Medium
Acid Splash
Caster Level(s): Wizard / Sorcerer 0
Innate Level: 0
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: Yes
You fire a small orb of acid at the target for 1d3 points of acid damage.
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.
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.
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).
Blindness/Deafness
Caster Level(s): Bard 2, Cleric 3, Wizard / Sorcerer 2
Innate Level: 2
School: Illusion
Descriptor(s):
Component(s): Verbal
Range: Medium
Area of Effect / Target: Single
Duration: 6 seconds / Level
Save: Fortitude Negates
Spell Resistance: Yes
The target creature is struck blind and deaf.
Brimstone Blast
Invocation Type: Lesser; Eldritch Essence
Spell Level Equivalent: 3
This eldritch essence invocation allows you to change your eldritch blast into a brimstone blast. A brimstone blast deals fire damage. Any creature struck by a brimstone blast must succeed on a Reflex save or catch on fire, taking 2d6 points of fire damage per round until the duration expires. The fire damage persists for 1 round per five class levels you have. A creature burning in this way never takes more than 2d6 points of fire damage in a round, even if it has been hit by more than one brimstone blast.
Chilling Tentacles
Invocation Type: Greater
Spell Level Equivalent: 5
This invocation allows you to conjure forth a field of soul-chilling black tentacles that ooze from the ground, groping for victims. For every round that a creature is caught in the area of effect, it suffers attacks from 1d4 tentacles, each capable of doing 1d6+4 points bludgeoning damage. Each attack can be resisted with a successful Fortitude save. In addition, each creature within the area of the invocation takes 2d6 points of cold damage each round regardless of whether they are struck by any tentacles. The tentacles last for 6 seconds per caster level.
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.
Confusion
Caster Level(s): Bard 3, Wizard / Sorcerer 4, Trickery 4
Innate Level: 3
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large
Duration: 6 seconds / Level
Save: Will Negates
Spell Resistance: Yes
Affected creatures either wander randomly, attack a random target, or simply stand still.
Creeping Doom
Caster Level(s): Druid 7
Innate Level: 7
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large
Duration: 18 seconds
Save: None
Spell Resistance: No
The druid summons masses of flying insects, one swarm per two caster levels, that attack targets at random in the affected area. Swarms have a base attack bonus of +6 (with an additional to hit bonus based on the caster's Wisdom modifier x 2) and do 2d6 points of damage when they hit. Swarms last for three rounds before dissipating. Creeping doom stacks with itself - if the druid casts this spell again while swarms still exist, the new swarms will join the existing swarms in attacking their targets.
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.
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.
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
Dispel Magic
Caster Level(s): Bard 3, Cleric 3, Druid 4, Paladin 3, Wizard / Sorcerer 3
Innate Level: 3
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single or Colossal
Duration: Instant
Save: None
Spell Resistance: Yes
This spell attempts to strip all magical effects from a single target. It can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect, you make a dispel check of 1d20 +1 per caster level (to a maximum of +10) against a DC of 11 + the spell effect's caster level.
Dominate Animal
Caster Level(s): Druid 3
Innate Level: 3
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 18 seconds, + 6 seconds / Level
Save: Will Negates
Spell Resistance: Yes
The target animal temporarily becomes a faithful and loyal servant of the caster.
Dominate Monster
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 3 minutes + 1 minute / Level
Save: Will Negates
Spell Resistance: Yes
The target monster temporarily becomes a faithful and loyal servant of the caster.
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.
Doom
Caster Level(s): Cleric 1
Innate Level: 1
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 60 seconds / Level
Save: Will Negates
Spell Resistance: Yes
The target creature receives a -2 modifier to all attack rolls, damage rolls, saving throws, ability checks and skill checks.
Draining Blast
Invocation Type: Least; Eldritch Essence
Spell Level Equivalent: 2
In addition to normal eldritch blast damage, the draining blast forces any creature struck to make a Will save or become slowed. A slowed creature moves and attacks at a drastically reduced rate, taking a -1 penalty on attack rolls, AC, and Reflex saves and moving at half its normal speed. Multiple slow effects don't stack. This invocation counters and dispels haste.
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.
Eldritch Doom
Invocation Type: Dark; Blast Shape
Spell Level Equivalent: 8
This blast shape invocation allows you to invoke your eldritch blast as the dreaded eldritch doom. This causes bolts of mystical power to lash out and savage all targets within a 20 foot area. This is not a ray attack, so it requires no ranged touch attack. Each target can attempt a Reflex save for half damage.
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.
Evil Blight
Caster Level(s): Cleric 5, Wizard / Sorcerer 6
Innate Level: 5
School: Transmutation
Descriptor(s): Divine
Component(s): Verbal
Range: Medium
Area of Effect / Target: Colossal
Duration: Permanent
Save: Will negates
Spell Resistance: Yes
All enemies within the area of effect have a curse placed on them, lowering all of their stats by 3.
Fear
Caster Level(s): Bard 3, Wizard / Sorcerer 4
Innate Level: 3
School: Necromancy
Descriptor(s): Fear, Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect/ Target: Large
Duration: 6 seconds / Level
Save: Will Negates
Spell Resistance: Yes
Affected creatures are consumed with mind-numbing fear that overrides all other actions. The affected creatures run away from all those they do not consider allies.
Feeblemind
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Divination
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 6 seconds / 2 Levels
Save: Will Negates
Spell Resistance: Yes
With a successful ranged touch attack, you deal 1d4 points of Intelligence and Charisma damage to the target creature for every 4 caster levels.
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).
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.
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.
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.
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.
Frightful Blast
Invocation Type: Least; Eldritch Essence
Spell Level Equivalent: 2
In addition to normal eldritch blast damage, the frightful blast forces any creature struck to make a Will save or suffer become shaken for 10 rounds, taking a -2 penalty to attack rolls, saving throws, and ability checks. Creatures with more than 6 HD are immune to the fear effect.
Gate
Caster Level(s): Cleric 9, Wizard / Sorcerer 9
Innate Level: 9
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Point
Duration: 18 seconds + 6 seconds / level
Save: None
Spell Resistance: None
This powerful summoning spell opens a portal to the Lower Planes, calling forth a horned devil to fight at your side.
Greater Dispel Magic
Caster Level(s): Bard 5, Cleric 6, Druid 6, Wizard / Sorcerer 6, Magic 5
Innate Level: 6
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single or Colossal
Duration: Instant
Save: None
Spell Resistance: Yes
Greater Dispelling attempts to strip all magical effects from a single target. It can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect, you make a dispel check of 1d20 +1 per caster level (to a maximum of +15) against a DC of 11 + the spell effect's caster level.
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.
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.
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.
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.
Hold Animal
Caster Level(s): Druid 2, Ranger 2
Innate Level: 2
School: Enchantment
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 6 seconds / Level
Save: Will (-4) Negates
Spell Resistance: Yes
The target animal is paralyzed for the duration of the spell.
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.
Hold Person
Caster Level(s): Bard 2, Cleric 2, Wizard / Sorcerer 3
Innate Level: 2
School: Enchantment
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 6 seconds / Level
Save: Will Negates
Spell Resistance: Yes
The target humanoid is paralyzed for the duration of the spell. The victim may attempt a Will save each round to try and break free from the spell's effect.
Horrid Wilting
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Necromancy
Descriptor(s): Death
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Colossal
Duration: Instant
Save: Fortitude 1/2
Spell Resistance: Yes
All creatures within the area of effect take 1d6 points of magic damage per caster level, to a maximum of 20d6.
Lesser Dispel
Caster Level(s): Bard 1, Cleric 2, Druid 2, Wizard / Sorcerer 2
Innate Level: 1
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single or Colossal
Duration: Instant
Save: No
Spell Resistance: Yes
This spell attempts to strip all magical effects from a single target. It can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect from a creature, you make a dispel check of 1d20 +1 per caster level (to a maximum of +5) against a DC of 11 + the spell effect's caster level.
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.
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.
Mass Blindness/Deafness
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Illusion
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Medium
Duration: 6 seconds / Level
Save: Fortitude Negates
Spell Resistance: Yes
All enemies within a 10-ft. radius of the target are struck blind and deaf.
Mass Hold Monster
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect/Target: All creatures within a 30 ft. radius
Duration: 6 seconds / Level
Save: Will negates
Spell Resistance: Yes
This spell functions like hold monster, except that it affects all creatures within a 30 ft. radius of the initial target. Each round, all victims may attempt a Will save to escape the effect of the spell.
Mass Hold Person
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect/Target: All creatures within a 30 ft. radius
Duration: 6 seconds / Level
Save: Will negates
Spell Resistance: Yes
This spell functions like hold person, except that it affects all creatures within a 30 ft. radius of the initial target. Each round, all victims can try and make a new save to resist the paralysis.
Mass Inflict Critical Wounds
Caster Level(s): Cleric 8
Innate Level: 8
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 4d8 points of negative energy damage +1 point per caster level (maximum +40) 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.
Mass Inflict Light Wounds
Caster Level(s): Cleric 5
Innate Level: 5
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Instant
Save: Fortitude 1/2
Spell Resistance: Yes
All enemies within the area of effect are struck with negative energy that causes 1d8 points of damage, +1 point per caster level. Negative energy spells have a reverse effect on undead, healing them instead of harming them.
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.
Mass Inflict Serious Wounds
Caster Level(s): Cleric 7
Innate Level: 7
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect/Target: One creature / level
Duration: Instantaneous
Save: Will half
Spell Resistance: Yes
This spell deals 3d8 points of negative energy damage +1 point per caster level (maximum +35) 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.
Mordenkainen's Disjunction
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Abjuration
Descriptor(s):
Component(s): Verbal
Range: Medium
Area of Effect / Target: Single or Colossal
Duration: Instant
Save: None
Spell Resistance: No
Mordenkainen's Disjunction attempts to strip all magical effects from a single target. It can also target a group of creatures, attempting to remove all area effects from the creatures in the group, as well as the most powerful magic effect on each target. To remove an effect, you make a dispel check of 1d20 +1 per caster level (to a maximum of +20) against a DC of 11 + the spell effect's caster level. Finally, the spell will lower the SR of all creatures within the area of effect by 10.
Affected spells include: spell mantles, globes of invulnerability, stoneskin, premonition, protection from elements, ghostly and ethereal visage, mage armor, shadow shield and elemental shield.
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.
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.
Rage
Caster Level(s): Bard 2, Wizard / Sorcerer 3, Destruction 3
Innate Level: 3
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect/Target: Caster's party
Duration: 6 seconds / Level
Save: None
Spell Resistance: No
Your whole party gains the benefits of the barbarian's rage class ability. Unlike the class ability, when the spell's duration ends, your party members are not fatigued. This spell does not stack with uses of the rage class ability.
Ray of Frost
Caster Level(s): Wizard / Sorcerer 0
Innate Level: 0
School: Conjuration
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: Yes
You fire a thin, blue ray from your fingertip that deals 1d4 + 1 cold damage to a single target creature.
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.
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
Sleep
Caster Level(s): Bard 1, Druid 1, Ranger 2, Wizard / Sorcerer 1
Innate Level: 1
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 18 seconds + 6 seconds / Level
Save: Will Negates
Spell Resistance: Yes
You cause 4 + 1d4 HD of creatures to fall into a comatose slumber, beginning with those with the fewest HD. Creatures with 5 or more HD are unaffected.
Song of Discord
Caster Level(s): Bard 5
Innate Level: 5
School: Enchantment
Descriptor(s): Mind-Affecting, Sonic
Component(s): Verbal, Somatic
Range: Medium
Area of Effect/Target: Creatures within a 20 ft. radius
Duration: 6 seconds / Level
Save: Will negates
Spell Resistance: Yes
This spell causes enemies within the area to become confused. Each affected creature has a 50% chance to attack the nearest target each round. A creature that does not attack its nearest neighbor may wander about aimlessly or stand around dumbfounded.
Stinking Cloud
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 6 seconds / Level
Save: Fortitude Negates
Spell Resistance: Yes
All creatures caught within the area of effect are dazed. These effects last as long as they remain within the cloud and for 1 round after they leave.
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.
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.
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.
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.
Swamp Lung
Caster Level(s): Druid 7
Innate Level: 7
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: One living creature with a respitory system
Duration: Instant
Save: Fortitude negates
Spell Resistance: No
This spell attempts to flood the target's lungs with stagnant swamp water. If the subject fails the save, the creature falls prone in a coughing fit for 1-6 rounds and is helpless during that time. Furthermore, on a failed save, the subject contracts filth fever, which causes 1-3 Strength and Dexterity damage.
Targets that do not breathe or do not need to breathe can ignore swamp lung with impunity.
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.
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.
Utterdark Blast
Invocation Type: Dark; Eldritch Essence
Spell Level Equivalent: 8
This eldritch essence invocation allows you to change your eldritch blast into an utterdark blast. An utterdark blast deals negative energy damage, which heals undead creatures instead of damaging them (much like inflict spells). Any creature struck by the attack must make a Fortitude save or gain two negative levels. The negative levels fade after 1 hour. If a target ever has as many negative levels as Hit Dice, it dies. The effects of this invocation do not stack with further applications of utterdark blast.
Vine Mine
Caster Level(s): Druid 3, Plant 5
Innate Level: 5
School: Conjuration
Descriptor(s): Nature
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 60 seconds / level.
Save: Yes (Entangle)
Spell Resistance: Yes
You create one of the following effects in the targeted area:
- Entangle (as the spell)
- Hamper movement (movement speed is halved)
- Camouflage (add +4 competence bonus on Hide checks)
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.
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).
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.
Wall of Perilous Flame
Invocation Type: Greater
Spell Level Equivalent: 5
You conjure a curtain of fire that deals 2d6 points plus the warlock's Charisma modifier of fire and magic damage to any creature that attempts to pass through it. Half the wall's fire damage results from supernatural power and is therefore not subject to being reduced by resistance to fire. The curtain of flame lasts for 3 rounds before dissipating.
Web
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 6 seconds / 2 Levels
Save: Reflex Partial
Spell Resistance: Yes
Sticky strands cling to all creatures within the area of effect, entangling them. Creatures who make their save can move, but at a reduced rate dependent on their Strength.
Weird
Caster Level(s): Wizard / Sorcerer 9, Evil 9
Innate Level: 9
School: Illusion
Descriptor(s): Fear, Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Colossal
Duration: Instant
Save: Fortitude and Will
Spell Resistance: Yes
A horrible phantasm rises to stand before enemy creatures in the area of effect, causing them to make a Will save. If they fail, the phantasm touches them and they must now make a Fortitude saving throw. If this saving throw fails, the creature dies. Those who succeed the Fortitude save still take 3d6 points of damage. Creatures with less than 4 HD automatically die, without any saving throws.