Name | ||
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School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Accuracy | ||
Complete Arcane | ||
Wmg 1, Wuj 1 | ||
1 hour | ||
Doubles ranged weapon's range increments. |
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Burning Hands | ||
Evocation [Fire] | 1 standard action | SRD |
Reflex half - Yes | Adp 1, Arc 1, Blg 1, Duskblade 1, Fire 1, Shu 1, Sor/Wiz 1, Wmg 1 | V, S |
Instant | 15 ft. | General |
Area: Cone-shaped burst | ||
1d4/level fire damage (max 5d4). |
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A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action. |
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Chill Touch | ||
Necromancy | 1 standard action | SRD |
Fortitude partial or Will negates; see text - Yes | Arc 2, Blg 2, Cold 1, Duskblade 1, Sor/Wiz 1, Wmg 1 | V, S |
Instant | Touch | General |
Targets: Creature or creatures touched (up to one/level) | ||
One touch/level deals 1d6 damage and possibly 1 Str damage. |
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A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level. An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level. |
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Fist of Stone | ||
SPC | ||
Sor/Wiz 1, Wmg 1 | ||
General | ||
Your fist gains +6 enhancement bonus to strength for attacks, grapples, breaking, or crushing things. You gain a slam attack. |
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Hail of Stone (M) | ||
SPC | ||
Sor/Wiz 1, Wmg 1, Wuj 1 | ||
General | ||
Stones deal 1d4 points of damage/level to creatures in the area (max 5d4). |
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Magic Missile | ||
Evocation [Force] | 1 standard action | SRD |
None - Yes | Force 2, Sor/Wiz 1, Wmg 1, Wuj 1 | V, S |
Instant | Medium | General |
Targets: Up to five creatures, no two of which can be more than 15 ft. apart | ||
1d4+1 damage; +1 missile per two levels above 1st (max 5). |
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A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile-two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. |
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Lesser Orb of Acid | ||
Complete Arcane | ||
Sor/Wiz 1, Wmg 1 | ||
General | ||
Ranged touch, 1d8 or more acid damage. |
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Lesser Orb of Cold | ||
Complete Arcane | ||
Sor/Wiz 1, Wmg 1 | ||
General | ||
Ranged touch, 1d8 or more cold damage. |
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Lesser Orb of Electricity | ||
Complete Arcane | ||
Sor/Wiz 1, Wmg 1 | ||
General | ||
Ranged touch, 1d8 or more electricity damage. |
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Lesser Orb of Fire | ||
Complete Arcane | ||
Sor/Wiz 1, Wmg 1 | ||
General | ||
Ranged touch, 1d8 or more fire damage. |
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Lesser Orb of Sound | ||
Complete Arcane | ||
Sor/Wiz 1, Wmg 1 | ||
General | ||
Ranged touch, 1d6 or more sonic damage. |
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Shocking Grasp | ||
Evocation [Electricity] | 1 standard action | SRD |
None - Yes | Arc 1, Duskblade 1, Shu 1, Sor/Wiz 1, Wmg 1 | V, S |
Instant | Touch | General |
Target: Creature or object touched | ||
Touch delivers 1d6/level electricity damage (max 5d6). |
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Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like). |
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Sleep | ||
Enchantment (Compulsion) [Mind-Affecting] | 1 round | SRD |
Will negates - Yes | Adp 1, Arc 1, Asn 1, Beguiler 1, Brd 1, Dream 1, EmBarachiel 1, HB 1, MH 1, Shu 1, Sor/Wiz 1, Wmg 1, Wuj 1 | V, S, M |
1 min./level | Medium | General |
Area: One or more living creatures within a 10-ft.-radius burst | ||
Puts 4 HD of creatures into magical slumber. |
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A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spells point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures. |
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True Strike | ||
Divination | 1 standard action | SRD |
- | Asn 1, Duskblade 1, Elf 1, Fate 1, Sor/Wiz 1, Time 1, Wmg 1, Wuj 1 | V, F |
See text | Personal | 5 minutes |
Target: You | ||
+20 on your next attack roll. |
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Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target. |