Showing 229 of 229 Spells

Heal Base game Modified

Caster Level(s): Cleric 6, Druid 7 Innate Level: 6 School: Conjuration Descriptor(s): Healing Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Harm Save: Fortitude 1/2 (undead only) Spell Resistance: Yes (undead only) The living target is restored to full Hit Points. When used against a hostile undead creature, you must make a successful melee touch attack and overcome its spell resistance. On a failed Fortitude save, the undead is reduced to 2d6 Hit Points; on a successful save, the positive damage is halved.
Classes
Cleric 6 Druid 7
Metamagic
Quicken Silent Still

Healing Circle Base game Modified

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.
Classes
Bard 5 Cleric 5 Druid 6
Metamagic
Empower Maximize Quicken Silent Still

Heroism Custom spell

Caster Level(s): Bard 2, Wizard / Sorcerer 3 Innate Level: 2 School: Enchantment Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: 1 Hour / 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.
Classes
Bard 2 Wiz/Sorc 3
Metamagic
Extend Quicken Silent Still

Holy Smite/Unholy Blight Custom spell

Caster Level(s): Cleric 3 Innate Level: 3 School: Necromancy Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Huge Duration: Instant 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.
Classes
Cleric 3
Metamagic
Empower Maximize Quicken Silent Still

Holy Sword Base game Modified

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 a weapon into a powerful Holy Avenger. When wielded by a paladin, the weapon acts as a +5 holy weapon that dispels magic on hit, deals an additional +1d6 divine damage against evil-aligned creatures, and grants spell resistance 16. The caster can target a specific weapon or a creature with this spell. If the target has a ranged weapon equipped, its equipped ammo will automatically be targeted instead of the main hand weapon. This spell can be cast on melee weapons, thrown weapons, gauntlets, and ammunition (arrows, bolts, bullets).
Classes
Paladin 4
Metamagic
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Horrid Wilting Base game

Caster Level(s): Wizard / Sorcerer 8 Innate Level: 8 School: Necromancy Descriptor(s): Death Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge 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.
Classes
Wiz/Sorc 8
Metamagic
Empower Maximize Quicken Silent Still

Ice Burst Custom spell

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

Ice Dagger Base game

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).
Classes
Wiz/Sorc 1
Metamagic
Empower Maximize Quicken Silent Still

Ice Lance Custom spell

Caster Level(s): Druid 3, Ranger 3, Wizard / Sorcerer 3 Innate Level: 3 School: Evocation Component(s): Verbal, Somatic Range: Medium Duration: Instant Save: Fortitude Negates (freeze only) 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.
Classes
Druid 3 Ranger 3 Wiz/Sorc 3
Metamagic
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Ice Storm Base game

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.
Classes
Bard 6 Druid 5 Wiz/Sorc 4
Metamagic
Empower Maximize Quicken Silent Still

Ilyykur's Mantle Custom spell

Caster Level(s): Wizard / Sorcerer 4 Innate Level: 4 School: Abjuration Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: Caster 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.
Classes
Wiz/Sorc 4
Metamagic
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Improved Mage Armor Custom spell

Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Conjuration Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: 1 Turn / 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.
Classes
Wiz/Sorc 3
Metamagic
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Incendiary Cloud Base game Modified

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.
Classes
Wiz/Sorc 8
Metamagic
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Inferno Base game

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.
Classes
Druid 5
Metamagic
Empower Extend Maximize Quicken Silent Still

Insanity Custom spell

Caster Level(s): Wizard / Sorcerer 7 Innate Level: 7 School: Enchantment Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Single 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.
Classes
Wiz/Sorc 7

Isaac's Greater Missile Storm Base game

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.
Classes
Wiz/Sorc 6
Metamagic
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Isaac's Lesser Missile Storm Base game

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

Keen Edge Base game Modified

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: 1 Hour / Level Save: None Spell Resistance: No Adds the Keen property to the targeted slashing weapon, increasing its critical threat range. Ammunition with Keen applies Keen to the equipped launcher while that ammunition is equipped. The caster can target a specific weapon or a creature with this spell. If the target has a ranged weapon equipped, its equipped ammo will automatically be targeted instead of the main hand weapon. This spell can be cast on slashing melee weapons, slashing thrown weapons, and ammunition (arrows, bolts, bullets).
Classes
Bard 3 Wiz/Sorc 3
Metamagic
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Larloch's Minor Drain Custom spell

Caster Level(s): 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.
Classes
Wiz/Sorc 1
Metamagic
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Legion's Conviction Custom spell

Caster Level(s): Cleric 3 Innate Level: 3 School: Abjuration Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge (allies only) Duration: 1 Turn / 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).
Classes
Cleric 3
Metamagic
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