Index of Spells by Sources - BoEM

BoEM

Archivist Spells

0-Level Archivist Spells

Tran

1st-Level Archivist Spells

Ench
  • Guilt: A non-good creature is forced to think about some evil deed it performed, denying it any actions except to defend itself.

2nd-Level Archivist Spells

Abjur
  • Static Veil: Scry DC increases by +1/level for targets within the area.
Univ

4th-Level Archivist Spells

Necr
Univ

6th-Level Archivist Spells

Ench
  • Coma: You put a living creature in a coma.

9th-Level Archivist Spells

Conj
  • Magma Burst: Creates an area of lava, dealing 20d6 fire damage/round.

Assassin Spells

1st-Level Assassin Spells

Conj
  • Devlin's Barb: You temporarily create an arrow, bolt, bullet, or sling stone that ceases to exist at the end of the duration.

3rd-Level Assassin Spells

Conj
  • Devlin's Venomblade: Temporarily create a slashing weapon coated in venom that disappears after the first wounding.

Bard Spells

1st-Level Bard Spells

Ench
  • Guilt: A non-good creature is forced to think about some evil deed it performed, denying it any actions except to defend itself.
Evoc
  • Silent Sound: Ranged attack roll deals 1d6/level (max 5d6) sonic damage.

3rd-Level Bard Spells

Ench
  • Greater Sleep: As sleep, except that you roll 4d6 to see how many HD are affected: no creature with more than 10 HD is affected.

Cleric Spells

0-Level Cleric Spells

Tran

1st-Level Cleric Spells

Ench
  • Guilt: A non-good creature is forced to think about some evil deed it performed, denying it any actions except to defend itself.

2nd-Level Cleric Spells

Abjur
  • Static Veil: Scry DC increases by +1/level for targets within the area.
Univ

4th-Level Cleric Spells

Univ

6th-Level Cleric Spells

Ench
  • Coma: You put a living creature in a coma.

Druid Spells

4th-Level Druid Spells

Necr

9th-Level Druid Spells

Conj
  • Magma Burst: Creates an area of lava, dealing 20d6 fire damage/round.

Sorcerer/Wizard Spells

0-Level Sorcerer/Wizard Spells

Abjur
Conj
  • Devlin's Barb: You temporarily create an arrow, bolt, bullet, or sling stone that ceases to exist at the end of the duration.
Div
  • Mental Alarm: Mental alarm that goes off at a specific time within the duration to all subjects simultaneiously.
Tran

1st-Level Sorcerer/Wizard Spells

Ench
  • Guilt: A non-good creature is forced to think about some evil deed it performed, denying it any actions except to defend itself.
Evoc
Tran

2nd-Level Sorcerer/Wizard Spells

Abjur
  • Static Veil: Scry DC increases by +1/level for targets within the area.
  • Thief Ward: All Hide and Move Silently checks suffer a -10 penalty.
Evoc
  • Icebolt: Ranged attack against a target with a piercing ice sicle for 2d6 piercing damage +1d6 + 1/level (max +10) cold damage. If a touch attack would hit, deal only the cold damage.
  • Mark of Air: Subject gains +2 to Dex. The mark can be discharged to create sheild of air that provides +5 deflection bonus for 10 rounds.
  • Mark of Earth: Subject gains +2 to Str. They can perform a ranged touch attack that deals 5d6 damage that ends the spell.
  • Mark of Fire: Subject gains +2 to Dex. Can also use a Ray attack for 3d3 fire damage, dismissing the spell.
  • Mark of Frost: Subject gains +1 natural armor bonus to AC. Can also create a spear that deals 1d8 piercing + 2d6 cold damage, dismissing the spell.
  • Mark of Water: Subject gains +2 to Con. Can also create a stream of water that deals 5d6 damage to a target, dismissing the spell.
Tran
  • Undaunted Fixture: Two objects cannot be separated except by a DC 30 strength check. Objects may break first.
Univ

3rd-Level Sorcerer/Wizard Spells

Abjur
  • Foil Tracer: Subject cannot be tracked while teleporting.
Conj
Ench
  • Greater Sleep: As sleep, except that you roll 4d6 to see how many HD are affected: no creature with more than 10 HD is affected.
Necr

4th-Level Sorcerer/Wizard Spells

Abjur
  • SpelltrapF: An intangible gem absobs spell and detonates if touched dealing 2d6/spell level absorbed in 20-ft.-spread.
Evoc
Necr
Tran
Univ

5th-Level Sorcerer/Wizard Spells

Abjur
  • Teleport BlockM: Teleportation spells fail when the destination or the origin is within the area.
Evoc
  • Cross of Lightning: As lightning bolt, except four lightning bolts that lauch 90 degrees apart from each other.
  • Teleport Redirect: Any teleportation subtype spell with an origin within the area directs the subjects to a destination of your choice.
Necr
  • Elemental Shroud: Grant undead creatures armor and turn bonuses and deal elemental damage upon being struck by a foe or striking a foe.

6th-Level Sorcerer/Wizard Spells

Conj
  • Freezing Claw: Flying hand deals cold damage and freezes targets.
Div
  • Teleport Coordinates Transfer: Teach somebody else a familiar location so the location is familiar to them, or improve the quaility of a location to familiar learned by a divination spell.
Ench
  • Coma: You put a living creature in a coma.
Evoc

8th-Level Sorcerer/Wizard Spells

Evoc
Tran
  • Imbue Guardian: A guardian gains bonuses to a 100-foot radius area.
  • Mantle of Egregious MightF: Grant +4 luck bonus to AC, Attacks, saves, and ability scores.
  • Primal Release: Subject gains physical bonuses (+10, +2, +10, -6, -2, -6) and Base Attack bonus becomes +1/HD of subject and gains feats.

9th-Level Sorcerer/Wizard Spells

Conj
  • Magma Burst: Creates an area of lava, dealing 20d6 fire damage/round.
Tran
  • Arcana Form: Become incorporeal and cast spells with your hit points and constitution.