1st-LevelAbjuration Endure ElementsY: Exist comfortably in hot or cold regions. FirebellyR: Breathe fire and become resistant to it. Line in the Sand: Increase your attacks of opportunity per round. 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. Punishing Armor: Coat yourself with a thin layer of energy that turns back nonlethal damage on your attacker. Shield: Invisible disc gives +4 to AC, blocks magic missiles. Shock Shield: A shield of force protects you until you dismiss it in an explosion of electricity. Warding Weapon: The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity. Waterproof: Target becomes waterproof for the spells duration Wave Shield: Water blunts one incoming attack or fire effect. Winter FeathersR: Protect a feathered creature from the cold for a day.
Conjuration Barbed Chains: Hellish chains attack and cause a target to become shaken Celestial Healing: Grant fast healing 1 for 1 round/2 levels. Corrosive Touch: Touch attack deals 1d4 acid/level. Desperate Weapon: Create an improvised weapon. Guardian Armor: Teleport your armor onto an ally in range
Icicle Dagger: Masterwork ice dagger deals +1 cold damage. Infernal Healing: Give someone fast healing 1 for a minute, at the cost of a temporary evil alignment. Mage ArmorY: Gives subject +4 armor bonus. Mount: Summons riding horse for 2 hours/level. MudballR: Throw a ball of mud to blind your enemy. Returning Weapon: Grants a weapon the returning special weapon quality. Stone ShieldR: Summon a thick stone slab from the ground to shield you from attacks. Web BoltR: Throw a fist-sized ball of webbing at a target to ensare them.
Divination Sense Fear: Perceive nearby creatures that are experiencing fear True StrikeY: +20 on your next attack roll.
Evocation Biting Words: Deal 1d6+Str or Cha to target by speaking at it Burning HandsY: 1d4/level fire damage (max 5d4). Deadeye's ArrowR: Create an arrow of crackling electricity to harm your enemies or alert your allies. Ear-Piercing ScreamY: Deal sonic damage and daze target. Flare Burst: As flare, but affects all creatures in 10 ft. Hydraulic PushY: Wave of water bull rushes an enemy. Magic MissileY: 1d4+1 damage; +1 missile per two levels above 1st (max 5). Shocking GraspY: Touch delivers 1d6/level electricity damage (max 5d6). Snowball: Throw a conjured ball of snow at a target Tamer's Lash: Create a whip made of sound that damages foes and can frighten animals Thunderstomp: Trip one creature within range. Touch of CombustionR: Cause someone to combust with a touch. Tracking MarkR: Gain a supernatural ability to detect tracks and other clues.
Illusion Blurred Movement: As blur, but only while you are moving. Color SprayY: Knocks unconscious, blinds, and/or stuns weak creatures. Shadow Trap: Pin someone’s target, causing them to become stuck. Shadow WeaponY: Create a quasi-real masterwork weapon.
Necromancy Bloodbath: Cause yourself and enemies to bleed. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage. Night Blindness: Impair target’s vision as if it were darker. Phantom Blood: Gain temporary hp if Con loss would knock you out or kill you. Ray of EnfeeblementY: Ray causes 1d6 Str penalty + 1 per 2 levels. Ray of Sickening: Ray makes subject sickened. Touch of BloodlettingR: Cause any wounds the target has to bleed profusely.
Transmutation Batrachian SurgeR: Amplify your latent amphibian nature Blade Lash: Use your weapon like a whip to trip an opponent. Bouncy Body: Transmute the subject’s flesh into rubber, helping to protect against falls and grapples. BreakY: Gives an object the broken condition. Cheetah's Sprint: Sprint or charge with amazing speed. Coin Shot: Turn coins into deadly projectiles. Enlarge PersonY: Humanoid creature doubles in size. Expeditious RetreatY: Your base land speed increases by 30 ft. Face of the DevourerR: Horribly mutate the target’s face, disfiguring it while granting it a natural attack. Fear the Sun: Impose light blindness on your enemies. Feather FallY: Objects or creatures fall slowly. Frostbite: Target takes cold damage and is fatigued. Gorum's ArmorY: Make a suit of armor or shield erupt in thousands of spikes, causing damage to natural attacks against you. Hide Weapon: Hide a weapon within your own arm. Hobble: Reduce creature's speed Ice ArmorR: Create a thick suit of ice armor. Jump: Subject gets bonus on Acrobatics checks. Long Arm: Your arms lengthen, giving you extra reach. Magic Weapon: Weapon gains +1 bonus. Marid's MasteryR: Target gains bonus to attack/damage when combat is in water, penalty if on land. Mirror Strike: You may strike multiple opponents with a single attack. Pesh VigorM: Increase target’s strength with consumption of pesh. Reduce PersonY: Humanoid creature halves in size. Shield Of Shards: Turn your shield into a storm of shards that attack adjacent creatures
Stone Fist: Your unarmed strikes are lethal. Stone Throwing: Grant the subject the rock throwing and rock catching abilities. Strong WingsR: Enhance the target’s wings, giving them greater fly speed and maneuverability. Sundering Shards: Sundered item explodes, dealing 1d6 damage to adjacent creatures. Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down. Touch of the Sea: Swim speed becomes 30 ft. Unerring Weapon: Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit. Windy EscapeR: Briefly become insubstantial, allowing an attack to pass harmlessly through you.
2nd-LevelAbjuration Bullet Shield: You gain a +4 deflection bonus to AC against firearm attacks. Death from BelowR: Target gains dodge bonus to AC against larger creatures. Protection from ArrowsY: Subject gains DR 10/magic against ranged attacks. Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type. Scales of Deflection: Treat your normal AC as your touch AC against the next touch attack that targets you.
Stabilize Pressure: Target immediately adjusts to the surrounding pressure With the Wind: Protect a target from being blown away by wind of less than windstorm force
Conjuration Ablative BarrierY: Surrounds the target with layers of force. Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels. Dust of TwilightY: Black particles extinguish light sources within area. Glitterdust: Blinds creatures, outlines invisible creatures. Instant Weapon: Summon a melee weapon to wield. Slipstream: Wave boosts creature's speed. Stone Call: 2d6 damage to all creatures in area. Stone Discus: Flying discus deals bludgeoning or slashing damage. Vine Strike: Enhance one of your natural or unarmed attacks with thorny vine growth
Divination Mindshock: Charge your attacks with violent psychic energy. Perfect Placement: Grant tactical knowledge to your allies, increasing their AC and Reflex saves. See Invisibility: Reveals invisible creatures or objects. Wild Instinct: Sharpen your senses, gain a bonus to Perception even while asleep.
Enchantment Arcane Disruption: Make it difficult for others to cast arcane spells. Daze Monster: Living creature of 6 HD or less loses next action. Delay Pain: Ignore pain for 1 hour/level. Heckle: Shift the target’s attitude one step more hostile towards you and everyone else nearby. This also penalizes his attacks, saves, and certain skill checks. Jealous Rage: Fill the target with a sense of entitled self-importance. Miasmal DreadR: Spew a cloud of sickly green mist to demoralize all it contacts. Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.
Evocation Burning GazeY: Inflict 1d6 fire damage to creature by looking at it. Defensive Shock: Electricity damages your attackers. Elemental Touch: Gain energy damage touch attack. Fiery Runes: Charge a weapon with magical fiery runes. Final Sacrifice: Cause a summoned creature to explode. Fire Breath: Exhale a cone of flame at will. Fire's FriendR: Cloak yourself in flames that harm nearby enemies. Flaming Sphere: Rolling ball of fire deals 3d6 fire damage. Force Sword: Create a magical longsword made entirely of force. Frigid Touch: Target takes cold damage and is staggered. Gozreh's TridentR: Create a forked trident of electricity. Gust of WindY: Blows away or knocks down smaller creatures. Gusting SphereR: Release a swirling ball of wind to move around and knock your enemies about. Imbue with Elemental Might: As imbue with spell ability, except you transfer your elemental assault ability to the target. Molten Orb: Molten metal splash weapon deals 2d6 fire damage plus ongoing damage. Scorching RayY: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3). ShatterY: Sonic vibration damages objects or crystalline creatures. Sonic Scream: Create a cone of damaging sound at will.
Illusion Body Double: Change one creature to look and act like another. Mirror ImageY: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8). Shadow Claws: Claws of shadow deal slashing damage and Strength damage
Necromancy Blindness/DeafnessY: Makes subject blinded or deafened. Bone Fists: Gain armor spikes which provide +1 natural armor and a +2 damage with natural weapons. Brow Gasher: Slashing weapon deals bleed damage to an opponent's head. False LifeY: Gain 1d10 temporary hp + 1/level (max +10). Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened. Reaper's Coterie: Target weapon gains bonus damage for defeating enemies. Symbol of ExsanguinationM: Triggered rune causes nearby creatures to bleed. Unshakable ChillY: Target is afflicted with severe cold.
Transmutation Adhesive Blood: Attackers’ weapons stick to your gluey blood. Animal AspectY: You gain some of the beneficial qualities of an animal. Bear's Endurance: Subject gains +4 to Con for 1 min./level. Blood Armor: Your blood hardens when you are wounded, increasing your AC. Blood BlazeR: Ignite the blood of those who come near you. Boiling BloodY: Targets take fire damage; orcs get +2 Strength. Bone Flense: Cause a target's bones to erupt in sharp, jagged spurs, inflicting bleed and sickened Bull's Strength: Subject gains +4 to Str for 1 min./level. Cat's Grace: Subject gains +4 to Dex for 1 min./level. Certain Grip: You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD. Disfiguring TouchY: Target becomes disfigured. Eagle's Splendor: Subject gains +4 to Cha for 1 min./level. Extreme Flexibility: Gain a bonus to AC, on Escape Artist checks, and when grappling. Fleeting Defect: Cause a single object to become broken. Can also disrupt a construct’s animating force. Hag's Seasoning: Curse a target with a supernatually delicious scent, attracting animalistic monsters. Huntmaster's Spear: Enhance a spear to be especially deadly against a certain creature type Ironskin: Harden your skin into iron. Lightning Conductor: Absorb electricity damage and discharge it with a touch, weapon, or ray Mark of Blood: Imbue some of your life force into a creature, being able to permanently detect its location. Overstimulate: Target creature gains the ferocity ability Pouncing Fury: Make a full attack with your claws after a charge Pyrotechnics: Turns fire into blinding light or choking smoke. Quick Change: Use change shape as a swift action and surprise foes. Quick Throwing: Draw thrown weapons faster, gaining full attacks with such weapons. Rovagug's FuryR: Create a minor earthquake to trip creatures. Scale Spikes: Enhance a target’s scales with jagged spikes. Spider ClimbY: Grants ability to walk on walls and ceilings. Splinter Spell Resistance: Create an aura around a target weapon to weaken a foe’s magical defenses. Steal BreathR: Steal the breath from a creature’s lungs. Steal Size: Reduce a creature’s size, enlarge your own. Sun's Disdain: Curse a creature, giving it light blindness and making it susceptible to light spells Winged Sword: Grant a weapon the throwing special ability.
3rd-LevelAbjuration Allied Cloak: Enchanted cloak grants shield bonus to AC and can use aid another on you once per round Blade Snare: Create an invisible snare to trap weapons. Blood Salvation: Become immune to any damaging area spells you cast. Caustic Safeguard: Imbue an object with an acidic protective ward. Clay Skin: Grants DR 5/Adamantine Cloak of Winds: Creates a screen of wind around you. Pressure Adaptation: Target acclimates to pressure changes more quickly Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Conjuration Aqueous Orb: Creates rolling sphere of water. Draconic AllyM: Creates a semi-living intelligent draconic servant that loyally obeys and serves you.
Flame Steed: As phantom steed, but immune to fire and can breathe a cone of smoke and ash Gloomblind BoltsR: Create bolts of negative energy to harm the living or heal the undead, possibly blinding the target. Grasping Tentacles: Use a mass of tentacles to perform dirty tricks. Phantom SteedY: Magic horse appears for 1 hour/level. Rising Water: Create a pillar of water Silver Darts: Cone of silver darts deals 1d6 piercing damage/level, less against armored targets. Sleet Storm: Hampers vision and movement. Stinking CloudY: Nauseating vapors, 1 round/level. Waves of Blood: A cone of blood pushes creatures, sickens them, and makes the ground slick.
Divination Blood Biography: Learn about a creature with its blood. Find Fault: Learn many of the target’s weaknesses and gain a +5 bonus on your next attack. Locate Weakness: You roll damage twice when you roll damage for a critical hit and take the best damage. Pack Empathy: Create an empathic bond with allies.
EnchantmentDraconic Malice: Cause living creatures to lose their immunity to fear or mind-affecting effects vs your spells.
Fiendish Wrath: Targets gain a moral bonus to Strength, Constitution, and Will, as well as the rend ability with claws or unarmed strikes HeroismY: Gives +2 on attack rolls, saves, skill checks. Hold Person: Paralyzes one humanoid for 1 round/level. Psychic Leech: Leech a target’s strength, forcing them to become fatigued in order to grant you power. Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Evocation Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward. Apsu's Shining Scales: Gain +5 armor bonus to your AC, natural attacks are good and silver, and infuse your breath weapon with holy power.
Chain of Perdition: Creates a floating chain of force. Draconic ReservoirY: Subject can absorb energy damage and enhance melee attacks with it. Elemental Aura: Creates an aura of energy around you. FireballY: 1d6 damage per level, 20-ft. radius. FirestreamRY: Spray a rushing stream of fire from your hand. Force Hook Charge: Hook of force drags you to the target. Force PunchY: Target takes force damage and is pushed away. Hydraulic TorrentY: Creates torrent of water that bull rushes any creature in its path. Lightning BoltY: Electricity deals 1d6/level damage. Pain Strike: Inflicts 1d6 nonlethal damage 1 round/level. Pyrotechnic Eruption: Erupting flames burn a target several times. Runic Overload: Charge magical runes to an explosive degree. Thunderstomp, Greater: Trip multiple creatures within range. Trial of Fire and Acid: Cover the target creature in burning acid. Twilight Knife: Floating knife attacks with you. Wind Wall: Deflects arrows, smaller creatures, and gases.
Illusion Vision of Hell: Illusory hellscape makes creatures shaken.
Necromancy Howling Agony: Screaming pain limits the target's actions. Outbreak: Diseased creatures in the area become extremely contagious Ray of Exhaustion: Ray makes subject exhausted. Vampiric TouchY: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp. Virulent Miasma: As fog cloud, but vapor is diseased
Transmutation Air Breathing: Allow creatures to breathe air. Animal Aspect, Greater: As animal aspect, but you gain two animal qualities. Beast Shape IY: You take the form and some of the powers of a Small or Medium animal. Blood ScentR: Magnify the target’s ability to smell the presence of blood. BurrowY: Target gains a burrow speed of 15. Burst of Speed: You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are. Channel VigorR: Focus your energy into a specific part of your body, giving you various enhancements. Countless Eyes: Extra eyes give all-around vision. Earth Tremor: Unleash a tremor that creates difficult terrain and can knock foes down and damage them Eruptive Pustules: Acid boils burst when you are attacked. Excruciating Deformation: Target takes Dex and Con damage. Fey Form I: Assume the form of a Small or Medium fey creature Fire TrailR: Leak a trail of flame that follows your every step. Flame Arrow: Arrows deal +1d6 fire damage. FlyY: Subject flies at speed of 60 ft. Fractions of Heal and HarmR: Heal yourself with the next spell that also deals damage. HasteY: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves. Hostile Levitation: Levitates the targeted creature up off the ground. Infuse Self: Assume the form of a native outsider Ja Noi Aspect: Take on the appearance and some qualities of a ja noi oni. Keen Edge: Doubles normal weapon's threat range. Magic Weapon, GreaterY: Weapon gains +1 bonus/four levels (max +5). Monstrous ExtremitiesR: Mutate an extremity of the creature touched. Monstrous Physique IY: Take the form and some of the powers of a Small or Medium monstrous humanoid. Paragon SurgeR: +2 enhancement to Dexterity and Intelligence, gain use of any one feat. Raging RubbleR: Animate an area of rocks to create a dangerous, rolling area of debris. Resinous Skin: You gain DR 5/piercing and +4 to CMD against disarm attempts. Sky SwimR: Allow the target to swim through the air. SlowY: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls. Tail Strike: Grow a tail and gain a tail slam attack.
Temporary Graft: Graft a body part onto yourself to gain one of several benefits Titanic Anchoring: Become grounded and nearly immovable. Toxic Blood: Turn your blood into venom, poisoning creatures that wound you Undead Anatomy I: Take the form and some of the powers of a Small or Medium undead. Versatile Weapon: Weapon bypasses some DR. Water Breathing: Subjects can breathe underwater. Wing ThornsR: Sprout poisonous thorns from your wings.
4th-LevelAbjuration Banishing Blade: Enhanced weapon gets free bull rush attempts on attacks. StoneskinMY: Grants DR 10/adamantine. Wreath of BladesF: Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.
Conjuration Black TentaclesY: Tentacles grapple all creatures within a 20-ft. spread. Celestial Healing, Greater: As celestial healing, except target gains a stronger aura and fast healing 4 instead of 1. Flash Forward: Charge, then teleport back to starting poisiton Ghost WolfR: Summon a wolf mount made of black smoke which emanates fear. Pellet Blast: Creates an explosion of conjured metal pellets. Poisonous Cloud: As per fog cloud, but lethally poisonous Summon Flight of EaglesF: Summon giant eagles as mounts or battle companions Touch of Slime: Touch infests a target with green slime.
Divination Mask from DivinationM: Protect a creature from divination effects
Enchantment ConfusionY: Subjects behave oddly for 1 round/level. Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks. Hollow Heroism: Provide a heroism effect that you can reverse at any time Moonstruck: Subject is enraged and confused.
Evocation Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each. Burn CorruptionR: Scour the life in an area, especially Abyssal life. Controlled Fireball: As fireball, but secretly deals less damage to your allies. DetonateM: Inflicts 1d8/level energy damage to all creatures within 15 ft. Dragon's BreathY: Gives you a dragon's breath weapon. Fire ShieldY: Creatures attacking you take fire damage; you're protected from heat or cold. Flaming Sphere, Greater: Rolling ball of fire deals 6d6 fire damage and ignites targets. Furious Fire Barrage: Conjure balls of flame to throw. Ice StormY: Hail deals 5d6 damage in cylinder 40 ft. across. River of Wind: A stream of wind causes nonlethal damage and can knock down or push creatures. ShoutY: Deafens all within cone and deals 5d6 sonic damage. Telekinetic Charge: Launches an ally through the air. Vitriolic Mist: As fire shield, except acid damage. Volcanic Storm: Hot rocks deal 5d6 damage. 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. Wall of IceY: Ice plane creates wall or hemisphere creates dome. Wall of Sound: Sonic wall deflects and damages creatures.
Illusion Horrific Doubles: Call forth disturbing mirror images Phantasmal KillerY: Fearsome illusion kills subject or deals 3d6 damage. Shocking Image: As mirror image, but the duplicates emit electrical damage when destroyed.
Necromancy 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. Curse of Befouled FortuneR: Target can't gain the benefit of any luck ability. Cursed Treasure: Target object curses the next creature to touch it EnervationY: Subject gains 1d4 negative levels. False Life, Greater: Gain 2d10 temporary hp + 1/level. Fear: Subjects within cone flee for 1 round/level. Masochistic Shadow: Animate a target’s shadow, making it hunger for it’s owner’s life energy. SadomasochismR: Take more damage from opponents, but force them to become demoralized. Wall of Bone: Create a wall of bones that damages and grapples adjacent creatures
Transmutation Absorbing InhalationR: Completely inhale a cloud-like effect, keeping it stored harmlessly in your body. Aroden's Spellsword: Merge a melee weapon with a rod or staff. Baphomet's Blessing: Transmute the target’s head into that of a bull. Beast Shape IIY: You take the form and some of the powers of a Tiny or Large animal. Break, GreaterM: Break all nearby objects. Calcific Touch: Touch attack slows target, 1d4 Dex damage. Caustic Blood: Imbue your blood with corrosive acid, damaging those who wound you. Dimensional Blade: Turn your weapon into a two-dimensional object that can more easily bypass armor. Earth GlideR: Allow a target to swim through stone, dirt, and other earth. Elemental Body IY: Turns you into a Small elemental. Elemental MasteryR: Gain mastery over your elemental essence, granting bonus movement and attack. Enlarge Person, Mass: 1 humanoid creature/level doubles in size. Firefall: Causes fire to burst up, dealing 2d6 fire damage. Flaming Aura: Gain the fire subtype or enhance an already existing subtype. Frosty Aura: Gain the cold subtype or enhance an already existing subtype. Hellmouth LashR: Transform your tongue into a whip made out of energy. Irregular Size: Creature's limb shrivels Monstrous Physique IIY: Take the form and some of the powers of a Tiny or Large monstrous humanoid. Naga Shape IR: Take the form of a Large naga Redcap's Touch: Gain a +2 bonus on damage rolls and heal slightly when you kill a creature Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level. Ride The Waves: Target can breathe water and swim. Scale Spikes, Greater: As scale spikes, except with a higher enhancement bonus. Tail Current: Create a current in water to enhance or impede swimming Tailwind: Create a current of wind to enhance or impede flight Vermin Shape IY: Take the form and some of the powers of a Small or Medium vermin. Warp Metal: Warp wood, affecting metal objects Wave Form: Briefly turn into a huge wave that knocks down everything in your path Wooden Wing ShieldR: Transmute your wings into a wooden shield-like barrier.
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