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School | Casting Time | Source Book | ||||||||||
Save - Res | Level | Comps | ||||||||||
Dur | Range | Recharge | ||||||||||
Effect | ||||||||||||
Expensive Focus | ||||||||||||
Expensive Material | ||||||||||||
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Description | ||||||||||||
Full Description | ||||||||||||
Chain Lightning | ||||||||||||
Evocation [Electricity] | 1 standard action | SRD | ||||||||||
Reflex half - Yes | Air 6, Arc 7, Duskblade 5, Shu 7, Sor/Wiz 6, Wmg 6 | V, S, F | ||||||||||
Instant | Long | General | ||||||||||
Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target) | ||||||||||||
1d6/level damage; 1 secondary bolt/level each deals half damage. |
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This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets. The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down). Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum. |
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Disintegrate | ||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||
Fortitude partial (object) - Yes | Arc 7, Destruction 7, Duskblade 5, Shu 7, Sor/Wiz 6, Wmg 6, Wuj 7 | V, S, M/DF | ||||||||||
Instant | Medium | General | ||||||||||
Effect: Ray | ||||||||||||
Makes one creature or object vanish. |
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A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected. When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field. A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. Only the first creature or object struck can be affected; that is, the ray affects only one target per casting. |
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Fire Storm | ||||||||||||
Evocation [Fire] | 1 round | SRD | ||||||||||
Reflex half - Yes | Arc 8, Blg 7, Clr 8, Drd 7, Fire 7, Shu 7, Wmg 7 | V, S | ||||||||||
Instant | Medium | General | ||||||||||
Area: Two 10-ft. cubes per level (S) | ||||||||||||
Deals 1d6/level fire damage. |
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When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6). |
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Flesh to Stone | ||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||
Fortitude negates - Yes | Arc 7, Shu 7, Sor/Wiz 6, Wuj 6 | V, S, M | ||||||||||
Instant | Medium | General | ||||||||||
Target: One creature | ||||||||||||
Turns subject creature into statue. |
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The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch. Only creatures made of flesh are affected by this spell. |
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Mass Invisibility | ||||||||||||
Illusion (Glamer) | 1 standard action | SRD | ||||||||||
Will negates (harmless) or Will negates (harmless, object) - Yes (harmless) or Yes (harmless, object) | Arc 7, Beguiler 7, Shu 7, Sor/Wiz 7 | V, S, M | ||||||||||
1 min./level (D) | Long | 30 minutes | ||||||||||
Targets: Any number of creatures, no two of which can be more than 180 ft. apart | ||||||||||||
As invisibility, but affects all in range. |
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This spell functions like invisibility, except that the effect is mobile with the group and is broken when anyone in the group attacks. Individuals in the group cannot see each other. The spell is broken for any individual who moves more than 180 feet from the nearest member of the group. (If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet.) |
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Mislead | ||||||||||||
Illusion (Figment, Glamer) | 1 standard action | SRD | ||||||||||
None or Will disbelief (if interacted with); see text - No | Arc 7, Beguiler 6, Brd 5, Illusion 6, Luck 6, Shu 7, Sor/Wiz 6, Trickery 6 | S | ||||||||||
1 round/level (D) and concentration + 3 rounds; see text | Close | General | ||||||||||
Target/Effect: You/one illusory double | ||||||||||||
Turns you invisible and creates illusory double. |
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You become invisible (as invisibility, greater, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don't notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so. The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The invisibility, greater lasts for 1 round per level, regardless of concentration. |
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Programmed Image (M) | ||||||||||||
Illusion (Figment) | 1 standard action | SRD | ||||||||||
Will disbelief (if interacted with) - No | Arc 7, Brd 6, Shu 7, Sor/Wiz 6, Wuj 6 | V, S, M | ||||||||||
Permanent until triggered, then 1 round/level | Long | 12 hours | ||||||||||
Effect: Visual figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S) | ||||||||||||
Materials: A bit of fleece and jade dust worth 25 gp. | ||||||||||||
As major image, plus triggered by event. |
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This spell creates the visual illusion of an object, creature, or force, as visualized by you. This spell's figment activates when a specific condition occurs. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech. You set the triggering condition (which may be a special word) when casting the spell. The event that triggers the illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger. The trigger cannot be based on some quality not normally obvious to the senses, such as alignment. (See magic mouth for more details about such triggers.) |
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Greater Restoration (XP) | ||||||||||||
Conjuration (Healing) | 10 minutes | SRD | ||||||||||
Will negates (harmless) - Yes (harmless) | APeace 7, Arc 7, Clr 7, Hlr 6, Renewal 7, Shu 7 | V, S, XP | ||||||||||
Instant | Touch | General | ||||||||||
Target: Creature touched | ||||||||||||
XP Cost: 500 XP | ||||||||||||
As restoration, plus restores all levels and ability scores. |
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This spell functions like restoration, lesser, except that it dispels all negative levels afflicting the healed creature. This effect also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained. The drained levels are restored only if the time since the creature lost the level is no more than one week per caster level. Greater restoration also dispels all magical effects penalizing the creatures abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects. Greater restoration does not restore levels or Constitution points lost due to death. |
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Resurrection (M) | ||||||||||||
Conjuration (Healing) [Ectomancy] | 10 minutes | SRD | ||||||||||
None; see text - Yes (harmless) | APeace 7, Arc 7, Clr 7, Hlr 7, SaveLife 7, Shu 7 | V, S, M, DF | ||||||||||
Instant | Touch | General | ||||||||||
Target: Dead creature touched | ||||||||||||
Materials: A sprinkle of holy water and diamonds worth a total of at least 10,000 gp. | ||||||||||||
Fully restore dead subject. |
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You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 10 years per caster level. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw. Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can't be raised). This level/HD loss or Constitution loss cannot be repaired by any means. Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. The condition of the remains is not a factor. So long as some small portion of the creatures body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creatures body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can't be resurrected. |
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Greater Scrying | ||||||||||||
Divination (Scrying) | 1 standard action | SRD | ||||||||||
Will negates - Yes | APeace 7, Arc 7, Brd 6, Clr 7, Drd 7, Dream 7, Oracle 7, Planning 7, Shu 7, Sor/Wiz 7, Wuj 7 | V, S | ||||||||||
1 hour/level | See text | 6 hours | ||||||||||
Effect: Magical sensor | ||||||||||||
As scrying, but faster and longer. |
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This spell functions like scrying. Additionally, all of the following spells function reliably through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues. |
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Spell Turning | ||||||||||||
Abjuration | 1 standard action | SRD | ||||||||||
- | Arc 7, Beguiler 7, Endurance 8, Luck 7, Magic 7, Meditation 7, Retribution 7, Shu 7, Sor/Wiz 7 | V, S, M/DF | ||||||||||
10 min./level or until expended | Personal | 4 hours | ||||||||||
Target: You | ||||||||||||
Reflect 1d4+6 spell levels back at caster. |
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Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells. From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly. When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected. If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created. Roll randomly to determine the result.
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Statue | ||||||||||||
Transmutation | 1 round | SRD | ||||||||||
Will negates (harmless) - Yes (harmless) | Arc 7, Shu 7, Sor/Wiz 7, Wuj 7 | V, S, M | ||||||||||
1 hour/level (D) | Touch | 6 hours | ||||||||||
Target: Creature touched | ||||||||||||
Subject can become a statue at will. |
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A statue spell turns the subject to solid stone, along with any garments and equipment worn or carried. In statue form, the subject gains hardness 8. The subject retains its own hit points. The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual's body. Chipping is equal to a mere scratch, but breaking off one of the statue's arms constitutes serious damage. The subject of a statue spell can return to its normal state, act, and then return instantly to the statue state (a free action) if it so desires, as long as the spell duration is in effect. |
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Summon Nature's Ally VII | ||||||||||||
Conjuration (Summoning) | 1 round | SRD | ||||||||||
None - No | Arc 7, Drd 7, Shu 7 | V, S, DF | ||||||||||
1 round/level (D) | Close | General | ||||||||||
Effect: One or more creatures, no two of which can be more than 30 ft. apart | ||||||||||||
Calls creature to fight. |
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This spell functions like summon nature's ally I, except that you can summon one 7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind. When you use a summoning spell to summon an
1) May be summoned only into an aquatic or watery environment. 2) Can't cast irresistible dance |
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Sunbeam | ||||||||||||
Evocation [Light] | 1 standard action | SRD | ||||||||||
Reflex negates and Reflex half; see text - Yes | Arc 7, Drd 7, Glory 7, Shu 7, Summer 6, Sun 7, Wmg 7 | V, S, DF | ||||||||||
1 round/level or until all beams are exhausted | 60 ft. | General | ||||||||||
Area: Line from your hand | ||||||||||||
Beam blinds and deals 4d6 damage. |
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For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted. Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half. An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. |
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Teleport Object | ||||||||||||
Conjuration (Teleportation) | 1 standard action | SRD | ||||||||||
Will negates (object) - Yes (object) | Arc 7, Greed 7, Shu 7, Sor/Wiz 7, Wuj 7 | V | ||||||||||
Instant | Personal and touch | 4 hours | ||||||||||
Target: One touched object of up to 50 lb/level and 3 cu. ft/level | ||||||||||||
As teleport, but affects a touched object. |
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This spell functions like teleport, except that it teleports an object, not you. Creatures and magical forces cannot be teleported. If desired, the target object can be sent to a distant location on the Ethereal Plane. In this case, the point from which the object was teleported remains faintly magical until the item is retrieved. A successful targeted dispel magic spell cast on that point brings the vanished item back from the Ethereal Plane. |