Index of Spells by Sources - Far Corners of the World

Far Corners of the World

Archivist Spells

1st-Level Archivist Spells

Conj
  • Wall of Smoke: Simple wall of smoke to block vision. Breathing causes nausea for 1 round (Fort save).
Tran
  • Crabwalk: Subject gains +2 to AC and Attacks when charging.
  • Foundation of Stone: +4 bonus to resist being bull rushed or tripped
  • Undertow: Cause water to splash out of containers or Stun creatures in large bodies of water for 1 round.

2nd-Level Archivist Spells

Conj
  • Kelpstrand: Ranged touch attack to special grapple with kelp.
Evoc
  • Saltray: Ranged touch attack deals 1d6/2 levels (max 5d6) slashing damage. If cast near an ocean, a second ray is cast.
  • 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.
Tran

3rd-Level Archivist Spells

Illu
  • Creaking Cacophony: Spell causes deafness and shankened and applies a sonic weakness to subjects.
Tran
  • 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.

4th-Level Archivist Spells

Conj
  • 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.
  • Magnetic Pulse: Magnetic forces cause 5d6 or 3d6 damage and trip attacks.
Evoc
Tran

5th-Level Archivist Spells

Evoc
  • Sirine's GraceM: Grants +4 to Cha and Dex. Adds Cha Modifier deflection bonus to AC. +8 to Perform checks. 1d4 Int touch attack.
Necr
  • Ghost Storm: Save and become Frightened or fail and gain a temporary negative level, per round. Levels return at the rate of 1 per minute. More nastiness.

6th-Level Archivist Spells

Abjur
Conj
  • Gatorswarm: This spell summons 1d3 exceptionally irate and hungry monstrous alligators from the surrounding waters.
Tran
  • Skyhurling: Throw a creature up and let them take falling damage. 5-ft./level with yielding obstructions or 10-ft./level with no obstructions.

7th-Level Archivist Spells

Abjur
  • Calm EarthM: Protects an area from earthquakes and lava. Also slows earth subtype creatures.
Conj
  • Fey RingXP: Call a Fey creature that may or may not help you.

8th-Level Archivist Spells

Conj
Evoc
  • Red Tide: Sicken or Nauseate subjects in area for 1 minute. 3d6 temporary Strength damage poison to Fortitude save failure.

9th-Level Archivist Spells

Conj
Evoc
  • Quagmire Vortex: Muddy "whirlpool" causes death and destruction in a swamp.

Bard Spells

1st-Level Bard Spells

Tran
  • Crabwalk: Subject gains +2 to AC and Attacks when charging.

2nd-Level Bard Spells

Abjur
  • Vertigo (Sky): Creature believes it is at the top of a great fall and has nowhere it can move. Takes non-lethal damage if it moves or is moved.
Tran

3rd-Level Bard Spells

Illu
  • Creaking Cacophony: Spell causes deafness and shankened and applies a sonic weakness to subjects.

4th-Level Bard Spells

Evoc
  • Fire Dance: Perform (dance) DC 15 + 2/round, gain fire immunity, cast off light. End dance with ray of heat or personal healing 1d6/level. Failure results in fatigue and no ray of heat or healing.
  • Sirine's GraceM: Grants +4 to Cha and Dex. Adds Cha Modifier deflection bonus to AC. +8 to Perform checks. 1d4 Int touch attack.
Tran
  • Ruin Delver's Fortune: Temporarily gain a benefit that will last for a short while. Benefits include Bonus to Fort, Reflex, Will, HP, SR, or AC.

5th-Level Bard Spells

Tran

6th-Level Bard Spells

Conj
  • Fey RingXP: Call a Fey creature that may or may not help you.

Cleric Spells

1st-Level Cleric Spells

Tran

3rd-Level Cleric Spells

Tran
  • 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.

4th-Level Cleric Spells

Conj
  • 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.

5th-Level Cleric Spells

Necr
  • Ghost Storm: Save and become Frightened or fail and gain a temporary negative level, per round. Levels return at the rate of 1 per minute. More nastiness.

6th-Level Cleric Spells

Abjur

7th-Level Cleric Spells

Abjur
  • Calm EarthM: Protects an area from earthquakes and lava. Also slows earth subtype creatures.
Conj
  • Fey RingXP: Call a Fey creature that may or may not help you.

Druid Spells

1st-Level Druid Spells

Conj
  • Wall of Smoke: Simple wall of smoke to block vision. Breathing causes nausea for 1 round (Fort save).
Tran
  • Crabwalk: Subject gains +2 to AC and Attacks when charging.
  • Foundation of Stone: +4 bonus to resist being bull rushed or tripped
  • Undertow: Cause water to splash out of containers or Stun creatures in large bodies of water for 1 round.

2nd-Level Druid Spells

Conj
  • Kelpstrand: Ranged touch attack to special grapple with kelp.
Evoc
  • Saltray: Ranged touch attack deals 1d6/2 levels (max 5d6) slashing damage. If cast near an ocean, a second ray is cast.
  • 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.
Tran

3rd-Level Druid Spells

Illu
  • Creaking Cacophony: Spell causes deafness and shankened and applies a sonic weakness to subjects.

4th-Level Druid Spells

Conj
  • Magnetic Pulse: Magnetic forces cause 5d6 or 3d6 damage and trip attacks.
Evoc

5th-Level Druid Spells

Evoc
  • Sirine's GraceM: Grants +4 to Cha and Dex. Adds Cha Modifier deflection bonus to AC. +8 to Perform checks. 1d4 Int touch attack.

6th-Level Druid Spells

Abjur
Conj
  • Fey RingXP: Call a Fey creature that may or may not help you.
  • Gatorswarm: This spell summons 1d3 exceptionally irate and hungry monstrous alligators from the surrounding waters.
Tran
  • Skyhurling: Throw a creature up and let them take falling damage. 5-ft./level with yielding obstructions or 10-ft./level with no obstructions.

8th-Level Druid Spells

Conj
Evoc
  • Red Tide: Sicken or Nauseate subjects in area for 1 minute. 3d6 temporary Strength damage poison to Fortitude save failure.

9th-Level Druid Spells

Conj
Evoc
  • Quagmire Vortex: Muddy "whirlpool" causes death and destruction in a swamp.

Ranger Spells

1st-Level Ranger Spells

Tran
  • Crabwalk: Subject gains +2 to AC and Attacks when charging.

2nd-Level Ranger Spells

Tran

4th-Level Ranger Spells

Tran

Sorcerer/Wizard Spells

1st-Level Sorcerer/Wizard Spells

Conj
  • Wall of Smoke: Simple wall of smoke to block vision. Breathing causes nausea for 1 round (Fort save).
Illu
  • Fengut: Subject is nauseated.

2nd-Level Sorcerer/Wizard Spells

Evoc
  • Saltray: Ranged touch attack deals 1d6/2 levels (max 5d6) slashing damage. If cast near an ocean, a second ray is cast.
  • 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.
Tran
  • Surefooted StrideM: Treat mountainous terrain as plains.
  • Undertow: Cause water to splash out of containers or Stun creatures in large bodies of water for 1 round.

3rd-Level Sorcerer/Wizard Spells

Abjur
  • Vertigo (Sky): Creature believes it is at the top of a great fall and has nowhere it can move. Takes non-lethal damage if it moves or is moved.
Tran
  • 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.

4th-Level Sorcerer/Wizard Spells

Conj
  • Magnetic Pulse: Magnetic forces cause 5d6 or 3d6 damage and trip attacks.

5th-Level Sorcerer/Wizard Spells

Necr
  • Ghost Storm: Save and become Frightened or fail and gain a temporary negative level, per round. Levels return at the rate of 1 per minute. More nastiness.
Tran

6th-Level Sorcerer/Wizard Spells

Evoc
  • Storm Prison: Deal 1d6/level (max 15d6) electricity damage to target and encase them in a wind and lightning prison.
Tran
  • Skyhurling: Throw a creature up and let them take falling damage. 5-ft./level with yielding obstructions or 10-ft./level with no obstructions.

7th-Level Sorcerer/Wizard Spells

Conj
  • Fey RingXP: Call a Fey creature that may or may not help you.
  • Volcanic StormM: Wind, Rocks, and lava sweep an area.
Tran
  • Expeditious ExcavationMF: Clear pathway of loose stone, sand, gravel, or other lightweight rubble into a tunnel.

9th-Level Sorcerer/Wizard Spells

Illu
  • SkyriftMFXP: Make a 1 mile radius area appear to be in perpetual night or dusk.