Assay Resistance

Caster Level(s): Cleric 4, Wizard / Sorcerer 4, Magic 3
Innate Level: 4
School: Divination
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect/Target: Caster
Duration: 6 seconds / Level
Save: None
Spell Resistance: No

This spell enables you to divine the exact nature and vulnerabilities of a single creature's magical defenses, giving you a +10 bonus on caster level checks to overcome its spell resistance.

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Beshadowed Blast

Invocation Type: Lesser; Eldritch Essence

Spell Level Equivalent: 4

This eldritch essence invocation allows you to change your eldritch blast into a beshadowed blast. Any living creature struck by a beshadowed blast must succeed on a Fortitude save or be blinded for 1 round, giving it a 50% chance to miss in combat, removing any Dexterity bonuses to AC, adding an additional -2 penalty to AC, and causing it to move at half speed.

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Bewitching Blast

Invocation Type: Greater; Eldritch Essence

Spell Level Equivalent: 4

This eldritch essence invocation allows you to change your eldritch blast into a bewitching blast. Any creature struck by a bewitching blast must succeed on a Will save or be confused for 1 round in addition to the normal damage from the blast. A confused target will either wander randomly, attack a random nearby creature (even allies), or simply stand still. This is a mind-influencing effect.

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Charm

Invocation Type: Lesser

Spell Level Equivalent: 4

You can beguile a creature within 60 feet. The creature must succeed on a Will save or instantly come to regard you as its trusted friend. However, it remains friends with its old companions, as well. Due to its divided loyalties, it finds itself unable to attack either its new or old allies for the duration of the spell. This lasts for 3 rounds + 1 for every two class levels you have. You can never have more than one target charmed at a time with this ability. If a second creature is charmed, you lose your hold on the first creature.

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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: Cone, 30 ft.
Area of Effect/Target: Spell Cone
Duration: 60 seconds / Level
Save: Will negates
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.

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Cure Critical Wounds

Caster Level(s): Bard 4, Cleric 4, Druid 5
Innate Level: 4
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes

The target creature is healed of 4d8 points of damage, + 1 point per caster level to a maximum of +20. Healing spells have a reverse effect when used on undead, causing the targeted undead to take an amount of damage equal to what the spell normally heals. A successful touch attack must first be made when this spell is used against undead.

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Curse of Despair

Invocation Type: Lesser

Spell Level Equivalent: 4

You can use this invocation to bestow a permanent curse upon a touched opponent, lowering all the target's ability scores by 2 if the target fails its Will save. This curse does not stack with itself or with the effects of the bestow curse spell. Even if the save against this invocation succeeds, the target takes a -1 penalty on attack rolls for 10 rounds.

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Death Ward

Caster Level(s): Cleric 4, Druid 5, Paladin 4
Innate Level: 4
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: None

The target creature becomes immune to any energy drain, negative energy or death spells, spell-like abilities, and effects.

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Dismissal

Caster Level(s): Bard 4, Cleric 4, Wizard / Sorcerer 5
Innate Level: 4
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Colossal
Duration: Instant
Save: Will Negates
Spell Resistance: Yes

All summoned creatures, animal companions, and familiars belonging to enemy spellcasters are unsummoned within the area of effect.

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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.

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Dominate Person

Caster Level(s): Bard 4, Wizard / Sorcerer 5
Innate Level: 4
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 12 seconds + 6 seconds / 3 Caster Levels
Save: Will Negates
Spell Resistance: Yes

The target person temporarily becomes a faithful and loyal servant of the caster.

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Eldritch Chain

Invocation Type: Lesser; Blast Shape

Spell Level Equivalent: 4

This blast shape invocation allows you to improve your eldritch blast by turning it into an arc of energy that "jumps" from the first target to others. An eldritch chain can jump to one or more additional targets within 30 feet of the first target, making additional ranged touch attacks and dealing damage to the secondary targets if successful. The chain will automatically attempt to jump to additional target per five caster levels, so you can strike two additional targets at 10th level, three additional targets at 15th level, and four additional targets at 20th level. The additional targets are chosen by the whim of the eldritch power, the caster cannot control where the chain jumps. Each new target must be within 30 feet of the previous one and you can hit the same creature more than once with the eldritch chain. If you miss any target in the chain, the eldritch chain attack ends there.

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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.

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Enervation

Caster Level(s): Wizard / Sorcerer 4, Evil 5
Innate Level: 4
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Hour / Caster Level
Save: None
Spell Resistance: Yes

The target creature temporarily loses 1d4 character levels.

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Evard's Black Tentacles

Caster Level(s): Wizard / Sorcerer 4, Evil 4
Innate Level: 4
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large, 1d4 Tentacles
Duration: 6 seconds / Level
Save: Fortitude Special
Spell Resistance: No

A field of thick, rubbery tentacles rises from the ground. For every round that a creature is caught within the area of effect, it suffers attacks from 1d4 tentacles, each capable of doing 1d6+4 points bludgeoning damage. If any tentacle attack hits a target, that target must then make a Fortitude saving throw or become paralyzed.

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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.

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Flee the Scene

Invocation Type: Lesser

Spell Level Equivalent: 4

You and your party also become temporarily hasted, gaining an additional attack, a 50% movement bonus, a +1 bonus to attack rolls and an additional +4 dodge bonus to AC for 30 seconds.

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Freedom of Movement

Caster Level(s): Cleric 4, Druid 4, Paladin 4, Ranger 4, Travel 3
Innate Level: 4
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 60 seconds / Level
Save: None
Spell Resistance: No

The target creature becomes immune to paralysis, slow, and entanglement spells and effects.

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Greater Invisibility

Caster Level(s): Bard 4, Wizard / Sorcerer 4
Innate Level: 4
School: Illusion
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 6 seconds / level
Save: Harmless
Spell Resistance: No

The target creature becomes invisible and impossible to detect using normal vision. After attacking or casting spells the target creature will become partially visible and detectable by enemies, but treated as having concealment.

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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.

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Hellrime Blast

Invocation Type: Lesser; Eldritch Essence

Spell Level Equivalent: 4

This eldritch essence invocation allows you to change your eldritch blast into a hellrime blast. A hellrime blast deals cold damage. Any creature struck by the attack must make a Fortitude save or take a -4 penalty to Dexterity for 10 minutes. The Dexterity penalties from multiple hellrime blasts do not stack.

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Hold Monster

Caster Level(s): Bard 4, Druid 4, Wizard / Sorcerer 5
Innate Level: 4
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 6 seconds / Level
Save: Will Negates
Spell Resistance: Yes

The target monster is paralyzed for the duration of the spell. The victim can make a Will save every round to try to break free of the spell's effect.

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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).

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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.

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Inflict Critical Wounds

Caster Level(s): Cleric 4
Innate Level: 4
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes

If you succeed in striking an opponent with a touch attack, the target suffers 4d8 points of negative energy damage, + 1 point per caster level to a maximum of +20. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.

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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.

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Least Spell Mantle

Caster Level(s): Cleric 4, Wizard / Sorcerer 4
Innate Level: 4
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 6 seconds / level
Save: Harmless
Spell Resistance: No

You create a barrier around yourself that absorbs all incoming spells and spell-like abilities. It can absorb up to 1d4+4 levels of spells before collapsing.

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Lesser Globe of Invulnerability

Caster Level(s): Wizard / Sorcerer 4, Protection 4
Innate Level: 4
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 6 seconds / Level
Save: Harmless
Spell Resistance: No

A shimmering field of energy prevents all spells of level 3 or lower from affecting you.

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Lesser Spell Breach

Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Special
Save: None
Spell Resistance: No

This spell strips an enemy mage of up to two magical defenses, including spell mantles, globes of invulnerability, stoneskin, premonition, protection from elements, ghostly and ethereal visage, mage armor, shadow shield and elemental shield. This spell will also reduce the target creature's SR by 3 for ten rounds.

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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.

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Phantasmal Killer

Caster Level(s): Wizard / Sorcerer 4, Death 4
Innate Level: 4
School: Illusion
Descriptor(s): Fear, Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Save: Will and Fortitude
Spell Resistance: Yes

You conjure an image of utmost horror to strike down a single creature. The target may attempt a Will save to disbelieve the spell, avoiding all ill effects. Failing that, the target then makes a Fortitude save to avoid instant death. A successful save still inflicts 3d6 points of magic damage.

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Polymorph Self

Caster Level(s): Ranger 4, Wizard / Sorcerer 4
Innate Level: 4
School: Transmutation
Descriptor(s):
Component(s): Verbal
Range: Personal
Area of Effect / Target: Caster
Duration: 60 seconds / level
Save: Harmless
Spell Resistance: No

You transform yourself into one of the following forms:

Blade spider

Troll

Umber hulk

Gargoyle

Mind flayer

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Restoration

Caster Level(s): Cleric 4, Druid 5, Paladin 4
Innate Level: 4
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Harmless
Spell Resistance: No

This spell removes all magical, extraordinary and supernatural effects that apply a penalty to ability scores, Armor Class, attack and damage rolls, spell resistance, saving throws and damage immunity. This spell also removes all level drain, blindness and deafness effects, but not the effects of a curse or a disease.

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Shadow Conjuration

Caster Level(s): Bard 4, Wizard / Sorcerer 4
Innate Level: 4
School: Illusion
Descriptor(s):
Component(s): Verbal, Somatic
Range: Special
Area of Effect / Target: Special
Duration: Special
Save: Special
Spell Resistance: Yes

You conjure a shadow variant of one of the following spells: darkness, invisibility, mage armor, magic missile, or summon shadow.

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Shadow Conjuration, Darkness

Bad Strref

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Stoneskin

Caster Level(s): Druid 4, Wizard / Sorcerer 4, Earth 4
Innate Level: 4
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No

This spell grants the target creature damage reduction 10/adamantine. The spell absorbs 10 points of melee damage per caster level, to a maximum of 100, before collapsing.

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Summon Creature IV

Caster Level(s): Bard 4, Cleric 4, Druid 4, Ranger 4, Wizard / Sorcerer 4
Innate Level: 4
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 18 seconds + 6 seconds / level
Save: None
Spell Resistance: No

You summon a dire boar to be a faithful and loyal servant.

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The Dead Walk

Invocation Type: Lesser

Spell Level Equivalent: 4

You can summon undead skeletons or zombies with your infernal power. This invocation lasts 1 hour per level. The type of undead created is dependent on your warlock level:

Levels 1 to 5: Skeleton

Levels 6 to 9: Zombie

Level 10 or more: Skeletal Warrior

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Voracious Dispelling

Invocation Type: Lesser

Spell Level Equivalent: 4

This spell attempts to strip all magical effects from a single target. To dispel an effect, you make a caster level check (1d20 + your caster level, maximum +10) against a DC of (11 + the caster level of the targeted spell's caster). You make a caster level check for each effect on the target. If any spells on the target are dispelled, the target takes 1 point of damage per two spell levels of the caster (no save, but spell resistance applies).

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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.