Showing 229 of 229 Spells

Mass Owl's Wisdom Custom spell

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.
Classes
Bard 6 Cleric 6 Wiz/Sorc 6
Metamagic
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Mass Ultravision Custom spell

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.
Classes
Bard 4 Cleric 4 Druid 3 Ranger 3 Wiz/Sorc 4
Metamagic
Extend Silent Still

Maze Custom spell

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.
Classes
Wiz/Sorc 8

Melf's Acid Arrow Base game Modified

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.
Classes
Wiz/Sorc 2
Metamagic
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Mestil's Acid Breath Base game

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).
Classes
Wiz/Sorc 3
Metamagic
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Meteor Swarm Base game Modified

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.
Classes
Wiz/Sorc 9
Metamagic
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Mold Touch Custom spell

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).
Classes
Druid 3
Metamagic
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Moonblade Custom spell

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.
Classes
Druid 4
Metamagic
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Mordenkainen's Force Missiles Custom spell

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.
Classes
Wiz/Sorc 4
Metamagic
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Nahal's Reckless Dweomer Custom spell

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.
Classes
Wiz/Sorc 1
Metamagic
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Nature's Beauty Custom spell

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.
Classes
Druid 8
Metamagic
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Negative Energy Burst Base game Modified

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.
Classes
Wiz/Sorc 3
Metamagic
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Negative Energy Ray Base game

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.
Classes
Cleric 2 Wiz/Sorc 1
Metamagic
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Nybor's Gentle Reminder Custom spell

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.
Classes
Wiz/Sorc 1
Metamagic
Extend Quicken Silent Still

Nybor's Stern Reproof Custom spell

Caster Level(s): Wizard / Sorcerer 7 Innate Level: 7 School: Enchantment Descriptor(s): Mind Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Single Duration: 1 Round / Level Save: Special Spell Resistance: Yes This spell causes even greater pain than Nybor's Gentle Reminder. The target creature must make a fortitude save or die. If she survives, the target is dazed for 1d4 rounds unless she succeeds at a will save. The subject also receives a -2 penalty to attacks, saves, and skill checks with no saving throw.
Classes
Wiz/Sorc 7
Metamagic
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Otiluke's Freezing Sphere Custom spell

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).
Classes
Wiz/Sorc 6
Metamagic
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Panacea Custom spell

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.
Classes
Cleric 4 Druid 5
Metamagic
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Power Word Blind Custom spell

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
Classes
Wiz/Sorc 8
Metamagic
Silent

Power Word, Silence Custom spell

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.
Classes
Wiz/Sorc 6
Metamagic
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Power Word, Sleep Custom spell

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.
Classes
Wiz/Sorc 2
Metamagic
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