Abjur |
- Dawn: Swift, Awaken sleeping and unconscious creatures.
- Minor Energy Ward: Grant 5 points of energy resistance.
- Resistance: Subject gains +1 on saving throws.
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Ench |
- Daze: Humanoid creature of 4 HD or less loses next action.
- Vengeful Mount: Makes an animal more difficult to ride or handle.
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Abjur |
- Alarm: Wards an area for 2 hours/level.
- Burial BlessingMXP: Prevents a corpse from rising as undead.
- Clear Mind: +4 on saves against mind-affecting spells and abilities.
- Cloak of Shade: Touched creature gains protection from heat and sun.
- Conviction: Subject gains +2 or higher save bonus.
- Dispel Ward: As dispel magic, but affects only wards.
- Easy Trail: Makes a trail easier to pass.
- Endure Elements: Exist comfortably in hot or cold environments.
- Entropic Shield: Ranged attacks against you have 20% miss chance.
- Hide from Animals: Animals cant perceive one subject/level.
- Hide from Undead: Undead can't perceive one subject/level.
- Impede Sun's Brilliance: Diminishes the heat and light of the sun in an area.
- Ironguts: Target gains +5 bonus on saving throws against poison*.
- Lionheart: The subject gains immunity to fear effects.
- Moment of Clarity: Target immediately makes a new saving throw to resist a mind-affecting spell or effect.
- Nightshield: You gain +1/3 caster levels resistance bonus (max +3) and a magic missile shield for 5 points/level. Spell ends when all damage is absorbed.
- Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
- Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
- Resurgence: You grant subject a second chance at a saving throw.
- Rosemantle: Adds +1/level (max +10) sacred bonus against pain, nausea, and fear affects. Also delays poison.
- Sanctuary: Opponents cant attack you, and you can't attack.
- Segojan's Armor: You fabricate a suit of armor from natural materials that is suitable for a creature of Medium or smaller size.
- Shield of Faith: Aura grants +2 or higher deflection bonus.
- Strategic Charge: You gain the benefits of the Mobility feat.
- Surefoot: You gain a +10 competence bonus on Balance checks.
- Suspend Disease: Keeps disease from harming creature for 24 hours.
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Conj | |
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Div |
- Arrow Mind: Immediate. You threaten nearby squares with your bow and fire without provoking attacks of opportunity.
- Blessed Aim: +2 bonus for allies' ranged attacks.
- Bloodhound: You gain an immediate retry if you fail a Survival check while tracking.
- Comprehend Languages: You understand all spoken and written languages.
- Detect Animals or Plants: Detects kinds of animals or plants.
- Detect Attitude: Reveals target's attitude.
- Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
- Detect Dragonmark: Detect and identify dragonmarks within 60 ft.
- Detect Evil: Reveals creatures, spells, or objects of selected alignment.
- Detect Favored Enemy: You know if favored enemies are within 60 ft.
- Detect Fire: Detect fire within 60 ft.
- Detect Good: Reveals creatures, spells, or objects of selected alignment.
- Detect Guilt: Reveals how much guilt target feels.
- Detect Law: Reveals creatures, spells, or objects of selected alignment.
- Detect Snares and Pits: Reveals natural or primitive traps.
- Detect Undead: Reveals undead within 60 ft.
- Detect Violence: Reveals violence done in area within recent past.
- Find Temple: You know direction of your deity's nearest temple.
- Grave Strike: Swift. You can sneak attack undead for 1 round.
- Guided Shot: Swift. You ignore distance penalties with your ranged attacks for 1 round.
- Healer's Vision: Gain +5 bonus on Heal checks, and +2 attack and damage on sneak attacks.
- Instant Search: Swift. Make Search check at +2 as free action.
- Know Greatest Enemy: Determines relative power level of creatures within the area.
- Know Protections: Determines target's defenses.
- Lay of the Land: You gain an overview of the geography around you.
- Lesser One Mind: You gain +4 on Spot and Listen checks while mounted
- Living Prints: You perceive tracks as if they had just been made.
- Locate City: Find nearest city.
- Locate Water: Reveals location, size, and quality of water sources.
- Marked ManF: Helps track a subject.
- Marked Object: You gain bonus to track a specific being.
- Omen of PerilF: You know how dangerous the future will be.
- Scholar's Touch: Read books in seconds.
- Sense Heretic: Glow reveals when evil creature is near.
- Sniper's Shot: Swift. No range limit on next ranged sneak attack.
- Speak with Animals: You can communicate with animals.
- Vine Strike: Swift. You can sneak attack plant creatures for 1 round.
- Vision of Glory: Subject gains morale bonus equal to your Cha modifier to one saving throw.
- Wieldskill: Target gains +10 to one skill, or can use it untrained, or gains a weapon or armor proficiency.
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Ench |
- Animal Messenger: Sends a Tiny animal to a specific place.
- Bane: Enemies take -1 on attack rolls and saves against fear.
- Beastland Ferocity: Subject fights without penalty while disabled or dying.
- Bless: Allies gain +1 on attack rolls and saves against fear.
- Calm Animals: Calms (2d4 + level) HD of animals.
- Charm Animal: Makes one animal your friend.
- Command: One subject obeys selected command for 1 round.
- Drug Resistance: Subject is immune to addiction.
- Enrage Animal: Animal rages like barbarian, not fatigued.
- Enrage Animals: Render normal animals hostile, and vicious.
- Guilt: A non-good creature is forced to think about some evil deed it performed, denying it any actions except to defend itself.
- Heartache: Subject helpless for 1 round.
- Hypnotism: Fascinates 2d4 HD of creatures.
- Incite: Subject can't ready actions or delay.
- Inhibit: Subject delays until next round.
- Ray of Hope: Subject gains +2 bonus on attacks, saves, and checks.
- Sacrificial Skill: Caster gains +5 bonus on Knowledge (religion) checks made during sacrifice.
- Sign: Your initiative check result improves, and you know enemies' initiative check results.
- Sleep: Puts 4 HD of creatures into magical slumber.
- Sorrow: Subject takes -3 penalty on attacks, saves, and checks.
- Stupor: One helpless subject is put in a state that allows him to be moved but take no other actions.
- Vision of Heaven: Evil creature is dazed for 1 round.
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Evoc |
- Blaze of Light: 60ft. cone of light dazzles creatures.
- Blood Wind: Subject uses natural weapons as thrown weapons.
- Buoyant Lifting: Underwater creatures rise to surface.
- Burning Hands: 1d4/level fire damage (max 5d4).
- Cloudburst: Rain obscures vision, extinguishes fires, and hampers missiles.
- Divine Favor: You gain +1 per three levels on attack and damage rolls.
- Divine Sacrifice: You sacrifice hit points to deal extra damage.
- Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
- Guiding Light: +2 on ranged attacks against creatures in illuminated area.
- Handfire: Your hand glows and can make a touch attack dealing 1d4 +1/level, 1d6 +1/level vs undead.
- Ice Gauntlet: A spiked gauntlet of ice forms around your fist.
- Lantern Light: Ranged touch attack deals 1d6 points of damage.
- Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d8 damage.
- Nimbus of Light: Sunlight illuminates you until released as an attack for 1d8+1/level damage.
- Produce Flame: 1d6 damage +1/level, touch or thrown.
- Ray of Resurgence: Yellow light restores 1 point/level (max 5 points) of Strength damage, negates penalties to Strength (up to 1d6+1/level, max +5) and either converts exhaustion to fatigue or removes fatigue.
- Sandblast: You fire hot sand that deals 1d6 nonlethal damage, stuns enemies.
- Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
- Thunderhead: Small lightning bolts deal 1d6 electricity damage/round.
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Illu | |
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Tran |
- Accelerated Movement: Swift. Balance, Climb, Hide, Move Silently, and Tumble at normal speed with no penalty on skill check.
- Alternate Silvered Weapon: Transforms one weapon into a silvered weapon.
- Anarchic WaterM: Makes chaotic-aligned anarchic water.
- Animate Fire: Turn campfire into Small fire elemental.
- Animate Water: Turn quantity of water into Small water elemental.
- Animate Wood: This spell imbues a Small or smaller wooden object with mobility and a semblance of life.
- Aquatic Escape: Take the form of a fish.
- Aspect of the Wolf: You change into a wolf and gain some of its abilities.
- Axiomatic WaterM: Makes lawful-aligned axiomatic water.
- Babau Slime: Secrete a body-covering acid that damages foes' weapons.
- Beast Claws: Your hands become slashing natural weapons.
- Bless WaterM: Makes holy water.
- Bless Weapon: Weapon strikes true against evil foes.
- Branch to Branch: You gain +10 competence bonus on Climb checks in trees and can brachiate through forest.
- Breath of the Jungle: Mist increases DC of saves vs. poison & disease
- Camouflage: Grants +10 bonus on Hide checks.
- Claws of the Bear: Your hands become weapons dealing 1d8 damage.
- Climb Walls: The subject gets a +10, +20@5th, or +30@9th enhancement bonus on Climb checks.
- Cold Fire: Fire becomes blue and white, emits cold.
- Corrupt Weapon: Weapon strikes true against good foes.
- Crabwalk: Subject gains +2 to AC and Attacks when charging.
- Crunchy Snow: -20 penalty on Move Silently checks in area.
- Deafening Clang: Swift, Weapon deafens with a successful touch attack.
- Demonflesh: Caster gains +1 natural armor/5 caster levels.
- Distort Weapon: All threats of a critical hit against good foes are automatically confirmed.
- Ebon Eyes: Subject can see through magical darkness.
- Embrace the Wild: You gain an animal's senses for 10 min./level.
- Entangle: Plants entangle everyone in 40-ft.-radius.
- Expeditious Retreat: Your speed* increases by 30 ft.
- Extend Shifting: Extend duration of shifting ability by 4 rounds.
- Eyes of the Avoral: Subject gians +8 racial bonus on Spot checks.
- Feather Fall: Objects or creatures fall slowly.
- Float of Livre d'Aquatha: Makes a willing creature or object buoyant.
- Fortify Cold Creatures: Cold subtype creatures gain +1 sacred bonus on attacks and saves against fire effects.
- Foundation of Stone: +4 bonus to resist being bull rushed or tripped
- Frostbite: Fort save or take 1d6 nonlethal cold damage and be fatigued.
- Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
- Hawkeye: You gain +5 on spot checks and fire ranged weapons better.
- Holy Spurs: Special mount's speed increases by 40 ft. for 1 round (swift).
- Horrible Taste: Attackers that bite you must make a Fort save or be Nauseated for 1 full round.
- Hunter's Mercy: Your next attack with a bow automatically is a critical hit if you hit.
- Ice Skate: While on ice, your speed increases by 60 feet.
- Ivory Flesh: Flesh turns white, granting +5 circumstance bonus on Hide checks in snow and ice.
- Jump: Subject gets bonus on Jump checks.
- Kuo-Toa Skin: Subject gains +8 on Escape Artist checks and cannot be snared by webs.
- Lightfoot: Your move does not provoke attacks of opportunity for 1 round (swift)
- Longstrider: Increases your speed.
- Low-Light Vision: Subject sees twice as far under current light.
- Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
- Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
- Magic Weapon: Weapon gains +1 bonus.
- Pass without Trace: One subject/level leaves no tracks.
- Portal Beacon: Six creatures know distance and direction to a magic portal.
- Quickswim: Your swim speed increases by 10 ft.
- Raging Flame: Accelerates burning fires, they last half as long, and burn twice as hot.
- Rapid Burrowing: +20 ft. to subject’s burrow speed*.
- Raptor's Sight: Gain +5 on Spot checks; range increment penalty halved.
- Remove Scent: Hides touched creature's scent.
- Rhino's Rush: Deal double damage when charging for one round.
- Ride of The Valenar: Gain +5 bonus on Ride for 10 min./level.
- Second Wind: Target gains the equivalent of the Endurance feat for 1 hour/level.
- Shifter Prowess: Shifter racial bonuses to skills increase by +8.
- Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
- Silverbeard: You grow a hard silver beard that gives +2 bonus to armor.
- Silvered Claws: One creature's natural attacks are treated as silvered weapons.
- Slow Burn: Dims and slows natural fire burn rates, doubling fire life and halving damage.
- Smell of Fear: Target's aroma triples the chance of wandering encounters.
- Snake's Swiftness: Subject immediately makes one attack.
- Snowdrift: Forms existing snow into another shape.
- Snowshoes: Subject walks easily on ice and snow.
- Snowsight: Normal vision in winter weather conditions.
- Speed Swim: Target gains swim speed 30.
- Spell Flower: Hold the charge on one touch* spell per forelimb.
- Spider Hand: Your hand becomes a Small monstrous spider.
- Spore Field: Mushrooms grow from ground, slowing movement and sickening living creatures.
- Stalactite Trap: A stalactite gains the ability to hurl itself at a foe.
- Stalking Brand: Target marked with symbol you can see despite disguises.
- Sticky Saddle: You become stuck to special mount, gain +10 Ride checks.
- Swift Bless Weapon: Weapon strikes true against evil foes for 1 round (swift).
- Tern's Persistence: Subject can travel overland 50% longer without fatigue.
- Tongue of Baalzebul: You gain +2 bonus on Bluff, Diplomacy, and Gather Information checks.
- Traveler's Mount: Creature moves faster but can't attack.
- Undertow: Cause water to splash out of containers or Stun creatures in large bodies of water for 1 round.
- Unity Wine: Drinking a glass of wine inspires +1 morale bonus on skill checks.
- Urchin's Spines: Target grows spines that damage opponents.
- Warning Shout: All living creatures within half a mile hear your shout.
- Waste Strider: Move through the wasteland without penalties.
- Webfoot: Target gains +4 on Swim and is less hindered by bog terrain.
- Winged Watcher: Take the form of a bird.
- Wings of The Sea: +30 ft. to subject’s swim** speed*.
- Winter Chill: Creature takes 1d6 cold damage and is fatigued.
- Woodwisp ArrowM: Enables a masterwork arrow or bolt to pass through wood.
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Ench |
- Addiction: Subject becomes addicted to a drug.
- Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
- Animal Trance: Fascinates 2d6 HD of animals.
- Calm Emotions: Calms creatures, negating emotion effects.
- Divine Protection: Allies gain a +1 morale bonus to their Armor Class and on saving throws.
- Elation: Allies gain +2 to Strength and Dexterity, +5 ft. of speed.
- Enthrall: Captivates all within 100 ft. + 10 ft./level.
- Hold Animal: Paralyzes one animal for 1 round/level.
- Hold Person: Paralyzes one humanoid for 1 round/level.
- Lastai's Caress: Intense feelings of good leave evil subject cowering, frightened, nauseated, or shaken.
- Sap Strength: Subject becomes exhausted.
- Stay the Hand: Change subject creature's attitude to helpful for 1 round.
- Train Animal: Affected animal gains additional tricks equal to 1/2 caster level for 1 hour/level.
- Wave of Grief: Cone imposes -3 penalty on attacks, checks, and saves.
- Yoke of Mercy: Target deals nonlethal damage.
- Zone of Truth: Subjects within range cannot lie.
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Evoc |
- Alicorn Lance: Gain a unicorn's horn that can be a ranged touch attack to strike a foe once as a free action for 3d6 force damage.
- Binding Winds: Sound cannot penetrate to or from target and -2 on ranged attacks.
- ConsecrateM: Fills area with positive energy, making undead weaker.
- Darkness: 20-ft. radius of supernatural shadow.
- DesecrateM: Fills area with negative energy, making undead stronger.
- Flame Blade: Touch attack deals 1d8 +1/two levels damage.
- Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
- Frost Breath: Icy breath deals 1d4 damage/2 levels.
- Gust of Wind: Blows away or knocks down smaller creatures.
- Hand of Divinity: Gives +2 sacred or profane bonus on saving throws to worshiper of your patron.
- Heartfire: Passions of targets ignite as real fire upon the target.
- Knife Spray: Cone of droplets, 1d6 and +1/level damage (max +5).
- Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders.
- Local Tremor: Light tremor shakes in a 30-ft. line.
- Moonbeam: Creates a cone of moonlight that causes lycanthropes to assume animal form, penetrates darkness spells of equal or lower level.
- Nature's Favor: Target animal gains +1/3 caster levels (max +5) luck bonus on attack and damage rolls.
- Numbing Sphere: Creates rolling ball of intense cold that deals 1d6 cold damage plus 1d4 Dex damage, lasts 1
round/level.
- Pressure Sphere: Water pressure deals 4d6 damage to submerged targets.
- Saltray: Ranged touch attack deals 1d6/2 levels (max 5d6) slashing damage. If cast near an ocean, a second ray is cast.
- Scimitar of Sand: Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated.
- Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
- Shatter: Sonic vibration damages objects or crystalline creatures.
- Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
- Spiritual Weapon: Magic weapon attacks on its own.
- Splinterbolt: Ranged Attack that deals 4d6 piercing damage per bolt (3-6:1, 7-10: 2, 11+: 3). Threatens 18-20, x3. +4 damage, cold iron in forest.
- Sun Bolt: Ray deals 2d6 damage, more against undead, and might blind target.
- Veil of Shadow: Darkness grants you concealment.
- Vile Darkbolt: Deals 1d8 damage/2 levels and stuns 1 round.
- Winter's Embrace: Subject takes 1d8 damage/round; can cause fatigue.
- Zone of Natural PurityM: Aberrations in area become weaker, fey and plants become stronger.
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Illu | |
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Tran |
- Acorn of Far Travel: Makes an acorn feel like a forest to the user and a spell.
- Align Fang: Natural weapon becomes good, evil, lawful, or chaotic.
- Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
- Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con.
- Aura of Glory: Bonus on Charisma-based skill checks, cure allies, and bolster them against fear.
- Balor Nimbus: Your flaming body damages foes in grapple.
- Barkskin: Grants +2 (or higher) enhancement to natural armor.
- Bear's Endurance: Subject gains +4 to Con for 1 min./level.
- Bite of the Wererat: You become enhanced such as that of a dire rat.
- Blinding Spittle: Ranged touch attack makes subject blind.
- Blood Frenzy: Grants extra use of rage.
- Body Blades: You attack as if armed, deal bonus damage, harm grapplers.
- Body Of The Sun: Your body emanates fire, dealing 1d4/2 levels (Max 5d4) damage.
- Brambles: Wooden weapon grows spikes that deal +1 damage/caster level (max +10).
- Briar Web: Area slows creatures and thorns deal 1 point of damage/5 ft. moved.
- Brilliant Energy ArrowM: Masterwork arrow or bolt radiates light and ignores armor.
- Brumal Stiffening: Brittle weapon's hardness reduced by 5.
- Bull's Strength: Subject gains +4 to Str for 1 min./level.
- Burrow: Grow claws and gain burrow speed of 30 ft.
- Cat's Grace: Subject gains +4 to Dex for 1 min./level.
- Chill Metal: Cold metal damages those who touch it.
- Cloud Wings: Increase the subject's fly speed by 30 feet.
- Creeping ColdF: Creature feels chill that increases with each round.
- Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
- Earthbind: Subject creature can't fly*.
- Earthfast: Double hardness and hit points of stone structure or rock formation.
- Easy Climb: Changes vertical surface Climb DC to 10.
- Evergreen: Magical heat warms plant life, healing 1d8 damage +1/level (max. +10) and granting immunity to cold.
- Exacting Shot: Enhances ranged weapons critical on threat and negates concealment miss chances.
- Extend Tentacles: +5 ft. to reach of tentacle attack; also lengthens medusa's snakes.
- Fins to Feet: Transforms tails and fins into legs and feet.
- Flash-Freeze: Earth, stone, and water become frozen.
- Frost Weapon: Weapon gains frost special ability, +1d6 cold damage.
- Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs.
- Ghost Touch Armor: Armor works normally against incorporeal attacks.
- Heat Metal: Make metal so hot it damages those who touch it.
- Holy Mount: Special mount gains celestial template.
- Infernal Wound: Weapon inflicts persistent, bleeding wounds.
- Iron Silence: Armor touched has no armor check penalty on Hide and Move Silently checks for 1 hour/level.
- Jagged Tooth: Doubles the critical threat range of natural weapons.
- Jaws of the Moray: Subject gains a bite attack.
- Leap Into Animal: Merge with animal and control its actions.
- Legion's Magic Weapon: Allies' weapons gain +1 enhancement bonus.
- Levitate: Subject moves up and down at your direction.
- Make Whole: Repairs an object.
- Mass Camouflage: As camouflage, but affects all in range.
- Mass Snake's Swiftness: Allies each immediately make one attack.
- Master Air: You sprout insubstantial wings and can fly.
- Mountain Stance: Subject can root itself against involuntary movement.
- One with the Land: Link with nature gives a +2 bonus on nature-related skill checks.
- Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
- Portal Well: When you step into a portal affected by this spell, you can wait for a short time within an extradimensional space between the portal's entrance and exit.
- Quick March: Allies' speed increases by 30 ft. for 1 round
- Razorscales: You deal lethal instead of nonlethal damage when grappling*.
- Reachwalker's Wariness: Automatically locate aberrations within 30 ft.
- Reduce Animal: Shrinks one willing animal.
- Resounding Voice: Target's voice carries 100-ft./level.
- Scent: Grants the scent ability for 1 hour/level.
- Smoke Stairs: Walk up a column of smoke as if it were solid.
- Snare: Creates a magic booby trap.
- Snow Walk: Increase your speed and walk effortlessly on top of snow without leaving tracks or scent.
- Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
- Spellslayer ArrowM: Masterwork arrow or bolt deals extra damage to a creature with ongoing spells cast upon it.
- Spider Climb: Grants ability to walk on walls and ceilings.
- Spider Leqs: You grow long spider legs that have a speed of 30 ft. and move on vertical surfaces.
- Spike Growth: Creatures in area take 1d4 damage, may be slowed.
- Steed of the Seas: Make your special mount amphibious.
- Stone Bones: Corporeal undead gains +3 natural armor bonus.
- Stone Fist: Your fists become rocky bludgeoning weapons.
- Stonemantle: Object gets hardness set to 8 and 15 hit points per inch unless it already has a better hardness.
- Strength of Stone: Bull's strength that ends if you lose contact with the ground.
- Surefooted StrideM: Treat mountainous terrain as plains.
- Swift Haste: You are hasted for 1d4 rounds (swift).
- Swim: Subject gains a swim speed equal to their land speed.
- Thaw: Transforms one 10-ft. cube/level of everfrost, slush, snow, and ice.
- Tiger's Tooth: One natural weapon of subject gets +1/four levels on attack and damage rolls (max +5) for 1 round (swift).
- Tree Shape: You look exactly like a tree for 1 hour/level.
- Trip Vine: Plants trip creatures entering area.
- Warp Wood: Bends wood (shaft, handle, door, plank).
- Whip of Thorns: Create a thorny whip that can damage or entangle opponents.
- Wolfskin: You take the shape of a normal wolf as if you had the wild shape ability of a 5th-level druid.
- Wood Shape: Rearranges wooden objects to suit you.
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Abjur |
- Antidragon AuraM: Allies gain bonus to AC and saves against dragons.
- ArrowsplitM: Transform a masterwork arrow or bolt mid-flight into 1d4+1 masterwork missiles.
- Blessing Of Bahamut: You gain damage reduction 10/magic.
- Cloak of Bravery: You and your allies gain a bonus on saves against fear.
- Dispel Magic: Cancels magical spells and effects.
- Dispel Shield: This spell protects you from dispel magic attemps by being dispelled first.
- Energized Shield: Shield provides user resistance 10, shield bash deals +2d6 damage.
- Favorable SacrificeM: Subject gains better protection the more gems you sacrifice.
- Forceward: Creates a sphere of force that prevents entry by all but you and your allies, grants +2 sacred bonus on saving throws against effects created by evil creatures to those inside.
- Glyph of WardingM: Inscription harms those who pass it.
- Insignia of Warding: Bearers of special insignia gain +1 to AC, Fortitude saves.
- Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
- Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
- Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
- Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
- Mantle of Chaos: You gain spell resistance 12 + caster level against spells with opposite alignment descriptor.
- Mantle of Evil: You gain spell resistance 12 + caster level against spells with opposite alignment descriptor.
- Mantle of Good: You gain spell resistance 12 + caster level against spells with opposite alignment descriptor.
- Mantle of Law: You gain spell resistance 12 + caster level against spells with opposite alignment descriptor.
- Mass Aid: Allies gain +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +15).
- Mass Conviction: Allies gain +2 or higher save bonus.
- Mass Resist Energy: As resist energy, except that it affects multiple creatures.
- Mass Resurgence: As resurgence, but multiple targets.
- Obscure Object: Masks object against scrying.
- Positive Energy Protection: Provides protection from Positive Energy effects for 1 round/level.
- Protection from Dessication: Absorb 10 points/level of dessication damage.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Protection from Negative Energy: Ignore 10 points of negative energy damage per attack.
- Protection from Positive Energy: Ignore 10 points of positive energy damage per attack.
- Remove Curse: Frees object or person from curse.
- Rend Shadow Weave: You damage the Shadow Weave, creating an area of dead magic that only affects the Shadow Weave rather than the Weave.
- Safe Clearing: As sanctuary, but protects an area and lasts 1 hour/level.
- Safety: Know how to get somewhere where the environment is not hostile to the subject.
- Sheltered Vitality: Subject gains immunity to fatigue, exhaustion, ability damage, and ability drain.
- Shield of Warding: Shield grants +1 bonus on Reflex saves, +1 per five levels (max +5).
- Skin of the Cactus: Grants natural armor, thorns, and resistance to dehydration.
- Storm Shield: Glowing sphere absorbs 20 points per caster level of electricity damage from effects that pass within 30 ft.
- Tortoise Shell: Large shell provides cover or shelter.
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Conj |
- Anarchic StormM: Chaotic-aligned rain falls in 20-ft. radius.
- Arctic Haze: Fog obscures vision and deals 4 cold damage/round.
- Axiomatic StormM: Lawful-aligned rain falls in 20-ft. radius.
- BedevilM: Summon a mischievous spirit to torment your enemy.
- Bottle of SmokeF: Uncorking bottle creates fast horse made of smoke.
- Bridge of Sound: Create a ribbon-like, weightless, unbreakable, invisible bridge of sound.
- Column of Ice: Column of ice erupts from ground, lifting anything in its area into the air.
- Conjure Ice Beast III: Conjures ice creature to fight for you.
- Create Food and Water: Feeds three humans (or one horse)/level.
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Dust Storm: Create a blinding storm that deals 1d6 damage per round.
- Eventful Temporary Soul Binding: As Temporary Soul Binding, except 1 hour/level.
- Haboob: Cloud of dust obscures sight and abrades those passing through it.
- Heal Animal Companion: Restores health and damage to an animal companion.
- Heal Mount: As heal on warhorse or other special mount.
- Holy StormM: Good-aligned rain falls in 20-ft. radius.
- IcelanceF: Changes ice into lance, which attacks target for 6d6 damage and stuns for 1d4 rounds.
- Insignia of Healing: Bearers of special insignia healed of 1d8 damage +1 point/level (max. +10).
- Laogzed's Breath: Nauseating vapors within cone persist for 10 rounds.
- Mass Lesser Vigor: Subjects gain fast healing 1.
- Nauseating Breath: Exhale a cone of nauseating gas.
- Node Door: Allows teleportation between any known nodes.
- Refreshment: Cures creatures of all nonlethal damage.
- Regal Procession: As mount, but you summon several mounts.
- Remove Blindness/Deafness: Cures normal or magical conditions.
- Remove Disease: Cures all diseases affecting subject.
- Remove Nausea: Cure a nauseated or sickened character.
- Ring of BladesM: Blades surround you, damaging other creatures (1d6+1/level damage).
- Sleet Storm: Hampers vision and movement.
- Smite Heretic: You gain a +2 sacred bonus on attack roll and deal extra damage with your smite evil ability when used against an evil creature that can cast divine spells.
- Stinking Cloud: Nauseating vapors, 1 round/level.
- Summon Desert Ally III: Calls dustform creature to fight.
- Summon Monster III: Calls extraplanar creature to fight for you.
- Summon Nature's Ally III: Calls creature to fight.
- Summon Undead III: Summons undead to fight for you.
- Unholy StormM: Evil-aligned rain falls in 20-ft. radius.
- Updraft: Swift. You rise up to 90 feet but move slowly around by a strong column of air.
- Vigor: As vigor, lesser, but grants fast healing 2.
- Wall Of Vermin: Wall of biting pests provides concealment, attacks anyone passing through.
- Word of Binding: Magical manacles restrain foe.
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Div | |
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Ench |
- Awaken Sin: Subject faces its sins, takes 1d6 nonlethal damage/level (10d6 max).
- Dominate Animal: Subject animal obeys silent mental commands.
- Heart's Ease: Removes fear, despair, confusion, insanity, and some mind-influencing effects; restores 2d4 points of temporary Wisdom damage.
- Hesitate: Force subject to lose actions.
- Insignia of Blessing: Bearers of special insignia gain +1 bonus on attack rolls and saves against fear.
- Inspired Aim: Allies within 40 ft. gain +2 insight bonus on ranged attack rolls.
- Masochism: For every 10 hp damage you take, you gain +1 on attacks, saves, and checks.
- Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
- Sadism: For every 10 hp damage you deal, you gain +1 on attacks, saves, and checks.
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Evoc |
- Blade of Pain and Fear: Creates blade of gnashing teeth.
- Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
- Capricious Zephyr: A ball of air pushes targets around and trips them.
- Checkmate's Light: Grants a weapon +1 enhancement bonus, +1 moral bonus to all within its light*, and is axiomatic.
- Circle of Nausea: Foes are denied all actions or take -2 penalty on attacks, saving throws, and skill checks.
- Continual FlameM: Makes a permanent, heatless torch.
- Corona of Cold: Aura of cold protects you, damages others.
- Darkfire: As produce flame, but dark flames visible with darkvision.
- Darkflame ArrowM: Masterwork arrow or bolt deals normal damage plus 1d6 damage each round for 3 rounds.
- Daylight: 60-ft. radius of bright light.
- Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
- Defile Snow and Ice: Grants undead a +4 profane bonus
- Downdraft: Force flying creatures to fall 100 feet or knock landborne people prone.
- Energy Vortex: Burst of energy centered on you damages nearby creatures.
- Favorable Wind: Produces a strong wind that lasts 10 min./level.
- Flame of Faith: Gives weapon the flaming burst quality.
- Flesh Ripper: Black claw deals 1d8 damage/level and critical hits deal bleeding wounds.
- Furnace Within: Flame bursts from your body, deals 1d8/2 level (max 5d8) fire damage in 10-ft. radius.
- Geyser: Creates a line of water that deals 1d6 nonlethal damage +1d6/2 additional levels.
- Greenfire: Each creature in area takes 2d6 acid damage +1/level.
- Helping Hand: Ghostly hand leads subject to you.
- Ice Axe: You create a battleaxe made of ice.
- Interplanar Message: Send a limited message of 25 words or less to the targeted creature, who may be on another plane.
- Invisibility Purge: Dispels invisibility within 5 ft./level.
- Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.
- Irian's Light: Ranged touch attack heals 2d8 damage, +1 ray/four levels (max 3).
- Light of Venya: You radiate silvery light, which you can expend as 2 bolts that either deal 6d6 against evil outsiders and undead or heal 1d6 points of damage.
- Lightning Bolt: Electricity deals 1d6/level damage.
- Mace of Odo: Force effect damages target or absorbs spell.
- Moon Blade: Touch attack deals 1d8 damage +1/two levels (max +15), more to undead, plus scrambles spellcasting.
- Mystic Lash: Ranged touch attack deals 1d8 +1/2 levels electricity, plus stunning.
- Nature's Purity: Ray deals 2d6 force damage to undead and 5d6 to aberrations.
- Rockburst: Cause stone object to explode, dealing 1d4 damage +1 point/level.
- Searing Light: Ray deals 1d8/two levels damage, more against undead.
- Slashing Darkness: Ray deals 1d8/two levels damage and heals undead the same amount.
- Sonorous Hum: Removes need to concentrate to maintain next spell cast.
- Spiritual Charger: Horseman of force attacks enemy.
- Storm Mote: Dust devil of flensing sand.
- Sword Stream: As knife spray, but 1d8 and max +10.
- Thunderous Roar: Roar deals 1d6 sonic damage/2 levels, deafens.
- Tremor: Force casters and skill users to Concentrate as well as knock creatures prone.
- Vile Lance: Creates +2 shortspear that deals vile damage.
- Wall Of Light: Creates wall of light, can dazzle creatures.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
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Illu | |
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Necr | |
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Tran |
- Air Breathing: Subjects can breathe air freely.
- Arrow Storm: Swift. You make one ranged attack against each foe within one range increment.
- Attune Form: Grant target creature temporary protection against overtly damaging planar traits.
- Augment Object: Doubles an object's hardness, adds 20 to the break DC, and grants a save as a magic item.
- Binding Snow: Snow freezes, impeding movement.
- Bite of the Werewolf: You become enhanced such as that of a wolf.
- Blade Storm: Swift. You make melee attacks against every foe you threaten.
- Blade Thirst: Slashing weapon glows and gains +3 enhancement bonus.
- BladebaneM: Slashing weapon becomes a bane weapon.
- Blindsight: Grants blindsight* to a range of 30 ft.
- Charge of the Triceratops: Subject grows horns and skull plate, gains gore attack.
- Command Plants: Sway the actions of one or more plant creatures.
- Control Sand: Raise or lower the level of sand.
- Control Snow and Ice: Raise or lower ice or snow.
- Control Temperature: Raise or lower temperature by one band/5 levels.
- Crumble: 1d8/level (bypassing hardness) to manufactured object or stucture.
- Curse of the Brute: Up to +1/level to Str, Dex, or Con, both Int and Cha down the same.
- Darkvision: See 60 ft. in total darkness.
- Demon Dirge: Demons are stunned and take 2d6 damage/round for 1d6 rounds.
- Demon Wings: You fly at your land speed.
- Devil Blight: Damage and confuse baatezu; damage other lawful and evil creatures.
- DiamondsteelM: Metal armor provides damage reduction*.
- Diminish Plants: Reduces size or blights growth of normal plants.
- Energize PotionM: Transforms potion into a grenade that deals energy damage in a 10-ft.-radius burst.
- Enhanced Shifting: Gain bonuses depending on shifter characteristics.
- Entangling Staff: Swift. Quarterstaff gains improved grab and can constrict grappled foes.
- Faith Healing Wand: Transform the wand into a wand of faith healing.
- Fangs of the Vampire King: Grow vampire fangs.
- Favor of Yathaghera: Grant subject equine creature a fly speed 100 ft (average).
- Fell the Greatest Foe: Deal extra damage to creatures larger than you.
- Fire WingsF: Your arms become wings that enable flight, deal 2d6 fire damage.
- Forestfold: You gain +20 on Hide and Move Silently in a designated terrain type.
- Giant's Wrath: Thrown pebble turns into boulder dealing 2d6 + 1/2 caster levels bludgeoning damage. Base damage increases to 2d8 at 9th level, 2d8 + 2d6 fire at 13th, and critical becomes x3 at 17th.
- Girallon's Blessing: Subject gains one additional pair of arms.
- Grace: Silvery light grants +2 Dexterity, +10 feet to land speed*, melee attacks treated as good; take -20 to Hide checks.
- Greater Magic Fang: One natural weapon of subject creature gets +1/three levels on attack and damage rolls (max +5).
- Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee.
- Handfang: Mouth in your hand deals 1d8 damage and allows a free grapple attempt on critical hit.
- Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
- Heatstroke: Subject creature takes nonlethal damage and becomes fatigued.
- Ice Shape: Sculpts ice into any shape.
- Keen Edge: Doubles normal weapons threat range.
- Knight's Move: You instantly move to flank a subject.
- Lash of the Kraken: Transforms the target's arm into a constricting tentacle.
- Lesser Aura of Cold: Intense cold deals 1d6 damage to creatures within 5 ft.
- Lesser Humanoid Essence: Grants a construct the ability to accept healing magic.
- Lesser Visage of the Deity: You gain +4 Charisma and resistance 10 to certain energy types.
- Lion's Charge: You gain the pounce special ability.
- Magic Vestment: Armor or shield gains +1 enhancement per four levels.
- Mass Align Fang: This spell functions like align fang, except that it affects multiple allies at a distance.
- Mass Align Weapon: Allies' weapons become good, evil, lawful, or chaotic.
- Mass Burrow: As burrow but affects 1/level subjects.
- Mass Snowshoes: As snowshoes, affects one creature/level.
- Meld into Ice: You and your gear merge with ice.
- Meld into Stone: You and your gear merge with stone.
- Nature's Balance: You transfer 4 ability score points to the target for 10 min./level.
- Nature's RampartF: Alter a natural setting into a fortified position.
- Planar FamiliarXP: Transmute your familiar or similar creature into a celestial, fiendish, axiomatic, or anarchic creature.
- Plant Growth: Grows vegetation, improves crops.
- Primal Form: You change into elemental, gain some abilities.
- Quench: Extinguishes nonmagical fires or one magic item.
- Quillfire: Your hand sprouts poisonous quills useful for melee or ranged attacks.
- Righteous Fury: Gain temporary HP, +2 natural armor, +2 to Enhancement bonus to Str and Dex. Undead that strike you take 1 point of damage.
- Scales of the Sealord: Add 10 ft. to swim speed or gain swim speed of 15 ft.; add natural armor bonus +1/3 levels.
- Snakebite: Your arm turns into a poisonous snake you can use to attack.
- Soul of the Waste: Meld into surrounding sand.
- Spiderbind: An affected creature moves and attacks at a drastically reduced rate, as the slow* spell.
- Spiderskin: Subject gains increasing bonus to natural armor bonus, saves against poison, and Hide checks.
- Spikes: As brambles, except that the affected weapon gains a +2 enhancement bonus on its attacks, and its threat range is doubled.
- Standing Wave: Magically propels boat or swimming creature.
- Stone Shape: Sculpts stone into any shape.
- Swift Fly: This spell functions like fly except for 1 round (swift).
- Thornskin: Unarmed strikes are lethal and deal an additional 1d6 piercing damage. Creatures that strike you take 5 points of piercing damage.
- Treasure Scent: You gain the Scent ability but only for precious metals and gems.
- Tremorsense: Grants tremorsense to a range of 30 feet.
- Venomfire: Creature's venom deals an additional 1d6 acid damage/level.
- Walk the Mountain's Path: You gain the agility of a mountain goat.
- Water Breathing: Subjects can breathe underwater.
- Water Walk: Subject treads on water as if solid.
- Weapon Of Energy: Weapon deals extra energy damage.
- Weapon of Impact: As keen edge, but aids blunt weapons.
- Whispering Sand: Sand delivers your message.
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Abjur |
- Antiplant Shell: Keeps animated plants at bay.
- Aura of the Sun: Fills an area with light that damages undead and hampers magical darkness.
- Celestial Brilliance: 120 ft emanation of light, bright to 60 feet (double penalty to light sensitive, 1d6 damage to undead, 2d6 damage to evil outsiders and sensitive undead within 60 feet)
- Contingent Energy Resistance: Energy damage triggers a resist energy spell.
- Dimensional Anchor: Bars extradimensional movement.
- Dismissal: Forces a creature to return to native plane.
- Ether Blast: Blast Ethereal creatures with an ethereal tornado.
- Eye of the Hurricane: Cause a hurricane to spring forth around you. It prevents ranged attacks, knocks people back and others prone.
- Fang Trap: Inscription bites those who pass it.
- Freedom of Movement: Subject moves normally despite impediments.
- Glacial Globe of Invulnerability: Stops 1st- through 3rd-level fire spell effects and provides concealment.
- Glory of the Martyr: As shield other, but affecting multiple creatures, and healing them if you die.
- Greater Resistance: Subject gains +3 on saving throws.
- Hand of the Faithful: Immobile zone of warding stuns those of different patrons.
- Land Womb: You and one creature/level hide within the earth.
- Lesser Spell Turning: As spell turning, except only 1d4+1 spell levels are affected by the turning.
- Life Ward: Grants immunity to healing spells and positive energy effects.
- Mass Shield of Faith: Allies gain +3 or higher AC bonus.
- NondetectionM: Hides subject from divination, scrying.
- Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
- Psychic PoisonM: Poisons those casting divination or mind-affecting spells at object, creature, or area.
- Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
- Righteous Aura: You detonate on death, healing good creatures and damaging others (2d6/level damage).
- Sacred Haven: Creature gains AC bonus, and you can monitor and heal it magically.
- Spell Immunity: Subject is immune to one spell per four levels.
- StoneskinM: Ignore 10 points of damage per attack.
- Wall of Chaos: As magic circle against law, except as once-sided wall.
- Wall of Evil: As magic circle against good, except as once-sided wall.
- Wall of Good: As magic circle against evil, except as once-sided wall.
- Wall of Law: As magic circle against chaos, except as once-sided wall.
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Conj |
- Abyssal MightM: You gain +2 to Str, Con, Dex, and SR.
- Aerial Summoning Dance: You and four aarakocra summon a Large air elemental.
- Arc of Lightning: Line of electricity between two creatures (1d6/level damage).
- Astral HospiceM: While on the Astral Plane, open a portal to a demiplane so natural healing can occur.
- Blast of Sand: Cone deals 1d6 damage/level.
- Conjure Ice Beast IV: Conjures ice creature to fight for you.
- Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
- Daily Temporary Soul Binding: As Temporary Soul Binding, except 4 hours/level.
- Door to Great Evil: Send yourself or another paladin to the nearest evil you can deal with.
- Embrace of Endless Day: Target gets 3/level (max 30) "points" of positive energy to heal or harm, and gains +1 on saves against necromantic and death effects.
- Frostfell Slide: Move instantly from one area of frostfell to another.
- Ghost Knight: A visible force that does not harm, but distracts.
- Harrier: Summons an incorporeal bird of prey to fight for you.
- Healing SurfM: Heals 5 points/level (max 50) and removes all trace of disease, ability damage, exhaustion, fatigue, nausea, and sickened. Targets gain +4 sacred bonus against these effects that cause those conditions.
- Hell's PowerM: You gain +2 AC and good to existing DR.
- Hurtling Stone: Stone deals 6d6 damage, knocks targets prone.
- Lesser Planar AllyXP: Exchange services with a 6 HD extraplanar creature.
- Lesser Planar Exchange: Trade places with one of four lesser planar creatures (your choice).
- Lesser Tree Healing: Meld with a tree and heal 5 hp/hour.
- Magnetic Pulse: Magnetic forces cause 5d6 or 3d6 damage and trip attacks.
- Minor Creation: Creates one cloth or wood object.
- Murderous Mist: Cloud of steam deals 2d6 damage and causes blindness and inflicts 1d6/round thereafter.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Panacea: Removes most afflictions.
- Positive Energy Aura: 10-ft. radius surrounding you heals 2 points of damage/round.
- Rapid Raise DeadM: Restores a person to life who died within the last round and damages caster.
- Recitation: Give a +2 luck bonus to allies and a -2 luck penalty to foes.
- RestorationM: Restores level and ability score drains.
- Revenance: Slain ally is restored to life for 1 minute/level.
- Runic Marker: You create a slender stone pillar with a short message inscribed upon it.
- Seek Eternal Rest: Turn undead as a paladin two levels higher.
- Shark Bolt: Summons sharks made of water to attack your enemies.
- Spiritual Chariot: Creates ghostly chariot behind your mount.
- Sudden Stalagmite: Impaling stalagmite damages and holds foes.
- Summon Bearded Devil: Summon a bearded devil to follow your commands.
- Summon Desert Ally IV: Calls dustform creature to fight.
- Summon Elementite Swarm: Summon an elementite swarm to follow your commands.
- Summon Hound Archon: Summon a hound archon to follow your commands.
- Summon Monster IV: Calls extraplanar creature to fight for you.
- Summon Nature's Ally IV: Calls creature to fight.
- Summon Undead IV: Summons undead to fight for you.
- Swamp Stride: As tree stride, but with bodies of water.
- Tree Stride: Step from one tree to another far away.
- Wall of Salt: Wall of salt that can be shaped.
- Wall of Sand: Swirling sand blocks ranged attacks, slows movement through.
- Wall of Sand 2: Wall impedes movement, obscures vision, and blocks some attacks.
- Wall of Water: Wall impedes movement and can drown creatures.
- Watchful Ancestors: Spiritual manifestations prevent you from being flanked and grant insight bonus on one Reflex save.
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Div | |
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Ench |
- Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
- Sword of Conscience: Evil creature confesses crimes, takes Wisdom damage.
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Evoc | |
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Illu |
- Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
- Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
- Skull of Secrets: Intangible skull stores message and can be triggered to breathe fire.
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Necr |
- Animate LegionM: Creates skeletons or zombies.
- Black Mulching: See Text
- Blight: Withers one plant or deals 1d6/level damage to plant creature.
- Blood of the Martyr: Take Damage and Heal another at least 20 HP.
- Consumptive Field: Draw life from all creatures in 30-ft. radius with -1 or fewer hit points that fail save.
- Create Spirit IdolXP: Keeps a fallen elf away from Dolurrh and allows necromancers to call on his wisdom in the future.
- Death Ward: Grants immunity to death spells and negative energy effects.
- Delay Death: Losing hit points doesn't kill subject.
- Favor of the Martyr: Subject gains Endurance plus immunity to nonlethal damage, charm and compulsion effects, pain attacks, and other adverse conditions, subject can function at -1 to -9 hp.
- Frostburn: Touch deals 3d12 frostburn damage +1/level (max +20).
- Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
- Last BreathM: Returns to life a creature that has been dead no longer than 1 round. As raise dead, except to 0 hp. You take 1d4 damage/HD of creature.
- Miasma of Entropy: Rot all natural materials in 30-ft. cone-shaped burst.
- Necrotic DominationF: Completely control encysted subject.
- Negative Energy Aura: 10-ft. radius surrounding you deals 2 points of damage/round.
- Poison: Touch deals 1d10 Con damage, repeats in 1 min.
- Pronouncement Of Fate: Imposes a -4 penalty on an offender's attacks, damage, saves, and checks; target loses actions.
- Shadow ArrowM: Masterwork arrow or bolt deals 1d6 points of Strength damage.
- Stop Heart: Touched living humanoid drops to -8 hitpoints.
- Thalassemia: Turns blood to seawater, dealing 1d6/level damage.
- Wrack: Renders creature helpless with pain.
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Tran |
- Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
- Animal Growth: One animal/two levels doubles in size.
- Aspect of the Earth Hunter: Change into bulette and gain some of its abilities.
- Aspect of The Werebeast: Gain bonuses from hybrid animal form.
- Bite of the Wereboar: You become enhanced such as that of a boar.
- Blinding Beauty: Permanently blind any who look at you.
- Bloodfreeze ArrowM: Masterwork arrow or bolt deals extra 2d6 cold damage and paralyzes target.
- Camel's Tenacity: Travel without food or water.
- Claws of the Savage: Subject gains claws that deal damage based on size.
- Control Currents: Changes current direction and speed.
- Control Water: Raises or lowers bodies of water.
- Deeper Darkvision: Subject can see 90 ft. in magical darkness.
- Doublestrike ArrowM: One arrow or bolt strikes two targets within 30 feet of each other.
- Draconic Might: Gain +5 to Str, Con, Cha; +4 natural armor; immunity to magic sleep and paralysis effects.
- Dust to Dust: Disintegrate undead with your ray attack. Deals 1d8/2 levels (max 10d8) damage.
- Enhance Wild Shape: Your wild shape ability gains a bonus.
- Essence Of The Raptor: Base speed* becomes 60 feet, gain skill bonuses and scent**.
- Flame Arrow: Arrows deal +1d6 fire damage.
- Focus Touchstone Energy: Convert unused touchstone abilities into temporary hit points.
- Freeze Armor: Locks up suits of metal armor and equipment, dealing damage and impeding movement.
- Ghost Touch Weapon: Weapon works normally against incorporeal creatures.
- Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
- Greater Creeping ColdF: As creeping cold, but longer duration and more damage.
- Greater Magic Weapon: +1 bonus/four levels (max +5).
- Greater Wings of Air: Target's flight maneuverability improves by two steps.
- Iron Bones: Corporeal undead gains +6 natural armor bonus.
- Jaws of the WolfF: One carving/2 levels turns into a worg.
- Languor: Ray slows target and diminishes its Strength.
- Lesser Holy Transformation: You change into protectar, gain abilities.
- Lesser Infernal Transformation: You change into bearded devil, gain abilities.
- Lower Spell Resistance: Subject's spell resistance reduced.
- Make Manifest: Force a creature in coterminous/coexistent plane to appear on your plane.
- Mass Surefooted StrideM: Treat mountainous terrain as plains.
- Mass Swim: As swim, but one creature/level.
- Perinarch: Gain greater control over Limbo's morphic essence.
- Polymorph: Gives one willing subject a new form.
- ReincarnateM: Brings dead subject back in a random body.
- Remove Fatigue: Removes effects of fatigue as 8 hours of rest.
- Rusting Grasp: Your touch corrodes iron and alloys.
- Sandform: You become an oozelike being of sand.
- Slipsand: Creates a volume of slipsand.
- Spear of Valarian: Transforms normal weapon into +1 silvered spear (+3 against magical beasts, which take +2d6 points of damage).
- Spell Vulnerability: Target takes penalty on spell resistance equal to caster level.
- Spike Stones: Creatures in area take 1d8 damage, may be lowed.
- Starvation: Hunger pangs deal 1d6 nonlethal damage/level, cause fatigue.
- Stone Metamorphosis: Changes type of stone.
- Superior Darkvision: Subject can see in the dark to any range.
- Superior Magic Fang: Your natural weapons gain +1 enhancement bonus per four levels.
- SustainM: Recipients need no food or drink for 6 hours/level.
- Touchstone Lightning: Use your planar touchstone-granted higher-order abilities to fuel damaging rays.
- Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
- Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
- Undead Bane Weapon: Weapon gains the bane property and is aligned good.
- Unfailing Endurance: +4 bonus against weakness or fatigue, endurance bonuses.
- Unholy Beast: Target animal transforms into an unholy minion under your control.
- Weapon of the Deity: Gives your weapon magical powers appropriate to your patron.
- Wild Runner: Change into centaur, gain some abilities
- Wind's Favor: Create strong wind for 1 hr./level.
- Winged Mount: Your mount* grows wings and flies at speed* of 60 ft.
- Wood Rot: Destroy wooden objects or plants.
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Univ | |
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Abjur | |
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Conj |
- Blackwater Tentacle: Create blackwater tentacle that attacks your foe.
- Call ZelekhutXP: A zelekhut aids you in hunting a fugitive.
- Conjure Ice Beast V: Conjures ice creature to fight for you.
- Crawling Darkness: Cloud of tentacles provides concealment, skill bonuses, and several defenses.
- Dimension Door: Teleports you short distance.
- Energetic Healing: Target is immune to one energy type and gains 10% of the energy damage as healing.
- Frostbite 2: Chilled air causes 6d6 cold damage and 2d6 Dex damage.
- Greater Vigor: As vigor, lesser, but grants fast healing 4 instead.
- Insect Plague: Locust swarms attack creatures.
- Lava Splash: Wave of lava deals 1d4/level (max 15d4) fire damage.
- Major Creation: As minor creation, plus stone and metal.
- Mass Cure Light Wounds: Cures 1d8 damage +1/level for many creatures.
- Monstrous Regeneration: Grants the regeneration ability for 1 round/2 levels.
- Pack of Ghouls: You summon a pack of ghouls.
- Phantom Stag: Magic stag appears for 1 hour/level.
- Plane Shift: As many as eight subjects travel to another plane.
- Quill Blast: You fling quills in spread, dealing 1d6 damage and imposing penalties.
- Raise DeadM: Restores life to subject who died as long as one day/level ago.
- Rejuvenation Cocoon: Energy cocoon shields creature, then heals it.
- RevivifyM: Restore recently dead to life with no level loss.
- Rushing Waters: Wave makes bull rush attack.
- Semiweekly Temporary Soul BindingM: As Temporary Soul Binding, except 8 hours/level.
- Summon Blood Elemental: Summon a blood elemental to attack your enemies.
- Summon Bralani Eladrin: Summon a bralani eladrin to follow your commands.
- Summon Desert Ally V: Calls dustform creature to fight.
- Summon Monster V: Calls extraplanar creature to fight for you.
- Summon Nature's Ally V: Calls creature to fight.
- Summon Undead V: Summons undead to fight for you.
- Vine Mine: Vines grow rapidly, giving various effects.
- Wall of IronM: 30 hp/four levels; can topple onto foes.
- Wall of Magma: Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level.
- Wall of Ooze: Creates barrier that has 50 hp/4 levels that paralyzes and deals 2d6 damage to all that touch it.
- Wall of Stone: Creates a stone wall that can be shaped.
- Wall of Thorns: Thorns damage anyone who tries to pass.
- Warding GemsM: Creates gems that store healing energy, encircle the target, and release their healing power on command.
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Div | |
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Ench |
- Chaav's Laugh: Good creatures gain +2 on attacks and saves versus fear and gain 1d8+1/level temporary hit points, while evil creatures save or suffer -2 on attacks and saves versus fear.
- Confusion: For 1 round/level, subject will attack caster 10%, act normally 10%, babble 30%, flee 20%, attack nearest creature 30%.
- Feeblemind: Subjects Int and Cha drop to 1.
- Greater Command: As command, but affects one subject/level.
- Morality Undone: Subject becomes evil.
- Sleep Mote: Dust devil of magic sand puts foes to sleep.
- Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.
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Evoc |
- Blistering Radiance: Dazzles sighted creatures and causes 2d6 fire damage/round.
- Boreal Wind: Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.
- Call Avalanche: Avalanche of ice and snow falls from the sky, burying subjects.
- Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
- Crown of Flame: Aura burns evil outsiders, undead, and fey for 2d6 points of damage/round.
- Dancing Web: 1d6 points/level of nonlethal damage and if save fails, evil creatures are entangled (half speed, -2 att, -4 Dex, Concentration DC 15 + level).
- Dawn Shroud: In addition to acting as a daylight* spell, the light is harmful to oozes and undead.
- Dragon Breath: You choose a dragon type and mimic its breath weapon.
- Flame Strike: Smite foes with divine fire (1d6/level damage).
- Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.
- HallowM: Designates location as holy.
- Memory Rot: Spores deal 1d6 Int drain to target, plus 1 Int/round.
- Moon Path: Grants sanctuary to 1 creature/level and bridges gaps.
- Parboil: Flash-heats air dealing 6d6 fire and 2d4 Intelligence damage to one or more creatures.
- Sirine's GraceM: Grants +4 to Cha and Dex. Adds Cha Modifier deflection bonus to AC. +8 to Perform checks. 1d4 Int touch attack.
- Spiritual Cavalry: Horsemen of force attack enemies.
- Stalwart PactXP: You gain combat bonuses automatically when reduced to half hit points or lower.
- UnhallowM: Designates location as unholy.
- Wall of ColdfireM: Deals 2d4 of cold damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 frostburn damage +1/level.
- Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
- Wind Tunnel: Ranged weapons gain +10 bonus and double range increment.
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- AwakenXP: Animal or tree gains human intellect.
- Baleful Polymorph: Transforms subject into harmless animal.
- Battletide: Targets have attack penalties and you gain a partial action each round.
- Bear's Heart: One ally/level +4 Strength and +1d4/level hit points.
- Bite of the Weretiger: You become enhanced such as that of a tiger
- Blizzard: Temperature drops and powerful blizzard reduces visibility to zero.
- Cloak of the Sea: Gain blur, freedom of movement, and water breathing while in water.
- Control Winds: Change wind direction and speed.
- Convert Wand: Transform wand of a particular spell and caster level into an appropriate cure wand of the same spell and caster level.
- Dire Hunger: Subject grows fangs and attacks creatures near it.
- Disrupting Weapon: Melee weapon destroys undead.
- Divine Agility: Subject gains +10 to Dexterity for 1 round/level.
- Earth Hammer: You transform one melee weapon into a bludgeoning adamantine weapon.
- Earth Reaver: Eruption deals 4d6 impact damage and 3d6 fire damage to all in area.
- Etherealness, Swift: Subject momentarily becomes ethereal.
- Fire In The Blood: Your blood becomes a potent corrosive that burns attackers.
- Fireward: As quench, but also suppresses magical fire effects in affected area.
- Flesh to Salt: Turns creature into a statue of salt.
- Fuse Sand: Hardens sand and may trap creatures.
- Greater Blindsight: Grants blindsight* to a range of 60 ft.
- Greater Stone Shape: Sculps 10 cu. ft. + 10 cu. ft./level of stone into any shape.
- Heartclutch: Subject dies in 1d3 rounds or takes 3d6 damage +1/level.
- Hibernal Healing: You absorb ice, slush, and snow, curing 10 points/level of damage (max 150).
- Humanoid Essence: Imposes upon a construct some of the weakness of the humanoid type.
- Incarnation of Evil: As polymorph except only into crocodile, jackal, medium scorpion, or Medium viper.
- Inferno: Creature bursts into flames and suffers 6d6 fire damage or less per round.
- Jungle's Rapture: Curse causes 1d6 Dexterity drain.
- Pass through Ice: Subject can pass through ice or snow like water.
- Passwall: Creates passage through wood or stone wall.
- Plant Body: Your type changes to plant.
- Poison Thorns: You grow thorns that poison your attackers.
- Repel Wood: Pushes away wooden objects.
- Resonating Resistance: Foes must check spell resistance twice against you.
- Righteous Might: Your size increases, and you gain combat bonuses.
- Spell Phylactery: Scroll activates upon you if conditions are met.
- Stone to Flesh: Restores petrified creature.
- Subvert Planar EssenceM: Reduces target's DR and SR.
- Transformation of the Deeps: Grant water breathing, darkvision, and pressure immunity to one creature/3 levels.
- Transmute Sand to Glass: Transforms two 10-ft. cubes per level.
- Transmute Sand to Stone: Transforms two 10-ft. cubes per level.
- Transmute Stone to Sand: Transforms two 10-ft. cubes per level.
- Undying Aura: Subject gains immunity to death effects, energy drain**, and negative energy; can harm one undead or heal one deathless.
- Vulnerability: Reduces an opponent's damage reduction.
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- Acid Fog: Fog deals acid damage.
- Call Faithful Servants: 1d4 lantern archons, coure eladrins, or musteval guardinals serve for one year.
- Cloud of the Achaierai: Cloud deals 2d6 damage plus confusion.
- Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
- Cometfall: Comet falls atop foes, damaging them and knocking them prone.
- Conjure Ice Beast VI: Conjures ice creature to fight for you.
- Death Hail: Summons a storm of death hail dealing 1d2 points of Strength and Constitution damage.
- Drown: Target immediately begins to drown.
- Fire Seeds: Acorns and berries become grenades and bombs.
- Freeze: Ray encases target in ice, dealing 2d6 cold each round.
- Gatorswarm: This spell summons 1d3 exceptionally irate and hungry monstrous alligators from the surrounding waters.
- Heal: Cures 10 points/level of damage, all diseases and mental conditions.
- Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
- Hungry Gizzard: Gizzard engulfs victim, grapples and deals damage.
- Mass Cure Moderate Wounds: Cures 2d8 damage +1/level for many creatures.
- Mephit Mob: Summons 2d6 mephits of a kind you designate.
- Mudslide: Landslide buries, mires creatures within a 40-ft. radius.
- Planar AllyXP: As lesser planar ally, but up to 12 HD.
- Planar Exchange: Trade places with one of three planar creatures (your choice).
- Rapid ResurrectionM: Restores a person to life who died within the last 2 rounds and damages caster.
- Revive OutsiderM: As raise dead, except only for Outsiders whose HD do not exceed your level and up to any length of time.
- Sandstorm: Create a large dangerous duststorm.
- Sarcophagus of Stone: Sarcophagus entombs subject.
- Semimonthly Temporary Soul BindingM: As Temporary Soul Binding, except 1 day/level.
- Snow Wave: Knocks creatures prone and deals 4d6 crushing damage and 1d6 cold damage.
- Spider Plague: Summons Large monstrous spiders to fight for you.
- Stonehold: Stony arm trap grapples and damages creatures.
- Stormwalk: Teleport yourself and one creature/2 levels from a storm.
- Summon Babau Demon: Summon a babau demon to follow your commands.
- Summon Desert Ally VI: Calls dustform creature to fight.
- Summon Greater Elemental: Summon a greater elemental to follow your commands.
- Summon Monster VI: Calls extraplanar creature to fight for you.
- Summon Nature's Ally VI: Calls creature to fight.
- Sun Scepter: Scepter of light functions as a melee weapon with the axiomatic, disruption, and flaming burst special abilities.
- Teleport: Instantly transports you as far as 100 miles/level.
- Thousand Needles: Subject takes 2d6 damage and -4 penalty on attacks, saves, and checks.
- Transport via Plants: Move instantly from one plant to another of the same kind.
- Vigorous Circle: As vigor, mass lesser, but grants fast healing 3.
- Word of Recall: Teleports you back to designated place.
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- Find the Path: Shows most direct way to a location.
- Glimpse Of The Prophecy: Gain +1 insight bonus to AC and on saves; gain insight bonus equal to 1/2 caster level on one save, or enter prophetic favor as immediate action.
- Stone Tell: Talk to natural or worked stone.
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- Algid EnhancementM: Grant bonuses to creatures of the cold subtype.
- Animate Objects: Objects attack your foes.
- Animate Snow: Turns snow into creatures to fight for you.
- Awaken SandXP: A region of sand forms into a Huge, sentient creature.
- Bite of the Werebear: You become enhanced such as that of a brown bear.
- Cold Snap: You lower temperature in area.
- Curse of Spilt Water: Transforms an enemy into water.
- Demonic Blood InfusionM: Temporarily grant subject the fiendish template, may cause the subject to become chaotic and evil permanently.
- Extract Water Elemental: Pulls water from victim, forms water elemental.
- Fiendish Quickening: Your ability to teleport is quickened.
- Greater Legion's Magic Weapon: Allies' weapons gain +2 or greater enhancement bonus.
- Greater Stone Metamorphosis: Changes 10 cu. ft. + 10 cu. ft./level of stone into another type of stone.
- Ice Flowers: Ice and earth deal 1d6 damage/level.
- Ironwood: Magic wood is strong as steel.
- Liveoak: Oak becomes treant guardian.
- Lucent Lance: Ray uses ambient light to deal varied amounts of damage and dazzle target.
- Mantle of the Icy SoulM: Gives subject the cold subtype.
- Mass Bear's Endurance: As bear's endurance, affects one subject/ level.
- Mass Bull's Strength: As bull's strength, affects one subject/level.
- Mass Cat's Grace: As cat's grace, affects one subject/level.
- Mass Eagle's Splendor: As eagle's splendor, affects one subject/level.
- Mass Make Manifest: As the Make Manifest spell except multiple targets.
- Mass Owl's Wisdom: As owl's wisdom, affects one subject/level.
- Move Earth: Digs trenches and builds hills.
- Move Snow and Ice: Digs trenches and builds hills in ice and snow.
- Quickshift: Caster can use teleport or teleport, greater spell-like ability as a free action for 1 round/level.
- Scalding Mud: Transmute rock or earth into boiling muck.
- Skyhurling: Throw a creature up and let them take falling damage. 5-ft./level with yielding obstructions or 10-ft./level with no obstructions.
- Spellstaff: Stores one spell in wooden quarterstaff.
- Stone Body: Your body becomes living stone.
- Stone WalkM: Linked areas allow multiple teleportations.
- Suppress Glyph: You notice but doo not trigger magical writing traps.
- Tortoise (AC) Shell: Creature gains +6 natural armor, +1/three levels above 11th.
- Touch of Adamantine: Weapon gains the properties of an adamantime weapon.
- Triadspell: Cast a prepared spell three times.
- Visage of The Deity: As visage of the deity, lesser, but you become celestial or fiendish.
- Wind Walk: You and your allies turn vaporous and travel fast.
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- Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
- Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
- Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
- Heaven's TrumpetF: Blast of music paralyzes foes.
- Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
- Mark of the UnfaithfulF: Mark someone as an enemy of your faith.
- Radiant AssaultF: Light burst deals nonlethal damage and dazes creatures.
- Rain of Roses: Roses fall from the sky; evil creatures take 1d4 Wis damage per round and are sickened.
- Righteous Smite: Deals 1d6 damage/level (1d8 damage/level to evil outsiders) in 20-ft. radius and blinds evil foes for 1d4 rounds.
- Submersion Treatment: A column of water paralyzes and potentially drowns one target.
- Sunbeam: Beam blinds and deals 4d6 damage.
- Word of Balance: Kills, paralyzes, weakens, or nauseates nonneutral creatures.
- Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
- Wretched Blight: Deals 1d8 damage/level in 20-ft. radius and stuns foes for 1d4 rounds.
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- Antimagic Field: Negates magic within 10 ft.
- Cloak of ChaosF: +4 to AC, +4 resistance, and SR 25 against lawful spells.
- Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
- Greater Spell Immunity: As spell immunity, but up to 8th-level spells.
- Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil spells.
- Mind Blank: Subject is immune to mental/emotional magic and scrying.
- Protection from SpellsMF: Confers +8 resistance bonus.
- Shield of LawF: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
- Unholy AuraF: +4 to AC, +4 resistance, and SR 25 against good spells.
- Wall of Greater Dispel Magic: Creatures passing through a transparent wall become subjects of targeted dispel magic, greater.
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Conj |
- Bimonthly Temporary Soul BindingMXP: As Temporary Soul Binding, except 2 days/level and does not get discharged.
- Bombardment: Falling rocks deal 1d8 damage/level and bury targets.
- CocoonXP: Paralyzes and drains levels from target.
- Cocoon of LifeXP: Preserves a corpse and reincarnates with no loss of level.
- Conjure Ice Beast VIII: Conjures ice creature to fight for you.
- Deadfall: Creates a deadfall, Reflex save dealing 1d6/level bludgeoning damage (save half), prone (save negate), and Fort save or stunned for 1 round.
- Fierce Pride of the Beastlands: Summon celestial lions and celestial dire lions to follow you
- Flashflood: Wave of water smashes everything in its path and floods area.
- Glacier: Conjures glaciers that attack your enemies.
- Greater Planar AllyXP: As lesser planar ally, but up to 18 HD.
- Greater Planar Exchange: Trade places with one of three greater planar creatures (your choice).
- Greater Teleport: As teleport, but no range limit and no off-target arrival.
- Incendiary Cloud: Cloud deals 4d6 fire damage/round.
- Maelstrom: Waterspout sucks in and damages creatures.
- Mass Cure Critical Wounds: Cures 4d8 damage +1/level for many creatures.
- Mass RestorationM: As restoration, but multiple targets.
- Phantom Wolf: Incorporeal wolf fights for you.
- Shambler: Summons 1d4+2 shambling mounds to fight for you.
- Storm of Elemental Fury: Magic cloud creates win-storm, then hail of stones, then rainstorm, then flame.
- Summon Desert Ally VIII: Calls dustform creature to fight.
- Summon Giants: Summons outsider giants to fight for you.
- Summon Monster VIII: Calls extraplanar creature to fight for you.
- Summon Nature's Ally VIII: Calls creature to fight.
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- Depthsurge: Water slam deals 2d6 + 1/level damage to all within 20-ft. radius, pushes targets back, sinks ships.
- Earthquake: Intense tremor shakes 5-ft./level radius.
- Fire Storm: Deals 1d6/level fire damage.
- Illusion Purge: Dispels illusions within 5 ft./level.
- Leonal's Roar: Kills, paralyzes, weakens, or dazes nongood subjects, and deals 2d6 points of sonic damage.
- Red Tide: Sicken or Nauseate subjects in area for 1 minute. 3d6 temporary Strength damage poison to Fortitude save failure.
- Sunburst: Blinds all within 10 ft., deals 6d6 damage.
- Whirlwind: Cyclone deals damage and can pick up creatures.
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- Screen: Illusion hides area from vision, scrying.
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- Foresight: Sixth sense warns of impending danger.
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- AnathemaF: Break the divine link between your god and lower-ranked members of your faith.
- End to Strife: Any attack made within 80 feet of caster causes attacker to take 1d6 points of lethal or nonlethal damage/caster level (max 20d6).
- Spread of Savagery: Creatures within 10 ft./level become hostile and savage.
- SympathyM: Object or location attracts certain creatures.
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Evoc |
- Greater Whirlwind: As whirlwind, but larger and more destructive.
- Implosion: Kills one creature/round.
- Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
- MiracleXP: Requests a deity's intercession.
- Moonfire: Cone of moonlight deals 1d8 damage/two levels (max 10d8, magical auras glow blue for 1 round/level, illuminates as full mune, negates electricity for 1 round/level.
- Quagmire Vortex: Muddy "whirlpool" causes death and destruction in a swamp.
- Rain of Black Tulips: Black tulips fall from the sky; evil creatures take 5d6 damage per round and are nauseated.
- Were-Doom: 1d4 creatures infected with lycanthropy.
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- Shadow Landscape: Makes natural terrain more dangerous, creates guardians that you command.
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