Adept Spells
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F This spell has a focus component not normally included in a spell component pouch.
M This spell has a material component not normally included in a spell component pouch.
R Spell requires a requisite religion or race. If religion, spellcaster must worship the listed deity to utilize the spell. If race, the spell might only target members of the listed race (the spell will say this if it does), but often are just the race's guarded secrets. Members of other races can learn to cast them with GM permission.
T In order to prepare any of these spells, the caster must spend an hour performing a ritual in which he beseeches Torag (or a member of his family) for the aid of one of his divine family members. For 24 hours after the ritual, the caster may prepare spells of the requested deity. The caster may only attune himself to one additional deity at a time.
Y This spell has a Mythic version.
0-LevelConjuration Create Water: Creates 2 gallons/level of pure water. Stabilize: Cause a dying creature to stabilize.
Divination Detect Magic: Detects spells and magic items within 60 ft. Guidance: +1 on one attack roll, saving throw, or skill check. Read Magic: Read scrolls and spellbooks.
Evocation Light: Object shines like a torch.
Illusion Ghost Sound: Figment sounds.
Necromancy Touch of Fatigue: Touch attack fatigues target.
Transmutation Mending: Makes minor repairs on an object. Purify Food and Drink: Purifies 1 cu. ft./level of food or water. Vigor: Give someone a +1 bonus on their next melee damage roll.
1st-LevelAbjuration Endure ElementsY: Exist comfortably in hot or cold regions. Protection from ChaosY: +2 to AC and saves, plus additional protection against selected alignment. Protection from EvilY: +2 to AC and saves, plus additional protection against selected alignment. Protection from GoodY: +2 to AC and saves, plus additional protection against selected alignment. Protection from LawY: +2 to AC and saves, plus additional protection against selected alignment. Shield the Banner: Protect your tribe's banner with a sanctuary-like effect.
Conjuration Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5). Obscuring MistY: Fog surrounds you.
Divination Comprehend Languages: You understand all languages. Detect Chaos: Reveals creatures, spells, or objects of selected alignment. Detect Evil: Reveals creatures, spells, or objects of selected alignment. Detect Good: Reveals creatures, spells, or objects of selected alignment. Detect Law: Reveals creatures, spells, or objects of selected alignment.
Enchantment BlessY: Allies gain +1 on attack rolls and saves against fear. CommandY: One subject obeys selected command for 1 round. SleepY: Puts 4 HD of creatures into magical slumber.
Evocation Burning HandsY: 1d4/level fire damage (max 5d4).
Necromancy Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. Preserve: Prevent objects from rotting and spoiling Scarify: Convert some lethal damage to nonlethal damage, causing massive scarring
Transmutation Face of the DevourerR: Horribly mutate the target’s face, disfiguring it while granting it a natural attack.
2nd-LevelAbjuration Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Conjuration Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10). Delay Poison: Stops poison from harming target for 1 hour/level. WebY: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
Divination See Invisibility: Reveals invisible creatures or objects.
Enchantment Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). Animal Trance: Fascinates 2d6 HD of animals.
Evocation DarknessY: 20-ft. radius of supernatural shadow. Scorching RayY: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
Illusion Inner Focus: Ignore divine focus components of your spells. InvisibilityY: Subject is invisible for 1 min./level or until it attacks. Mirror ImageY: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
NecromancyEnemy's HeartR: Absorb an enemy’s power by eating it’s heart.
Transmutation Bear's Endurance: Subject gains +4 to Con for 1 min./level. Bull's Strength: Subject gains +4 to Str for 1 min./level. Cat's Grace: Subject gains +4 to Dex for 1 min./level. Rovagug's FuryR: Create a minor earthquake to trip creatures.
3rd-LevelAbjuration Remove Curse: Frees object or person from curse.
Conjuration Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15). Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. Remove Disease: Cures all diseases affecting subject.
Divination Tongues: Speak and understand any language.
Enchantment Blood Rage: Inspire a number of creatures into a rage, increaing their strength but lowering their AC.
Evocation Continual FlameM: Makes a permanent, heatless light. DaylightY: 60-ft. radius of bright light. Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius. Lightning BoltY: Electricity deals 1d6/level damage.
Necromancy Animate DeadMY: Creates undead skeletons and zombies. Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action. ContagionY: Infects subject with chosen disease.
4th-LevelAbjuration StoneskinMY: Grants DR 10/adamantine.
Conjuration Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20). Minor Creation: Creates one cloth or wood object. RestorationM: Restores level and ability score drains.
Evocation Wall of FireY: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Transmutation Polymorph: Gives one willing subject a new form.
5th-LevelAbjuration Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
Conjuration HealY: Cures 10 points/level damage, all diseases and mental conditions. Major Creation: As minor creation, plus stone and metal. Raise DeadM: Restores life to subject who died as long as one day/level ago. Wall of StoneY: Creates a stone wall that can be shaped.
Divination CommuneM: Deity answers one yes-or-no question/level. True SeeingM: Lets you see all things as they really are.
Transmutation Baleful PolymorphY: Transforms subject into harmless animal.
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