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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: Huge (allies only)
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: Huge (allies only)
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: Single
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. All creatures within 6 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
Duration: Instant
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
Duration: 1 Round / Level
Save: None
Spell Resistance: No
This spell summons forth a silent, weightless sword-like construct made of moonlight. 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
Duration: Instant
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
Duration: Special
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 chosen spell determines its duration, saving throws, and spell resistance.
Caster Level(s): Druid 8
Innate Level: 8
School: Illusion
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Colossal
Duration: Instant
Save: Fortitude Negates (death only)
Spell Resistance: Yes
When this spell is cast, hostile creatures in the area (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. Undead are healed by this spell instead of harmed and gain a strength increase of 1 per 4 caster levels.
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: Single
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 Negates
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
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: Single (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 Turns
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: Single
Duration: 5 Rounds
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. Magically sleeping opponents can be attacked with substantial bonuses.