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Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s): Acid, Cold, Electricity, Fire
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Bolt or Spell Cone
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes
The caster chooses a dragon's breath weapon to emulate, shooting either a bolt of acid, bolt of electricity, cone of acid, cone of cold or cone of fire, doing 1d6 points of damage of the chosen type per caster level to all those within the area of effect, to a maximum of 10d6. The caster takes 1 hit point of damage per hit die of damage dealt.
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Illusion
Descriptor(s):
Component(s): Verbal, Somatic
Range: Special
Area of Effect / Target: Special
Duration: Special
Additional Counter Spells:
Save: Special
Spell Resistance: Yes
The caster conjures a shadow variant of one of the following spells: Cone of Cold, Fireball, Stoneskin, Wall of Fire, or Summon Shadow.
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Illusion
Descriptor(s):
Component(s): Verbal, Somatic
Range: Special
Area of Effect / Target: Special
Duration: Special
Additional Counter Spells:
Save: Special
Spell Resistance: Yes
The caster conjures a shadow variant of one of the following spells: Darkness, Invisibility, Mage Armor, Magic Missile, or Summon Shadow.
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Illusion
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Turn / Level
Save: Harmless
Spell Resistance: No
The caster is shrouded in a cloak of shadow that protects them with the following effects:
+5 natural AC bonus
10 / +3 Damage reduction
Immunity to instant death effects
Absorbs up to 9 levels of Necromancy spells
Immunity to Negative Energy Damage
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Illusion
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Small
Duration: Instant
Save: Fortitude negates
Spell Resistance: No
You cause a multitude of ribbon-like shadows to explode outward in the target area. Creatures in the area take 2 points of strength damage, are dazed for 1 round, and suffer a -2 penalty to saves vs. fear effects. The fear penalty lasts for 1 round / level.
Caster Level(s): Druid 7
School: Abjuration
Component(s): Verbal, Somatic
Range: Personal
Duration: 1 Round / Level
Save: None
Spell Resistance: No
This powerful abjuration spell absorbs spells cast against the target, including spell-like abilities and item spells. It absorbs 1d4+6 spells of up to 9th level (maximum 10). A successful dispel spell will erase the effect.
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Transmutation
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature or object touched
Duration: Instant
Save: None
Spell Resistance: Yes
You must make a successful melee touch attack. The attack deals 1d6 points of electrical damage +1 point per caster level (maximum +20). When delivering the jolt, you gain a +3 attack bonus for 2 seconds if the target is wearing chain shirt or heavier armor.
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: 1 creature
Duration: Special
Save: Fortitude negates ignition (see text)
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: Until triggered
Save: Reflex
Spell Resistance: No
With this spell the mage throws a skull to an area. The skull remains floating there until somebody comes near. Then the skull explodes and deals 20d6 negative damage. There is a reflex save for lower damage. Metamagic has no effect on this spell.
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: 1 creature
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: 1 creature
Save: Fortitude negates blindness
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: Fort 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: Living creature touched
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 minute 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: Creature touched
Duration: 1 turn / 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: Self
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: Area
Duration: 1 Round / Level
Save: Fortitude (see text)
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 Special
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 Special
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: 1 creature
Duration: Instant
Save: Reflex 1/2; Fortitude negates blindness
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).
Caster Level(s): Cleric 7, Wizard / Sorcerer 7
Innate Level: 7
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 that are not immune to fear take a -2 AC penalty for 5d4 rounds.
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: Will negates (DC 36)
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 stunned for 5d4 rounds (creatures immune to stun are unaffected).
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Transmutation
Component(s): Verbal
Range: Personal
Area of Effect / Target: Caster
Duration: 10 seconds
Save: None
Spell Resistance: No
All creatures within the area of effect are frozen in time for 10 seconds, except the caster. Outsiders, dragons, and aberrations are unaffected.
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / 2 Levels
Additional Counter Spells: Negative Energy Protection
Save: None
Spell Resistance: Yes
The target creature takes 1d6 points of damage for every 2 caster levels (maximum 10d6). This damage is then applied to the caster's hit points as a temporary bonus. You can't gain more temporary hit points than what is required to kill the target (target's current hit points +10).
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Conjuration
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: 1 creature
Duration: 1 round / level
Save: Reflex negates
Spell Resistance: Yes
You conjure a glob of green, sticky goo. Make a ranged touch attack against the target. On a failed Reflex save, the target is slowed for 1 round per caster level. Medium creatures are immobilized for half the duration, smaller creatures are paralyzed for the full duration, and larger creatures are immobilized for 3 seconds.
Caster Level(s): Bard 3, Wizard / Sorcerer 3
Innate Level: 3
School: Abjuration
Component(s): Somatic
Range: Personal
Duration: 5 rounds
Save: None
Spell Resistance: No
The recipient of this spell can cast spells with a verbal component without having to make any noise, as long as the casting takes place entirely within the duration of the Vocalise spell. Only the verbal requirement of spells is deleted. The spell has no effect on speech or other noises.
This spell is of great use when quiet is desired in spell casting or the individual has been magically silenced.
Caster Level(s): Druid 5, Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Wall 30 ft Long
Duration: 1 Round / 2 Levels
Save: Reflex 1/2
Spell Resistance: Yes
This spell creates a curtain of fire that deals 4d6 points of fire damage to any creature within or passing through it each round.
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Illusion
Descriptor(s): Fear, Mind-Affecting
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Colossal
Duration: Instant
Additional Counter Spells: True Seeing
Save: Fortitude and Will
Spell Resistance: Yes
A horrible phantasm rises to stand before enemy creatures in the area of effect, causing them to make a Will save. If they fail, the phantasm touches them and they must now make a Fortitude saving throw. If this saving throw fails, the creature dies. Those who succeed the Fortitude save still take 3d6 points of damage, are stunned for 2 rounds, and suffer a 1d4 Strength decrease for 1 round per caster level. Creatures with less than 4 HD automatically die, without any saving throws.
Caster Level(s): Druid 7
Innate Level: 7
School: Evocation
Descriptor(s): Sonic
Component(s): Verbal
Range: Personal
Area of Effect / Target: Gargantuan, centered on you
Duration: Instant
Save: See text
Spell Resistance: No
Any hostile creature who hears the word of balance suffers ill effects based on its hit dice compared to your caster level; effects are cumulative.
HD up to caster level: Slowed for 1 round.
HD up to caster level - 5: 2d6 Strength decrease for 2d4 rounds.
HD up to caster level - 10: Will save or paralyzed for 2d8 rounds.
HD up to caster level / 2 + 5: Will save or die.