Abjur | |
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Conj | |
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Div | |
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Ench | |
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Evoc | |
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Illu | |
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Necr | |
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Tran | |
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Abjur | |
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Conj |
- Close Wounds: Cure 1d4 +1/level (max +5) damage, even on another's turn (immediate).
- Deific Vengeance: God's punishment deals 1d6 damage/two caster levels (max 5d6). (1d6/level max 10d6 vs undead.)
- Inky Cloud: Obscures sight underwater beyond 5 ft.
- Kelpstrand: Ranged touch attack to special grapple with kelp.
- Stabilize: Cures 1 point of damage to all creatures in area.
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Div | |
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Ench |
- Divine Protection: Allies gain a +1 morale bonus to their Armor Class and on saving throws.
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Evoc |
- Binding Winds: Sound cannot penetrate to or from target and -2 on ranged attacks.
- Frost Breath: Icy breath deals 1d4 damage/2 levels.
- 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.
- Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders.
- 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.
- Veil of Shadow: Darkness grants you concealment.
- Winter's Embrace: Subject takes 1d8 damage/round; can cause fatigue.
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Illu |
- Dark Way: Creates temporary unbreakable bridge supporting up to 200 lbs./level.
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Necr | |
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Tran |
- Align Fang: Natural weapon becomes good, evil, lawful, or chaotic.
- 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.
- 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.
- Burrow: Grow claws and gain burrow speed of 30 ft.
- Cloud Wings: Increase the subject's fly speed by 30 feet.
- Creeping ColdF: Creature feels chill that increases with each round.
- 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.
- 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.
- Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs.
- Ghost Touch Armor: Armor works normally against incorporeal attacks.
- 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.
- Mass Camouflage: As camouflage, but affects all in range.
- Master Air: You sprout insubstantial wings and can fly.
- Mountain Stance: Subject can root itself against involuntary movement.
- Quick March: Allies' speed increases by 30 ft. for 1 round
- Swift Haste: You are hasted for 1d4 rounds (swift).
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Abjur |
- Antidragon AuraM: Allies gain bonus to AC and saves against dragons.
- Blessing Of Bahamut: You gain damage reduction 10/magic.
- Cloak of Bravery: You and your allies gain a bonus on saves against fear.
- Energized Shield: Shield provides user resistance 10, shield bash deals +2d6 damage.
- Favorable SacrificeM: Subject gains better protection the more gems you sacrifice.
- 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 Resurgence: As resurgence, but multiple targets.
- Safety: Know how to get somewhere where the environment is not hostile to the subject.
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Conj | |
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Div | |
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Ench | |
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Evoc |
- Blade of Pain and Fear: Creates blade of gnashing teeth.
- 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.
- Corona of Cold: Aura of cold protects you, damages others.
- Darkfire: As produce flame, but dark flames visible with darkvision.
- Downdraft: Force flying creatures to fall 100 feet or knock landborne people prone.
- Energy Vortex: Burst of energy centered on you damages nearby creatures.
- Flame of Faith: Gives weapon the flaming burst quality.
- 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.
- 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.
- Moon Blade: Touch attack deals 1d8 damage +1/two levels (max +15), more to undead, plus scrambles spellcasting.
- 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.
- Thunderous Roar: Roar deals 1d6 sonic damage/2 levels, deafens.
- Tremor: Force casters and skill users to Concentrate as well as knock creatures prone.
- Wall Of Light: Creates wall of light, can dazzle creatures.
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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.
- 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.
- Blindsight: Grants blindsight* to a range of 30 ft.
- Charge of the Triceratops: Subject grows horns and skull plate, gains gore attack.
- Demon Dirge: Demons are stunned and take 2d6 damage/round for 1d6 rounds.
- Devil Blight: Damage and confuse baatezu; damage other lawful and evil creatures.
- DiamondsteelM: Metal armor provides damage reduction*.
- Entangling Staff: Swift. Quarterstaff gains improved grab and can constrict grappled foes.
- Fangs of the Vampire King: Grow vampire fangs.
- 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.
- Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee.
- Heatstroke: Subject creature takes nonlethal damage and becomes fatigued.
- Knight's Move: You instantly move to flank a subject.
- 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.
- 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.
- 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.
- Primal Form: You change into elemental, gain some abilities.
- Swift Fly: This spell functions like fly except for 1 round (swift).
- Weapon Of Energy: Weapon deals extra energy damage.
- Weapon of Impact: As keen edge, but aids blunt weapons.
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Abjur | |
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Conj | |
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Div | |
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Evoc | |
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Necr |
- Consumptive Field: Draw life from all creatures in 30-ft. radius with -1 or fewer hit points that fail save.
- 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.
- 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.
- Wrack: Renders creature helpless with pain.
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Tran | |
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Abjur | |
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Conj |
- Call ZelekhutXP: A zelekhut aids you in hunting a fugitive.
- Crawling Darkness: Cloud of tentacles provides concealment, skill bonuses, and several defenses.
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Div | |
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Evoc | |
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Illu |
- Doomtide: Black mist obscures vision, dazes creatures.
|
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Necr | |
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Tran | |
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Abjur | |
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Conj | |
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Evoc | |
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Necr |
- Barghest's FeastM: Destroy target corpse, potentially preventing its return to life.
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Tran | |
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Abjur |
- Holy Star: Glowing light turns spell, gives a cover bonus to AC, or shoots beams of fire.
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Conj | |
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Div |
- Brain Spider: Listen to thoughts of up to eight other creatures.
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Ench | |
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Evoc | |
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Illu | |
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Necr | |
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Tran | |
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Abjur | |
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Conj | |
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Div | |
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Ench |
- Beastland Ferocity: Subject fights without penalty while disabled or dying.
- Distract: Distracts targets with the zest for life.
- Focusing Chant: Improves concentration; +1 on attack rolls or selected checks.
- Herald's Call: Shout slows those within 20 ft.
- Incite: Subject can't ready actions or delay.
- Inhibit: Subject delays until next round.
- Insidious Rhythm: Implants melody in subject's mind; -4 penalty on Concentration checks, requires Concentration check for spellcasting.
- Inspirational Boost: Swift. The bonuses granted by your inspire courage ability increase by 1
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Evoc | |
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Illu | |
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Tran | |
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Abjur |
- Dissonant Chant: Distracting chant which makes Concentration checks in the area more difficult.
- Distracting Ray: Distracts target spellcaster as counterspell.
- Greater AlarmF: As the Alarm spell, and it works on creatures on neighboring planes.
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Div | |
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Ench | |
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Evoc | |
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Illu | |
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Necr | |
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Tran |
- Grace: Silvery light grants +2 Dexterity, +10 feet to land speed*, melee attacks treated as good; take -20 to Hide checks.
- Iron Silence: Armor touched has no armor check penalty on Hide and Move Silently checks for 1 hour/level.
- Lively Step: You and allies gain +10 increase to speed and can hustle for an extra hour per day per level.
- Speak To Allies: Subjects can converse at distance without moving lips.
- Swift Fly: This spell functions like fly except for 1 round (swift).
- Weapon Shift: Touched weapon changes form.
- Whirling BladeF: Make an attack on a line of foes with your slashing weapon.
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Abjur | |
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Conj | |
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Div | |
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Ench | |
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Evoc | |
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Illu |
- Creaking Cacophony: Spell causes deafness and shankened and applies a sonic weakness to subjects.
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Necr | |
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Tran | |
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Abjur | |
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Conj | |
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Div | |
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Ench |
- Incite: Subject can't ready actions or delay.
- Inhibit: Subject delays until next round.
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Evoc | |
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Illu | |
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Tran | |
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Abjur | |
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Conj |
- Close Wounds: Cure 1d4 +1/level (max +5) damage, even on another's turn (immediate).
- Deific Vengeance: God's punishment deals 1d6 damage/two caster levels (max 5d6). (1d6/level max 10d6 vs undead.)
- Inky Cloud: Obscures sight underwater beyond 5 ft.
- Stabilize: Cures 1 point of damage to all creatures in area.
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Div | |
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Ench |
- Divine Protection: Allies gain a +1 morale bonus to their Armor Class and on saving throws.
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Evoc | |
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Illu |
- Dark Way: Creates temporary unbreakable bridge supporting up to 200 lbs./level.
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Necr | |
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Tran |
- Balor Nimbus: Your flaming body damages foes in grapple.
- Body Blades: You attack as if armed, deal bonus damage, harm grapplers.
- Brambles: Wooden weapon grows spikes that deal +1 damage/caster level (max +10).
- Extend Tentacles: +5 ft. to reach of tentacle attack; also lengthens medusa's snakes.
- Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs.
- Ghost Touch Armor: Armor works normally against incorporeal attacks.
- 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.
- Quick March: Allies' speed increases by 30 ft. for 1 round
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Abjur |
- Antidragon AuraM: Allies gain bonus to AC and saves against dragons.
- Cloak of Bravery: You and your allies gain a bonus on saves against fear.
- Energized Shield: Shield provides user resistance 10, shield bash deals +2d6 damage.
- Favorable SacrificeM: Subject gains better protection the more gems you sacrifice.
- 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 Resurgence: As resurgence, but multiple targets.
- Safety: Know how to get somewhere where the environment is not hostile to the subject.
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Conj | |
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Div | |
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Ench | |
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Evoc | |
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Necr | |
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Tran |
- Air Breathing: Subjects can breathe air freely.
- Attune Form: Grant target creature temporary protection against overtly damaging planar traits.
- Blindsight: Grants blindsight* to a range of 30 ft.
- Demon Dirge: Demons are stunned and take 2d6 damage/round for 1d6 rounds.
- Devil Blight: Damage and confuse baatezu; damage other lawful and evil creatures.
- Fell the Greatest Foe: Deal extra damage to creatures larger than you.
- 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.
- Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee.
- Knight's Move: You instantly move to flank a subject.
- Lesser Visage of the Deity: You gain +4 Charisma and resistance 10 to certain energy types.
- Mass Align Weapon: Allies' weapons become good, evil, lawful, or chaotic.
- Mass Snowshoes: As snowshoes, affects one creature/level.
- Weapon Of Energy: Weapon deals extra energy damage.
- Weapon of Impact: As keen edge, but aids blunt weapons.
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Abjur | |
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Conj |
- Astral HospiceM: While on the Astral Plane, open a portal to a demiplane so natural healing can occur.
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Div | |
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Evoc | |
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Necr | |
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Tran | |
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Abjur | |
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Conj |
- Call ZelekhutXP: A zelekhut aids you in hunting a fugitive.
- Crawling Darkness: Cloud of tentacles provides concealment, skill bonuses, and several defenses.
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Div | |
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Evoc | |
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Illu |
- Doomtide: Black mist obscures vision, dazes creatures.
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Necr | |
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Tran | |
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Abjur |
- Holy Star: Glowing light turns spell, gives a cover bonus to AC, or shoots beams of fire.
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Conj | |
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Div |
- Brain Spider: Listen to thoughts of up to eight other creatures.
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Ench | |
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Necr | |
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Tran | |
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Abjur | |
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Conj |
- Kelpstrand: Ranged touch attack to special grapple with kelp.
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Div |
- Balancing Lorecall: You gain a +4 bonus on Balance checks and can balance on impossible surfaces if you have 5 or more ranks in Balance.
- Healing Lorecall: If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells.
- Listening Lorecall: Gain +4 on Listen checks, plus blindsense or blindsight if you have 5 or more ranks in Listen.
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Evoc | |
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Necr |
- Decomposition: Wounds deal 3 extra point of damage each round.
- Healing Sting: Touch deals 1d12 +1 point/level; caster gains damage as hp.
- Mark of the Outcast: Subject takes -5 penalty on bluff and Diplomacy checks and a -2 penalty to AC.
- Wracking Touch: Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any.
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Tran | |
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Conj |
- Bottle of SmokeF: Uncorking bottle creates fast horse made of smoke.
- IcelanceF: Changes ice into lance, which attacks target for 6d6 damage and stuns for 1d4 rounds.
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Div |
- Circle Dance: Indicates direction to known target.
- Weather Eye: You accurately predict weather up to one week ahead.
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Evoc | |
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Illu |
- Creaking Cacophony: Spell causes deafness and shankened and applies a sonic weakness to subjects.
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Necr | |
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Tran | |
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Abjur | |
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Conj |
- Arc of Lightning: Line of electricity between two creatures (1d6/level damage).
- Murderous Mist: Cloud of steam deals 2d6 damage and causes blindness and inflicts 1d6/round thereafter.
- Sudden Stalagmite: Impaling stalagmite damages and holds foes.
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Div | |
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Evoc |
- Moon Bolt: 1d4 Strength damage/3 levels; undead made helpless.
- Vortex of Teeth: 3d8 points of damage due to force per round to all creatures in the area.
- Wind at Back: Doubles overland speed* of targets for 1 day.
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Necr |
- Contagious Touch: You infect one creature per round with chosen disease.
- 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.
- Spark of Life: Undead creature loses most immunities.
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Tran | |
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Abjur | |
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Conj | |
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Div |
- Echo Skull: See, hear, and speak through a prepared animal skull for 1 hour/level.
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Evoc | |
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Necr | |
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Tran | |
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Abjur | |
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Conj |
- Stabilize: Cures 1 point of damage to all creatures in area.
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Div | |
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Ench | |
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Evoc | |
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Tran | |
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Abjur |
- Dawn: Swift, Awaken sleeping and unconscious creatures.
- Easy Trail: Makes a trail easier to pass.
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Conj |
- Blades of Fire: Your melee weapons deal +1d8 fire damage for 1 round (swift).
- Deep Breath: Your lungs fill with fresh air for the duration of the spell.
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Div |
- Arrow Mind: Immediate. You threaten nearby squares with your bow and fire without provoking attacks of opportunity.
- Bloodhound: You gain an immediate retry if you fail a Survival check while tracking.
- Detect Favored Enemy: You know if favored enemies are within 60 ft.
- Guided Shot: Swift. You ignore distance penalties with your ranged attacks for 1 round.
- Healing Lorecall: If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells.
- Instant Search: Swift. Make Search check at +2 as free action.
- Lay of the Land: You gain an overview of the geography around you.
- Living Prints: You perceive tracks as if they had just been made.
- Marked Object: You gain bonus to track a specific being.
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Ench | |
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Tran | |
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Abjur | |
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Conj |
- Benign Transposition: Two willing subjects switch places.
- Blades of Fire: Your melee weapons deal +1d8 fire damage for 1 round (swift).
- Buzzing Bee: Bee gives subject -10 penalty on Move Silently and Concentration checks.
- Corrosive Grasp: You deal 1d8 acid damage with one touch/level
- Deep Breath: Your lungs fill with fresh air for the duration of the spell.
- Hail of StoneM: Stones deal 1d4 points of damage/level to creatures in the area (max 5d4).
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Div | |
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Ench | |
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Evoc | |
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Illu |
- Dead End: Illusions conceal the targets' spoor.
- Net of Shadows: Creates ordinary shadows that provide concealment to all in the area.
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Necr |
- BackbiterF: Cause two handed or reach weapon to strike is wielder.
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Tran | |
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Univ |
- Familiar Pocket: Creates an extradimensional hiding place for your familiar.
|
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Abjur |
- Aiming at the Target: Grants a +10 circumstance bonus to Concentration checks for a spell you are concentrating on already.
- Daggerspell StanceF: Swift. You gain +2 insight bonus on attack and damage if you make a full attack, SR 5 + caster level if you fight defensively, and DR 5/magic if you use the total defense action.
- Dissonant Chant: Distracting chant which makes Concentration checks in the area more difficult.
- Distracting Ray: Distracts target spellcaster as counterspell.
- Earth LockM: Constricts tunnel, preventing access.
- Ectoplasmic Feedback: Incorporeal* attackers take 1d6 damage.
- Greater AlarmF: As the Alarm spell, and it works on creatures on neighboring planes.
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Conj | |
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Div | |
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Ench |
- Entice Gift: Subject gives caster what its holding.
- Mechanus Mind: Reformat subject's mind to be coldly calculating.
- Mindless Rage: Incite a rage in an opponent that drives them to attacking you by melee only.
- Rebuke: Target is dazed 1 round, thereafter shaken, and distracted.
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Evoc | |
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Illu | |
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Necr |
- BonefiddleF: Target takes 3d6 sonic damage/round and -20 penalty on Move Silently checks.
- Curse of Impending Blades: Subject takes -2 penalty to AC.
- Death ArmorF: Black aura damages creatures attacking you.
- Desiccating Bubble: Directable globe of supernaturally dry air which causes evaporative damage to those it engulfs.
- Ghoul GlyphM: Glyph wards area, paralyzes victims.
- Life Bolt: 1 ray/2 levels draws 1 hp from you to deal 2d4 damage to undead.
- Shroud of Undeath: Negative energy shroud makes undead perceive you as undead.
- Stolen Breath: Subject has wind knocked out of it.
- Wracking Touch: Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any.
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Tran | |
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Abjur | |
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Conj | |
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Div | |
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Ench | |
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Evoc | |
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Illu | |
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Necr | |
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Tran | |
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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.
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Abjur | |
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Conj | |
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Div | |
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Ench | |
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Evoc |
- Blistering Radiance: Dazzles sighted creatures and causes 2d6 fire damage/round.
- Defenestrating SphereF: Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.
- Dragon Breath: You choose a dragon type and mimic its breath weapon.
- Energy Spheres: Five colored spheres attack with or negate acid, cold, electricity, fire, and sonic damage.
- Explosive Cascade: Bouncing flame ball deals 1d6/level fire damage.
- Force Chest: Creates 2-foot-cube box of force.
- Force Claw: Claw of force guards an area, making attacks of opportunity.
- Force Missiles: Missiles of force strike foes for 2d6 each (max 4 missiles)
- Forcewave: Bull rushes all creatures within 10 ft.
- Greater Floating Disk: As floating disk, but can move independently of the caster.
- Vortex of Teeth: 3d8 points of damage due to force per round to all creatures in the area.
- Wingbind: A net of force entangles the target, preventing it from charging, running, or flying.
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Necr | |
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Tran | |
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Abjur | |
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Conj | |
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Evoc | |
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Illu | |
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Necr |
- Death Throes: Your body explodes when you die.
- Graymantle: Target is prevented from regaining hit points by any means.
- Miasma of Entropy: Rot all natural materials in 30-ft. cone-shaped burst.
- Wrack: Renders creature helpless with pain.
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Tran | |
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Abjur | |
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Conj | |
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Div | |
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Evoc |
- Acid StormM: Deals 1d6/level acid damage in 20-ft radius.
- Fires of Purity: Target bursts into magical flame, becoming a dangerous weapon.
- Howling ChainF: Chain of force entangles and attacks opponent.
- Prismatic EyeF: Orb produces individual prismatic rays as touch attacks.
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Illu |
- Dream Casting: Alter subject's dreams to produce desired effect.
- Illusory Pit: Illusiory pit causes creature to believe it is falling helplessly and stuns for 1 round when done.
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Necr | |
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Univ | |
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Abjur | |
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Conj | |
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Ench | |
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Evoc | |
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Necr |
- Arrow of BoneM: Creates a killer missile or thrown weapon, or deals 3d6 +1 (max +20) damage on successful save.
- Avasculate: Reduce foe to half hp and stun foe for 1 round by purging blood vessels.
- Awaken UndeadXP: Grant sentience to otherwise mindless undead.
- Barghest's FeastM: Destroy target corpse, potentially preventing its return to life.
- Energy Ebb: Give subject one negative level/round for 1 round/level.
- Evil Glare: Paralyze creature with your glare.
- Kiss of the VampireM: You gain vampire-like supernatural abilities, but are vulnerable to attacks that harm undead.
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Tran | |
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Conj | |
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Ench | |
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Evoc |
- Field Of Icy RazorsF: Creatures in area take normal and cold damage, might be slowed.
- Lightning Ring: Ring of lightning gives you resistance to electricity 20, damages adjacent creatures, and emits two lightning bolts per round.
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Illu | |
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Necr |
- Avascular Mass: Reduce foe to half hp and stun foe for 1 round by purging blood vessels, which can trap creatures in 20-ft. radius from victim.
- Blackfire: Negative energy fire burns at the life force of a living creature dealing 1d4 constitution damage/round.
- Greater Bestow Curse: As bestow curse, but more severe penalties.
- 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)
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Tran | |
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