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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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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Bane

Caster Level(s): Cleric 1
Innate Level: 1
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Colossal
Duration: 60 seconds / level
Save: Will negates
Spell Resistance: Yes

Bane fills your enemies with fear and doubt. They suffer a -1 penalty on their attack rolls and a -1 penalty on saving throws against fear.

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Bigby's Clenched Fist

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

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

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Bigby's Crushing Hand

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

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

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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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Bigby's Grasping Hand

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

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

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Bigby's Interposing Hand

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

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

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Bless

Caster Level(s): Cleric 1, Paladin 1
Innate Level: 1
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Colossal
Duration: 60 seconds / Level
Save: Harmless
Spell Resistance: No

All allies within the area of effect gain a +1 bonus to attack rolls, along with a +1 on Will saves against fear.

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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.

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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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Cloudkill

Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: 6 seconds / 2 Levels
Save: Fortitude Special
Spell Resistance: Yes

A billowing cloud of noxious vapors settles over the area. Its effects vary according to the Hit Dice of the affected creatures:

1-3 HD: Instant death

4-6 HD: Fortitude save or death; 1d4 points of Constitution damage if save is successful

Over 6 HD: 1d4 points of Constitution damage

Victims inside the spell's area suffer the effects each round. Undead creatures are immune to this spell.

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Darkness

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

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

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Darkness

Invocation Type: Least

Spell Level Equivalent: 2

You can create an area of deepest shadow at range in a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area. This invocation functions like the darkness spell, including countering or dispelling any light spell of equal or lower level. The darkness created by this invocation lasts for 6 seconds per caster level.

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Daze

Caster Level(s): Bard 0, Wizard / Sorcerer 0
Innate Level: 0
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: 12 seconds
Save: Will Negates
Spell Resistance: Yes

If the target humanoid creature has 5 Hit Dice or less, they are dazed for 2 rounds.

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Deep Slumber

Caster Level(s): Bard 3, Wizard / Sorcerer 3
Innate Level: 3
School: Enchantment
Descriptor(s): Compulsion, 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

This spell functions like sleep, except that it affects 10 HD of creatures.

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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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Earthquake

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

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

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Eldritch Spear

Invocation Type: Least; Blast Shape

Spell Level Equivalent: 2

This blast shape invocation extends your eldritch blast attacks to great distances. Eldritch spear increases the range of an eldritch blast attack to 250 feet.

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Entangle

Caster Level(s): Druid 1, Ranger 1, Plant 1
Innate Level: 1
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: 18 seconds + 6 seconds / 2 Levels
Save: Reflex, Special
Spell Resistance: Yes

A mass of clinging vegetation wraps around all creatures in the area of effect. Those affected are immobilized, though still able to fight and cast spells. Victims who make a Reflex save still have their movement reduced by half.

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Fire Storm

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

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

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Fireball

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

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

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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.

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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.

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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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Incendiary Cloud

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

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

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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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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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Magic Missile

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

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

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Mass Camouflage

Caster Level(s): Druid 2, Ranger 2 , Plant 2
Innate Level: 4
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Colossal
Duration: 1 hour / level
Save: None
Spell Resistance: No

All allies in the area of effect gain a +10 bonus to their Hide checks.

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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.

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Meteor Swarm

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

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

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

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

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

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Mind Fog

Caster Level(s): Bard 5, Wizard / Sorcerer 5
Innate Level: 5
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Colossal
Duration: 12 seconds + 6 seconds / 2 Levels
Save: Will Negates
Spell Resistance: Yes

This spell creates a bank of blue fog that saps the will of all those who enter it. Victims take a -10 penalty on Will saving throws against mind-affecting spells and effects. This penalty persists for as long as the creature remains in the fog and for an additional 2d6 rounds upon leaving.

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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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Silence

Caster Level(s): Bard 2, Cleric 2
Innate Level: 2
School: Illusion
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large, Single
Duration: 6 seconds / Level
Save: Will Negates
Spell Resistance: Yes

This spell creates a zone of silence around the target creature, preventing all within the area of effect from casting spells with verbal components. If cast on an ally, no saving throws or spell resistance checks are necessary.

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Sound Burst

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

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

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Spike Growth

Caster Level(s): Druid 3, Ranger 2
Innate Level: 3
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: 1 hour / level
Save: Reflex partial
Spell Resistance: Yes

This spell covers the terrain with small spikes. Any creature will suffer 1d4 points of damage each round that they remain within the affected area. These spikes damage the victim's legs, so that even once they are free of the spike growth, their movement rate is slowed for a day.

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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.

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Undeath's Eternal Foe

Caster Level(s): Cleric 9
Innate Level: 9
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: 6 seconds / level
Save: None
Spell Resistance: No

You and all of your allies in the area of effect receive the following bonuses: immunity to negative energy damage, immunity to energy drain, immunity to ability score damage, immunity to poisons, and immunity to diseases.

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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.