Bigby's Clenched Fist

Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: 6 seconds / level
Save: Fortitude
Spell Resistance: Yes

A giant hand appears and attacks the target, once each round for the duration of the spell. Each hit causes 1d8+11 points of bludgeoning damage to the target and if they fail their saving throw they are stunned for that round as well.

Return to Top

Bigby's Crushing Hand

Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: 6 seconds / level
Save: Fortitude
Spell Resistance: Yes

A giant hand appears and attacks the target. If it hits and succeeds in a grapple check, the target is held fast for the duration of the spell and suffers 2d6+12 points of damage each round.

Return to Top

Bigby's Forceful Hand

Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: 6 seconds / level
Save: None
Spell Resistance: Yes

A giant hand appears and attempts to bull rush one target. The hand gains a +14 bonus on its Strength check. A target that is bull rushed is knocked down and is dazed for the duration of the spell.

Return to Top

Bigby's Grasping Hand

Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: 6 seconds / level
Save: None
Spell Resistance: Yes

A giant hand appears and attacks the target. If the hand hits and succeeds in a grapple check the opponent will be held for the duration of the spell.

Return to Top

Bigby's Interposing Hand

Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: 6 seconds / level
Save: None
Spell Resistance: Yes

A giant hand appears over the target, making it difficult for him to attack. He receives a -10 penalty to all attack rolls for the duration of the spell.

Return to Top

Blade Barrier

Caster Level(s): Cleric 6
Innate Level: 6
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium / Personal
Area of Effect / Target: Wall 30 ft Long / Sphere 30 ft diameter
Duration: 6 seconds / Level
Save: Reflex 1/2
Spell Resistance: Yes

Blade Barrier brings into being a 30-ft long and 3-ft wide wall of whirling blades. All those passing through the wall take 1d6 points of slashing damage per caster level (maximum of 15d6).

The Blade Barrier can also be cast as a 30-ft diameter curtain of blades surrounding the caster. Anything caught in the blades takes 1d6 points of slashing damage per caster level (maximum of 15d6). When the spell is used this way, the duration is halved (6 seconds for every two caster levels).

Return to Top

Call Lightning

Caster Level(s): Druid 3, Air 3
Innate Level: 3
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes

All enemies within the area of effect take 1d6 points of electrical damage per caster level, to a maximum of 10d6.

Return to Top

Chain Lightning

Caster Level(s): Wizard / Sorcerer 6, Air 6
Innate Level: 6
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Colossal, 1 Target / Level
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes

A bolt of electricity arcs through the caster's enemies for 1d6 points of electrical damage per caster level (up to a maximum of 20d6 points of damage) to the initial target and half that amount to all secondary targets.

Return to Top

Cloud of Bewilderment

Caster Level(s): Bard 2, Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Gas
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Huge
Duration: 6 seconds / Level
Save: Fortitude
Spell Resistance: Yes

You blow forth a cloud of noxious air. Enemies in the area of effect are stunned and blinded for 1d6 rounds.

Return to Top

Combust

Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instantaneous
Save: Reflex partial
Spell Resistance: Yes

This spell makes a creature burst into flame. The initial eruption of flame causes 2d6 fire damage +1 point per caster level (maximum +10) with no saving throw. Further, the creature must make a Reflex save or catch fire taking a further 1d6 points of fire damage. This will continue until the Reflex save is made.

Return to Top

Cone of Cold

Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes

A cone of frost and snow shoots forth from the caster's hands, doing 1d6 points of cold damage per caster level to all those within the area of effect, to a maximum of 15d6.

Return to Top

Darkness

Caster Level(s): Bard 2, Cleric 2, Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Darkness
Component(s): Verbal
Range: Long
Area of Effect / Target: Huge
Duration: 6 seconds / Level
Save: None
Spell Resistance: Yes

All creatures within the area of effect are shrouded in a haze of darkness which can only be pierced using Ultravision.

Return to Top

Delayed Blast Fireball

Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 6 seconds / 3 Levels
Save: Reflex 1/2
Spell Resistance: Yes

You create a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d6 points of fire damage per caster level to all within the area of effect, to a maximum of 20d6.

Return to Top

Dirge

Caster Level(s): Bard 6
Innate Level: 6
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Large
Duration: 6 seconds / level
Save: Fortitude negates
Spell Resistance: Yes

Your song draws upon the energies of death and destruction. All enemies in the area of effect suffer 2 points of Strength and Dexterity damage each round. If the enemy leaves the area of effect, their Strength and Dexterity are restored.

Return to Top

Divine Favor

Caster Level(s): Cleric 1, Paladin 1
Innate Level: 1
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 minute
Save: None
Spell Resistance: No

You gain a +1 bonus to attack and a +1 magical damage bonus for every three caster levels you have (minimum +1, maximum of +3).

Return to Top

Divine Power

Caster Level(s): Cleric 4, Strength 3
Innate Level: 4
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 6 seconds / Level
Save: Harmless
Spell Resistance: None

You gain the following bonuses: 1 extra Hit Point per caster level, +6 to Strength, and base attack bonus improves to that of a Fighter of the same level.

Return to Top

Earthquake

Caster Level(s): Cleric 8, Druid 8
Innate Level: 8
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Huge
Duration: Instant
Save: Reflex 1/2
Spell Resistance: No

You cause a massive earthquake around yourself, causing 1d6 points of bludgeoning damage per caster level (to a maximum of 10d6) to all creatures in the area of effect. You are not affected by the earthquake.

Return to Top

Elemental Shield

Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Cold, Fire
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 6 seconds / Level
Save: None
Spell Resistance: None

You are surrounded by a ring of fire that damages all opponents who make a successful melee attack against you. The damage inflicted is 1d6 points of fire damage, +1 point per caster level. You also gain 50% immunity to cold and fire damage.

Return to Top

Fire Storm

Caster Level(s): Cleric 8, Druid 7
Innate Level: 7
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes

All enemies within this spell's area of effect are inundated with a rain of fire and take 1d6 points of damage per caster level (to a maximum of 20d6). Half of the damage is divine and the other half is fire-based.

Return to Top

Fireball

Caster Level(s): Wizard / Sorcerer 3, Fire 3
Innate Level: 3
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Large
Area of Effect / Target: Huge
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes

You unleash a fiery projectile that explodes upon all within the area of effect for 1d6 points of fire damage per caster level, to a maximum of 10d6.

Return to Top

Firebrand

Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Colossal
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes

Masses of flame (one per caster level) appear and randomly target and hit any creature in the area of effect. If there are more creatures than balls of flame, only the closest targets will be damaged. If there are more balls of flame than creatures, the excess balls of flame disappear. Each ball of flame explodes for 1d6 points of fire damage per caster level (max 15d6).

Return to Top

Fireburst

Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: 5 ft.
Area of Effect/Target: Burst of fire extending 5 ft. from you
Duration: Instantaneous
Save: Reflex 1/2
Spell Resistance: Yes

An explosive blast of flame bursts around you, damaging any creature within 5 feet of you. All creatures within that area except for you take 1d8 points of fire damage per caster level (maximum 5d8).

Return to Top

Flame Strike

Caster Level(s): Cleric 5, Druid 4
Innate Level: 4
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Medium
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes

A pillar of flame engulfs all within the area of effect, inflicting 1d6 points of damage per caster level (to a maximum of 15d6). Half of the damage caused by the spell is divine and the other half is fire-based. Enemies are struck by both damage types, while allies are struck only by the fire damage.

Return to Top

Flame Weapon

Caster Level(s): Druid 2
Innate Level: 2
School: Evocation
Descriptor(s): Weapon Enchantment
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature or Melee Weapon
Duration: 60 seconds / level
Save: None
Spell Resistance: No

This spell sets a melee weapon aflame, granting 1d8 points of fire damage. You can target a specific weapon or a creature with this spell.

Return to Top

Flare

Caster Level(s): Bard 0, Druid 0, Wizard / Sorcerer 0
Innate Level: 0
School: Evocation
Descriptor(s):
Component(s): Verbal
Range: Medium
Area of Effect / Target: Single
Duration: 60 seconds
Save: Fortitude negates
Spell Resistance: Yes

A burst of hot light dazzles the target, making it suffer a -1 penalty to attack rolls.

Return to Top

Gedlee's Electric Loop

Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Electrical
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Small
Duration: Instantaneous
Save: Reflex 1/2 (See Below)
Spell Resistance: Yes

You create a small stroke of lightning that cycles through all creatures in the area of effect. The spell deals 1d6 points of electrical damage per 2 caster levels (maximum 5d6). Those who fail their Reflex saves must succeed at a Will save or be stunned for 1 round.

Return to Top

Greater Fireburst

Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: 10 ft.
Area of Effect/Target: Burst of fire extending 10 ft. from you
Duration: Instantaneous
Save: Reflex 1/2
Spell Resistance: Yes

This spell functions like fireburst, except that it affects creatures within 10 feet of you and deals a maximum of 15d8 points of fire damage to each one.

Return to Top

Gust of Wind

Caster Level(s): Druid 2, Bard 3, Wizard / Sorcerer 2
Innate Level: 3
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Instant
Save: Fortitude negates
Spell Resistance: Yes

This spell creates a blast of air that knocks down any creatures failing their saving throws. It is also powerful enough to disperse any area of effect spells (such as cloudkill) that are in the path of the wind gust.

Return to Top

Hammer of the Gods

Caster Level(s): Cleric 4
Innate Level: 4
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Instant
Save: Will Partial
Spell Resistance: Yes

You smite a group of enemies with divine light, dealing 1d8 points of divine damage for every two caster levels, to a maximum of 5d8. Enemies who fail a Will save are also dazed for 1d6 rounds.

Return to Top

Holy Sword

Caster Level(s): Paladin 4
Innate Level: 4
School: Evocation
Descriptor(s): Weapon Enchantment
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Melee or Creature
Duration: 6 seconds / Level
Save: None
Spell Resistance: No

This spell allows you to channel holy power into your sword or any other melee weapon you choose. The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 divine damage against evil opponents).

Return to Top

Ice Storm

Caster Level(s): Bard 6, Druid 4, Wizard / Sorcerer 4, Water 5
Innate Level: 4
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Huge
Duration: Instant
Save: None
Spell Resistance: Yes

All creatures in the area of effect take 3d6 points of bludgeoning damage and 2d6 points of cold damage, plus an additional 1d6 cold damage per 3 caster levels.

Return to Top

Implosion

Caster Level(s): Cleric 9
Innate Level: 9
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Medium
Duration: Instant
Save: Fortitude Negates
Spell Resistance: Yes

You create a vortex of destruction that tears asunder all living things within its area of effect, killing them instantly unless they make their saving throw.

Return to Top

Incendiary Cloud

Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: 6 seconds / Level
Save: Reflex 1/2
Spell Resistance: No

You create a cloud of smoke and embers that causes 4d6 points of fire damage each round to all creatures within the area of effect.

Return to Top

Invisibility Purge

Caster Level(s): Cleric 3, Ranger 3
Innate Level: 3
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal
Duration: 60 seconds / level
Save: None
Spell Resistance: No

This spell removes the invisibility effect from all invisible creatures and items within the area of effect.

Return to Top

Isaac's Greater Missile Storm

Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Gargantuan
Duration: Instant
Save: None
Spell Resistance: Yes

A number of energy missiles (one per caster level up to a maximum of 10) appear and randomly target and hit any creature in the area of effect. Each missile does 2d6 points of magic damage.

Return to Top

Isaac's Lesser Missile Storm

Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Gargantuan
Duration: Instant
Save: None
Spell Resistance: Yes

A number of energy missiles (one per caster level but to a maximum of 10) appear and randomly target and hit any creature in the area of effect. If there are more creatures than missiles, only the closest targets will be damaged. If there are more missiles than creatures, one of the creatures will be hit with multiple missiles. Each missile does 1d6 points of magic damage.

Return to Top

Light

Caster Level(s): Bard 0, Cleric 0, Druid 0, Wizard / Sorcerer 0
Innate Level: 0
School: Evocation
Descriptor(s):
Component(s): Verbal
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No

This spell creates a small light source above the target creature's head. The light travels with the target and is capable of illuminating a small area.

Return to Top

Lightning Bolt

Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Straight line extending 100 ft.
Area of Effect / Target: Chain of targets in a straight line
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes

You fire a bolt of lightning that passes through all creatures in a straight line from your position. The bolt does 1d6 points of electricity damage per caster level, to a maximum of 10d6.

Return to Top

Magic Missile

Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: Yes

You create a shimmering projectile of magical force that unerringly slams into a single selected target. After level 1, the spell creates 1 additional missile for every two caster levels, to a maximum of 5 missiles at level 9. Magic missiles do 1d4+1 points of magic damage each.

Return to Top

Meteor Swarm

Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Colossal
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes

This spell causes everything within the area of effect to be pummeled by incoming meteors. Its effects vary depending on how the caster chooses to direct the bombardment.

The meteors may be guided to a location to produce an aerial attack with an enormous radius of effect. Creatures within the center of the bombardment will take 24d6 damage. Those situated a moderate distance away will take 12d6 damage, while creatures far away will take 6d6 damage.

The caster may also choose a single target, causing four large meteors to fall towards it. For each meteor, the caster must make a ranged touch attack. If successful, the meteor will strike the creature precisely, dealing 2d6 points of damage (bludgeoning, with no save) in addition to the normal 6d6. The meteors can deal a maximum of 32d6 to a single target, though all creatures within the blast radius are also subject to 6d6 points of damage for each meteor.

The spell may also be centered on the caster to produce a massive radius of destruction. All creatures within 5 feet of the caster will be unharmed, but all others within range will take 6d6 points of damage.

Return to Top

Moon Bolt

Caster Level(s): Druid 4
Innate Level: 4
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: One living or undead creature
Duration: Instant
Save: Fortitude 1/2 (living target) or Will negates (undead target)
Spell Resistance: No

A moon bolt strikes unerringly against any living or undead creature in range.

A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels (maximum 5d4). If the subject makes a successful Fortitude saving throw, the Strength damage is halved.

An undead creature struck by a moon bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a -2 penalty on attack rolls and Will saving throws for the next minute.

Return to Top

Polar Ray

Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Short
Area of Effect/Target: Ray
Duration: Instantaneous
Save: None
Spell Resistance: Yes

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).

Return to Top

Prismatic Spray

Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Evocation
Descriptor(s): Special
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Spell Cone
Duration: Instant
Save: Special
Spell Resistance: Yes

All creatures within the area of effect randomly experience 1 or 2 of the following effects:

20 fire damage

40 acid damage

80 electrical damage

Struck with Bebilith Venom poison

Paralyzed for 10 rounds

Confused for 10 rounds

Struck dead

Petrified as per the flesh to stone spell

Return to Top

Scintillating Sphere

Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Instantaneous
Save: Reflex 1/2
Spell Resistance: Yes

You unleash a crackling electric projectile that explodes upon all within the area of effect for 1d6 points of electric damage per caster level, to a maximum of 10d6.

Return to Top

Searing Light

Caster Level(s): Cleric 3, Sun 2
Innate Level: 3
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: Yes

You direct a beam of white-hot light at a single target. The beam deals divine damage based on the target's racial type:

Undead: 1d8 per caster level, to a maximum of 10d8

Construct: 1d6 for every 2 caster levels, to a maximum of 5d6

Other: 1d8 per 2 caster levels, to a maximum of 5d8

Return to Top

Shadow Conjuration, Darkness

Bad Strref

Return to Top

Shocking Grasp

Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s): Electricty
Component(s): Verbal, Somatic
Range: Touch
Area of Effect/Target: Single
Duration: Instantaneous
Save: None
Spell Resistance: Yes

Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6).

Return to Top

Shroud of Flame

Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Short
Area of Effect/Target: Single
Duration: 6 seconds / Level
Save: Reflex negates
Spell Resistance: Yes

You cause a single creature to burst into flames, suffering 2d6 points of fire damage immediately upon failing the saving throw. Each round the target makes a Reflex save and, if unsuccessful, takes an additional 2d6 points of fire damage. Any creature within 10 feet of the burning creature takes 1d4 points of fire damage per round (a successful Reflex save negates all damage).

Return to Top

Sound Burst

Caster Level(s): Bard 2, Cleric 2
Innate Level: 2
School: Evocation
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Medium
Duration: Instant
Save: Fortitude Special
Spell Resistance: Yes

All creatures within the area of effect take 1d8 points of sonic damage and must make a Fortitude save or be stunned for 2 rounds.

Return to Top

Sunbeam

Caster Level(s): Cleric 8, Druid 7, Sun 7
Innate Level: 8
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Colossal
Duration: Instantaneous
Save: Reflex Negates
Spell Resistance: Yes

You summon a globe of divine radiance to blind and burn those within the area of effect. Undead take 1d6 points of divine damage per caster level, to a maximum of 20d6. All other monster types take 3d6 points of divine damage, and are blinded for 3 rounds. A successful Reflex save halves the damage for undead and voids blindness for others.

Return to Top

Sunburst

Caster Level(s): Druid 8, Wizard / Sorcerer 8
Innate Level: 8
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Instant
Save: Reflex
Spell Resistance: Yes

A brilliant explosion occurs where you direct, causing 1d6 points of magic damage per caster level (to a maximum of 25d6) to all undead. Non-undead creatures suffer only 6d6 points of magic damage. Vampires are destroyed instantly if they fail a Reflex saving throw. All enemies in the area of effect must also make a successful Reflex saving throw or be blinded.

Return to Top

Tide of Battle

Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Transmutation
Descriptor(s): Divine
Component(s): Verbal
Range: Personal
Area of Effect / Target: Colossal
Duration: Instant
Save: None
Spell Resistance: No

Centered around the caster, this spell rains down holy damage on all within the area of effect, including the caster. Each target will take between 30 and 100 damage.

Return to Top

Wall of Fire

Caster Level(s): Druid 5, Wizard / Sorcerer 4, Fire 5
Innate Level: 4
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Wall 30 ft Long
Duration: 6 seconds / 2 Levels
Save: Reflex 1/2
Spell Resistance: Yes

This spell creates a curtain of fire that deals 2d6 points of fire damage, +1 per caster level, to any creature that attempts to pass through it. Undead creatures suffer double damage.

Return to Top

Word of Faith

Caster Level(s): Cleric 7
Innate Level: 7
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Colossal
Duration: Instant
Save: None
Spell Resistance: Yes

A wave of divine energy blasts all enemy creatures within the area of effect. All enemies within the area are stunned for 1 round per 2 caster levels. Those with 4 Hit Dice or less are killed instantly. Any hostile summoned creatures are returned to their home planes.