Showing 229 of 229 Spells

Epic Spell: Order Restored Custom spell

Innate Level: 9 School: Enchantment Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Colossal Duration: 20 Rounds Save: Will Negates (unlawful only) Spell Resistance: Yes (unlawful only) Order Restored affects allies and enemies alike, based solely on alignment. It 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.
Classes
Cleric Epic

Epic Spell: Paths Become Known Custom spell

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.
Classes
Druid Epic Wiz/Sorc Epic

Epic Spell: Peerless Penitence Custom spell

Innate Level: 9 School: Evocation Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Colossal Duration: 1 Round / Caster Level Save: Special 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.
Classes
Cleric Epic

Epic Spell: Pestilence Custom spell

Innate Level: 9 School: Necromancy Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Colossal Duration: Instant Save: Fortitude Negates 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.
Classes
Cleric Epic Druid Epic Wiz/Sorc Epic

Epic Spell: Spell Worm Custom spell

Innate Level: 9 School: Enchantment Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Single Spellcasting Creature Duration: Up to 30 Rounds Save: Will Negates Spell Resistance: Yes You infect the subject with a compulsive urge that consumes its spells. On a failed Will save, the subject loses one spell slot of its highest available level immediately and each round thereafter, up to 30 slots. The effect ends when no spell slots remain. Creatures immune to mind-affecting spells are unaffected.
Classes
Wiz/Sorc Epic

Epic Spell: Storm Mantle Custom spell

Innate Level: 9 School: Abjuration Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge (allies only) 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.
Classes
Druid Epic Wiz/Sorc Epic

Epic Spell: The Withering Custom spell

Innate Level: 9 School: Necromancy Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single Duration: 20 Rounds Save: Fortitude Partial 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.
Classes
Cleric Epic Wiz/Sorc Epic

Epic Spell: Tolodine's Killing Wind Custom spell

Innate Level: 9 School: Necromancy Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Huge Duration: 10 Rounds Save: Fortitude Negates (-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.
Classes
Druid Epic Wiz/Sorc Epic

Evard's Black Tentacles Base game Modified

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.
Classes
Wiz/Sorc 4
Metamagic
Empower Extend Maximize Quicken Silent Still

Expeditious Retreat Base game Modified

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.
Classes
Bard 1 Wiz/Sorc 1
Metamagic
Extend Quicken Silent Still

False Life Custom spell

Caster Level(s): Wizard / Sorcerer 2 Innate Level: 2 School: Necromancy Component(s): None 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).
Classes
Wiz/Sorc 2

Finger of Death Base game

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.
Classes
Druid 8 Wiz/Sorc 7
Metamagic
Empower Maximize Quicken Silent Still

Fire Orb Custom spell

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: Fortitude 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.
Classes
Wiz/Sorc 4
Metamagic
Empower Maximize Quicken Silent Still

Fire Storm Base game Modified

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 1d8 points of damage per caster level (to a maximum of 25d8). Half of the damage is divine and the other half is fire-based.
Classes
Cleric 8 Druid 7
Metamagic
Empower Maximize Quicken Silent Still

Fireball Base game

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.
Classes
Wiz/Sorc 3
Metamagic
Empower Maximize Quicken Silent Still

Firebrand Base game Modified

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).
Classes
Wiz/Sorc 5
Metamagic
Empower Maximize Quicken Silent Still

Fireburst Custom spell

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).
Classes
Wiz/Sorc 2
Metamagic
Empower Maximize Quicken Silent Still

Flame Arrow Base game

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.
Classes
Wiz/Sorc 3
Metamagic
Empower Maximize Quicken Silent Still

Flame Lash Base game

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.
Classes
Druid 2
Metamagic
Empower Maximize Quicken Silent Still

Flame Strike Base game

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.
Classes
Cleric 5 Druid 4
Metamagic
Empower Maximize Quicken Silent Still