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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.
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: 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.
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.
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).
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.
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
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.
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: 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.
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.
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: 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.
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: 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).
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.
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).