Index of Spells by Sources - SPC

Complete Divine

Apostle of Peace Spells

4th-Level Apostle of Peace Spells

Tran

6th-Level Apostle of Peace Spells

Tran

Archivist Spells

0-Level Archivist Spells

Abjur
  • Dawn: Swift, Awaken sleeping and unconscious creatures.
Tran

1st-Level Archivist Spells

Abjur
Conj
Div
Ench
Evoc
Illu
Necr
Tran

2nd-Level Archivist Spells

Abjur
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.
Div
Ench
  • Divine Protection: Allies gain a +1 morale bonus to their Armor Class and on saving throws.
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.
Illu
  • Dark Way: Creates temporary unbreakable bridge supporting up to 200 lbs./level.
Necr
Tran

3rd-Level Archivist Spells

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.
Conj
Div
Ench
Evoc
Illu
Necr
Tran

4th-Level Archivist Spells

Abjur
Conj
Div
Evoc
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.
Tran

5th-Level Archivist Spells

Abjur
Conj
  • Call ZelekhutXP: A zelekhut aids you in hunting a fugitive.
  • Crawling Darkness: Cloud of tentacles provides concealment, skill bonuses, and several defenses.
Div
Evoc
Illu
  • Doomtide: Black mist obscures vision, dazes creatures.
Necr
Tran

6th-Level Archivist Spells

Abjur
Conj
Evoc
Necr
  • Barghest's FeastM: Destroy target corpse, potentially preventing its return to life.
Tran

7th-Level Archivist Spells

Abjur
  • Holy Star: Glowing light turns spell, gives a cover bonus to AC, or shoots beams of fire.
Conj
Div
  • Brain Spider: Listen to thoughts of up to eight other creatures.
Ench
Evoc
Illu
Necr
Tran

8th-Level Archivist Spells

Conj
Necr
Tran

9th-Level Archivist Spells

Conj
Evoc
  • Greater Whirlwind: As whirlwind, but larger and more destructive.
  • Moonfire: Cone of moonlight deals 1d8 damage/two levels (max 10d8, magical auras glow blue for 1 round/level, illuminates as full mune, negates electricity for 1 round/level.
Tran

Artificer Spells

6th-Level Artificer Spells

Tran
  • HardeningM: Permanently make an object's hardness improve.

Assassin Spells

1st-Level Assassin Spells

Div
Ench
Illu
  • Dead End: Illusions conceal the targets' spoor.
Tran
  • Ebon Eyes: Subject can see through magical darkness.
  • Lightfoot: Your move does not provoke attacks of opportunity for 1 round (swift)
  • Low-Light Vision: Subject sees twice as far under current light.

2nd-Level Assassin Spells

Conj
  • Ice Knife: Ranged attack, 1d8 points of cold damage and 2 cold Dexterity damage.
Div
Evoc
Illu
Tran

3rd-Level Assassin Spells

Div
Tran

4th-Level Assassin Spells

Abjur
Div
Necr
  • Cursed Blade: Swift, Creature gains a curse that prevents healing or raising until removed.
  • Heart Ripper: Slay a creature with HD totaling up to your caster level or less. Stun him if more.

Bard Spells

0-Level Bard Spells

Div
  • Ghostharp: Object records, plays a song at your command.
Tran

1st-Level Bard Spells

Abjur
Conj
Div
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
Evoc
Illu
Tran

2nd-Level Bard Spells

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.
Div
Ench
Evoc
Illu
Necr
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.

3rd-Level Bard Spells

Abjur
Conj
Div
Ench
Evoc
Illu
  • Creaking Cacophony: Spell causes deafness and shankened and applies a sonic weakness to subjects.
Necr
Tran

4th-Level Bard Spells

Abjur
Conj
Div
Ench
Evoc
  • Cacophonic Shield: Immobile shield blocks sound, deflects missiles, deals 1d6+1/level and deafens intruders.
  • FugueF: The target is hindered or harmed in a manner dictated by your Perform skill.

5th-Level Bard Spells

Abjur
Conj
Ench
Evoc
Tran

6th-Level Bard Spells

Abjur
Div
  • HindsightM: Divination that allows you to see the history of a location.
Ench
Evoc
Tran

Blackguard Spells

1st-Level Blackguard Spells

Conj
Div
Evoc
Necr
  • Mark of the Outcast: Subject takes -5 penalty on bluff and Diplomacy checks and a -2 penalty to AC.

2nd-Level Blackguard Spells

Abjur
  • Demonhide: The subject gains damage reduction 5/cold iron or good.
  • Zeal: You move through foes to attack the enemy you want.
Evoc
Necr

3rd-Level Blackguard Spells

Abjur
Tran

4th-Level Blackguard Spells

Div
Tran

Blighter Spells

1st-Level Blighter Spells

Necr

3rd-Level Blighter Spells

Necr

4th-Level Blighter Spells

Tran
  • Languor: Ray slows target and diminishes its Strength.

7th-Level Blighter Spells

Evoc
  • Miasma: Gas fills creature's mouth, suffocating it.

Cleric Spells

0-Level Cleric Spells

Tran

1st-Level Cleric Spells

Abjur
Conj
Div
Ench
  • Incite: Subject can't ready actions or delay.
  • Inhibit: Subject delays until next round.
Evoc
Illu
Tran

2nd-Level Cleric Spells

Abjur
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.
Div
Ench
  • Divine Protection: Allies gain a +1 morale bonus to their Armor Class and on saving throws.
Evoc
Illu
  • Dark Way: Creates temporary unbreakable bridge supporting up to 200 lbs./level.
Necr
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

3rd-Level Cleric Spells

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.
Conj
Div
Ench
Evoc
Necr
Tran

4th-Level Cleric Spells

Abjur
Conj
  • Astral HospiceM: While on the Astral Plane, open a portal to a demiplane so natural healing can occur.
Div
Evoc
Necr
Tran

5th-Level Cleric Spells

Abjur
Conj
  • Call ZelekhutXP: A zelekhut aids you in hunting a fugitive.
  • Crawling Darkness: Cloud of tentacles provides concealment, skill bonuses, and several defenses.
Div
Evoc
Illu
  • Doomtide: Black mist obscures vision, dazes creatures.
Necr
Tran

6th-Level Cleric Spells

Abjur
Conj
Evoc
Necr
  • Barghest's FeastM: Destroy target corpse, potentially preventing its return to life.
Tran

7th-Level Cleric Spells

Abjur
  • Holy Star: Glowing light turns spell, gives a cover bonus to AC, or shoots beams of fire.
Conj
Div
  • Brain Spider: Listen to thoughts of up to eight other creatures.
Ench
Necr
Tran

8th-Level Cleric Spells

Conj
Evoc
  • Lion's Roar: Deal 1d8 sonic damage to foes and grant a +1 morale bonus and 1d8 + 1/level (max +20) temporary hit points to allies.
Necr
Tran

9th-Level Cleric Spells

Conj
Tran

Demonologist Spells

4th-Level Demonologist Spells

Necr

Druid Spells

0-Level Druid Spells

Abjur
  • Dawn: Swift, Awaken sleeping and unconscious creatures.

1st-Level Druid Spells

Abjur
Conj
Ench
Evoc
Tran

2nd-Level Druid Spells

Abjur
Conj
  • Kelpstrand: Ranged touch attack to special grapple with kelp.
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.
Evoc
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.
Tran

3rd-Level Druid Spells

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.
Div
  • Circle Dance: Indicates direction to known target.
  • Weather Eye: You accurately predict weather up to one week ahead.
Evoc
Illu
  • Creaking Cacophony: Spell causes deafness and shankened and applies a sonic weakness to subjects.
Necr
Tran

4th-Level Druid Spells

Abjur
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.
Div
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.
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.
Tran

5th-Level Druid Spells

Abjur
Conj
Div
  • Echo Skull: See, hear, and speak through a prepared animal skull for 1 hour/level.
Evoc
Necr
Tran

6th-Level Druid Spells

Abjur
Conj
  • Cometfall: Comet falls atop foes, damaging them and knocking them prone.
  • Drown: Target immediately begins to drown.
  • Freeze: Ray encases target in ice, dealing 2d6 cold each round.
  • Hungry Gizzard: Gizzard engulfs victim, grapples and deals damage.
Evoc
Tran

7th-Level Druid Spells

Conj
Evoc
Illu
Tran

8th-Level Druid Spells

Conj
Necr
Tran

9th-Level Druid Spells

Conj
  • Mass Drown: As drown, but affects multiple creatures.
  • Tsunami: Massive wave deals 1d6 bludgeoning damage/level.
Evoc
Necr
Tran

Duskblade Spells

1st-Level Duskblade Spells

Tran

2nd-Level Duskblade Spells

Illu
Tran
  • Swift Fly: This spell functions like fly except for 1 round (swift).

Exalted Arcanist Spells

6th-Level Exalted Arcanist Spells

Evoc
  • Bolt of Glory: Positive energy ray deals extra damage to evil outsiders and undead.
Tran

Ghampion of Gwynharwyf Spells

1st-Level Ghampion of Gwynharwyf Spells

Evoc

Harper Guide Spells

1st-Level Harper Guide Spells

Div
  • Living Prints: You perceive tracks as if they had just been made.
Ench
Tran

2nd-Level Harper Guide Spells

Abjur
Tran
  • Burrow: Grow claws and gain burrow speed of 30 ft.

4th-Level Harper Guide Spells

Tran

Hathran Spells

1st-Level Hathran Spells

Tran

2nd-Level Hathran Spells

Evoc
  • Flame Dagger: As flame blade, but 1d4 +1/level.
  • Moonbeam: Creates a cone of moonlight that causes lycanthropes to assume animal form, penetrates darkness spells of equal or lower level.

3rd-Level Hathran Spells

Evoc
  • Flashburst: Blind or dazzle creatures within area.
  • Moon Blade: Touch attack deals 1d8 damage +1/two levels (max +15), more to undead, plus scrambles spellcasting.

4th-Level Hathran Spells

Abjur
  • Land Womb: You and one creature/level hide within the earth.

5th-Level Hathran Spells

Evoc

Healer Spells

2nd-Level Healer Spells

Conj
  • Close Wounds: Cure 1d4 +1/level (max +5) damage, even on another's turn (immediate).

Hexblade Spells

1st-Level Hexblade Spells

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

2nd-Level Hexblade Spells

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

4th-Level Hexblade Spells

Div
Necr
  • Cursed Blade: Swift, Creature gains a curse that prevents healing or raising until removed.

Knight of the Chalice Spells

4th-Level Knight of the Chalice Spells

Tran

Mortal Hunter Spells

2nd-Level Mortal Hunter Spells

Necr

4th-Level Mortal Hunter Spells

Necr
  • Wrack: Renders creature helpless with pain.

Paladin Spells

1st-Level Paladin Spells

Abjur
Conj
Div
Evoc
Tran

2nd-Level Paladin Spells

Abjur
Conj
  • Stabilize: Cures 1 point of damage to all creatures in area.
Div
Ench
Evoc
Tran

3rd-Level Paladin Spells

Abjur
Conj
Div
Tran

4th-Level Paladin Spells

Abjur
Evoc
Necr
  • 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.
Tran

Prime Underdark Guide Spells

2nd-Level Prime Underdark Guide Spells

Tran
  • Burrow: Grow claws and gain burrow speed of 30 ft.

3rd-Level Prime Underdark Guide Spells

Tran
  • Amorphous Form: Subject becomes puddle-like and can slip through cracks quickly.

4th-Level Prime Underdark Guide Spells

Tran

Ranger Spells

1st-Level Ranger Spells

Abjur
  • Dawn: Swift, Awaken sleeping and unconscious creatures.
  • Easy Trail: Makes a trail easier to pass.
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.
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.
Ench
Tran

2nd-Level Ranger Spells

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.
  • Listening Lorecall: Gain +4 on Listen checks, plus blindsense or blindsight if you have 5 or more ranks in Listen.
Evoc
  • Nature's Favor: Target animal gains +1/3 caster levels (max +5) luck bonus on attack and damage rolls.
Necr
Tran

3rd-Level Ranger Spells

Conj
Div
Illu
Necr
Tran

4th-Level Ranger Spells

Abjur
  • Land Womb: You and one creature/level hide within the earth.
  • Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
Conj
Div
Evoc
  • Foebane: Enhances a weapon against a favored enemy, giving it +5 magic enhancement and +2d6 bonus damage.
Tran

Shugenja Spells

3rd-Level Shugenja Spells

Tran

4th-Level Shugenja Spells

Tran

5th-Level Shugenja Spells

Evoc
  • Dragon Breath: You choose a dragon type and mimic its breath weapon.
  • Energy Vortex: Burst of energy centered on you damages nearby creatures.

6th-Level Shugenja Spells

Evoc

Sorcerer/Wizard Spells

0-Level Sorcerer/Wizard Spells

Conj
  • Caltrops: Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).
Evoc
Tran

1st-Level Sorcerer/Wizard Spells

Abjur
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).
Div
Ench
Evoc
Illu
  • Dead End: Illusions conceal the targets' spoor.
  • Net of Shadows: Creates ordinary shadows that provide concealment to all in the area.
Necr
  • BackbiterF: Cause two handed or reach weapon to strike is wielder.
Tran
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.
  • 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.
Conj
Div
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.
Evoc
Illu
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.
Tran

3rd-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
Evoc
Illu
Necr
Tran
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
Div
Ench
Evoc
Necr
Tran

5th-Level Sorcerer/Wizard Spells

Abjur
Conj
Evoc
Illu
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.
Tran

6th-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
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.
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.
Necr
Tran
Univ

7th-Level Sorcerer/Wizard Spells

Abjur
Conj
Ench
Evoc
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.
Tran

8th-Level Sorcerer/Wizard Spells

Conj
Ench
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.
Illu
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)
Tran

9th-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Evoc
Necr
Tran

The Hoardstealer Spells

4th-Level The Hoardstealer Spells

Abjur

Warmage Spells

1st-Level Warmage Spells

Conj
  • Hail of StoneM: Stones deal 1d4 points of damage/level to creatures in the area (max 5d4).
Tran
  • 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.

4th-Level Warmage Spells

Conj

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.

Sorcerer/Wizard Spells

4th-Level Sorcerer/Wizard Spells

Tran

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).
Necr
  • BackbiterF: Cause two handed or reach weapon to strike is wielder.
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.
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.
  • Sonic Whip: Scares animals, normal whip in combat.
Tran

3rd-Level Wu jen Spells

Conj
Tran

4th-Level Wu jen Spells

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

5th-Level Wu jen Spells

Conj
  • Arc of Lightning: Line of electricity between two creatures (1d6/level damage).
  • Vitriolic Sphere: Potent acid deals 6d6 acid damage plus possible damage in following 2 rounds.

7th-Level Wu jen Spells

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

9th-Level Wu jen Spells

Abjur
  • Absorption: You absorb 1d4+6 spell levels directed at you.