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Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Small
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes
Fireburst causes a powerful explosion of flame to burst from you. All creatures within the area, except for you, take 1d8 points of fire damage per caster level (maximum 5d8).
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Conjuration
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes
The caster launches 1 conjured fiery arrow at the target creature for every 4 caster levels. Each arrow does 4d6+1 points of fire damage.
Caster Level(s): Druid 2
Innate Level: 2
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
The Druid is able to flay an enemy with flaming brands that do 2d6 points of fire damage, + 1d6 per 3 caster levels above level 3.
Caster Level(s): Cleric 5, Druid 4
Innate Level: 4
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Medium
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
A pillar of flame engulfs all within the area of effect, inflicting 1d6 points of damage per caster level (to a maximum of 15d6). Half of the damage caused by the spell is divine and the other half is fire-based. Enemies are struck by both damage types, while allies are struck only by the fire damage.
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
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
Sets a weapon aflame, granting 1d4 points of fire damage +1 per caster level to a maximum of +10. 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): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Huge
Duration: Instant
Save: Will partial
Spell Resistance: Yes
Flashburst creates a blinding flash of light. All creatures in the effect are dazzled for 1 round with no save (-1 to attacks), and blinded for 2d8 rounds (will save negates).
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Evocation
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: 1 creature
Duration: 4 rounds
Save: Fortitude partial
Spell Resistance: Yes
Flensing strips the flesh from a corporeal creature's body. Each round the target suffers 2d6 points of damage, 1d3 of charisma and constitution damage. A fortitude save reduces the damage by half and negates the charisma and constitution damage. The target makes a save each round to avoid damage for that round.
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Bolt
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes
From your hand you project a blast of pure magical force that deals 1d4 points of damage per caster level (maximum 10d4). Creatures of size large or smaller are knocked down if they fail their saving throw.
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Electrical
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Small
Duration: Instantaneous
Additional Counter Spells:
Save: Reflex 1/2 (See Below)
Spell Resistance: Yes
You create a small stroke of lightning that cycles through all creatures in the area of effect. The spell deals 1d6 points of damage per 2 caster levels (maximum 5d6). Those who fail their Reflex saves must succeed at a Will save or be stunned for 1 round.
Caster Level(s): Druid 2
Innate Level: 2
School: Conjuration
Component(s): Verbal, Somatic
Range: Short
Save: None
Spell Resistance: No
This spell summons a beetle ally for 8 hours. The creature increases in power with caster level: light beetle (1-5), medium beetle (6-10), greater beetle (11-15), and boss beetle (16+).
Caster Level(s): Bard 3
Innate Level: 3
School: Transmutation
Component(s): Somatic
Range: Personal
Area of Effect / Target: You
Duration: 10 min./level
Save: None
Spell Resistance: No
Your speech becomes fluent and more believable. You gain a +30 bonus on Bluff checks made to convince another of the truth of your words.
Caster Level(s): Bard 2, Wizard / Sorcerer 2
Innate Level: 2
School: Conjuration
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large
Duration: 1d6 rounds
Save: Will negates blindness
Spell Resistance: Yes
A cloud of golden particles covers everyone and everything in the area. Creatures that fail spell resistance are revealed if invisible, take a -40 penalty to Hide checks, and (on a failed Will save) become blinded.
Caster Level(s): Cleric 3
Innate Level: 3
School: Abjuration
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Large
Duration: 1 Turn / 2 Level
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d8 points of sonic damage per two caster levels to all creatures within the area of effect (to a maximum of 5d8). After being triggered, the glyph dissipates.
Caster Level(s): Bard 6, Wizard / Sorcerer 8
Innate Level: 6
School: Evocation
Component(s): Verbal, Somatic
Range: Touch
Save: Will
Spell Resistance: Yes
Upon uttering the Great Shout, enemies within the area are affected. Creatures with 4 Hit Dice or fewer are instantly killed. Other enemies must make a Will save; on failure they are stunned and deafened for 1 round, on success for 2 rounds. The caster must also make a Will save or be knocked down for 60 seconds.
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Enchantment
Component(s): Verbal, Somatic
Range: Medium
Save: Will negates
Spell Resistance: Yes
Hostile creatures in the area must make a Will save or fall asleep for 3d6 seconds. Creatures attacked while sleeping will awake.
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Medium
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes
Fireburst causes a powerful explosion of flame to burst from you. All creatures within the area, except for you, take 1d8 points of fire damage per caster level (maximum 15d8).
Caster Level(s): Bard 5, Wizard / Sorcerer 6
Innate Level: 5
School: Enchantment
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Touch
Duration: 10 Minutes / Level
Save: None
Spell Resistance: No
This spell imbues a single target with great bravery. The target gains a +4 bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).
Caster Level(s): Bard 3, Cleric 4, Paladin 3, Wizard / Sorcerer 3
Innate Level: 3
School: Transmutation
Descriptor(s): Weapon Enchantment
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature or Weapon
Duration: 1 Hour / Level
Save: None
Spell Resistance: No
You empower the touched weapon with a +1 enhancement bonus per 3 caster levels (maximum of +5). You can either directly target the weapon you want to cast this spell on, or you can target a creature, affecting the creature's main hand weapon. This spell can be cast on melee weapons, thrown weapons, gauntlets, and ammunition (arrows, bolts, bullets).
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Enchantment
Component(s): Verbal, Somatic
Range: Medium
Save: None
Spell Resistance: Yes
This spell applies a -4 penalty to all saving throws for hostile creatures in the area. The duration is 1d6 seconds per caster level (extended doubles the duration).
Caster Level(s): Cleric 7
Innate Level: 7
School: Necromancy
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Harmless
Spell Resistance: No
Greater Restoration removes most negative effects from the target, including ability, AC, attack, damage, damage immunity, saving throw, spell resistance, and skill decreases; blindness, deafness, curses, diseases, poisons, paralysis, charm, domination, daze, confusion, fear, negative levels, slow, stun, and immobilization. It also heals the target to full Hit Points if the target is not undead.
Caster Level(s): Cleric 6, Wizard / Sorcerer 8
Innate Level: 7
School: Transmutation
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Caster
Duration: 1 turn / level
Save: Will negates
Spell Resistance: No
The caster's presence is completely ignored by nearby creatures unless they succeed on a Will save. Attacking or performing a hostile action will make the sanctuary vanish.
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Illusion
Descriptor(s):
Component(s): Verbal, Somatic
Range: Special
Area of Effect / Target: Special
Duration: Special
Additional Counter Spells:
Save: Special
Spell Resistance: Special
Allows the caster to conjure a shadow variant of one of the following spells: Summon Shadow, Melf's Acid Arrow, Ghostly Visage, Web, or Minor Globe of Invulnerability.
Caster Level(s): Druid 3
Innate Level: 3
School: Evocation
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 1 round
Save: Reflex 1/2 (see text)
Spell Resistance: Yes
You evoke from the earth an upswelling of virulent green energy, burning any creature in the spell's area for 2d6 points of acid damage +1 point per caster level, maximum 2d6+10. Creatures present when the spell is cast may make a Reflex save for half damage. Creatures still in the area at the end of the round take the same damage again with no saving throw.
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Small
Duration: Instant
Save: None
Spell Resistance: Yes
You create a rain of stones that deal damage to creatures and objects they strike. Make a ranged touch attack against each object in the area, doing 1d4 points of bludgeoning damage per caster level, to a maximum of 5d4.
Caster Level(s): Cleric 4
Innate Level: 4
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Instant
Additional Counter Spells:
Save: Will Partial
Spell Resistance: Yes
The caster smites a group of enemies with divine light for 1d8 points of damage for every two caster levels, to a maximum of 5d8. Enemies that make a Will save take half damage and avoid being dazed for 1 to 6 rounds.
Caster Level(s): Bard 5, Cleric 5, Druid 6
Innate Level: 5
School: Conjuration
Descriptor(s): Healing
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Large
Duration: Instant
Save: Fortitude 1/2 (undead only)
Spell Resistance: Yes (undead only)
Positive energy radiates from you, healing allies in the area for 10 hit points plus your caster level (maximum +20), plus 20% to 40% of their maximum hit points. Hostile undead in the area instead take the same amount of positive damage.
Caster Level(s): Bard 2, Wizard / Sorcerer 3
Innate Level: 2
School: Enchantment
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Touch
Duration: 10 Minutes / Level
Save: None
Spell Resistance: No
This spell imbues a single target with great bravery. The target gains a +2 bonus on attack rolls, saves, and skill checks.
Caster Level(s): Cleric 3
Innate Level: 3
School: Necromancy
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Area
Save: Will 1/2
Spell Resistance: Yes
Holy Smite
Only evil enemies are affected. They take 1d4 divine damage per caster level (Will save halves). On a failed save they are blinded for 1 round.
Unholy Blight
Only good enemies are affected. They take 1d4 negative damage per caster level (Will save halves). On a failed save they suffer a -2 penalty to all saving throws for 1 round.
Caster Level(s): Paladin 4
Innate Level: 4
School: Evocation
Descriptor(s): Weapon Enchantment
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature or Weapon
Duration: 1 Turn / Every 10 Levels + 1 Turn / Every 2 Charisma Bonus Modifier
Save: None
Spell Resistance: No
This spell transforms the caster's weapon into a powerful Holy Avenger, a specially blessed weapon that, when wielded by paladin, acts like a +5 holy weapon that dispels magic on hit, delivers an additional +1d6 divine damage against evil aligned creatures and grants the caster a spell resistance of 16. This spell can be cast on melee weapons, thrown weapons, gauntlets, and ammunition (arrows, bolts, bullets).
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Necromancy
Descriptor(s): Death
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Colossal
Duration: Instant
Additional Counter Spells:
Save: Fortitude 1/2
Spell Resistance: Yes
All creatures within the area of effect take 1d8 points of withering energy damage per caster level, to a maximum of 25d8.
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Gargantuan
Duration: Instant
Save: Reflex Partial
Spell Resistance: Yes
The caster creates a burst of ice in the target area. The burst deals 1d4 points of cold damage + 1 point of bludgeoning damage per caster level (maximum 10d4 cold + 10 bludgeoning).
Caster Level(s): Sorcerer / Wizard 1
Innate Level: 1
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: One creature
Duration: Instantaneous
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
You create a piece of ice that flies toward the target and deals 1d4 points of cold damage per level (maximum of 5d4).
Caster Level(s): Druid 3, Ranger 3, Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Component(s): Verbal, Somatic
Range: Medium
Save: Fortitude negates freeze
Spell Resistance: Yes
This spell throws a magical lance of ice to the target which the casters has chosen. The lance hits automatically, and deals 5D6 cold damage. The victim must make a fortitude save vs cold or be frozen for 4 rounds.
Caster Level(s): Bard 6, Druid 5, Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Huge
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
All creatures in the area of effect take 3d6 points of bludgeoning damage and 2d6 points of cold damage. Ice Storm will do an additional 1d6 cold damage per additional 3 caster levels.
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Abjuration
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: You
Duration: 1 round / level
Save: None
Spell Resistance: No
You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Conjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature touched
Duration: 1 minute / level
Save: None
Spell Resistance: No
You create a field of force around the target, giving it an armor bonus to AC equal to 3 + 1 per two caster levels, maximum +8 at 10th level.
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: 1 Round / Level
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
The caster creates a cloud of smoke and embers that causes 4d6 points of fire damage each round to all creatures within the area of effect.
Caster Level(s): Druid 5
Innate Level: 5
School: Transmutation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 round / level
Additional Counter Spells:
Save: None
Spell Resistance: Yes
The caster causes a target to ignite into flame. Each round the target will suffer 2d6 points of fire damage.
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Enchantment
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: One living creature
Duration: Instant
Save: Will negates
Spell Resistance: Yes
The affected creature suffers from a continuous confusion effect, and the target behaves randomly, as indicated on the following table:
1d10 Behavior
---- --------
1 Wander away for 1 minute (unless prevented)
2-6 Do nothing for 1 round
7-9 Attack nearest creature for 1 round
10 Act normally for 1 round
Except on a result of 1, roll again each round to see what the subject does that round. Wandering creatures leave the scene as if disinterested. Attackers are not at any special advantage when attacking them. Behavior is checked at the beginning of each creature's turn. Any creature who is attacked automatically attacks its attackers on its next turn.
Remove curse does not remove insanity. Greater restoration, heal, limited wish, miracle, or wish can restore the creature.
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Gargantuan
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
A number of energy missiles (one per caster level but to a maximum of 20) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than missiles, only the closest targets will be damaged. If there are more missiles than creatures, one of the creatures will be hit with multiple missiles. Each missile does 2d6 points of damage.
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Gargantuan
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
A number of energy missiles (one per caster level but to a maximum of 10) appear and randomly target and hit any hostile creature in the area of effect. If there are more creatures than missiles, only the closest targets will be damaged. If there are more missiles than creatures, one of the creatures will be hit with multiple missiles. Each missile does 1d6 points of damage.
Caster Level(s): Bard 3, Wizard / Sorcerer 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: 10 Minutes / Level
Save: None
Spell Resistance: No
Adds the Keen property to the targeted weapon, increasing its critical threat range. This spell can be cast on slashing melee weapons and slashing thrown weapons (such as throwing axes).
Caster Level(s): Cleric 2, Wizard / Sorcerer 1
Innate Level: 1
School: Necromancy
Component(s): Verbal, Somatic
Range: Long
Duration: 1 turn
Save: None
Spell Resistance: Yes
With this spell, the caster drains the life force from a living target and adds it to his own. The target creature suffers 1d4 negative damage which is then added as temporary hit points for 1 turn. This spell has no effect on undead, constructs, or targets protected by Negative Energy Protection.
Caster Level(s): Cleric 3
Innate Level: 3
School: Abjuration
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
The spell bolsters the mental, physical, and spiritual strength of the target creatures. 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): Bard 3, Ranger 3, Wizard / Sorcerer 3
Innate Level: 3
School: Necromancy
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 1 Minute / Level
Save: None
Spell Resistance: No
The subjects of the spell have a hard time avoiding attacks, sometimes even seeming to stumble into harm's way. The subjects take a -2 penalty to AC.
Caster Level(s): Cleric 5
Innate Level: 5
School: Necromancy
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 1 Minute / Level
Save: None
Spell Resistance: No
The subjects take a -2 penalty to attacks and saving throws.
Caster Level(s): Cleric 4
Innate Level: 4
School: Abjuration
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Friendly creatures in a huge burst
Duration: 1 turn / level
Save: None
Spell Resistance: No
The targets gain a +2 deflection bonus to their armor class, with an additional +1 bonus for every six levels of the caster (maximum of +5).
Caster Level(s): Cleric 2, Druid 2
Innate Level: 2
School: Conjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature touched
Duration: Instant
Additional Counter Spells: Ghoul Touch
Save: None
Spell Resistance: No
Removes all magical, extraordinary, and supernatural effects that apply a penalty to ability scores, AC, attack rolls, damage, damage immunity, spell resistance, saving throws, and skills. Will not remove the effects of a curse or a disease.