Acid Fog

Caster Level(s): Wizard / Sorcerer 6, Destruction 6
Innate Level: 6
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: 6 seconds / 2 levels
Save: Fortitude
Spell Resistance: Yes

Acid Fog creates a thick, clinging, greenish cloud. Creatures entering the cloud take 4d6 points of acid damage. Creatures inside the cloud must make a Fortitude save or have their movement reduced by 50%. Every round a creature spends in the cloud, it suffers 2d6 points of acid damage.

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Banishment

Caster Level(s): Cleric 6, Wizard / Sorcerer 7
Innate Level: 6
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Colossal
Duration: Instant
Save: Will negates
Spell Resistance: Yes

This spell destroys summoned creatures, familiars, animal companions, and outsiders in the area of effect. You can affect up to twice your level in HD worth of creatures.

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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.

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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).

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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.

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Circle of Death

Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Necromancy
Descriptor(s): Death
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Colossal
Duration: Instant
Save: Fortitude Negates
Spell Resistance: Yes

A wave of negative energy bursts from the target location. A number of enemy creatures equal to 1d4 per caster level must make a Fortitude save or die, beginning with those creatures with the lowest Hit Dice. Creatures with 9 or more Hit Dice are unaffected.

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Create Undead

Caster Level(s): Cleric 6, Wizard / Sorcerer 6
Innate Level: 6
School: Necromancy
Descriptor(s): Evil
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 1 hour / level
Save: None
Spell Resistance: None

The caster brings an undead creature - a ghast, mummy, or wraith - into being. The type of undead that appears is random and beyond the caster's control.

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Crumble

Caster Level(s): Druid 6
Innate Level: 6
School: Transmutation
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: One Construct
Duration: Instantaneous
Save: No
Spell Resistance: No

This spell inflicts 1d6 points of sonic damage per caster level to a selected construct (to a maximum of 15d6). This spell does not affect living creatures.

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Devour Magic

Invocation Type: Greater

Spell Level Equivalent: 6

This spell attempts to strip all magical effects from a single target, or remove the strongest magical effect from a group of targets. To dispel an effect, you make a caster level check (1d20 + your caster level, maximum of +15) against a DC of (11 + the caster level of the targeted spell's caster). You make a caster level check against each effect on the target. For each spell effect that is successfully removed, you gain twice your warlock level in temporary hit points (which add to your maximum hit points). These temporary hit points fade after 1 minute

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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.

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Disintegrate

Caster Level(s): Wizard / Sorcerer 6, Destruction 7
Innate Level: 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect/Target: Ray
Duration: Instantaneous
Save: Fortitude partial
Spell Resistance: Yes

A ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of magic 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. A creature that makes a successful Fortitude save is partially affected, taking only 5d6 points of magic damage. If this damage reduces the creature to 0 or fewer hit points, it is entirely disintegrated.

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Drown

Caster Level(s): Druid 6
Innate Level: 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instant
Save: Fortitude negates
Spell Resistance: Yes

You create water in the lungs of a target creature. Any drowned creature takes 90% of its current hit points as bludgeoning damage. Golems and other nonliving creatures cannot be drowned.

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Flesh to Stone

Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Permanent*
Save: Fortitude
Spell Resistance: Yes

The subject and all possessions it carries turns into a mindless, inert statue. Only a stone to flesh spell can restore the subject to normal.

* On Normal difficulty or easier, the duration is one round per caster level. Higher difficulty settings make the petrification permanent. If the caster rests, the target will be restored, as if the stone to flesh spell had been cast upon them.

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Globe of Invulnerability

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

A shimmering field of energy prevents all spells of level 4 or lower from affecting you.

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Greater Eagle's Splendor

Provides a bonus of 2d4 +1 to the listed ability score.

Greater Bull's Strength increases Strength

Greater Cat's Grace increases Dexterity

Greater Eagle's Splendor increases Charisma

Greater Endurance increases Constitution

Greater Fox's Cunning increases Intelligence

Greater Owl's Wisdom increases Wisdom

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Greater Spell Breach

Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: No

This spell strips an enemy mage of up to four magical defenses, including spell mantle, globes of invulnerability, stoneskin, premonition, protection from elements, ghostly and ethereal visage, mage armor, shadow shield and elemental shield. This spell will also lower the target creature's SR rating by 5 for ten rounds.

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Greater Stoneskin

Caster Level(s): Druid 6, Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No

You gain damage reduction 20/adamantine. The spell absorbs 10 points of damage per caster level, to a maximum of 150, before fading.

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Harm

Caster Level(s): Cleric 6, Druid 7
Innate Level: 6
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

Your touch inflicts 10 points of negative energy damage per caster level (maximum 150). If the target passes its Will save, it takes only half damage and cannot be reduced below 1 hp by this spell. This spell has a reverse effect on undead, healing the targeted undead to full health instead of harming it.

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Heal

Caster Level(s): Cleric 6, Druid 7, Healing 5
Innate Level: 6
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 recovers 10 hit points per caster level (maximum 150) and is cured of the following status effects: blinded, confused, dazzled, deafened, diseased, feebleminded, insane, nauseated, poisoned, and stunned. Healing spells have a reverse effect when used on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.

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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.

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Mass Cure Moderate Wounds

Caster Level(s): Bard 6, Cleric 6, Druid 7
Innate Level: 6
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect/Target: One creature / level
Duration: Instantaneous
Save: Will 1/2
Spell Resistance: No

This spell heals 2d8 points of damage +1 point per caster level (maximum +30). First, all party members are healed regardless of range, then random targets within the targeted location are affected. Healing spells have a reverse effect when used on undead, harming instead of healing them. This spell can be spontaneously cast.

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Mass Inflict Moderate Wounds

Caster Level(s): Cleric 6
Innate Level: 6
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect/Target: One creature / level
Duration: Instantaneous
Save: Will 1/2
Spell Resistance: Yes

This spell deals 2d8 points of negative energy damage +1 point per caster level (maximum +30) to one hostile creature per caster level. The effect is centered on you, and affects targets in order of their distance from you. This spell can be spontaneously cast.

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Noxious Blast

Invocation Type: Greater; Eldritch Essence

Spell Level Equivalent: 6

This eldritch essence invocation allows you to change your eldritch blast into a noxious blast. Any creature struck by a noxious blast must make a Fortitude save or suffer the effects of being dazed for 10 rounds. A dazed creature will do nothing except defend itself.

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Planar Ally

Caster Level(s): Cleric 6
Innate Level: 6
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 60 seconds / level
Save: None
Spell Resistance: No

You summon an outsider to assist you in battle. The type of outsider that appears depends on your alignment:

Evil: Succubus

Neutral: Sylph

Good: Celestial Bear

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Planar Binding

Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single or Point
Duration: 60 seconds / level
Save: Will (-2) Negates
Spell Resistance: No

This spell has two modes of operation: targeting a single outsider, or summoning a planar ally. Targeted outsiders are paralyzed for 1 round per 2 caster levels. The type of summoned ally is based on your alignment:

Evil: Succubus

Neutral: Sylph

Good: Celestial Bear

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Retributive Invisibility

Invocation Type: Dark

Spell Level Equivalent: 6

You can use greater invisibility, as the spell, but only on yourself. The effect lasts for three rounds. If your retributive invisibility is dispelled, a shock wave releases from your body in a 20-foot-radius burst. This shock wave deals 4d6 points of sonic damage to all creatures in the area and stuns them for 1 round (a Fortitude save halves the damage and negates the stunning effect).

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Stone Body

Caster Level(s): Cleric 6, Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect/Target: Caster
Duration: 60 seconds / Level
Save: None
Spell Resistance: No

You gain damage reduction 10/adamantine and a +4 enhancement bonus to Strength, but you take a -4 penalty to Dexterity. You move at half speed. You have a 50% arcane failure chance and a -8 armor check penalty. You are also immune to blindness, critical hits, ability score damage, deafness, disease, electricity, poison, and stunning. You take only half damage from acid and fire of all kinds.

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Stone to Flesh

Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Permanent
Save: None
Spell Resistance: No

This spell restores a petrified creature to its normal state, restoring life and goods.

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Stonehold

Caster Level(s): Druid 6
Innate Level: 6
School: Conjuration
Descriptor(s): Paralyze
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 6 seconds / Level
Save: Will negates
Spell Resistance: Yes

You create a cloud that paralyzes any creatures inside of it, encasing them in stone for 1d6 rounds.

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Summon Creature VI

Caster Level(s): Bard 6, Cleric 6, Druid 6, Wizard / Sorcerer 6
Innate Level: 6
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 bear to be a faithful and loyal servant.

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Tenacious Plague

Invocation Type: Greater

Spell Level Equivalent: 6

This invocation summons masses of biting and stinging insects. One swarm is summoned for every three class levels. A swarm has a +4 base attack bonus (with an additional to hit bonus based on the caster's Charisma x 2) and deals 2d6 points of magical damage when it hits. A swarm dissipates after three rounds. Tenacious plague does not stack with itself - if the warlock uses this invocation while swarms still exist, the current swarms will be replaced with the new swarms.

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Tenser's Transformation

Caster Level(s): Wizard / Sorcerer 6, Fury 6
Innate Level: 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 round / level
Save: Harmless
Spell Resistance: No

You become an engine of destruction, gaining a +1 attack bonus for every 2 caster levels, a +4 natural armor bonus to AC, +5 to Fortitude saving throws, and an additional +1d6 Hit Points per caster level. In addition, your Strength, Dexterity, and Constitution are each set to 20 for the duration of the spell.

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Tortoise Shell

Caster Level(s): Druid 6
Innate Level: 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Living creature touched
Duration: 10 minutes/level
Save: None
Spell Resistance: No

Tortoise shell grants a +6 enhancement bonus to the subject's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels beyond 11th, to a maximum of +9 at 20th level. Tortoise shell slows a creature's movement to half its normal rate for the duration.

Though this spell's effects will stack with the natural armor of a subject, it will not stack with other enhancements to natural armor. E.g.: tortoise shell would stack with the bonuses provided by a bear's hide, but not with the bonuses provided by the barkskin spell.

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Undeath to Death

Caster Level(s): Cleric 6, Wizard / Sorcerer 6
Innate Level: 6
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Colossal
Duration: Instantaneous
Save: Will negates
Spell Resistance: Yes

This spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those closest to the point of origin of the burst are affected first.

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Vitriolic Blast

Invocation Type: Greater; Eldritch Essence

Spell Level Equivalent: 6

This eldritch essence invocation allows you to change your eldritch blast into a vitriolic blast. A vitriolic blast deals acid damage, and is formed from conjured acid, making it different from other eldritch essences because it ignores spell resistance. Creatures

struck by a vitriolic blast automatically take an extra 2d6 points of acid damage on following rounds. This acid damage persists for 1 round per five class levels you have. For example, a 15th-level warlock deals 2d6 points of acid damage per round for 3 rounds after the initial vitriolic blast attack.