resistance: Yes
When Pestilence is successfully cast, a wave of illness radiates outward from you, infecting living creatures in the area. Creatures that fail a Fortitude save contract slimy doom; those that also fail a second Fortitude save contract burrow maggots. Constructs and undead are immune.
Innate Level: 9
School: Enchantment
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: One sentient creature
Duration: Special
Save: Will negates
Spell Resistance: Yes
Psionic Salvo destroys the mental capacities of a creature. If the subject fails its Will save, it makes another Will save each round; on a failure, Intelligence and Wisdom are each reduced by 1, to a minimum of 3. The effect continues until the subject succeeds on a save or both scores reach 3.
Innate Level: 9
School: Enchantment
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: One spellcasting creature
Duration: 30 rounds or until completed
Save: Will negates
Spell Resistance: Yes
You infect the subject with a compulsive urge that uses up his/her spells for the day. On a failed Will save, the subject loses one highest-available-level spell slot each round, moving to lower-level spells once the higher-level spells are gone. The effect ends after 30 rounds or when no spell slots remain.
Innate Level: 9
School: Abjuration
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: 40-ft.-radius
Duration: 1 round / caster level
Save: None
Spell Resistance: No
You cast forth a field of storms that grants all allies in the area a spell mantle. Each ally absorbs 1d12+10 spell levels before the barrier collapses.
Innate Level: 9
School: Conjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: One summoned aberration
Duration: 20 hours
Save: None
Spell Resistance: No
You summon a random aberration (one of five possible) to fight for you for the duration.
Innate Level: 9
School: Necromancy
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: One creature
Duration: 20 rounds
Save: Fortitude partial (see text)
Spell Resistance: Yes
The subject withers away, losing physical abilities to the point of utter and complete weakness and frailty. Three times per round, the subject must make a Fortitude saving throw, or else lose one point in either Constitution, Strength, or Dexterity. A successful save does not end the spell's effects, it merely prevents the loss of the ability point for that third of the round. Ability scores will never drop below 3, though reaching that number in all three abilities is quite possible, as the entirety of the spell calls for 60 Fortitude saves, meaning a possible 60 total ability points lost.
Innate Level: 9
School: Necromancy
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: AOE: Colossal - 40' radius
Duration: 10 rounds
Save: Fortitude at -4.
Spell Resistance: Yes
Tolodine's killing wind was designed to kill large numbers of creatures, and it worked well; wiping out whole tribes in a single cast. The original spell by Tolodine himself, covered many miles and lasted many hours. The rumor that Tolodine was headed toward your city put a sheer chill up your spine. It was said he walked solo to the battle field, and left solo. Fortunately, the epic vastness of its reaches was lost many ages ago, but the form we have now is still a vast power to be reckoned. Creatures caught within the cloud were entitled a saving throw vs. fortitude at a penalty of -4 or be killed by the spell. Those who remain within the cloud will need to make another save each successive round until they exit the cloud.
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large, 1d4 Tentacles, + 1 / Caster Level (maximum 20)
Duration: 1 Round / 2 Levels
Additional Counter Spells:
Save: Fortitude Special
Spell Resistance: No
A field of thick, 10 feet long rubbery tentacles rises from the ground. Each is capable of grappling a target doing 1d6+4 points bludgeoning damage. If successful, the target must then make a Fortitude saving throw or become paralyzed by the grappling tentacle. The tentacles are randomly spread out over the area of effect allowing no more than half of the tentacles to reach a single target in any given round. The inability of the tentacles to target small creatures makes all small creatures completely immune to the spells effects.
Caster Level(s): Bard 1, Wizard / Sorcerer 1
Innate Level: 1
School: Transmutation
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 round / level
Save: None
Spell Resistance: No
The caster's movement speed is increased by 99% for the duration. Any existing movement speed increase effects are removed. This spell has no effect if the caster is already hasted.
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Necromancy
Component(s): Verbal, Somatic
Range: Personal
Duration: 1 Turn/level
Save: None
Spell Resistance: No
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).
Caster Level(s): Druid 8, Wizard / Sorcerer 7
Innate Level: 7
School: Necromancy
Descriptor(s): Death
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Fortitude Partial
Spell Resistance: Yes
The target creature must make a Fortitude save or die. If they succeed, they still take 3d6 points of damage, +1 point 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: Single
Duration: Instant
Save: Fort 1/2
Spell Resistance: Yes
The caster targets a single creature with fire orb. The orb deals 1d6/lvl dmg (max 15d6), dazing the target for 1 round on a failed save.
Caster Level(s): Cleric 8, Druid 7
Innate Level: 7
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes
All enemies within this spell's area of effect are inundated with a rain of fire and take 1d6 points of damage per caster level. Half of the damage is divine and the other half is fire-based.
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Large
Area of Effect / Target: Huge
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
The caster unleashes a fiery projectile that explodes upon all within the area of effect for 1d6 points of fire damage per caster level, to a maximum of 10d6.
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Colossal
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
Masses of flame (one per caster level) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than balls of flame, only the closest targets will be damaged. If there are more balls of flame than creatures, the excess balls of flame disappear. Each ball of flame explodes for 1d6 points of damage per caster level (max 15d6).