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Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Necromancy
Component(s): Verbal, Somatic
Range: Personal
Save: None
Spell Resistance: No
This spell grants the caster lich-like immunities for 1 round per level. The caster is immune to paralysis, fear, death, and mind-affecting spells.
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Chain of targets in a straight line
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
The caster fires a bolt of lightning that passes through all creatures in a straight line from the caster. The bolt does 1d6 points of electricity damage per caster level, to a maximum of 10d6.
Caster Level(s): Paladin 1
Innate Level: 1
School: Abjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Round / Level
Save: None
Spell Resistance: No
The subject gains immunity to fear effects.
Caster Level(s): Cleric 4, Wizard / Sorcerer 4
Innate Level: 4
School: Transmutation
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Minute / Level
Save: Fortitude negates
Spell Resistance: No
This spell reduces the target's spell resistance by 1 per caster level (maximum reduction of 15). The caster receives a bonus to the spell's save DC equal to his caster level.
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
The caster creates a shimmering projectile of magical force that unerringly slams into a single selected target. After level 1, the spell creates 1 additional missile every two caster levels, to a maximum of 5 missiles at level 9. Magic missiles do 1D4+1 points of damage each.
Caster Level(s): Cleric 1
Innate Level: 1
School: Enchantment
Component(s): Verbal, Somatic
Range: Long
Duration: Instant
Save: None
Spell Resistance: No
By using this spell, the priest hurls a magical stone at a target opponent, dealing 1d4 points of magical damage.
Caster Level(s): Bard 1, Cleric 1, Paladin 1, Wizard / Sorcerer 1
Innate Level: 1
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. 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: Transmutation
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 10 minutes / level
Save: None
Spell Resistance: No
You bestow upon a character a scintillating aura around his head, imbuing him with great power. The target receives a +4 bonus to AC, attack rolls, saving throws, and all ability scores.
Caster Level(s): Bard 6, Cleric 6, Druid 6, Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Friendly creatures in a huge radius burst
Duration: 1 Hour / Level
Additional Counter Spells: Ray of Enfeeblement
Save: Harmless
Spell Resistance: No
The target creature's Strength is increased by 1d4+1.
Caster Level(s): Bard 6, Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Friendly creatures in a huge radius burst
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No
The target creature's Dexterity is increased by 1d4+1.
Caster Level(s): Druid 9
Innate Level: 9
School: Conjuration
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Instant
Save: Fortitude negates
Spell Resistance: Yes
The caster creates water in the lungs of living creatures. Creatures that fail their Fortitude save take bludgeoning damage equal to 20% of their current hit points. Constructs, undead, and elementals cannot be drowned.
Caster Level(s): Bard 6, Cleric 6, Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Friendly creatures in a huge radius burst
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No
The target creature's Charisma is increased by 1d4+1.
Caster Level(s): Cleric 6, Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Friendly creatures in a huge radius burst
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No
The target creature's Constitution is increased by 1d4+1.
Caster Level(s): Bard 6, Cleric 6, Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Friendly creatures in a huge radius burst
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No
The target creature's Intelligence is increased by 1d4+1.
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 8
School: Enchantment
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Gargantuan
Duration: 1 Round / Level
Additional Counter Spells: Freedom of Movement
Save: Will negates
Spell Resistance: Yes
The target monsters (up to 1 / level) are paralyzed for the duration of the spell.
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Enchantment
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Gargantuan
Duration: 1 Round / Level
Additional Counter Spells: Freedom of Movement
Save: Will negates
Spell Resistance: Yes
The target humanoids (up to 1 target / level) are paralyzed for the duration of the spell.
Caster Level(s): Bard 6, Cleric 6, Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Friendly creatures in a huge radius burst
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No
The target creature's Wisdom is increased by 1d4+1.
Caster Level(s): Bard 4, Cleric 4, Druid 3, Ranger 3, Wizard / Sorcerer 4
Innate Level: 4
School: Transmutation
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Friendly creatures in a huge radius burst
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No
The target creature's ability to see in complete darkness is improved beyond that of Darkvision. When this spell is applied even the effects of magical darkness are pierced.
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Conjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: One creature
Duration: Special
Save: None
Spell Resistance: Yes
This spell banishes a non-plot NPC to a maze waypoint. The target returns to its original location after a delay based on its Intelligence: 1d4*100 + 200 - (Intelligence * 18) seconds (minimum 6 seconds). PCs are not affected.
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: 1 Round / 3 Levels
Save: None
Spell Resistance: Yes
The caster targets a single creature with an acid bolt. The initial damage from the spell is 3d6, +1d6 every round until the spell expires.
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Cone
Duration: Instantaneous
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
You breathe forth a cone of acidic droplets. The cone inflicts 1d6 points of acid damage per caster level (maximum 10d6).
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
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
The spell causes everything within the area of effect to be pummeled by incoming meteors. All those caught in the destruction take 1d6 points of fire damage per caster level, to a maximum of 40d6. All creatures within 5 feet of the caster are protected from the spell's effect.
Caster Level(s): Druid 3
Innate Level: 3
School: Transmutation
Component(s): Verbal, Somatic
Range: Medium
Save: Reflex 1/2
Spell Resistance: No
This spell infects the target with a cone of disease and deals 4d6 magical damage (Reflex save DC 16 halves the damage).
Caster Level(s): Druid 4
Innate Level: 4
School: Evocation
Component(s): Verbal, Somatic
Range: Personal
Save: None
Spell Resistance: No
This spell summons forth a silent, weightless sword-like construct made of moonlight for 1 round per level. 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.
The Druid will need to concentrate on the Moonblade to maintain it.
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Component(s): Verbal, Somatic
Range: Long
Save: Reflex 1/2 (burst)
Spell Resistance: Yes
This spell creates a brilliant globe of magical energy that streaks forth from the caster's hand to unerringly strike its target, much like a Magic Missle spell. The caster creates one missile per 4 caster levels (minimum 1, maximum 7). Each missile deals 2d6 points of damage to the target. After the missiles strike, the target takes bludgeoning damage equal to the caster level (Reflex save halves the burst damage) and is slowed by 50% for 2 seconds.
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Component(s): Verbal, Somatic
Range: Personal
Save: None
Spell Resistance: No
When cast, the mage releases a flood of wild magic and casts a random spell at the target with random metamagic. The spell chosen determines any saving throws or resistances.
Caster Level(s): Druid 8
Innate Level: 8
School: Illusion
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: All in view
Save: Fortitude
Spell Resistance: Yes
When this spell is cast, hostile creatures within 10 meters of the target location (up to one per caster level) must make a Fortitude save (DC is spell save -6) or die. Creatures that fail spell resistance are blinded for 1d4 turns whether or not they survive.
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Instant
Additional Counter Spells: Negative Energy Protection
Save: Will 1/2
Spell Resistance: Yes
All creatures caught in the area of effect take 1d8 points of negative energy damage +1 per caster level. Non-undead creatures also suffer a strength decrease of 1 per 4 caster levels (minimum 1). Undead are healed by this spell instead of harmed and gain a strength increase of 1 per 4 caster levels (minimum 1).
Caster Level(s): Cleric 2, Wizard / Sorcerer 1
Innate Level: 1
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Will 1/2
Spell Resistance: Yes
A ray of negative energy slams into the target creature, doing 1d6 points of damage. After level 1, the spell does an additional 1d6 points of damage for every 2 caster levels, to a maximum of 5d6 at level 9. Negative energy spells have a reverse effect on undead, healing instead of harming them.
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Enchantment
Descriptor(s): Mind
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: 1 creature
Duration: 1 round / level
Save: Fortitude negates
Spell Resistance: Yes
The target of this spell suffers agonizing pain for the duration of the spell. If the target fails his saving throw, he is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks.
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Evocation
Component(s): Verbal, Somatic
Range: Long
Duration: Instant
Save: Reflex
Spell Resistance: Yes
This spell shoots a ray of frost to a creature. The ray does 1d6 cold damage per level of the caster plus 1 (maximum 30d6+1). If the target makes a succesful savingthrow all damage is avoided (DC 34).
Caster Level(s): Cleric 4, Druid 5
Innate Level: 4
School: Conjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: None (see text)
Spell Resistance: Yes (undead only)
This spell channels positive energy into a creature to wipe away afflictions. It immediately ends any of the following effects: blinded, confused, dazed, deafened, diseased, frightened, paralyzed, poisoned, sleep, and stunned. It also cures 1d8 points of damage +1 per caster level (maximum 1d8+20). Against undead, the spell requires a successful melee touch attack and deals positive damage instead of healing; a successful Will save halves the damage.
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Enchantment
Component(s): Verbal
Range: Short
Area of Effect / Target: 1 Creature with up to 200 hit points
Duration: See text
Save: None
Spell Resistance: Yes
You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 201 or more hit points is unaffected by power word blind.
Hit Points Duration
---------- --------
Up to 50 Permanent
51 to 100 1d4+1 minutes
101 to 200 1d4+1 rounds
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Conjuration
Component(s): Verbal, Somatic
Range: Long
Duration: 2 rounds
Save: None
Spell Resistance: Yes
In using this spell the Wizard points at an individual and utters the power word. For the next two rounds, that creature cannot make any sound. This silence completely foils any spells that require verbal components.
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Conjuration
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: 1 creature
Save: None
Spell Resistance: Yes
When a wizard calls upon a Power Word sleep spell, he causes a comatose slumber to come upon the victim. The creature must have less then 20 hitpoints and gets no saving throw. The sleep lasts 5 rounds, and magically sleeping opponents can be attacked with substantial bonuses.
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Evocation
Descriptor(s): Special
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Spell Cone
Duration: Instant
Save: Special
Spell Resistance: Yes
All creatures within the area of effect randomly experience 1 or 2 of the following effects:
20 fire damage
40 acid damage
80 electrical damage
Struck with Bebilith Venom poison
Paralyzed for 10 rounds
Confused for 10 rounds
Struck dead
Creatures with 8 Hit Dice or fewer are blinded for 1 round per caster level.
Caster Level(s): Cleric 5, Druid 4
Innate Level: 4
School: Evocation
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Save: Reflex 1/2
Spell Resistance: Yes
A burst of fire erupts at the target location, dealing 1d4 fire damage per caster level to hostile creatures in a small radius. The caster is immune to the burst.
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Abjuration
Component(s): Verbal, Somatic, F
Range: Touch
Area of Effect / Target: Creature touched
Duration: 1 hour/level or until discharged
Save: None
Spell Resistance: No
The warded creature gains resistance to piercing weapons. The subject gains damage reduction 10/- against piercing weapons. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.
Focus: A piece of shell from a tortoise or a turtle.
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Abjuration
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Save: None
Spell Resistance: No
The effect of a protection from magical energy lasts for one turn per level of the caster and grants him a 25% immunity bonus to all magical attacks, like magic missle.
Caster Level(s): Druid 3
Innate Level: 3
School: Transmutation
Descriptor(s): Poison
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Fortitude Negates (poison only)
Spell Resistance: No
The caster throws poisonous quills at a target, doing 1d8 points of damage (+1 per 2 levels of the caster - max +5), plus inflicting Scorpion Venom on the target if they fail a Fortitude save.
Caster Level(s): Wizard / Sorcerer 0
Innate Level: 0
School: Conjuration
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
Does 1d4 + 1 cold damage to a single target creature.
Caster Level(s): Cleric 4
Innate Level: 4
School: Conjuration
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal, centered on you
Duration: 1 Round / Level
Save: None
Spell Resistance: Yes (for detrimental effects)
You recite holy scriptures of your deity. All allies (including you) in the area receive a +2 bonus to attack rolls, saving throws, and skill checks. All enemies receive a -2 penalty to attack rolls, saving throws, and skill checks. Creatures who are neither friendly or hostile are unaffected.
Caster Level(s): Cleric 4
Innate Level: 4
School: Conjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Harmless
Spell Resistance: No
Removes all magical, extraordinary and supernatural effects that apply a penalty to ability scores, Armor Class, attack and damage rolls, spell resistance, saving throws, damage immunity, and skills. This spell also removes all level drain, blindness, deafness, and paralysis effects. Will not remove the effects of a curse or a disease.
Caster Level(s): Cleric 5
Innate Level: 5
School: Transmutation
Component(s): Verbal, Somatic
Range: Personal
Duration: 1 round / level
Save: None
Spell Resistance: No
This spell imbues the caster with the might of his deity, giving him a +8 Strength bonus, +4 Constitution bonus, +4 bonus to natural armor, and damage reduction. The damage reduction is 5/+1 for casters up to 11th level, 10/+1 for casters from 12th - 14th level, and 15/+1 for casters of 15th level or higher.
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Abjuration
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: 1 creature
Duration: Instant
Save: None
Spell Resistance: No
When this spell is cast upon a creature it will dispel one spell protection of any level. The target's spell resistance, if any, does not affect this spell. It will always remove the highest level of protection, and if there are two of same level the choice is random.
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Instantaneous
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
The caster unleashes a crackling electric projectile that explodes upon all within the area of effect for 1d6 points of electric damage per caster level, to a maximum of 10d6.
Caster Level(s): Cleric 3
Innate Level: 3
School: Evocation
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: Yes
The caster directs a beam of white-hot light at a single target. The damage is based on the target's racial type:
Undead: 1d6 per caster level, to a maximum of 10d6
Construct: 1d6 for every 2 caster levels, to a maximum of 5d6
Other: 1d8 per 2 caster levels, to a maximum of 5d8