Pathfinder: Wrath of the Righteous – All Spells

Sorcerers use spells in battle. These spells are learned when leveling up and don’t need to be prepared, allowing for frequent use. Each Class has its own set of spells with some over-lapping through different classes.

All Wizard Spells

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NameSchoolDescriptionLevel
Acid SplashConjurationYou fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1-3 (1d3) points of acid damage. This acid disappears after 1 round.0
DazeEnchantmentThis spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected0
JoltTransmutationYou cause a spark of electricity to strike the target with a successful ranged touch attack. The spell deals 1d3 points of electricity damage.0
Light EvocationThis spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched0
Ray of Frost EvocationA ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.0
ResistanceAbjurationYou imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves0
Touch of FatigueNecromancyYou 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
0
Disrupt UndeadNecromancyYou 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.0
FlareEvocationThis cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is for 1 minute unless it makes a successful save0
Burning HandsEvocationAny creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4)1
Color SpryIllusionA vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD1
Corrosive TouchConjurationYour successful melee touch attack deals 1d4 points of acid damage per caster level (maximum 5d4)1
Ear-Piercing ScreamEvocationYou unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.1
Enlarge PersonTransmutationThis spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it–the spell cannot be used to crush a creature by increasing its size.
Enlarge person counters and dispels reduce person .
1
Expeditious RetreatTransmutationThis spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim1
Flare Burst EvocationThis spell functions as , except it affects all creatures in a 10-foot-radius burst from the target point.1
Hurricane BowTransmutationHurricane bow signifficantly increase the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a hurricane bow.1
Hypnotism EnchantmentYour gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total HD of creatures you affect1
Mage ArmorConjurationAn invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
 1
Magic MissileEvocationA missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile – two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher
1
Protection From AlignmentAbjurationThe subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by creatures with the corresponding alignment.1
Ray of EnfeeblementNecromancyA coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.1
Ray of SickeningNecromancyThe subject is immediatly sickened for the spell’s duration. A successful Fortitude save negates the effect.1
GreaseConjurationA grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast and every round after that must make a successful Reflex save or fall prone.1
SleepEnchantmentA sleep spell causes a magical slumber to come upon 4 of creatures. Creatures with the fewest are affected first. Among creatures with equal , those who are closest to the spell’s point of origin are affected first. that are not sufficient to affect a creature are wasted. Sleeping creatures are . Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a (an application of the action). Sleep does not target creatures, , or creatures1
SnowballConjurationYou conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round1
Stone FistTransmutationThis spell transforms your hands into living stone. While this spell is in effect, your unarmed strikes do not provoke attacks of opportunity and deal 1d6 points of lethal bludgeoning damage (1d4 if you are Small)1
Stunning BarrierAbjurationYou are closely surrounded by a barely visible magical field. The field provides a +1 deflection bonus to AC and a +1 resistance bonus on saves. Any creature that strikes you with a melee attack is stunned for 1 round (Will negates). Once the field has stunned an opponent, the spell is discharged1
Summon Monster IConjurationThis spell summons an extraplanar dog. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.1
Reduce PersonTransmutationThis spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes 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.
A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn’t change the target’s speed.
1
ShieldAbjurationShield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance1
Shocking GraspEvocationYour successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6)1
Touch of GracelessnessTransumtationWith a single touch, you reduce a creature to a fumbling clown.
The target takes a penalty to its Dexterity equal to 1d6+1 per two caster levels (maximum 1d6+5). This penalty cannot drop the target’s Dexterity score below 1.
A successful Fortitude save halves the penalty to Dexterity
1
True StrikeDivinationYou gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.1
VanishIllusionThe touched creature becomes invisible for a short time.
If a check is required, an invisible creature has a +20 bonus on its Stealth checks. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area of effect includes a foe. Exactly who is a foe depends of the invisible character’s perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth.
If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in the area.
1
Cause FearNecromancyThe affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear1
Acid ArrowConjurationAn arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round.2
Bear’s EnduranceEnduranceGrants a +4 enhancement to constitution2
BlindnessNecromancy[Curse] Renders target blind2
BlurIllusionGrants a 20% miss chance2
BoneshakerNecromancyLiving creature with skeleton takes 3d6 damage plus 1d6 per 2 levels2
Burning ArcEvocationBurn target for 1d6 fire damage per level (up to 10d6). Burn one more enemy within 15ft for every 3 levels for half damage (rounded down). Reflex halves damages for any target2
Cat’s GraceTransmutationGrants a +4 enhancement to dexterity2
Eagle’s SplendorTransmutationGrants a +4 enhancement to charisma2
Fox’s CunningTransmutationGrants a +4 enhancement to intelligence2
Frigid TouchEvocation[Cold] 4d6 cold damage and target staggered for 1 round on a touch attack. Target is staggered for 10 rounds on crit2
GlitterdustEvocationAll affected creatures suffer -40 to stealth checks and blinded (will negates). Not affected by spell resistance2
Hideous LaughterEnchantmentTarget falls prone and can’t take actions. May roll save each round. Creatures with INT<=2 are unaffected2
InvisibilityIllusionGrants target total concealment and a +20 bonus to stealth checks. Ends when the target makes an attack.2
Mirror ImageIllusionCreate 1d4 +1 per 3 levels images (up to 8). Attack has a random chance to hit your or your images. An image is destroyed by hit, by near miss (when attack misses by 5 or less) or by a touch spell. Other spells affect you normally2
Molten OrbEvocationInitial target takes 2d6 fire damage, every other creature in aoe takes 1d6 (reflex halves). Each then take 1d6 fire damage next 1d3 rounds2
Owl’s WisdomTransmutationGrants a +4 enhancement to wisdom2
Protection from Alignment, CommunalAbjuration+2 AC (deflection), +2 all saves (resistance). Against specific alignment2
Protection from ArrowsAbjurationSubject gains DR10/magic against ranged weapons. Will prevent 10 damage per level up to 100 damage2
Resist EnergyAbjurationResistance 10 (20 at lvl 7, 30 at lvl 11) against selected energy type.2
ScareNecromancyAll living targets of less than 6HD are frightened for 1 round per level (shaken for 1 round on will save). Dispels remove fear2
Scorching RayEvocationFire up to 3 rays of 4d6 fire damage (1 +1 every 3 LVLs beyond 3rd, up to 11th LVL). Each ray requires ranged touch to hit2
See InvisibilityDivinationYou can now see invisible targets.2
Sense VitalsDivinationAllows 1d6 sneak attack + 1d6 per 3 LVL beyond 3rd (max 5d6 at 15LVL). Stacks with other precision damage2
Summon Small ElementalElementalSummon Small Elemental2
WebTransmutationCreatures in the web become grappled. Web area becomes difficult terrain. Breaking free of the grappled state is possible with a check on Combat Maneuver, Athletics or Mobility. As long as a creature is inside the web area it can become grappled again. Not affected by spell resistance2
Bull’s StrengthTransmutationGrants a +4 enhancement to strength2
Summon Monster IIConjurationSummons extraplanar wolf or 1d3 extraplanar dogs2
Pernicious PoisonNecromancyTarget gets -4 on saves against poison. -4 on attempts to cure the target. No save!2
False LifeNecromancyGives 1d10+level temporary hit points (10 maximum)2
Stone CallConjuration2d6 bludgeoning damage to all targets. Area becomes difficult terrain.2
Beast Shape ITransmutationBecome medium wolf. +2 STR size bonus, +2 AC (natural armor), +20 speed, 1d6 bite attack, Tripping bite (auto attempt trip on successful bite)3
Deep SlumberEnchantmentCauses sleep on up to 10HD of creatures3
Dispel MagicAbjurationDispel one spell from the target.3
DisplacementIllusionGrants total concealment (50% miss chance)3
FireballEvocationDeal 1d6 fire damage per level (up to 10d6) to all targets3
Protection from Arrows, CommunalAbjurationTargets gain DR10/magic against ranged weapons. Will prevent 10 damage per level up to 100 damage3
Protection from EnergyAbjurationImmunity to selected energy type. Up to 12 damage per level (max. 120)3
Resist Energy, CommunalAbjurationMass resistance 10 (20 at lvl 7, 30 at lvl 11) against selected energy type3
See Invisibility, CommunalCommunalAll targets can see invisible3
SlowTransmutationTargets are staggered, get -1 attack rolls, AC and reflex saves, move at half speed3
HasteTransmutationTargets get extra attack at full BAB, +1 attack rolls, +1 AC(dodge), +1 relf save, +30 speed (enhancement bonus, up to twice normal speed). Haste dispels slow3
HeroismEnchantmentGrants a +2 morale bonus to attack rolls, saving throws, skill checks, and ability checks3
Hold PersonEnchantmentRenders target humanoid paralyzed. Target can attempt a new saving throw each round3
Lightning BoltEvocationDeal 1d6 electricity damage per level (up to 10d6) to all targets3
Stinking CloudConjurationAll targets are nauseated (fort save negates, have to roll save every round in the cloud). Targets stay nauseated for 1d4+1 after leaving the cloud.3
Summon Monster IIIConjurationSummons extraplanar monitor lizard or 1d3 extraplanar wolves or 1d4+1 extraplanar dogs3
Vampiric TouchNecromancyDrain 1d6 damage per 2 levels (up to 10d6) from target as temporary hit points. Temporary hit points will disappear in 1 hour3
Animate DeadNecromancyThis spell raises 1d4+2 undead skeletal champions. They appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.3
Beast Shape IITransmutationYou become a Medium leopard. You gain a +2 size bonus to your Strength and a +2 natural armor bonus. You also gain two 1d3 claw attacks and one 1d6 bite attack.  4
Bestow CurseNecromancyYou place a curse on the subject. Choose one of the following:4
BoneshatterNecromancy The target’s bones (or exoskeleton) splinter, dealing 1d6 points of damage per caster level (maximum 15d6) to the target, which is also exhausted for 1 minute per caster level from the pain and exertion of the transformation.4
ConfusionEnchantmentThis spell causes confusion in the targets, making them unable to determine their actions. Roll d100 and consult the following table at the start of each subject’s turn each round to see what it does in that round.4
ContagionNecromancyThe subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, mindfire, or shakes. The disease is contracted immediately (the onset period does not apply).3
Controlled FireballEvocationLike fireball except that it deals minimum damage to allies.4
Crushing DespairEnchantmentQn 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. Crushing despair dispels good hope.4
Dragon’s BreathEvocationYou breathe out a blast of energy. Creatures in the affected area take 1d6 points of energy damage per caster level (maximum of 12d6). A successful Reflex save results in half damage. The spell’s effect and energy type depend on the type of dragon.4
Elemental Body ITransmutationWhen you cast this spell, you can assume the form of a small air elemental, small earth elemental, small fire elemental, or small water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect.  4
EnervationNecromancyYou point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. IF you hit, the subject gains 1d4 temporary negative levels. Negative levels stack. Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have. chance of becoming permanent, but the negative levels from generation don’t last long enough to do so. An undead creature struck by the ray gains 1d4 x 5 temporary hit points per 1 hour. 4
Enlarge Person, MassTransmutationThis spell causes instant growth of all allied humanoid creatures in 15 feet, doubling their height and multiplying their weight by 8. This increase changes the creature’s size category to the next larger one. The targets gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size  4
False Life, GreaterNecromancy This spell functions as false life,e except you gain temporary hit points equal to 2d10+1 point per caster level ( maximum +20).4
FearNecromancyAn invisible cone of terror causes each living creature in the area to become frightened unless it succeeds at a Will save. If the Will save succeeds, the creature is shaken for 1 round.  4
Greater InvisibilityIllusionThis spell functions like invisibility, except that it doesn’t end if the subject attacks. 4
Ice StormEvocationGreat magical hailstones pound down upon casting this splll, dealing sd6 points of bludgeoning damage and 2d6 pointa od cold adamge to every creature in the area. This damage only occurs once, when spell is cast. For the remaining duration of the spell, heavy snow and sleet rains down in the area. Creatures inside this area take a -4 Pentalty on Perception skill checks and the entire area is treated as difficult terrain. AT the end of the duration, the snow and hail disappear, leaving no aftereffects ( other than the damage dealt)/4
Overwhelming GriefEnchantmentSingle target can take no actions, takes a –2 penalty to Armor Class, and loses Dexterity bonus. They can attempt a new save each round.4
Phantasmal KillerIllusionYou create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell’s subject can see the phantasmal killer. You see only a vague shape. The target first gets a phantasmal killer. You only see a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed at a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.  4
Protection from Energy, CommunalAbjurationProtection from energy grants all allies within a 25-foot radius temporary immunity to the type of energy you specify when you cast it (acid, cold electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum if 120points at 10th  level), it is discharged. Once the spell absorbs 12 points of energy damage per caster level (maximum 120 points) for a subject, the spell’s effects end for the subject. 4
Rainbow PatternIllusionA glowing, rainbow-hued pattern of interweaving colors fascinates those within it. The rainbow pattern fascinates a maximum of 24 HD of creatures. An affected creature that fails its saves is fascinated by the pattern and becomes dazed.4
Reduce Person, MassTransmutationThis spell causes instant diminution of all allied humanoid creatures, halving their height, length, and width and dividing their weight by 8. This decrease changes the creatures’ size category to the next smaller one. The targets gain 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 their reduced size. Melee and ranged weapons used by this creature deal less damage. 4
Remove CurseAbjurationRemove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check 1d20 + caster level) agisnt the DC of each curse affecting the target. Success means that the curse is removed.4
ShoutEvocationYou emit an ear-splitting yell that stuns and damages creatures in its path. Any creature within the area is stunned for 1 round and takes 5d6 points of sonic damage. A successful save negates the stun and reduces the damage by half. 4
Touch of SlimeConjurationYou create a coating of slime on your hand. When you make a successful melee touch attack with the slime, it pulls free of you and sticks to the target, at which point it acts like green slime, dealing 1s3 points of Constitution damage per round. Freezing, burning, and remove disease destroys this slime. It cannot transfer to creature other than the original target, and it dies if separated from the original target or if the target dies. Only s living creature can be the target of this spell.4
Volcanic StormEvocationChunks of hot volcanic rock and clumps of ash pound down when this spell is cast, dealing 3d6 points of bludgeoning damage and 2d6 points of fire damage to every creature in the area. This damage only occurs once when the spell is cast. For the remaining duration of the spell, heavy ash rains down in the area. Creatures inside this area take a -4 penalty on perception skill checks and the entire area is treated as difficult terrain. At the end of the duration, the rock and ash disappear, leaving no aftereffects (other than the damage dealt).  4
StoneskinAbjurationThe subject gains DR 10/adamantine. The first 10 points of damage is ignored, though an adamantine weapon overcomes the reduction. Prevents a total of 10 points of damage per caster level (maximum 150 points).4
Summon Medium ElementalConjurationThis spell summons to your side mediumm fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.4
Summon Monster IVConjurationThis spell summons an extraplanar dire wolf, 1d3 extraplanar monitor lizards, or 1d4+1 extraplanar wolves. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.4
Obsidian FlowTransmutation Creatures in the area take 1d6 points of fire damage per two caster levels (maximum of 10d6) and become entangled until they make a successful Strength, Athletics or Mobility check (the DC equals the spell’s saving throw DC).  4
Dimension DoorConjurationYou instantly transfer yourself from your current location to any other spot within range. You may also bring with you all friendly creatures within a 10-foot radius around you.4
Acidic SprayConjurationA spray of acid erupts from your outstretched hand, dealing 1d6 points of acid damage per caster level (maximum 15d6) to each creature within its area (Reflex half).5
Angelic AspectTransmutationYou take on an aspect of an angelic being, including some of its physical characteristics. You gain resistance to acid and cold 10, and DR 5/evil. You also gain a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks made or effects created by evil creatures. In addition, your natural weapons and any weapons you wield are considered good-aligned for the purpose of overcoming damage reduction.  5
Animal GrowthTransmutationThe target animal grows to twice its normal size and eight times its normal weight.5
Baleful PolymorphTransmutationAs beast shape III, except that you change the subject into a Small or smaller animal of no more than 1 HD. If the new form would prove fatal to the creature, such as an aquatic creature not in water, the subject gets a +4 bonus on the save.5
Beast Shape IIITransmutationYou become a Large bear. You gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus. Your movement speed is increased by 10 feet. You also have two 1d6 claw attacks, one 1d6 bite attack, and the rend ability.5
Break EnchantmentAbjuration This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is equal to the DC of the curse.5
CloudkillConjuration This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one’s breath doesn’t help, but creatures immune to poison are unaffected by the spell.5
Dominate PersonEnchantment you can make any humanoid creature fight on your side as if it was your ally. It will attack your opponents to the best of its ability. However this creature will try to throw out the domination, making a Will save each round.5
EcholocationTransmutationYou can perceive the world by creating high-pitched noises and listening to their echoes. This gives you blindsight to a range of 40 feet.5
Elemental Body IITransmutationWhen you cast this spell, you can assume the form of a medium air elemental, medium earth elemental, medium fire elemental, or medium water elemental.5
FeeblemindEnchantmentSubject’s Int and Cha drop to 1.5
Fire SnakeEvocationYou create a 50-foot-long line of flames. The fire snake affects all enemies in the line, avoiding allies. Creatures in the path of the fire snake take 1d6 points of fire damage per caster level (maximum 15d6).5
GeniekindTransmutationUpon casting this spell, you must choose one type of genie to transform into, selecting from djinni, efreeti, marid, or shaitan. You retain your basic physical appearance but shift in some way to become more akin to the genie type you chose.5
Hold MonsterEnchantmentThsi spellfuncitons like hold person, except that it affects any living creature that fails its Will save.5
Phantasmal WebIllusionYou implant within the minds of your targets the illusion that they are engulfed in tangled webs teeming with swarms of tiny spiders.5
PolymorphTransmutationThis spell transforms an allied creature into a leopard or a small elemental. The subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject.5
Stoneskin, CommunalAbjurationAll allies within 30 feet gain resistance to blows, cuts, stabs, and slashes. They gain DR 10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon overcomes the reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged. 5
Summon Large ElementalConjuration This spell summons to your side large fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. 5
Summon Monster VConjurationThis spell summons 1d3 extraplanar dire wolves, 1d4+1 extraplanar monitor lizards, or one extraplanar redcap if you are evil or one extraplanar bralani azata if you are not. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.5
Vampiric Shadow ShieldNecromancyThis spell wreathes you in shadowy energy and damages those that make melee attacks against you. Any creature that strikes you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of negative energy damage + 1 point per caster level (maximum +15). If the attacker has spell resistance, it applies to this effect. When an attacker takes damage from this spell, you heal a number of hit points equal to 25% of the damage the spell dealt. Creatures with reach weapons are not subject to this damage if they attack you.5
Waves of FatigueNecromancy Waves of negative energy render all living creatures in the spell’s area fatigued. This spell has no effect on a creature that is already fatigued.5
DismissalAbjurationThis spell forces an extraplanar creature back to its proper plane if it fails a Will save. If the spell is successful, the creature is instantly whisked away. 4
Icy PrisonEvocationYou trap the target in solid ice. If the creature fails its save, it is paralyzed, if the target makes its save, it gains the entangled condition but can otherwise act normally. Whether or not the target saves, it takes 1 point of cold damage per caster level each round it is paralyzed or entangled in the ice. A creature can break the ice with a successful Strength check each round after receiving the effect (DC 15 + your caster level).5
Mind FogEnchantmentSubjects in fog get –10 to Wis and Will checks.5
Cone of ColdEvocationCone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).5
Constricting CoilsEnchantmentThis spell functions like hold monster, except that the target is constricted as if by the coils of a large snake, taking 1d6+6 points of bludgeoning damage each round that it fails its save. A successful save ends both the paralyzing and constriction effects.5
Acid FogConjurationAcid fog creates a billowing mass of misty vapors like the solid fog spell. In addition to slowing down creatures and obscuring sight, this spell’s vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.6
Banshee BlastNecromancyYou create a cone of spectral energy resembling screaming elven ghosts that deals 1d4 points of damage per caster level (maximum 15d4); a successful Reflex save halves this damage. Any creature that fails its Reflex save must succeed at a Will save or become panicked for 1 round/level.6
Bear’s Endurance, MassTransmutationThis spell functions like Bear’s Endurance, except that it affects all allies in a 30-foot radius of the caster. 6
Beast Shape IVTransmutationYou become a Large smilodon, a Large shambling mound or a Large wyvern.6
Bull’s Strength, MassTransmutationThis spell functions like Bull’s Strength, except that it affects all allies in a 30-foot radius of the caster.6
Cat’s Grace, MassTransmutationThis spell functions like Cat’s Grace, except that it affects all allies in a 30-foot radius of the caster.6
Chain LightningEvocation1d6/level damage and 1 secondary bolt/level.7
Chains of LightConjurationA creature targeted by this spell is held immobile by glowing golden chains composed of pure light.6
Cloak of DreamsEnchantmentYou are surrounded by a soporific aroma that causes living creatures that begin their turn or end their movement within 5 feet of you to fall asleep for 1 minute. Creatures must save each time they begin their turn or end their movement within the cloak of dreams, even if they have previously saved against the effect. Sleeping creatures are helpless but can be awakened with a standard action or after being wounded.6
Cold Ice StrikeEvocationYou create a shredding flurry of ice slivers, which blast from your hand in a line. The line deals 1d6 points of cold damage per caster level (maximum 15d6).6
DisintegrateTransmutationAny creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. 6
Dispel Magic, GreaterAbjurationThis functions as dispel magic, except that it affects everything within a 20-foot-radius burst or it can dispel multiple spells, starting with the highest level spells and proceed to lower level spells. 6
Dragonkind ITransmutationYou gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, immunity to difficult terrain, a breath weapon, and resistance to one element. Your movement speed is increased by 10 feet. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4).6
Eagle’s Splendor, MassTransmutationThis spell functions like Eagle’s Splendor, except that it affects all allies in a 30-foot radius of the caster.  6
Elemental AssessorEvocationAzata champions developed this spell to deal with fiends with unknown resistances. A ray of spiraling colors springs from your hand and streaks to its target.  6
Elemental Body IIITransmutationWhen you cast this spell, you can assume the form of a large air elemental, large earth elemental, large fire elemental, or large water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect.6
Fox’s Cunning, MassTransmutationThis spell functions like fox’s cunning, except that it affects all allies in a 30-foot radius of the caster.6
Hellfire RayEvocationA blast of hellfire blazes from your hands. You can fire one ray, plus on additional ray for every 4 caster levels beyond 11th (to a maximum of three rays at 19th level). Each ray requires a ranged touch attack to hit deals 1d6 points damage ira fire damage., but the other half results directly form unholy power and is therefore not subject to being reduced by fire resistance6
Heroism, GreaterEnchantment This spell functions like Heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).6
Owl’s Wisdom, MassTransmutationAs owl’s wisdom, affects 1 subject/level.6
Phantasmal PutrefactionIllusionYou implant within the minds of your targets the illusion that their skin is rotting away, large rents are appearing all over their bodies, and their internal organs are spilling out into a putrid halfliquid mass at their feet. Those who fail to disbelieve phantasmal putrefaction immediately take 1d4 points of Wisdom damage.6
SerenityEnchantmentYou fill the targets’ minds with feelings of tranquility. Those attempting to commit violence become stricken with wracking pain and take 3d6 points of nonlethal damage each round they attempt to harm another creature. If attacked, affected individuals can defend themselves and may participate in combat by using Combat Expertise, fighting defensively, or taking the total defense action without triggering the spell’s nonlethal damage.6
SiroccoEvocationHot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.6
Stone to FleshTransmutationThis spell restores a petrified creature to its normal state, restoring its life.6
Summon Monster VIConjurationThis spell summons 1s3 extraplanar redcaps if you are evil or d3 extraplanar bralani azatas if you are not, 1d4+1 extraplanar dire wolves, or one extraplanar soul eater if you are evil or one extraplanar axiomite if you are not. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.6
Tar PoolTransmutationYou convert a layer of the ground to hot tar. Creatures in the area when the tar appears take 1d6 points of fire damage per two caster levels (maximum of 10d6) and must succeed at a Reflex save or become entangled.6
True SeeingDivinationYou confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet.6
Undeath to DeathNecromancyThis spell functions like circle of death, except that it destroys undead creatures.6
TransformationTransmutationYou become a fighting machine – stronger, tougher, faster, and more skilled in combat. Your mindset changes so that you relish combat and you can’t cast spells, even from magic items.You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).6
Summon Huge ElementalConjurationThis spell summons to your side a huge fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.  6
EyebiteNecromancyEach round, you can target a single living creature, striking it with waves of power. Depending on the target’s HD, this attack has as many as three effects6
Circle of DeathNecromancy Circle of death snuffs out the life force of living creatures. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Those who are closest to the burst’s point of origin are affected first. All creatures with 9 or less HD are slain outright, while creatures with more than 9 HD take 100 damage instead. HD that are not sufficient to affect a creature are wasted. 6
BanishmentAbjurationBanishes 2 HD/level of extraplanar creatures.7
Caustic EruptionEvocationAcid erupts from your space in all directions, causing 1d6 points of damage per caster level (maximum 20d6) to creatures and unattended objects in the area. On your turn in each of the next 2 rounds, creatures and objects that failed their saves against the initial burst take an additional 1d6 points of acid damage per 2 caster levels (maximum 10d6) unless the acid is neutralized, dispelled, or washed away.7
Greater UndeadNecromancyA much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create are based on your caster level, as shown on the table below.7
Dragonkind IITransmutationThis spell functions as dragonkind I except that it also allows you to assume the form of a large dragon-like creature. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, immunity to difficult terrain, a breath weapon, damage reduction 5/magic, and resistance to one element. Your movement speed is increased by 10 feet. You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use the breath weapon twice per casting of this spell (when you use it, the duration of your breath weapon ability is reduced by 1/2 caster level minutes), and you must wait 1d4 rounds between uses. All breath weapons deal 8d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 80- foot lines and cones increase to 40-foot cones.7
Elemental Body IVTransmutationWhen you cast this spell, you can assume the form of a huge air elemental, huge earth elemental, huge fire elemental, or huge water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect. You are also immune to critical hits and sneak attacks while in elemental form and gain DR 5/—.7
Finger of DeathNecromancyThis spell instantly delivers 10 points of damage per caster level. If the target’s Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level.7
Joyful RaptureConjurationYour inspired words overwhelm others with transcendental bliss. All allies within the area of effect are freed from any emotion effects. The spell also cures 1d4 points of Intelligence, Wisdom, or Charisma damage to all allies in the area.7
Ki ShoutEvocationWith a guttural bark, you unleash a sudden blast of sonic energy that strikes your opponent. The target takes 1d6 points of sonic damage per level (maximum 20d6) and is stunned for 1 round; a successful Fortitude save reduces the damage by half and negates the stun.7
Plague StormNecromancyYou create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures in the area must save or contract one of the following diseases: blinding sickness, bubonic plague, cackle fever, demon fever, devil chills, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom (the disease is chosen by you when you cast the spell and applies to all creatures that fail the save). The disease is contracted immediately (the onset period does not apply) and is an instantaneous effect. The victim also takes a -2 penalty on saving throws against diseases. 7
Polymorph, GreaterTransmutation This spell transforms an allied creature into a large smilodon, shambling mound, elemental, wyvern or medium dragon-like creature. The subject may choose to resume its normal form as a full- round action; doing so ends the spell for that subject.7
InsanityEnchantmentThe affected creature suffers from a continuous confusion effect, as the spell.7
Umbral StrikeNecromancyYou create a bolt of dark energy and use it to make a ranged touch attack that ignores concealment (but not total concealment).7
Waves of EcstasyEnchantmentYou emanate waves of intense pleasure that cause all targets within range to falter. Affected creatures are stunned for 1 round and are staggered for the remainder of the spell. A creature that makes its save is staggered for the first round and can act normally thereafter.7
Waves of ExhaustionNecromancyWaves of negative energy cause all living creatures in the spell’s area to become exhausted. This spell has no effect on a creature that is already exhausted.  7
Summon Monster VIIConjurationThis spell summons 1d3 extraplanar soul eaters if you are evil and 1d3 extraplanar aciomites if you are not, 1d4+1 extraplanar redcaps if you are evil and 1d4+1 extra planar bralani azatas if you are not, or one bogeyman. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.7
FirebrandTransmutationYou mark several allies with a flaming rune. This rune does not cause damage, and sheds light as if it were a torch. While the firebrand burns, any creature it marks is immune to damage from any fire spell you cast. All of the target’s weapons (both natural and manufactured) inflict +1d6 points of fire damage on a hit (this bonus fire damage stacks with any amount of fire damage a creature’s weapons might already inflict). At any point during the spell’s duration, a creature bearing a firebrand can launch a beam of fire at any target within 30 feet as a swift action. This ray requires a ranged touch attack to hit and deals 6d6 points of fire damage. Once a creature uses its firebrand to fire a ray in this manner, the effects of the spell end for that creature.7
Power Word BlindEnchantmentEnchantment You utter a single word of a power that causes a creature to become blinded, whether the creature can hear the word of not. The duration of the spell depends don’t eh target’s current hit point total. Any creature that currently has 201 or more hit points is unaffected. For 50 or less HP, the effect is permanent; for 51-100 HP. the duration is 1d4+1 minutes; for 101-200 HP, the duration is 1d4+1 rounds.7
Prismatic SprayEvocationThis spell causes seven shimmering, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.7
Resonating WordTransmutation You speak a terrible word of power, setting up potentially lethal vibrations in the chosen target. The target must save once each round on your turn, and the effects grow stronger for each saving throw the creature fails.7
Summon Greater ElementalConjurationSummon Greater Elementals.7
Invisibility, MassIllusionAs invisibility, but affects all in range.7
Angelic Aspect, GreaterTransmutationAs angelic aspect but DR increases to 10/evil; you gain immunity to acid, cold, and petrification; resistance to electricity and fire 10; +4 racial bonus on saves against poison; a protective aura, and true speech as supernatural abilities.8
Death ClutchNecromancyChanting an unholy litany, you reach out with a grasping motion toward your target and cause its heart to leap out of its chest and into your hand. A target with 200 or fewer hit points remaining that fails its saving throw is instantly reduced to a number of negative hit points equal to your caster level or its Constitution score – 1, whichever is less negative. The creature is staggered until the beginning of your next turn, at which point it dies. If the affected creature receives a regenerate spell before the beginning of your next turn, the creature gains the normal benefits of that spell and, thanks to its heart’s regeneration, it doesn’t immediately die when your next turn begins. If a creature that dies from death clutch is brought back from the dead by a breath of life or raise dead spell, it must also be targeted with regenerate on the following round to restore its missing heart or be unable to return to life.8
Dragonkind IIITransmutationThis spell functions as dragonkind II save that it also allows you to take the form of a huge dragon-like creature. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, immunity to difficult terrain, blindsense with a range of 60 feet, a breath weapon, damage reduction 10/magic, frightful presence (DC equal to the DC for this spell), and immunity to one element. Your movement speed is increased by 10 feet. You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). You can use the breath weapon as often as you like, but you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones.8
Euphoric TranquilityEnchantmentA creature under the effect of this enchantment enters a state of euphoria. Until the end of the spell’s duration, the creature’s speed is halved, and it must succeed at a Will saving throw each next round to avoid being nauseated for 1 round.8
Frightful AspectTransmutationYou become a larger, awful version of yourself and take on features that horrify your enemies. You gain the following abilities: a +6 size bonus to Strength, a+4 size bonus to Constitudtion, a +6 natural armor bonus, DR 10 /magic, and spell resistance equial to 10 + half your caster level. You also emit an aura that emanates 30 feet from you. Enemy creatures within the aura are shaken. Each time a creature shaken by this aura hits you with a melee attack. that creature becomes frightened for 1d4 rounds, though at the end of that duration it is no longer affected by this aura. The aura’s effect is a fear and mind-affecting effect.8
Prediction of FailureDivinationYou wrack the target’s body and mind with the anguish and suffering of every bitter failure it will ever experience, rendering it permanently shaken and sickened. A successful Will save reduces the duration to 1 round per level.8
Protection from SpellsAbjurationThe subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).8
SeamantleConjurationYou sheathe yourself within a churning column of pure elemental water up to 30 feet high
that fills your space. You can see, hear, and breathe normally within the seamantle, but attacks against
you are treated as if you were under the surface of the water. You gain improved cover (+8 cover bonus
to AC, +4 bonus on Reflex saves) against foes that do not have freedom of movement effects. You also
gain immunity to fire. The cover granted by the seamantle does not enable you to make Stealth checks or prevent attacks of opportunity. Magical attacks against you are unaffected unless they require attack
rolls.
8
Shadow Evocation, GreaterIllusionThis spell functions like Shadow Evocation, except that it enables you to create a partially real, illusory version of a chain lightning, cold ice strike, ki shout, sirocco, caustic eruption, or elemental assessor spell. If recognized as a greater shadow evocation, a damaging spell deals only three-fifths (60%) damage. 8
Shout, GreaterEvocationYou 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. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save. A shout spell cannot penetrate a silence spell.8
Horrid WiltingNecromancyThis spell evaporates moisture from the body of each subject living creature, causing flesh to wither and crack and crumble to dust. This deals 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points damage per caster level (maximum 20d8).8
Mind BlankAbjurationThis spell grants a +8 resistance bonus on saving thws against all mind-affecting spells and effects.8
Polar RayEvocationA blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6) and 1d4 points of Dexterity drain.8
Power Word StunEnchantmentYou utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun. For 50 or less HP, the duration is 4d4 rounds; for 51-100 HP, the duration is 2d4 rounds; for 101-150 HP, the duration is 1d4 rounds.8
StormboltsEvocationWhen you cast this spell, lightning spills forth from your body in all directions. The bolts do not harm natural vegetation or creatures in the area you wish to exclude from damage. Any other creatures within the area take 1d8 points of electricity damage per caster level (maximum 20d8) and are stunned for 1 round. A successful Saving Throw halves the damage and negates the stun effect.8
Summon Elder ElementalConjurationThis spell summons to your side an elder fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your
opponents to the best of its ability.
8
Summon Monster VIIIConjurationThis spell summons 1d3 extraplanar bogeymen, 1d4+1 extraplanar soul eaters if you are evil and 1d4+1 extraplanar axiomities if you are not, or one frost giant if you are evil and one movanic deva if you are not. Summoned monsters appear where you designate and act according to their initiative check results.They attack your opponents to the best of their ability.8
SunburstEvocationSunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.8
Clashing RocksConjurationYou create two Colossal-sized masses of rock, dirt, and stone and slam them together against a single creature between them. The clashing rocks appear up to 30 feet away from the target on opposite sides and rush toward it with a mighty grinding crash. You must make a ranged touch attack to hit the target with the rocks. The clashing rocks ignore concealment. A creature struck by the clashing rocks takes 20d6 points of bludgeoning damage and is knocked prone.8
Dominate MonsterEnchantmentThis spell functions like dominate person, except that the spell is not resprticted by creature type.9
Energy DrainNecromancyYou point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains 2d4 temporary negative levels. Negative levels stack.9
Fiery BodyTransmutationThis spell transforms your body into living flame. You and your equipment are immune to fire damage. In fact, every time you would normally take damage from fire, you are instead healed of damage at a rate of 1 point per 3 points of damage the fire attack would have normally inflicted. You are immune to blindness, critical hits, ability score damage, disease, electricity, poison, and stunning. You have acid resistance 30. You take 150% as much damage from cold as normal. 9
WeirdIllusionThis spell functions like Phantasmal Killer, except it can affect more than one creature. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes.9
Summon Monster IXConjurationThis spell summons 1d3 extraplanar frost giants if you are evil and 1d3 extraplanar movanic devas if you are not, 1d4+1 bogeymen, or one than a daemon if you are evil and one ghaele azata if you are not. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. 9
Overwhelming PresenceEnchantmentYour presence inspires incredible awe in those nearby. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence. A flying creature incapable of hovering must land immediately in order to prostrate itself. These creatures are considered to be helpless for the duration of the spell. Each round on its turn, a target of this spell may attempt a new saving throw to end the effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this spell early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d4 rounds. A creature that makes the initial save to resist this spell is merely staggered for 1 round.9
ForesightDivinationThis spell grants you a powerful sixth sense. Once foresight is cast, you receive instantaneous warning of impending danger or harm to the subject of the spell. You are never flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you +2 insight bonus to AC and on Reflex saves.  9
Power Word KillEnchantmentYou utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by power word kill.9
TsunamiConjurationYou create a massive wave of water that then moves in a straight line across land at a speed of 50 feet per round. Creatures struck by a tsunami take 24d6 points of bludgeoning damage (a Fortitude save halves this damage). 9
Wail of the BansheeNecromancyWhen you cast this spell, you emit a terrible, soul-chilling scream that possibly kills creatures that hear it (except for yourself). The spell affects up to one creature per caster level, inflicting 10 points of damage per caster level. Creatures closest to the point of origin are affected first.9
Heroic InvocationEnchantmentUsing worlds of ancient power, you bestow heroic powers on all creatures subject to this spell. They gain a +4 morale bonus on attack and damage rolls, gain 2d8+4 temporary hit points, and become immune to both fear and charm effects for the spell’s duration. At the end of the spell’s duration, the subjects become fatigued.9
Icy Prison, MassEvocationYou trap the target in solid ice. If the creature fails its save, it is paralyzed, if the target makes its save, it gains the entangled condition but can otherwise act normally. Whether or not the target saves, it takes 1 point of cold damage per caster level each round it is paralyzed or entangled in the ice. A creature can break the ice with a successful Strength check each round after receiving the effect (DC 15 + your caster level).9
Mind Blank, CommunalAbjurationThis spell functions like mind blank, except it affects all party members and it lasts  for 4 hours. 9

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