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.

Return to Top

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.

Return to Top

Bombardment

Caster Level(s): Druid 8
Innate Level: 8
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Huge
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes

You conjure a rain of stones that fall from the sky, causing 1d8 points of bludgeoning damage per caster level (to a maximum of 10d8) to all enemies in the area. In addition, all enemies in the area of effect must make a reflex save or be knocked down for 2 rounds.

Return to Top

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.

Return to Top

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.

Return to Top

Cure Light Wounds

Caster Level(s): Bard 1, Cleric 1, Druid 1, Paladin 1, Ranger 1
Innate Level: 1
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 for 1d8 points of damage, +1 point per caster level (to a maximum of +5). Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.

Return to Top

Cure Minor Wounds

Caster Level(s): Bard 0, Cleric 0, Druid 0
Innate Level: 0
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 for 4 points of damage. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.

Return to Top

Cure Moderate Wounds

Caster Level(s): Bard 2, Cleric 2, Druid 3, Paladin 3, Ranger 3
Innate Level: 2
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 for 2d8 points of damage, +1 point per caster level (to a maximum of +10). Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.

Return to Top

Cure Serious Wounds

Caster Level(s): Bard 3, Cleric 3, Druid 4, Paladin 4, Ranger 4, Healing 2
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 for 3d8 points of damage, +1 point per caster level (to a maximum of +15). Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.

Return to Top

Elemental Swarm

Caster Level(s): Druid 9
Innate Level: 9
School: Conjuration
Descriptor(s): Air, Earth, Fire, Water
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Point
Duration: 60 seconds / level
Save: None
Spell Resistance: None

You summon a 24 HD air elemental to act as a loyal servant until it dies or until the spell expires. If the air elemental dies before the spell ends, a 24 HD water elemental is automatically summoned to replace it. This process continues with an earth and fire elemental until the spell expires. After the fire elemental, no more are summoned.

Return to Top

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.

Return to Top

Flame Arrow

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

You launch 1 conjured fiery arrow at the target creature for every 4 caster levels. Each arrow does 4d6 points of fire damage.

Return to Top

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.

Return to Top

Grease

Caster Level(s): Bard 1, Wizard / Sorcerer 1, Trickery 1
Innate Level: 1
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Medium
Duration: 6 seconds / Level
Save: Reflex
Spell Resistance: No

A churning field of oil and grease fills the target area, causing all within either to fall down or move at a reduced speed.

Return to Top

Greater Planar Binding

Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single or Point
Duration: 60 seconds / level
Save: Will (-5) 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: Erinyes

Neutral: Huge Elemental

Good: Celestial Dire Bear

Return to Top

Greater Restoration

Caster Level(s): Cleric 7
Innate Level: 7
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Harmless
Spell Resistance: No

Greater Restoration removes most temporary and all permanent negative effects from the target character, incuding level drain. It does not remove negative mental effects or the effects of reduced movement speed. It also heals the target creature to full Hit Points.

Return to Top

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.

Return to Top

Improved Mage Armor

Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Conjuration
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: Touch
Area of Effect/Target: Single
Duration: 1 hour / level
Save: None
Spell Resistance: No

This spell functions like mage armor, except that its tangible field of force provides a +6 armor bonus to Armor Class.

Return to Top

Lesser Planar Binding

Caster Level(s): Wizard / Sorcerer 5, Good 5
Innate Level: 5
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single or Point
Duration: 60 seconds / level
Save: Will 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: Imp

Neutral: Fire Mephit

Good: Celestial Wolf

Return to Top

Lesser Restoration

Caster Level(s): Cleric 2, Druid 2, Paladin 1
Innate Level: 1
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, AC, attack and damage rolls, spell resistance, and saving throws. This spell will not remove the effects of a curse or a disease.

Return to Top

Mage Armor

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

An invisible but tangible field of force surrounds the target, providing a +4 armor bonus to AC.

Return to Top

Mass Cure Critical Wounds

Caster Level(s): Cleric 8, Druid 9
Innate Level: 8
School: Conjuration
Descriptor(s): Healing
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 4d8 points of damage +1 point per caster level (maximum +40). 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.

Return to Top

Mass Cure Light Wounds

Caster Level(s): Bard 5, Cleric 5, Druid 6
Innate Level: 5
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: One creature / level
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes

This spell heals 1d8 points of damage +1 point per caster level (maximum +25). 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.

Return to Top

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.

Return to Top

Mass Cure Serious Wounds

Caster Level(s): Cleric 7, Druid 8
Innate Level: 7
School: Conjuration
Descriptor(s): Healing
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 3d8 points of damage +1 point per caster level (maximum +35). 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.

Return to Top

Mass Heal

Caster Level(s): Cleric 9
Innate Level: 9
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Large
Duration: Instant
Save: None
Spell Resistance: Yes

All allies within the area of effect regain 10 hit points per caster level (maximum 150) and are cured of the following status effects: blinded, confused, dazzled, deafened, diseased, feebleminded, insane, nauseated, poisoned, and stunned. Healing spells have a reverse effect on undead, harming instead of healing them.

Return to Top

Melf's Acid Arrow

Caster Level(s): Wizard / Sorcerer 2, Magic 2
Innate Level: 2
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: 6 seconds, + 6 seconds / 3 Levels
Save: None
Spell Resistance: No

You conjure a bolt of acid which flies from your fingertips to your target. The initial damage from the spell is 3d6 points of acid damage, + 1d6 of acid damage every round until the spell expires. This spell requires a successful ranged attack roll to hit.

Return to Top

Mestil's Acid Breath

Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Cone, 30 ft.
Area of Effect / Target: Spell Cone
Duration: Instantaneous
Save: Reflex 1/2
Spell Resistance: Yes

You breathe forth a cone of acidic droplets. The cone inflicts 1d6 points of acid damage per caster level (maximum 10d6).

Return to Top

Neutralize Poison

Caster Level(s): Bard 4, Cleric 4, Druid 3, Paladin 4, Ranger 3
Innate Level: 3
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Harmless
Spell Resistance: No

The target creature has all traces of poison removed from its system.

Return to Top

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

Return to Top

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

Return to Top

Prayer

Caster Level(s): Cleric 3, Paladin 3
Innate Level: 3
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster, Colossal
Duration: 6 seconds / Level
Save: None
Spell Resistance: Yes

All allies within the area of effect gain +1 to attack and damage rolls, skill checks, and saving throws. Enemies receive -1 penalties to the same.

Return to Top

Raise Dead

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

This spell returns one target corpse to life. The raised character returns to life with only 1 Hit Point.

Return to Top

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.

Return to Top

Regenerate

Caster Level(s): Cleric 7, Druid 6
Innate Level: 7
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 60 seconds
Save: Harmless
Spell Resistance: No

For the duration of the spell, the target creature regenerates 10% of its maximum hit points every round.

Return to Top

Rejuvenation Cocoon

Caster Level(s): Druid 5
Innate Level: 5
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Willing creature touched
Duration: 2 rounds
Save: Reflex No
Spell Resistance: No

When you cast the spell, the rejuvenation cocoon forms around the subject. While inside the cocoon, the subject cannot move or act in any way.

The cocoon heals the subject every second, restoring a number of hit points equal to the caster's level (maximum 15/second). It also immediately purges the subject of poison and disease effects and makes the subject immune to similar effects for the duration.

While enveloped in the cocoon, the subject has DR 10/-. Once the damage reduction has absorbed damage equal to 10 per caster level, the cocoon is destroyed. Such destruction halts any health and protective effects offered by the cocoon.

Return to Top

Remove Disease

Caster Level(s): Cleric 3, Druid 3, Ranger 3
Innate Level: 3
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Harmless
Spell Resistance: No

All diseases and disease effects are removed from the target creature.

Return to Top

Remove Paralysis

Caster Level(s): Cleric 2, Paladin 2
Innate Level: 2
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Large, 1 Creature / 4 Levels
Duration: Instant
Save: Harmless
Spell Resistance: No

All paralysis and hold effects are removed from allies within the area of effect.

Return to Top

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.

Return to Top

Resurrection

Caster Level(s): Cleric 7
Innate Level: 7
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Harmless
Spell Resistance: No

This spell returns a single target corpse to life with full Hit Points.

Return to Top

Rogue's Cunning

Provides a temporary +5 bonus to Open Locks and +10 bonus to Search, Disable Trap, Move Silently, Pick Pockets, Set Trap, and Hide.

Return to Top

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.

Return to Top

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.

Return to Top

Storm of Vengeance

Caster Level(s): Cleric 9, Druid 9
Innate Level: 9
School: Conjuration
Descriptor(s): Acid, Electricity
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Huge
Duration: 60 seconds
Save: Reflex Special
Spell Resistance: Yes

The area around you is blasted by lightning and acidic rain. Each round, all enemies within the area of effect take 3d6 points of acid damage. Those who fail a Reflex save take an additional 3d6 points of electrical damage and are stunned for one round.

Return to Top

Summon Celestial

Summoning abilities allow creatures to enlist the aid of extraplanar allies at will. The following types of Summons are available in the game:

Summon Tanar'ri: Summons a succubus to aid the caster in combat

Summon Celestial: A percentage chance of summoning one of the following creatures: lantern archon, hound archon, or trumpet archon.

Summon Mephit: A percentage chance of summoning a mephit (if the caster is a mephit, it will attempt to summon another mephit of its own type).

Summon Slaadi: A percentage chance of summoning a red slaad or green slaad according to creature's HD.

Return to Top

Summon Creature I

Caster Level(s): Bard 1, Cleric 1, Druid 1, Ranger 1, Wizard / Sorcerer 1
Innate Level: 1
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 wolf to be a faithful and loyal servant.

Return to Top

Summon Creature II

Caster Level(s): Bard 2, Cleric 2, Druid 2, Ranger 2, Wizard / Sorcerer 2
Innate Level: 2
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 badger to be a faithful and loyal servant.

Return to Top

Summon Creature III

Caster Level(s): Bard 3, Cleric 3, Druid 3, Ranger 3, Wizard / Sorcerer 3
Innate Level: 3
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 wolf to be a faithful and loyal servant.

Return to Top

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.

Return to Top

Summon Creature IX

Caster Level(s): Cleric 9, Druid 9, Wizard / Sorcerer 9
Innate Level: 9
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 an elder elemental to be a faithful and loyal servant.

Return to Top

Summon Creature V

Caster Level(s): Bard 5, Cleric 5, Druid 5, Wizard / Sorcerer 5
Innate Level: 5
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 shadow mastiff to be a faithful and loyal servant.

Return to Top

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.

Return to Top

Summon Creature VII

Caster Level(s): Cleric 7, Druid 7, Wizard / Sorcerer 7
Innate Level: 7
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 huge elemental to be a faithful and loyal servant.

Return to Top

Summon Creature VIII

Caster Level(s): Cleric 8, Druid 8, Wizard / Sorcerer 8
Innate Level: 8
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 greater elemental to be a faithful and loyal servant.

Return to Top

Summon Shadow

Caster Level(s): Cleric 5
Innate Level: 5
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Point
Duration: 60 seconds / Level
Save: None
Spell Resistance: No

This spell opens a portal to the Elemental Plane of Shadow and draws forth a shadow ally to become a faithful and loyal servant. The shadow ally summoned depends on your caster level:

Level 1-7: Greater shadow

Level 8 to 10: Shadow mastiff

Level 11 to 14: Shadow lord

Level 15-20: Shadow demon

Return to Top

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.

Return to Top

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)

Return to Top

Vitriolic Sphere

Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Long
Area of Effect/Target: 10 ft. radius burst
Duration: Instantaneous
Save: Reflex Special (see description)
Spell Resistance: Yes

You conjure a sizzling emerald sphere that drenches all within the area with a potent acid. Affected creatures take 1d4 points of acid damage per caster level (maximum 15d4) and must succeed on a Reflex save or risk taking damage in the following 2 rounds (6d4 points of damage in the second round and 3d4 points of damage in the third round). Both rounds of continuing damage are subject to Reflex saves for half damage; if an affected creature succeeds on its second Reflex save, it takes no acid damage in the third round.

Return to Top

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.