Index of Spells by Sources - Complete Arcane

SPC

Archivist Spells

1st-Level Archivist Spells

Conj
  • Blades of Fire: Your melee weapons deal +1d8 fire damage for 1 round (swift).
Tran

2nd-Level Archivist Spells

Tran
  • Swim: Subject gains a swim speed equal to their land speed.

3rd-Level Archivist Spells

Abjur
Conj
  • Ring of BladesM: Blades surround you, damaging other creatures (1d6+1/level damage).
Tran
  • Fire WingsF: Your arms become wings that enable flight, deal 2d6 fire damage.
  • Thornskin: Unarmed strikes are lethal and deal an additional 1d6 piercing damage. Creatures that strike you take 5 points of piercing damage.

4th-Level Archivist Spells

Conj
  • Arc of Lightning: Line of electricity between two creatures (1d6/level damage).
Div
Tran

5th-Level Archivist Spells

Evoc

6th-Level Archivist Spells

Abjur

7th-Level Archivist Spells

Necr
  • Withering Palm: Touch attack deals 1/2 levels (max 10) Str and Con damage. A crit drains instead.
Tran

9th-Level Archivist Spells

Conj
Tran

Artificer Spells

1st-Level Artificer Spells

Tran

2nd-Level Artificer Spells

Tran

3rd-Level Artificer Spells

Tran

4th-Level Artificer Spells

Tran

Assassin Spells

1st-Level Assassin Spells

Tran

2nd-Level Assassin Spells

Conj
  • Ice Knife: Ranged attack, 1d8 points of cold damage and 2 cold Dexterity damage.
Evoc
  • Fire ShurikenM: Evoke 1 fire shuriken/3 caster levels (max 6) each deal 3d6 fire damage.

4th-Level Assassin Spells

Necr
  • Heart Ripper: Slay a creature with HD totaling up to your caster level or less. Stun him if more.

Bard Spells

2nd-Level Bard Spells

Evoc
  • Sonic Whip: Scares animals, normal whip in combat.
Tran
  • Whirling BladeF: Make an attack on a line of foes with your slashing weapon.

4th-Level Bard Spells

Div
  • Unluck: All actions involving random elements are rolled twice and the worse roll is used.
Evoc

5th-Level Bard Spells

Conj
Tran

Cleric Spells

3rd-Level Cleric Spells

Abjur
Conj
  • Ring of BladesM: Blades surround you, damaging other creatures (1d6+1/level damage).

4th-Level Cleric Spells

Div

5th-Level Cleric Spells

Evoc

6th-Level Cleric Spells

Abjur

7th-Level Cleric Spells

Necr
  • Withering Palm: Touch attack deals 1/2 levels (max 10) Str and Con damage. A crit drains instead.
Tran

9th-Level Cleric Spells

Conj

Druid Spells

1st-Level Druid Spells

Tran

2nd-Level Druid Spells

Tran
  • Swim: Subject gains a swim speed equal to their land speed.

3rd-Level Druid Spells

Abjur
Tran
  • Fire WingsF: Your arms become wings that enable flight, deal 2d6 fire damage.
  • Thornskin: Unarmed strikes are lethal and deal an additional 1d6 piercing damage. Creatures that strike you take 5 points of piercing damage.

4th-Level Druid Spells

Conj
  • Arc of Lightning: Line of electricity between two creatures (1d6/level damage).
Tran

6th-Level Druid Spells

Abjur

7th-Level Druid Spells

Tran

9th-Level Druid Spells

Conj
Tran

Harper Guide Spells

1st-Level Harper Guide Spells

Tran

4th-Level Harper Guide Spells

Tran

Hathran Spells

1st-Level Hathran Spells

Tran

Hexblade Spells

1st-Level Hexblade Spells

Necr
  • BackbiterF: Cause two handed or reach weapon to strike is wielder.

2nd-Level Hexblade Spells

Illu
Tran
  • Whirling BladeF: Make an attack on a line of foes with your slashing weapon.

4th-Level Hexblade Spells

Div
  • Assay Spell Resistance: Gain +10 bonus to caster level checks for spell resistance against one creature.
  • Unluck: All actions involving random elements are rolled twice and the worse roll is used.

Prime Underdark Guide Spells

4th-Level Prime Underdark Guide Spells

Tran

Ranger Spells

1st-Level Ranger Spells

Conj
  • Blades of Fire: Your melee weapons deal +1d8 fire damage for 1 round (swift).
Tran

Shugenja Spells

3rd-Level Shugenja Spells

Tran

Sorcerer/Wizard Spells

0-Level Sorcerer/Wizard Spells

Tran

1st-Level Sorcerer/Wizard Spells

Conj
Necr
  • BackbiterF: Cause two handed or reach weapon to strike is wielder.
Tran
  • Fist of Stone: Your fist gains +6 enhancement bonus to strength for attacks, grapples, breaking, or crushing things. You gain a slam attack.
  • Low-Light Vision: Subject sees twice as far under current light.
  • Repair Light Damage: "Cures" 1d8+1/level (max +5) points of damage to a construct.
Univ
  • Familiar Pocket: Creates an extradimensional hiding place for your familiar.

2nd-Level Sorcerer/Wizard Spells

Abjur
  • Aiming at the Target: Grants a +10 circumstance bonus to Concentration checks for a spell you are concentrating on already.
Conj
  • Ice Knife: Ranged attack, 1d8 points of cold damage and 2 cold Dexterity damage.
Div
Evoc
  • Fireburst: Adjacent subjects take 1d8/level fire damage.
Illu
Tran

3rd-Level Sorcerer/Wizard Spells

Abjur
Conj
Evoc
Illu
Tran
  • Repair Serious Damage: "Cures" 3d8+1/level (max +15) points of damage to a construct.
  • Stony Grasp: As earthen grasp, except the stony arm can appear from any natural surface, including unworked rock, earth, mud, grass, or sand.
Univ
  • Enhance Familiar: Your familiar gains a +2 modifier on saves, combat rolls, and AC for 1 hour/level.
  • Fortify Familiar: Your familiar gains +2 natural armor and a 25% chance to avoid critical hits for 1 hour/level.

4th-Level Sorcerer/Wizard Spells

Abjur
Conj
  • Blast of Flame: 60-ft. cone of fire (1d6/level damage).
  • Orb of Acid: Ranged touch, 1d6/level (max 15d6) points of acid damage.
  • Orb of Cold: Ranged touch, 1d6/level (max 15d6) points of cold damage.
  • Orb of Electricity: Ranged touch, 1d6/level (max 15d6) points of electricity damage.
  • Orb of Fire: Ranged touch, 1d6/level (max 15d6) points of fire damage.
  • Orb of Force: Globes of force deal 1d6/level (max 10d6) damage.
  • Orb of Sound: Ranged touch, 1d4/level (max 15d4) points of sonic damage.
Div
  • Assay Spell Resistance: Gain +10 bonus to caster level checks for spell resistance against one creature.
  • Unluck: All actions involving random elements are rolled twice and the worse roll is used.
Evoc
Necr
Tran

5th-Level Sorcerer/Wizard Spells

Abjur
Conj
Evoc
  • Greater Fireburst: Subjects within 15 ft. take 1d10/level fire damage.
  • Mass Fire Shield: Creatures attacking allies take damage; allies are protected from fire or cold.
  • Prismatic Ray: Blind target with 6 HD or less and deal random effect.
  • Sword of Deception: A blade of pale green force to appear and strikes the opponent you designate.
Necr
  • Spiritwall: Creates a wall of wailing spirits that inspires fear; 1d10 points of damage and energy drain on contact.
Tran

6th-Level Sorcerer/Wizard Spells

Abjur
Conj
Ench
  • Transfix: Medium or smaller targets are paralyzed.
Illu
  • Illusory Pit: Illusiory pit causes creature to believe it is falling helplessly and stuns for 1 round when done.
Tran
Univ

7th-Level Sorcerer/Wizard Spells

Abjur
Evoc
  • Emerald Flame Fist: You can transfer a burning aura to a subject dealing 3d6 +1/level (max +20) fire damage per round.
Necr
  • Arrow of BoneM: Creates a killer missile or thrown weapon, or deals 3d6 +1 (max +20) damage on successful save.
  • Sword of DarknessM: As sword of deception, except you cause a black blade of pure negative energy to appear and attack opponents at a distance, as directed by you.

8th-Level Sorcerer/Wizard Spells

Illu
Necr
  • Blackfire: Negative energy fire burns at the life force of a living creature dealing 1d4 constitution damage/round.
  • Heart of StoneFXP: You gain DR 5/- and resist energy 5 vs cold, fire, and electricity. Healing slows and requires caster level checks (DC 10 + your caster level)
Tran
  • Flensing: Trauma deals 2d6 damage plus 1d6 Cha and Con damage.
  • Ghostform: You become incorporeal.

9th-Level Sorcerer/Wizard Spells

Abjur
Conj
Ench
  • Programmed AmnesiaM: You can selectively destroy, alter, or implant memories in the target creature as you see fit.
Tran

Warmage Spells

1st-Level Warmage Spells

Conj
Tran
  • Accuracy: Doubles ranged weapon's range increments.
  • Fist of Stone: Your fist gains +6 enhancement bonus to strength for attacks, grapples, breaking, or crushing things. You gain a slam attack.

2nd-Level Warmage Spells

Conj
  • Blades of Fire: Your melee weapons deal +1d8 fire damage for 1 round (swift).
  • Ice Knife: Ranged attack, 1d8 points of cold damage and 2 cold Dexterity damage.
Evoc
  • Fireburst: Adjacent subjects take 1d8/level fire damage.
Tran
  • Whirling BladeF: Make an attack on a line of foes with your slashing weapon.

3rd-Level Warmage Spells

Conj
  • Ring of BladesM: Blades surround you, damaging other creatures (1d6+1/level damage).

4th-Level Warmage Spells

Conj
  • Blast of Flame: 60-ft. cone of fire (1d6/level damage).
  • Orb of Acid: Ranged touch, 1d6/level (max 15d6) points of acid damage.
  • Orb of Cold: Ranged touch, 1d6/level (max 15d6) points of cold damage.
  • Orb of Electricity: Ranged touch, 1d6/level (max 15d6) points of electricity damage.
  • Orb of Fire: Ranged touch, 1d6/level (max 15d6) points of fire damage.
  • Orb of Force: Globes of force deal 1d6/level (max 10d6) damage.
  • Orb of Sound: Ranged touch, 1d4/level (max 15d4) points of sonic damage.

5th-Level Warmage Spells

Conj
  • Arc of Lightning: Line of electricity between two creatures (1d6/level damage).
Evoc
  • Greater Fireburst: Subjects within 15 ft. take 1d10/level fire damage.
  • Mass Fire Shield: Creatures attacking allies take damage; allies are protected from fire or cold.
  • Prismatic Ray: Blind target with 6 HD or less and deal random effect.

Wu jen Spells

1st-Level Wu jen Spells

Conj
  • Hail of StoneM: Stones deal 1d4 points of damage/level to creatures in the area (max 5d4).
Ench
  • Secret Signs: Using nonverbal means, you can communicate a simple message to one other intelligent creature within range.
Evoc
  • Elemental Burst: Deal elemental damage in a burst.
  • Fiery Eyes: Laser eyes cause fires after focusing for a full round action.
  • Melt: Deal 2/level (max 10) damage to cold subtype creature.
Necr
  • BackbiterF: Cause two handed or reach weapon to strike is wielder.
  • Ghost Light: An eerie green torch light causes creatures to become shaken.
Tran

2nd-Level Wu jen Spells

Abjur
  • Aiming at the Target: Grants a +10 circumstance bonus to Concentration checks for a spell you are concentrating on already.
  • Protection from Charm: The recipient of this spell gains a resistance bonus of +1 per three caster levels (maximum +5) on any Will save against charm or compulsion spells or effects.
Conj
  • Ice Knife: Ranged attack, 1d8 points of cold damage and 2 cold Dexterity damage.
Div
Evoc
  • Fire ShurikenM: Evoke 1 fire shuriken/3 caster levels (max 6) each deal 3d6 fire damage.
  • Ice Blast: Deal 1d6/2 levels (max 10d6) cold damage in a cone.
  • Lightning Blade: Electrical long sword deals 1d6/level (max 10d6) in touch attacks or range touch attacks (30 ft.) each attack using up dice from the limit.
  • Sonic Whip: Scares animals, normal whip in combat.
Illu
  • Apparition: Cause foes to become shaken when seeing subject disfigured creature.
  • Wall of Gloom: A shadowy wall deters passage.
Necr
  • Kiss of the Toad: Your touch becomes poisonous dealing 1d6 Con damage secondary 1d6 Con.
Tran

3rd-Level Wu jen Spells

Conj
Div
Evoc
  • Earthbolt: Deal 1d6 damage/level (max 10d6) on an earth bound line.
  • Steam Breath: Cone of steam deals 1d6/level (max 10d6) fire damage.
Tran
  • Fire WingsF: Your arms become wings that enable flight, deal 2d6 fire damage.
  • Magnetism: Pull a steel item to you each round.
  • Terra Cotta WarriorF: This spell turns an statuette into a full-sized warrior.
  • Thornskin: Unarmed strikes are lethal and deal an additional 1d6 piercing damage. Creatures that strike you take 5 points of piercing damage.

4th-Level Wu jen Spells

Abjur
Conj
Evoc
Necr
  • Heart Ripper: Slay a creature with HD totaling up to your caster level or less. Stun him if more.
  • Pain: The target creatures are struck by wracking pains and agony, giving them a -4 penalty on attack rolls, skill checks, and ability checks. A successful Fortitude save lessens this penalty to -2.
Tran
  • Dancing Blade: Sword fights with an ally and prevents flanking.
  • Poison Needles: Deal 1d4/level max (5d4) with normal ranged attack and deal con damage, or paralyze, or dex damage.
  • Snake Darts: Create two poisonous snakes.
  • Water to PoisonM: Converts water into an ingestion poison with a DC of the spell for 1 Con and 1d8 Con damages, Will negates each.
  • Wood Rot: Destroy wooden objects or plants.

5th-Level Wu jen Spells

Conj
  • Arc of Lightning: Line of electricity between two creatures (1d6/level damage).
  • Servant Horde: This spell creates a number of unseen servants, up to a maximum of 2d6 +1 servant per level (maximum +15).
  • Vitriolic Sphere: Potent acid deals 6d6 acid damage plus possible damage in following 2 rounds.
Evoc
  • Fire Breath: You can breath a ray of fire dealing 1d8/2 levels (max 10d8).
  • Sword of Deception: A blade of pale green force to appear and strikes the opponent you designate.
Necr
  • Spirit Self: You can become incorporeal but must remain within 200 feet of your body.
Tran
  • Metal Skin: Subject gains +8 natural armor bonus and a -2 Dex penalty.
  • Summoning Wind: You send a message or sound on the wind to a number of specific creatures that you identify while casting the spell.
  • Terra Cotta LionF: As terra cotta warrior, but the spell animates a statuette of a foo lion.

6th-Level Wu jen Spells

Conj
Ench
  • Transfix: Medium or smaller targets are paralyzed.
Tran
  • Spirit Needle: Incorporeal creature is held in place and looses incorporeal benefits. Also cannot use teleportation type magics.

7th-Level Wu jen Spells

Abjur
Conj
  • Body Outside Body: Create duplicates of you that are friendly to you and your friends and obey even suicidal orders.
  • Reanimation: Kinda-sorta bring a creature back to life, only has 1 hp, slurred speach, and only one move action per round.
Div
Necr
  • Sword of DarknessM: As sword of deception, except you cause a black blade of pure negative energy to appear and attack opponents at a distance, as directed by you.
  • Withering Palm: Touch attack deals 1/2 levels (max 10) Str and Con damage. A crit drains instead.
Tran
  • Decapitating Scarf: Decapitate target or deal 1d4/level (max 20d4) damage. Some creatures take 6d4 instead.
  • Giant Size: You may grow up to Huge, Gargantuan, or Colossal size.

8th-Level Wu jen Spells

Abjur
  • Finding the Center: You do not have to concentrate on a previous spell to maintain concentration on it.
Conj
Tran
  • Minute Form: Reduce your size to Tiny, Diminutive, or Fine depending on your caster level.

9th-Level Wu jen Spells

Abjur
  • Absorption: You absorb 1d4+6 spell levels directed at you.
Conj
Evoc
  • Internal Fire: Subject dies or takes 6d6 +1 (max +20) fire damage.
Tran