Disrupt Undead
Caster Level(s): Wizard / Sorcerer 0
Innate Level: 0
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
Touch of Fatigue
Caster Level(s): Wizard / Sorcerer 0
Innate Level: 0
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Round / Caster Level
Additional Counter Spells:
Save: Fortitude negates
Spell Resistance: Yes
You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell’s duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell’s duration expires.
Benign Transposition
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: No
Swaps the locations of the target and the caster, target must be a member of the caster's party.
Burning Bolt
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Bolts
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No
Add 1d4 temporary fire damage to a bushel of bolts that the caster has equiped.
Cause Fear
Caster Level(s): Bard 1, Cleric 1, Wizard / Sorcerer 1
Innate Level: 1
School: Necromancy
Descriptor(s): Fear, Mind-Affecting
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Single (Living)
Duration: 1d4 rounds or 1 round
Additional Counter Spells: Remove Fear
Save: Will partial
Spell Resistance: Yes
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.
Chromatic Orb
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: See text
Additional Counter Spells:
Save: Fortitude negates
Spell Resistance: Yes
This spell causes a 2-foot-diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the mage who cast the spell.
A 1st level the sphere inflicts 1d4 damage and blinds the target for one round.
A 2nd-level the sphere inflicts 1d6 damage and inflicts pain upon the victim.
A 3rd-level the sphere deals 1d8 damage and paralyzes the victim for three rounds.
A 4th-level the sphere deals 1d10 damage and blinds the target for 10 rounds.
A 5th-level sphere deals 1d12 damage and stuns the target for 3 rounds.
The 6th-level sphere deals 2d16 damage and causes weakness in the victim.
The 7th-level sphere deals 2d16 damage and paralyzes the victim for 20 rounds.
A save against this spell negates both the damage and the other effects.
Hail of Stone
Caster Level(s): Druid 1, Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Descriptor(s):
Component(s): Verbal
Range: Medium
Area of Effect / Target: Small
Duration: Instant
Additional Counter Spells:
Save: Reflex negates
Spell Resistance: No
The caster creates a small shower of rocks to come loose and fall on the targets. Ranged touch attack to all targets in small area for 1d4 bludgeoning damage per caster level, up to a max of 5d4.
*Only works underground.
Lesser Acid Orb
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
Fires orb of acid that does 1d8 damage per two caster levels, to a max of 5d8.
Lesser Cold Orb
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
Fires orb of cold that does 1d8 damage per two caster levels, to a max of 5d8.
Lesser Electric Orb
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
Fires orb of electricity that does 1d8 damage per two caster levels, to a max of 5d8.
Lesser Fire Orb
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
Fires orb of fire that does 1d8 damage per two caster levels, to a max of 5d8.
Lesser Sonic Orb
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
Fires orb of sound that does 1d8 damage per two caster levels, to a max of 5d8.
Reduce Person
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Single
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: Fortitude negates
Spell Resistance: Yes
This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease hanges the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.
Shocking Grasp
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6).
Aganazzar's Scorcher
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Reflex negates
Spell Resistance: Yes
Beam of fire, 1d8 per two caster levels, to a max of 5d8.
Baleful Transposition
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes
Swaps the locations of the target and the caster, hostile targets receive a will save to negate.
Blur
Caster Level(s): Bard 2, Wizard / Sorcerer 2
Innate Level: 2
School: Illusion
Descriptor(s):
Component(s): Verbal
Range: Touch
Area of Effect / Target: Creature
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No
The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance). A see invisibility spell does not counteract the blur effect, but a true seeing spell does.
Daze Monster
Caster Level(s): Bard 2, Wizard / Sorcerer 2
Innate Level: 2
School: Enchantment
Descriptor(s): Compulsion, Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single (Living)
Duration: 2 rounds
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes
This spell functions like daze, but daze monster can affect any one living creature of any type. Creatures of 7 or more HD are not affected.
False Life
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 Hour / Caster Levels or Discharged
Additional Counter Spells:
Save: None
Spell Resistance: No
You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).
Fire Burst
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Small
Duration: Instant
Additional Counter Spells:
Save: Reflex half
Spell Resistance: No
Small burst of fire centered on caster explodes doing 1d8 damage per caster level, to a max of 5d8.
Glitterdust
Caster Level(s): Bard 2, Wizard / Sorcerer 2
Innate Level: 2
School: Conjuration
Descriptor(s): Creation
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Small
Duration: 1 Round / Caster Level
Additional Counter Spells:
Save: Will negates (blinding only)
Spell Resistance: No
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.
Any creature covered by the dust takes a -40 penalty on Hide checks.
Power Word, Sleep
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Conjuration
Descriptor(s):
Component(s): Verbal
Range: Medium
Area of Effect / Target: Single
Duration: 5 Rounds
Additional Counter Spells: Silence
Save: None
Spell Resistance: Yes
When a wizard calls upon a Power Word Sleep spell, he causes a comatose slumber to come upon one creature (other than undead and certain other creatures specifically excluded from the spell's effects). The creature targeted must have less than 20 hit points and gets no saving throw. Magically sleeping opponents can be attacked with substantial bonuses. The sleep effect will last for 5 rounds. This spell has no effect on creatures with more than 20 hit points
Protection From Piercing
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Caster Level
Additional Counter Spells: Dispel
Save: None
Spell Resistance: No
The warded creature gains resistance to piercing weapons. The subject gains damage reduction 10/magic against piercing weapons. (This spell doesn’t grant you the ability to damage creatures with similar damage reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.
Pyrotechnics
Caster Level(s): Bard 2, Wizard / Sorcerer 2
Innate Level: 2
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: 1d4+1 Rounds
Additional Counter Spells:
Save: Will negates or Fortitude negates
Spell Resistance: Yes or No
Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose.
Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.
Smoke Cloud: A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud.
Scorching Ray
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Creature / Four Caster Levels over level three
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.
The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.
Shadow Spray
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Illusion
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Cone
Duration: See text
Additional Counter Spells:
Save: Fortitude negates
Spell Resistance: Yes
Small burst of black gas come forth from the caster's outstretched hand. Targets take 2 points or permanent strength damage and are dazed for 1 round. And also suffer -2 to saves vs. fear for 1 round per caster level.
Summon Swarm
Caster Level(s): Bard 2, Druid 2, Wizard / Sorcerer 2
Innate Level: 2
School: Conjuration
Descriptor(s): Summoning
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: One swarm
Duration: Concentration + 2 Rounds
Additional Counter Spells:
Save: None
Spell Resistance: No
You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.
Touch of Idiocy
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Enchantment
Descriptor(s): Compulsion, Mind-Affecting
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 10 Turns / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: Yes
With a touch, you reduce the target’s mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target’s Intelligence, Wisdom, and Charisma scores. This penalty can’t reduce any of these scores below 1.
Blink
Caster Level(s): Bard 3, Wizard / Sorcerer 3
Innate Level: 3
School: Transmutation
Descriptor(s): Teleportation
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 Round / Three Caster Levels
Additional Counter Spells:
Save: None
Spell Resistance: No
Like a blink dog, you blink back and forth between the Material and the Ethereal planes. You look as though you’re winking in and out of reality very quickly and at random.
Daylight
Caster Level(s): Bard 3, Cleric 3, Druid 3, Paladin 3, Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s): Light
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Object
Duration: 10 Turns / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.
Deep Slumber
Caster Level(s): Bard 3, Wizard / Sorcerer 3
Innate Level: 3
School: Enchantment
Descriptor(s): Compulsion, Mind-Affecting
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Medium
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes
This spell functions like sleep, except that it affects 10 HD of creatures.
Detect Teleport
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Divination
Descriptor(s): Teleportation
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No
Detects any person using teleportation spells in your area for the next 1 turn per caster level.
Flashburst
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Large
Area of Effect / Target: Small
Duration: See text
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes
A flash of light dazzles and blinds in a 20 ft burst Dazes targets for 1 round and blinds for 2d8 rounds. Will save negates blindness.
Forceblast
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Small
Duration: Instant
Additional Counter Spells:
Save: Fortitude and Reflex
Spell Resistance: Yes
A bolt of force hits the target and explodes dealing 1d4 sonic damager per level, to a max of 10d4. All targets of size large or smaller that fail their reflex save are knocked down for one round.
Gaseous Form
Caster Level(s): Bard 3, Wizard / Sorcerer 3
Innate Level: 3
School: Transmutation
Descriptor(s):
Component(s): Somatic
Range: Touch
Area of Effect / Target: Willing Creature
Duration: 2 Turns / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No
The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can’t attack or cast spells with verbal, somatic, material, or focus components while in gaseous form.
Halt Undead
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Up to three undead creatures
Duration: 1 round / Caster Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes
This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on a living creature). The effect is broken if the halted creatures are attacked or take damage.
Heroism
Caster Level(s): Bard 2, Wizard / Sorcerer 3
Innate Level: 2
School: Enchantment
Descriptor(s): Compulsion, Mind-Affecting
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 10 Turns / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No
This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks
Ice Burst
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Colossal
Duration: Instant
Additional Counter Spells:
Save: Reflex half
Spell Resistance: Yes
A burst of ice explodes at the target, doing 1d4+1 per caster level of cold damage, up to a max of 10d4+10. Area of effect is one size larger then fireball.
Improved Mage Armor
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No
Like mage armor except you gain armor bonus of 3 + 1 per 2 caster levels, max +8.
Keen Edge
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Meele Weapon or 50 projectiles
Duration: 10 Turns / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: Yes
This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon.
Nondetection
Caster Level(s): Ranger 4, Wizard / Sorcerer 3
Innate Level: 3
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No
The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the targets level.
Ray of Exhaustion
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Single
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: Fortitude partial
Spell Resistance: Yes
A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target. The subject is immediately exhausted for the spell’s duration. A successful Fortitude save means the creature is only fatigued. A character that is already fatigued instead becomes exhausted.
Rage
Caster Level(s): Bard 2, Wizard / Sorcerer 3
Innate Level: 2
School: Enchantment
Descriptor(s): Compulsion, Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Creature / Three Caster Levels
Duration: Concentration + 1 Round / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: Yes
Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarian’s rage except that the subjects aren’t fatigued at the end of the rage.
Skull Trap
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Until Triggered
Additional Counter Spells:
Save: Reflex negates
Spell Resistance: No
Upon casting this spell, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 20 feet of it. When this happens, the skull is triggered and explodes, damaging everyone with a 30-foot radius. The damage inflicted is equal to 1d6 per caster level. When casting this spell, it is wise to set it far away from the party, lest they set it off accidently.
Spiderskin
Caster Level(s): Druid 3, Wizard / Sorcerer 3
Innate Level: 3
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Single
Duration: 1 Hour / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No
The target turns black like a sword spider and gains a bonus to their natural armor, saves vs. poison, and hide checks. The bonus is 1 + 1 per three caster levels to a max of +5.
Acid Orb
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Fortitude half
Spell Resistance: Yes
Fires orb of acid that does 1d6 damage per caster level, to a max of 15d6. Fortitude save for 1/2 damage, target is stunned for one round on a failed save.
Animate Weapon
Caster Level(s): Bard 4, Wizard / Sorcerer 4
Innate Level: 4
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Weapon (meele)
Duration: 1 Round / Level
Additional Counter Spells: Dispel, Disintagrate
Save: None
Spell Resistance: No
This spell can animate any magical meele weapon bringing it into a life of its own. It does not get a bonus for flanking or help a combatant get one. If the weapon goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers.
The sword cannot be attacked or harmed by physical attacks, but dispel magic or disintegrate will destroy the control. The sword’s AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).
If an attacked creature has spell resistance, the resistance is checked the first time Mage’s sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.
When the weapon is dispelled or the summon ends, the weapon must make a save DC 14. If it fails the magical force empowering the sword is destroyed, thus destroying the weapon. If the save is successfull the weapon drops where the spell ends. A disintegrate spell will destroy the sword with no chance of a save.
The spell caster must cast this spell on an item in thier inventory, or an item lying on the ground.
Bestow Curse
Caster Level(s): Cleric 3, Wizard / Sorcerer 4
Innate Level: 3
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Creature
Duration: Permanent
Additional Counter Spells: Remove Curse
Save: Will
Spell Resistance: Yes
You place a curse on the subject and roll a d2 to apply the following effect:
1: -6 decrease to an ability score (minimum 1).
2: -4 penalty on attack rolls, saves, ability checks, and skill checks.
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Blast of Flame
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Cone
Duration: Instant
Additional Counter Spells:
Save: Reflex half
Spell Resistance: Yes
A cone of flame burts forward doing 1d6 damage per caster level, to a max of 10d6, reflex save for 1/2.
Cold Orb
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Fortitude half
Spell Resistance: Yes
Fires orb of cold that does 1d6 damage per caster level, to a max of 15d6. The target is blinded for one round on a failed save.
Crushing Despair
Caster Level(s): Bard 3, Wizard / Sorcerer 4
Innate Level: 3
School: Enchantment
Descriptor(s): Compulsion, Mind-Affecting
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Cone-shaped burst
Duration: 1 Turn / Caster Level
Additional Counter Spells: Good Hope
Save: Will
Spell Resistance: Yes
An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.
Dimension Door
Caster Level(s): Bard 4, Wizard / Sorcerer 4
Innate Level: 4
School: Transmutation
Descriptor(s): Teleportation
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Self and touched creature
Duration: Instant
Additional Counter Spells: Teleport Block
Save: None
Spell Resistance: No
Instantly transports the caster and target if they are in the same party as the caster to the area specified. Up to 500lbs. Probability of error 12%.
Teleport Success 01-88
- Roll 100 Take 2d6 damage.
Dimensional Anchor
Caster Level(s): Cleric 4, Wizard / Sorcerer 4
Innate Level: 4
School: Abjuration
Descriptor(s): Teleportation
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: Yes
Any creature or object struck is covered with a shimmering emerald field that completely blocks bodily extradimensional travel for 1 turn per caster level. The caster must make a successfull ranged touch attack.
Electric Orb
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Fortitude half
Spell Resistance: Yes
Fires orb of electricity that does 1d6 damage per caster level, to a max of 15d6. The target is slowed for one round on a failed save.
Fire Orb
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Fortitude half
Spell Resistance: Yes
Fires orb of fire that does 1d6 damage per caster level, to a max of 15d6. The target is dazed for one round on a failed save.
Ilyykur's Mantle
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No
By means of this spell, the wizard creates a protective globe that partially repels lightening and aids against spell protection. While up, it gives +1 to spell saves for every 3 caster levels (max +5) and grants a 35% resistance to electrical damage. The globe can be dispelled away.
Lower Spell Resistance
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Single
Duration: 1 Round / Caster Level
Additional Counter Spells:
Save: Fortitude negates
Spell Resistance: No
Lowers targets spell resistance by 1 per caster level, max 15. A fortitude save negates, but the target creature takes a penalty equal to the caster's level on their fortitude save.
Cant be quickened and takes twice as long as a normal spell to cast.
Mass Reduce Person
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: One creature/level
Duration: 1 Turn / Caster Level
Additional Counter Spells: Dispel
Save: Fortitude negates
Spell Resistance: Yes
This spell functions like reduce person, except that it affects multiple creatures.
Negative Energy Wave
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Burst
Duration: Instant
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes
You release a silent burst of negative energy from your body. You can affect up to 1d6 HD worth of undead per level (maximum 15d6). Living creatures caught within the burst take 1d6 damage per 2 caster levels (maximum 15d6). Undead creatures are healed and recieve 1d4+1 bonus to resist Turn Undead.
Shout
Caster Level(s): Bard 4, Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Sonic
Component(s): Verbal
Range: Close
Area of Effect / Target: Cone
Duration: Instant
Additional Counter Spells: Silence
Save: Fortitude partial
Spell Resistance: No
You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half.
Sinsabur's Baleful Bolt
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: Fortitude
Spell Resistance: Yes
A bolt of negative energy that does 1d3 + 1 for every four caster levels of strength and constituation damage. Max 1d3 + 3.
Sonic Orb
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Fortitude half
Spell Resistance: Yes
Fires orb of sound that does 1d6 damage per caster level, to a max of 15d6. The target is deaf for one round on a failed save.
Spirit Armor
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 10 Turns
Additional Counter Spells:
Save: None
Spell Resistance: No
This spell creates a corporeal barrier around the target's body for the duration of the spell. This spell, however, actually taps into the target's life force in order to create the barrier. The armor itself is weightless, and does not hinder movement or spell casting at all. The Spirit Armor does not work cumulatively with any other armor, however, dexterity bonus' still apply as well as magic rings and a shield. While in effect the spell takes the caster's armor and makes it equal to full plate. Also, due to the magical nature of the spell, he will also receive a +3 bonus to saves. There is a danger, however, as when the spell runs out, the external portion of the spirit is temporarily lost, inflicting 2d4 points of damage upon the target.
Teleport Field
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Abjuration
Descriptor(s): Teleportation
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Medium
Duration: 4 Rounds
Additional Counter Spells: Teleport Block
Save: Will negates
Spell Resistance: Yes
WIth this spell, the wizard instigates a teleportation effect at the target location. All creatures in this area are randomly teleported for the duration of the spell. This spell is best used against multiple enemies, serving to confuse them and allowing the wizard to concentrate on activating his/her defenses.
Teleport Trace
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Divination
Descriptor(s): Teleportation
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: No
Allows the caster to determine the final location of a teleport spell cast by someone else. Success is Wisdom Modifier, +2 for every additional person that was teleported by the original spell VS a Difficulty Check of 17. The trace must be started within 1 hour of the original teleport spell.
Viscid Glob
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: Reflex
Spell Resistance: No
The caster hurls forth a 5ft diameter viscious green glob at the target sticking them to the floor. The caster must make a ranged touch attack, the target must make a reflex save or be stuck in place, and paralyzed if medium or smaller.
