Difference between revisions of "Evocation Spell School"

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This is a list of spells in the Evocation Spell School
This is a list of spells in the Evocation Spell School
{{SpellDPLTable|Spells in the Evocation Spell School}}
{{SpellDPLTable|Spells in the Evocation Spell School}}

Latest revision as of 16:42, 5 July 2018


This is a list of spells in the Evocation Spell School


Name Effect Levels Metamagics Cost
Spell Melf's Acid Arrow Icon.pngAcid Shot
Evocation
Target: Foe, Directional, Breakable

Fires a missile of acid that corrodes your enemies. At higher charge levels multiple projectiles are fired in a spray. Opponenets struck by a projectile receive a Fortitude save for half damage.

Rune Arm Shot
Spell Black Dragon Bolt Icon.pngAcid Splash
Evocation
Target: Foe, Directional, Breakable

Fires a small orb of acid at a target, doing 1 to 4 acid damage plus an additiona 1 for every caster level up to caster level 5.

Clickie 5
Spell Acid Spray Icon.pngAcid Spray
Evocation (Acid)
Target: Foe, Directional, Breakable

A cone of burning acid shoots forth, damaging targets in the area of the spray for 1d6+1 acid damage per caster level (up to a maximum of 5d6+5 damage at caster level 5). A successful Reflex save reduces the damage by half.

Sorcerer 1
Wild Mage 1
Wizard 1
Blight Caster 1
Embolden
Empower
Maximize
Quicken
Heighten
Intensify
Spell Points:
4
Acolyte's Breath- Blue Icon.pngAcolyte's Breath: Blue
Evocation (Electricity)(Breath)
Target: Foe, Directional, Breakable

Centered Ki Breath Attack SLA: You channel ki to bring forth Draconic power in a small burst, hitting all enemies very close to you. Deals 1d6+3 Electric damage per caster level (max 30d6+90 at caster level 30). A successful reflex save reduces damage by half.

Dragon Disciple 2 Embolden
Empower
Intensify
Maximize
Quicken
Spell Points:
10
Acolyte's Breath- Red Icon.pngAcolyte's Breath: Red
Evocation (Fire)(Breath)
Target: Foe, Directional, Breakable

Centered Ki Breath Attack SLA: You channel ki to bring forth Draconic power in a small burst, hitting all enemies very close to you. Deals 1d6+3 Fire damage per caster level (max 30d6+90 at caster level 30). A successful reflex save reduces damage by half.

Dragon Disciple 2 Embolden
Empower
Intensify
Maximize
Quicken
Spell Points:
10
Acolyte's Breath- White Icon.pngAcolyte's Breath: White
Evocation (Cold)(Breath)
Target: Foe, Directional, Breakable

Centered Ki Breath Attack SLA: You channel ki to bring forth Draconic power in a small burst, hitting all enemies very close to you. Deals 1d6+3 Cold damage per caster level (max 30d6+90 at caster level 30). A successful reflex save reduces damage by half.

Dragon Disciple 2 Embolden
Empower
Intensify
Maximize
Quicken
Spell Points:
10
Spell Anger of the Noonday Sun Icon.pngAnger of the Noonday Sun
Evocation (Fire)(Fire Elemental)
Target: Self

You are enveloped in the anger of the noonday sun. The targets of your fire spells suffer a 8% fortification penalty. If your target is resistant or immune to fire damage they will now take full damage from fire effects. This does not stack with effects that cause targets to become more vulnerable to fire effects.

Druid 9 Extend
Quicken
Spell Points:
20
Spell Arcane Blast Icon.pngArcane Blast
Evocation (Force)
Target: Foe, Directional

You fire a ball of raw energy from your hand that explodes on contact with its target, dealing 1d6+4 hit points of force damage per caster level to all within its radius. A successful Reflex save reduces the damage by half. This ability counts as a level 4 Wizard spell.

Spell Like Ability Maximize
Empower
Quicken
Heighten
Spell Points:
12 (Rank 1)
8 (Rank 2)
6 (Rank 3)
Spell Arcane Bolt Icon.pngArcane Bolt
Evocation (Force)
Target: Foe, Directional

You fire a bolt of raw energy from your finger that deals 1d6+2 points of force damage per caster level to a single target. A successful Reflex save reduces the damage by half. This ability counts as a level 2 Wizard spell.

Spell Like Ability Maximize
Empower
Quicken
Heighten
Spell Points:
8 (Rank 1)
6 (Rank 2)
4 (Rank 3)
Spell Arcane Tempest Icon.pngArcane Tempest
Evocation (Force)
Target: Foe, Positional, Breakable

You create a storm of arcane energy that rains shards of force energy upon your foes. Any creatures caught within the storm take 7 to 12 per caster level in force damage every 2 seconds for a duration of 8 seconds. Targets first entering the storm may take a reflex save for half, but remaining in the storm they take damage with no saving throw. Damage progression caps at level 15 for 15 to 60 force damage. (Incorrect description. Actual damage calculates to 105 to 180 per 2 seconds)

Artificer 6
Warlock 6
Acolyte of the Skin 6
Sorcerer 6
Wild Mage 6
Wizard 9
Empower
Intensify
Maximize
Quicken
Spell Points:
25
Spell Caustic Bolt Icon.pngAutumn Decay
Evocation
Target: Foe

A spell-like Ability that sends out an acidic blast of rotting air dealing 1 to 6 +2 acid damage for every caster level. If targets are immune to acid damage they become vulnerable to it for 15 seconds. Max caster level 20. Reflex save for half damage vs Evocation DC using the highest of Intelligence, Charisma or Wisdom.


Can only be used if you have Autumn Affinity Active.

Spell Like Ability Spell Points:
5
Spell Ball Lightning Icon.pngBall Lightning
Evocation (Electricity)
Target: Foe, Directional, Breakable

Fills an area with deadly energy that does 6 to 11 electrical damage per caster level (up to a max of 90 to 165 damage at caster level 15). A successful Reflex save reduces the damage by half.

Stormsinger 5
Sorcerer 5
Wild Mage 5
Wizard 5
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
20
Spell Bee Shot Icon.pngBee Shot
Evocation
Target: Foe, Directional, Breakable

Fires bees at enemies. At higher levels more bees are fired. Opponents struck by the bees receive a Fortitude save for half damage.

Rune Arm Shot
Spell Binding Chain Icon.pngBinding Chain
Evocation
Target: Foe, Positional

Causes an enemy to move at 50% speed and attack at 50% slowed rate and have a -1 penalty on attack rolls, AC, and Reflex saves. Doesn't affect bosses.

Warlock 4 Enlarge
Quicken
Spell Points:
33
Spell Blade Barrier Icon.pngBlade Barrier
Evocation (Slashing)
Target: Self

Creates a circular wall of blades. Any enemy passing through the blade barrier takes 1 to 6 points of damage per caster level (max 90). A successful Reflex save reduces the damage by half.

Artificer 6
Cleric 6
Dark Apostate 6
Favored Soul 6
Embolden
Empower
Heighten
Intensify
Maximize
Quicken
Spell Points:
35
Spell Blast Rod Icon.pngBlast Rod
Evocation (Electricity)
Target: Foe, Directional, Breakable

A blast of electricity bursts from your outstretched hand, dealing 4 to 9 electrical damage per caster level (up to a max of 40 to 90 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half.

Artificer 3 Empower
Maximize
Quicken
Eschew Materials
Heighten
Intensify
Embolden
Spell Points:
15
Spell Frostbite Icon.pngBlighted Bite
Evocation (Wolf)
Target: Self

This spell enhances the power of Biting Acid or Biting Poison Imbue by 3 Imbue dice. This spell can be used in any wolf form.

Blight Caster 6 Spell Points:
10
Spell Body of the Sun Icon.pngBody of the Sun
Evocation (Fire)(Fire Elemental)
Target: Self

Your body draws on the power of the sun and emanates intense heat, burning nearby enemies. Nearby enemies take 1d6 fire damage per caster level (up to a maximum of 20d6 at level 20) every 3 seconds. Fortitude save halves.

Druid 7 Eschew Materials
Extend
Quicken
Spell Points:
30
Spell Bee Shot Icon.pngBook Shot
Evocation (Bludgeoning)
Target: Foe, Directional, Breakable

Hurls books at enemies. At higher charge levels multiple books are rapidly fired. Opponents struck by the books receive a Reflex save for half damange.

Rune Arm Shot
Spell Burning Hands Icon.pngBurning Hands
Evocation (Fire)
Target: Foe, Directional, Breakable

A cone of searing flame shoots forth, damaging targets in the area of the spray for 1d6+1 fire damage per caster level (up to a maximum of 5d6+5 damage at caster level 5). A successful Reflex save reduces the damage by half.

Sorcerer 1
Wild Mage 1
Wizard 1
Embolden
Empower
Maximize
Quicken
Heighten
Intensify
Spell Points:
4
Spell Call Lightning Icon.pngCall Lightning
Evocation (Electricity)
Calls forth a bolt of lightning, which strikes your chosen target for 7 to 12 damage for every caster level up to 15. A successful reflex save reduces damage by half. Druid 3
Blight Caster 3
Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
12
Spell Call Lightning Storm Icon.pngCall Lightning Storm
Evocation (Electricity)
Target: Self

Creates a stormcloud that persists for some time and randomly strikes nearby enemies with bolts of lightning for 1 to 10 electrical damage for every two caster levels. A successful Reflex save reduces the damage by half.

Druid 5
Blight Caster 5
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
30
Spell Chain Lightning Icon.pngChain Lightning
Evocation (Electricity)
Target: Foe, Directional, Breakable

An electrical discharge strikes a primary target for 7 to 12 electrical damage per caster level and It then arcs to up to 5 other nearby targets hitting each of them with a similar lightning bolt. A successful Reflex save reduces the damage by half.

Stormsinger 6
Sorcerer 6
Wild Mage 6
Wizard 6
Artificer 6
Dragon Disciple 4
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Maximize
Quicken
Spell Points:
25
Spell Chain Missiles Icon.pngChain Missiles
Evocation (Force)
Target: Foe

A missile of magical energy darts forth and unerringly strikes its target inflicting 1d2+3 force damage. For every 2 caster levels beyond first you gain an additional missile (up to 10 missiles) that, after striking your target, explode outwards, striking other creatures near the target.

Sorcerer 3
Wild Mage 3
Wizard 3
Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
15
Enhancement Channel Entropy Icon.pngChannel Entropy
Evocation
Target: Foe

SLA: A field of chaotic energy strikes the target and nearby enemies, dealing 19 to 24 Chaos damage per caster level (max 380 to 480). A successful will save reduces the damage by half.

Spell Like Ability Spell Points:
50
Spell Chaos Bolt Icon.pngChaos Bolt
Evocation
Target: Foe, Directional, Breakable

Fires a small orb of chaotic energy at a target, doing 3 to 8 chaos damage for every caster level (up to a max of 30 to 80 at caster level 10)

Wild Mage 1 Empower
Maximize
Quicken
Intensify
Spell Points:
2
Spell Chaos Hammer Icon.pngChaos Hammer
Evocation (Chaotic)
Target: Foe, Positional, Breakable

Chaotic power smites your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell. The spell deals 5 to 10 points of damage per caster level (up to a max of caster level 10) to a lawful creature (or twice that to a lawful outsider) and causes it to be slowed for 6 to 36 seconds. A successful Will save reduces damage to half and negates the slow effect. The spell deals only half damage to creatures who are neither lawful or chaotic, and they are not slowed. This spell can only be case by chaotic or neutral casters - it has no effect when cast by a lawful caster.

Cleric 4
Dark Apostate 4
Favored Soul 4
Wild Mage 4
Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
15
Spell Chaos Sphere Icon.pngChaos Sphere
Evocation
Target: Foe, Directional, Breakable

A sphere of chaos bursts from your outstretched hand, dealing 4 to 9 chaos damage per caster level (up to a max of 40 to 90 at caster level 10) to targets in its path. A successful Reflex save reduces damage by half.

Wild Mage 3 Empower
Maximize
Quicken
Eschew Materials
Heighten
Intensify
Embolden
Spell Points:
10
Spell Cold Breath Icon.pngCold Breath
Evocation (Cold)(Winter Wolf)
Target: Foe, Directional, Breakable

Creates an area of extreme cold, originating in front of you and spreading outward in a cone. It drains heat, dealing 4 to 6 points of cold damage per caster level (up to a maximum of 60 to 90 damage at caster level 15).

Druid 5 Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
20
Spell Cone of Cold Icon.pngCone of Cold
Evocation (Cold)
Target: Foe, Directional, Breakable

Creates an area of extreme cold, originating at your hand and spreading outward in a cone. It drains heat, dealing 6 to 11 points of cold damage per caster level (up to a maximum of 90 to 115 damage at caster level 15). A successful Reflex save reduces the damage by half.

Sorcerer 5
Wild Mage 5
Wizard 5
Dragon Disciple 4
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
20
Spell Fireball Icon.pngCorrupted Exploding Fire Shot
Evocation
Target: Foe, Directional, Breakable

Fires an explosive ball of flame that damage your enemies. Opponents struck by the fireball receive a Will save for half damage. At Charge Tier 3 and higher, opponents within the blast have a 25% chance to have a Curse spell cast on them.

Rune Arm Shot
Spell Scorch Icon.pngCorrupted Fire Blast
Evocation
Target: Directional, Foe, Breakable

Deals fire damage to a target with a cone shaped blast of fire. At higher charge tiers the blast is larger. Opponents within the blast receive a Will save for half damage. At charge Tier 3 and higher, opponents within the blast have a 25% chance to have a Curse spell cast on them.

Rune Arm Shot
Spell Creeping Cold Icon.pngCreeping Cold
Evocation (Cold)
Target: Foe

Deals on-going cold damage to the target every 2 seconds for 12 seconds. The damage starts small, and grows larger as the spell continues. Each phase lasts 4 seconds.

First phase: 1d4 damage +2 per 3 caster levels (max +12 at caster level 18). Second phase: 2d4 damage +4 per 3 caster levels (max +24 at caster level 18). Third phase: 3d4 damage +6 per 3 caster levels (max +36 at caster level 18).

Druid 2
Blight Caster 2
Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
6
Spell Cyclonic Blast Icon.pngCyclonic Blast
Evocation (Air)(Untyped)
Target: Foe, Directional, Breakable

You send a twisting torrent of wind toward your enemies that deals 4 to 6 damage per caster level (up to a max of 80 to 120 damage at caster level 20) to targets in its path. A successful Reflex save reduces the damage by half. If the target fails its Reflex save, it must make a Strenght check or be knocked down. As a bolt this spell is double range, The spell also clears away all lingering effects in its path, such as clouds and walls of fire.

Sorcerer 5
Wild Mage 5
Wizard 5
Dragon Disciple 3
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
15
Spell Darkfire Icon.pngDarkfire
Evocation
Target: Foe, Directional

Fires a bold of darkness that deals 1d8 damager per character level, which scales with 100% Spell Power.

Spell Like Ability Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
4
Spell Delayed Blast Fireball Icon.pngDelayed Blast Fireball
Evocation (Fire)
Target: Foe, Directional, Breakable

Creates a ball of fire that detonates on impact, causing an explosion of flame that does 8 to 13 fire damage per caster level (up to a max of 160 to 260 damage at caster level 20) to targets around it. A successful Reflex save reduces the damage by half.

Sorcerer 7
Wild Mage 7
Wizard 7
Dragon Disciple 4
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Cost: See specific sub spell
Spell Divine Favor Icon.pngDivine Favor
Evocation
Target: Self

The strength and wisdom of adeity arecalled upon to grant a +1 luck bonus on weapon attack and damage. This bonus is increased by +1 for every 3 caster levels beyond level 3.

Cleric 1
Dark Apostate 1
Favored Soul 1
Paladin 1
Sacred Fist 1
Extend
Quicken
Spell Points:
10
Spell Divine Power Icon.pngDivine Power
Evocation
Target: Self

The divine power of a god imbues the caster with power and skill in combat, granting a +6 enhancement bonus to Strength, 1 temporary hit point per caster level, and a base attack bonus equal to a fighter of the same level.

Cleric 4
Dark Apostate 4
Favored Soul 4
Extend
Quicken
Spell Points:
25
Spell Divine Punishment Icon.pngDivine Punishment
Evocation (Light)
Target: Foe

Focuses the power of the gods upon the target, inflicting 1 to 6 +1 light damage per caster level every 2 seconds for a duration for 16 seconds (max 20d6). This spell can stack on the target up to 3 times, increasing the damage with each stack.

Cleric 5
Dark Apostate 5
Favored Soul 5
Empower
Enlarge
Eschew Materials
Intensify
Maximize
Quicken
Spell Points:
25
Draconic Burst- Cold Icon.pngDraconic Burst: Cold
Evocation (Cold)(Breath)
Target: Foe, Directional, Breakable

Centered Ki Breath Attack SLA: You channel ki to bring forth your Dragon's element in a small burst, hitting all enemies very close to you. Deals 1d6+3 Cold damage per caster level (max 30d6+90 at caster level 30). A successful reflex save reduces damage by half.

Dragon Disciple 3 Embolden
Empower
Intensify
Maximize
Quicken
Spell Points:
20
Draconic Burst- Electric Icon.pngDraconic Burst: Electric
Evocation (Electricity)(Breath)
Target: Foe, Directional, Breakable

Centered Ki Breath Attack SLA: You channel ki to bring forth your Dragon's element in a small burst, hitting all enemies very close to you. Deals 1d6+3 Electric damage per caster level (max 30d6+90 at caster level 30). A successful reflex save reduces damage by half.

Dragon Disciple 3 Embolden
Empower
Intensify
Maximize
Quicken
Spell Points:
20
Draconic Burst- Fire Icon.pngDraconic Burst: Fire
Evocation (Fire)(Breath)
Target: Foe, Directional, Breakable

Centered Ki Breath Attack SLA: You channel ki to bring forth your Dragon's element in a small burst, hitting all enemies very close to you. Deals 1d6+3 Fire damage per caster level (max 30d6+90 at caster level 30). A successful reflex save reduces damage by half.

Dragon Disciple 3 Embolden
Empower
Intensify
Maximize
Quicken
Spell Points:
20
Spell Eladar's Electric Surge Icon.pngEladar's Electric Surge
Evocation (Electricity)
Target: Foe

A harmful enchantment that deals 1 to 6 +1 per caster level electric damage every 2 seconds for a duration of 20 seconds.

Sorcerer 5
Wild Mage 5
Wizard 5
Empower
Enlarge
Eschew Materials
Intensify
Maximize
Quicken
Spell Points:
20
Spell Electric Loop Icon.pngElectric Loop
Evocation
Target: Foe, Directional, Breakable

An electrical discharge strikes a primary target for 1d3+3 per two caster levels electrical damage (max 5d3+15) then may leap erratically about to other nearby targets hitting each of them with a similar shock. A successful Reflex save reduces the damage by half. On a failed save, the target must make a successful Will save or be daze for a short period of time or until they take damage.

Stormsinger 2
Sorcerer 2
Wild Mage 2
Wizard 2
Embolden
Empower
Enlarge
Heighten
Maximize
Quicken
Spell Points:
10
Spell Lightning Bolt Icon.pngElectrical Blast
Evocation
Target: Foe, Directional, Breakable

Deals electrical damage to a target with a cone shaped blast of lightning. At higher charge tieres the blast is larger. Opponents within the blast receive a Reflex save for half damage.

Rune Arm Shot
Spell Chain Lightning Icon.pngElectrical Lash
Evocation
Target: Foe, Directional, Breakable

Fires a slow-moving ball of electricity that lashes nearby opponents. At higher charge tiers additional enemies are lashed. Opponents struck by this receive a Reflex save for half damange.

Rune Arm Shot
Spell Chain Lightning Icon.pngElectrical Storm
Evocation
Target: Foe, Directional, Breakable

Fires electrical bolts at enemies. At higher charge levels multiple bolts are rapidly fired. Opponents struct by the crystals receive a Reflex save for half damage.

Rune Arm Shot
Spell Shocking Grasp Icon.pngElemental Prod
Evocation (Electricity)(Force)
Target: Foe

Deals 1 to 6 damage per caster level (up to a max of 20 to 120 at caster level 20) to any target you touch in two of three elements (Fire, Force, or Electric) chosen randomly each time. Elementals are also dazed. A successful Will save halves the damage and negates the daze.

Artificer 2 Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
4
Spell Fireball Icon.pngElemental Surge
Evocation
Target: Foe, Directional, Breakable

Casts a random damage-dealing elemental spell.

Clickie 12
Spell Elemental Toughness Icon.pngElemental Toughness
Evocation (Fire Elemental)(Water Elemental)
Target: Self

You have drawn elemental energy into your form, granting 1 physical resistance rating per druid level for the duration of the spell or until you change forms.

Druid 7 Extend
Quicken
Spell Points:
25
Spell Elemental Weapons Icon.pngElemental Weapons
Evocation
Target: Friend, Self (Weapon)

Primer Element: Crimsonite
Your target's currently equipped weapons gain +1 Alchemical bonus to Imbue Dice

Alchemist 3
Artificer 2
Dragon Disciple 2
Eschew Materials
Quicken
Spell Points:
15
Spell Fireball Icon.pngExploding Cannon Shot
Evocation
Target: Foe, Directional, Breakable

Fires a conjured stone projectile that explodes when it strikes an enemy or object. Opponents in the blast radius take both bludgeoning and fire damage.

Rune Arm Shot
Spell Fireball Icon.pngExploding Fire Shot
Evocation
Target: Foe, Directional, Breakable

Fires an explosive ball of flame that damage your enemies. Opponents struck by the fireball receive a Reflex save for half damage.

Rune Arm Shot
Spell Faerie Fire Icon.pngFaerie Fire
Evocation (Fire)
Target: Foe, Directional, Breakable

Arcs a flare of faerie fire through the air, bursting outward to affect all enemies near it. Targets are dazzled and take a -1 penalty to attack, spot, and search. Targets are also illuminated by faerie fire, dispelling stealth, invisibility, blur, and displacement, for 30 seconds, and giving a -40 penalty to hide. Sightless enemies are immune to the dazzle effect.

Druid 1
Blight Caster 1
Enlarge
Heighten
Quicken
Spell Points:
5
Enhancement Fan of Knives Icon.pngFan of Knives
Evocation
Target: Foe, Directional, Breakable

Creates an area of extreme cold, originating at your hand and spreading outward in a cone. It drains heat, dealing 4 to 6 points of cold damage per caster level up to a maximum of 60 to 90 damage at caster level 15). A successful Reflex save reduces the damage by half.

Clickie 15
Spell Fiendish Glare Icon.pngFiendish Glare
Evocation
Target: Foe, Directional

Unleash your Fiendish power as you fire your Eldritch blast in a cone from your eyes. All enemies caunt in the burst take 1d6 Evil Damage, plus any other effects and damage your Eldritch Blasts product, and may become Feared just at the glimpse of your true form. This ability shares a cooldown with Cleave, and the damage scales with spell power.

Spell Like Ability Empower
Maximize
Intensify
Spell Finger of Fire Icon.pngFinger of Fire
Evocation (Fire)
Target: Foe, Directional, Breakable

Fires a small beam of fire at a target, doing 1 to 4 fire damage plus an additional 1 for every caster level up to caster level 5.

Clickie 1
Spell Scorch Icon.pngFire Blast
Evocation
Target: Directional, Foe

Deals fire damage to a target with a cone shaped blast of fire. At higher charge tiers the blast is larger. Opponents within the blast receive a Reflex save for half damage.

Rune Arm Shot
Spell Fire Shield (fire version) Icon.pngFire Shield
Evocation (Cold)(Fire)
Target: Self

Wreaths the caster in hot or cold flames. Any creature striking you in melee takes 4 to 6 damage plus an additional 1 for every caster level up to caster level 15. The Fire version of this spell deals fire damage and reduces the damage the caster takes from bold by half. The cold version of this spell deals cold damage and reduces incoming fire damage by half. The flame from this spell will burn away any webs that attempt to entangle you.

Druid 6
Sorcerer 4
Wild Mage 4
Warlock 3
Wizard 4
Eschew Materials
Extend
Quicken
Spell Points:
25
Spell Fire Shield (cold version) Icon.pngFire Shield (cold version)
Evocation (Cold)
Target: Self

Wreaths the caster in flames. Any creature striking you in melee takes 4 to 6 cold damage per caster level plus an additional 1 for every caster level up to caster level 15. The Cold version of this spell deals cold damage and reduces the damage the caster takes from fire by half. The flame from this spell will burn away any webs that attempt to entangle you. Casting any Fire Shield or Energy Sheath spell will dispel any Fire Shield or Energy Sheath that is currently affecting you

Blight Caster 6 Eschew Materials
Extend
Quicken
Spell Points:
25
Spell Fire Storm Icon.pngFire Storm
Evocation (Fire)
Target: Foe, Directional, Breakable

An enormous column of fire roars downward, blasting an area with searing flame, causing 9 to 14 fire damage per caster level to targets in its area.

Cleric 8
Dark Apostate 8
Druid 7
Favored Soul 8
Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
25
Spell Fireball Icon.pngFireball
Evocation (Fire)
Target: Directional, Foe, Breakable

Creates a ball of fire that detonates on impact, causing an explosion of flame that deals 1d6+3 fire damage per caster level (up to a max of 10d6+30 damage at caster level 10) to targets around it. A successful Reflex save reduces the damage by half.

Sorcerer 3
Wild Mage 3
Wizard 3
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
15
Spell Fires of Purity Icon.pngFires of Purity
Evocation (Fire)(Fire Elemental)
Target: Friend, Self

Enchants your target's weapons with fires of purity. They deal an extra 2d4 fire damage, and enemies that struck by them become 10% more vulnerable to fire damage. An item can have only one temporary item enchantement at a time.

Druid 8 Quicken Spell Points:
20
Spell Flame Arrow (Arrows) Icon.pngFlame Arrow
Evocation (Fire)
Target: Self

Creates 500 flaming ammo of any type within your inventory. This spell requires and consumes 1 normal or masterwork ammo of that type. Flaming ammo does an extra 1d6 points of fire damage on a successful hit. Conjured ammunition vanishes if you log out.

Artificer 2
Sorcerer 3
Wild Mage 3
Wizard 3
Quicken Spell Points:
20
Spell Flame Blade Icon.pngFlame Blade
Evocation
Target: Self

Summons a scimitar of fire that does fire damage instead of slashing damage, and uses the wielder's Wisdom instead of Strength for determining attack and damage bonuses. The user can choose to summon one-handed or two-handed versions, and the swords are automatically equipped when created. At caster level 1, it has a +1 enhancement bonus and the flaming effect. Every five caster levels the summoned swords improve. Because they are an extension of the caster's will, monks may use these weapons without becoming uncentered. The flame blade is not a physical weapon, but rather pure flame shaped by the caster's will; because of this, it is snuffed out if unequipped.

Druid 2 Eschew Materials
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Spell Points:
15
Spell Flame Strike Icon.pngFlame Strike
Evocation (Fire)
Target: Foe, Positional, Breakable

Produces a vertical column of divine fire roaring downward, dealing 6 to 11 damage per caster level (up to a max of 90 to 165 damage at caster level 15) to the target area. Half the damage is fire. Half is from pure divine power. A successful Reflex save reduces the damage by half.

Cleric 5
Dark Apostate 5
Druid 4
Favored Soul 5
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Spell Flaming Bolt Icon.pngFlaming Bolt
Evocation (Fire)
Target: Foe, Directional, Breakable

Fires a small orb of fire at a target, doing 1d6+2 fire damage for every caster level (up to a max of 10d6+20 at caster level 10).

Sorcerer 1
Wild Mage 1
Wizard 1
Artificer 1
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Spell Points:
2
Spell Flaming Sphere Icon.pngFlaming Sphere
Evocation (Fire)
Target: Self, Positional

Creates a ball of flame that rolls around slowly, burning enemies it encounters and doing 2 to 12 points of fire damage. A successful Reflex save negates this effect.

Druid 2
Sorcerer 2
Wild Mage 2
Wizard 2
Eschew Materials
Quicken
Spell Points:
15
Spell Force Missiles Icon.pngForce Missiles
Evocation (Force)
Target: Foe

A powerful missile of magical force darts from your fingertips and unerringly strikes its target, inflicting 10 to 14 points of force damage. You gain an additional missile at levels 4, 8, 12 for a maximum of four missiles.

Sorcerer 4
Wild Mage 4
Wizard 4
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Spell Points:
8
Spell Freezing Bolt Icon.pngFreezing Bolt
Evocation (Cold)
Target: Foe, Directional, Breakable

Fires a small orb of frost at a target, doing 1d6+2 cold damage for every caster level (up to a max of 10d6+20 at caster level 10).

Sorcerer 1
Wild Mage 1
Wizard 1
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2
Spell Freezing Spray Icon.pngFreezing Spray
Evocation (Cold)(Water Elemental)
Target: Foe

Douses an opponent in freezing spray, giving the target 25% cold vulnerability. Targets with this vulnerability will take 25% extra damage from all sources of cold damage. Once this effect wears off, it cannot be reapplied for 30 seconds.

Druid 7 Embolden
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20
Spell Frost Lance Icon.pngFrost Lance
Evocation (Cold)
Target: Foe, Directional, Breakable

Shoots a target with a freezing energy spear, dealing 4d5+20 cold damage on impact. The number of lances increases by 1 for every four levels beyond 3rd, to a maximum of three at 11th level. A successful Fortitude save reduces the damage by half. As a Ray this spell has double range.

Sorcerer 3
Wild Mage 3
Wizard 3
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Spell Points:
10
Spell Ghost Shot Icon.pngGhost Shot
Evocation
Target: Foe, Directional, Breakable

Fires a Spectre that damage your enemies. At higher charge levels multiple ghosts are rapidly fired. Opponents struck by the ghosts receive a Fortitude save for half damage.

Rune Arm Shot
Spell Glare of the Pit Icon.pngGlare of the Pit
Evocation
Target: Foe, Directional

Unleash your Fiendish power as you fire your Eldritch blast in a cone from your eyes. All enemies caught in the burst take 4d6 Evil Damage, plus any other effects and damage your Eldritch Blasts product, and may become Feared just at the glimpse of your true form. This ability shares a cooldown with Cleave, and the damage scales with spell power.

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Spell Gold Shot Icon.pngGold Shot
Evocation
Target: Foe, Directional, Breakable

Fires a glob of molten gold at your enemies that sticks to your foes or the ground. At higher charge tiers additional enemies can be stuck. Opponents struck by this receive a Reflex save for half damage.

Rune Arm Shot
Spell Flesh to Stone Icon.pngGorgon Breath
Evocation
Target: Foe, Directional

Releases a cone of petrifying dust and rock that is similar to the breath of a gorgon. Enemies made of flesh in the area of the cone are turned to stone if they fail a Fortitude DC: 17 save. This effect lasts 60 seconds + 10 seconds per caster level, but the target has a chance to remake its Fortitude save every 24 seconds.

Clickie 10
Spell Greater Creeping Cold Icon.pngGreater Creeping Cold
Evocation (Cold)
Target: Foe

Deals on-going cold damage to the target every 2 seconds for 12 seconds. The damage starts small, and grows larger as the spell continues. Each phrase lasts 4 seconds.


First phase: 2d4 damage +4 per 2 caster levels (max +40 at caster level 20). Second phase: 4d4 damage +6 per 2 caster levels (max +60 at caster level 20). Third phase: 6d4 damage +8 per 2 caster levels (max +80 at caster level 20).

Druid 6
Blight Caster 6
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20
Spell Elemental Weapons Icon.pngGreater Elemental Weapons
Evocation (Infusion)
Target: Friend, Self (Weapon)

Primer Element: Crimsonite
Your target's currently equipped weapons gain +2 Alchemical bonus Imbue Dice.

Alchemist 5
Artificer 4
Dragon Disciple 3
Eschew Materials
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Spell Points:
15
Spell Greater Shout Icon.pngGreater Shout
Evocation (Sonic)
Target: Foe, Directional, Breakable

Emits an ear-splitting yell that deals 4 to 8 Sonic damage per caster level and stuns targets in its path. A successful Fortitude save halves the damage and negates the stun.

Bard 6
Stormsinger 6
Sorcerer 8
Wild Mage 8
Wizard 8
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Spell Points:
30
Spell Gust of Wind Icon.pngGust of Wind
Evocation (Air)
Target: Foe, Directional, Breakable

This spell creates a severe blast of air that originates from you and passes through all creatures in its path. Small or smaller enemies are knocked prone, while Medium or smaller enemies are slowed by the winds. A Reflex save equal to 12 + your casting stat's modifier negates these effects. Large or larger enemies are unaffected. The spell also clears away all lingering effects in its path, such as clouds and walls of fire.

Druid 2
Blight Caster 2
Sorcerer 2
Wild Mage 2
Wizard 2
Dragon Disciple 2
Quicken Spell Points:
5
Feat Hellball Icon.pngHellball
Evocation (Acid)(Cold)(Fire)(Electricity)(Sonic)
Target: Self, Foe, Directional, Breakable

Deal 3d20 + 15 acid, electric, fire, and sonic damage to enemies in an area. Successful Reflex saving throws may negate each type of damage.

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Spell Points:
45
Spell Hellish Rebuke Icon.pngHellish Rebuke
Evocation
Target: Self

Enveloped in a cloak of infernal flame, you have a chance to deal fire damage to foes that strike you in melee range. Enemies have a chance to take 1d10 Fire damage +1 per Character Level, max 30. This damage scales with Fire Power.

Spell Like Ability Extend
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Enhancement Holy Fireball Icon.pngHoly Fireball
Evocation (Fire)
Target: Directional, Foe, Breakable

Creates a ball of fire that detonates on impact, causing an explosion of light and flame that deals 1d6+4 light damage and 1d6+4 fire damage per caster level to targets in its path. A successful Reflex save reduces the damage by half. This counts as both a Fire and Light spell. (Max Caster Level: 20)

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40
Spell Holy Smite Icon.pngHoly Smite
Evocation (Good)
Target: Foe, Positional, Breakable

Smites targets with holy power, evil targets take 5 to 10 holy damage per caster level (up to a max of caster level 10) and are blinded for 6 seconds. Does not affect good targets. Neutral targets take half damage. Evil Outsiders take twice the damage. A successful Will save halves the damage and negates the blind effect. This spell can only be cast by good or neutral casters - it has no effect when cast by an evil caster.

Cleric 4
Dark Apostate 4
Favored Soul 4
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Spell Holy Sword Icon.pngHoly Sword
Evocation (Good)
Target: Self

While you are enchanted with Holy Sword, any weapons in your gands gain +1 to their Enchantment bonus, and +1 Competence Bonus to Critical Threat Range and Critical Damage Multiplier. This does not apply to shields, orbs, or Rune Arms.

Paladin 4
Sacred Fist 4
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25
Spell Ice Storm Icon.pngIce Storm
Evocation (Cold)(Bludgeoning)(Untyped)
Target: Foe, Positional

Great magical hailstones pound down, dealing 1 to 6 cold + 1 per caster level (max 1d6+10) and 2 to 12 bludgeoning damage and slowing the movement speed of targets within the area.

Druid 4
Blight Caster 4
Sorcerer 4
Wild Mage 4
Wizard 4
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Spell Points:
25
Spell Iceberg Icon.pngIceberg
Evocation (Cold)
Target: Foe

Drops a gigantic shard of glacial ice on your target, which deals 28 to 33 Cold damage for every caster level up to 20. A successful reflex save reduces damage by half.

Sorcerer 9
Wizard 9
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Spell Points:
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Spell Implosion Icon.pngImplosion
Evocation (Death)
Target: Self

You create a destructive resonance field around yourself that lasts 10 seconds. Every 2 seconds, the aura causes one nearby corporeal enemy to collapse in upon itself and die or causes 4 to 6 damage per caster level. A successful Fortitude save negates the death effect. You are free to perform other actions while the aura is active.

Cleric 9
Dark Apostate 9
Favored Soul 9
Quicken Spell Points:
50
Enhancement Incinerating Wave Icon.pngIncinerating Wave
Evocation
Target: Directional

Creates an incinerating wave of ki fire. This effect does 4 to 9 fire and force damage per caster level

Sacred Fist 3 Quicken Ki
18
Spell Summon Monster IX - Hezrou Icon.pngInfernal Power
Evocation
Target: Self

Filled with infernal might, you have a +4 profane bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus to Fortitude saves, and proficiency in all simple and martial weapons. Your base attack bonus equals your character level. You have lost your spellcasting ability, and cannot use any divine abilities.

Spell Like Ability
Enhancement Fire Energy Burst Icon.pngKi Explosion
Evocation
Target: Foe, Directional

Waves of fire emanate from your body, dealing 4 to 9 fire and force damage per caster level to enemies in your vicinity, scaling with 300% Melee Power. For 20 seconds after you cast this spell, you benefit from Fire Shield: Hot, which prevents 50% of your incoming Cold damage and deals a small amount of Fire damage to attackers that strike you in melee.

Sacred Fist 4 Quicken Ki
30
Lesser Draconic Burst- Cold Icon.pngLesser Draconic Burst: Cold
Evocation (Cold)(Breath)
Target: Foe, Directional, Breakable

Centered Ki Breath Attack SLA: You channel ki to bring forth your Dragon's element in a small burst, hitting all enemies very close to you. Deals 1d6+1 Cold damage per caster level (max 10d6+5 at caster level 10). A successful reflex save reduces damage by half.

Dragon Disciple 1 Embolden
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2
Lesser Draconic Burst- Electric Icon.pngLesser Draconic Burst: Electric
Evocation (Electricity)(Breath)
Target: Foe, Directional, Breakable

Centered Ki Breath Attack SLA: You channel ki to bring forth your Dragon's element in a small burst, hitting all enemies very close to you. Deals 1d6+1 Electric damage per caster level (max 10d6+5 at caster level 10). A successful reflex save reduces damage by half.

Dragon Disciple 1 Embolden
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Spell Points:
2
Lesser Draconic Burst- Fire Icon.pngLesser Draconic Burst: Fire
Evocation (Fire)(Breath)
Target: Foe, Directional, Breakable

Centered Ki Breath Attack SLA: You channel ki to bring forth your Dragon's element in a small burst, hitting all enemies very close to you. Deals 1d6+1 Fire damage per caster level (max 10d6+5 at caster level 10). A successful reflex save reduces damage by half.

Dragon Disciple 1 Embolden
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2
Spell Flesh to Stone Icon.pngLesser Runestone Petrify
Evocation
Target: Foe, Directional, Breakable

Temporarily petrifies susceptible targets that fail a Fortitude DC: 29 save. Petrified creatures cannot move or act and are extremely resistant to physical damage.

Clickie 1
Spell Lightning Bolt Icon.pngLightning Bolt
Evocation (Electricity)
Target: Foe, Directional, Breakable

A powerful stroke of electrical energy deals 1d6+3 electricity damage per caster level (up to a max of 10d6+30 damage at caster level 10) to targets in its path. A successful Reflex Save save reduces the damage by half. For each enemy this spell strikes it has a 50% chance to fork, replicating the spell's effect on that target. This can only happen once. This spell is a bolt and has double range.

Artificer 3
Stormsinger 3
Sorcerer 3
Wild Mage 3
Wizard 3
Embolden
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Spell Points:
12
Spell Lightning Motes Icon.pngLightning Motes
Evocation (Electricity)
Target: Foe, Positional, Breakable

You create a nebulous cloud of electric motes that damages enemies that enter it. Any creatures that are hit by the cloud take 3 to 8 electric damage per caster level (up to a max of 30 to 80 damage at caster level 10). A successful Reflex save reduces this damage by half. Enemies hit by the cloud are also made temporarily more vulnerable to electric damage, taking 1.15 extra damage from any electric-based attack.

Artificer 4 Enlarge
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Spell Points:
25
Spell Lightning Sphere Icon.pngLightning Sphere
Evocation (Electricity)
Target: Foe, Directional, Breakable

Launches an electrical orb that explodes on impact, dealing 1 to 6 electrical damage per caster level (up to a max of 10 to 60 damage at caster level 10) to targets in the area. The targets of this spell will also be dazed for a short period of time or until they take damage. A successful Fortitude save reduces the damage by half and negates the daze. Unlike most other projectile spells, the caster can arc the orb if no target is selected.

Artificer 2 Empower
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Spell Points:
10
Spell Magic Missile Icon.pngMagic Missile
Evocation (Force)
Target: Foe

A missile of magical energy darts forth and unerringly strikes the target inflicting 1d2+3 force damage. For every 2 caster levels beyond first level you gain an additional missile up to a maximum of five missiles.

Sorcerer 1
Wild Mage 1
Wizard 1
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Spell Points:
4
Spell Mantle of the Icy Soul Icon.pngMantle of the Icy Soul
Evocation (Cold)(Water Elemental)
Target: Self

You are shrouded in the mantle of the icy soul. The targets of your cold spells take a 25% penalty to movement speed, a 10% penalty to attack speed, and a -4 penalty to reflex and fortification saves. If your target is resistant or immune to cold damage they will now take full damage. This does not stack with effects tat cause targets to become more vulnerable to cold.

Druid 9 Extend
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Spell Points:
20
Spell Meteor Swarm Icon.pngMeteor Swarm
Evocation (Fire)(Earth)(Bludgeoning)(Untyped)
Target: Foe, Directional, Breakable

Caused four 2-foot-diameter chunks of rock to spring forth and streak in straight lines toward a target, leaving fiery trails of sparks. The meteors explode on impact, dealing 2 to 4 fire damage per caster level (a successful Reflex save reduces the fire damage by half) and 2 to 3 bludgeoning damage per caster level (no save) to targets in the area. Unlike most other projectile spells, the caster can arc these meteors if they have no target selected. This spell has double range. Max Caster Level of 20.

Sorcerer 9
Wild Mage 9
Wizard 9
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Spell Points:
40
Spell Flesh to Stone Icon.pngMinor Runestone Petrify
Evocation
Target: Foe, Directional, Breakable

Temporarily petrifies susceptible targets that fail a Fortitude DC: 24 save. Petrified creatures cannot move or act and are extremely resistant to physical damage.

Clickie 1
Enhancement Moon Lance Icon.pngMoon Lance
Evocation
Target: Foe

Epic Strike: Fire a spear of lunar energy at a single target, dealing 1d8+8 Cold Damage per caster level (up to maximum caster level of 20) and applying 3 stacks of Shattermantle.

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5 Spell Points
Spell Niac's Biting Cold Icon.pngNiac's Biting Cold
Evocation (Cold)
Target: Foe

A deep and chilling cold settles into the target's body, dealing 1 to 6 cold damage + 1 per caster level every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 3 times, increasing the damage with each stack.

Sorcerer 5
Wild Mage 5
Wizard 5
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Spell Points:
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Spell Nimbus of Light Icon.pngNimbus of Light
Evocation
Target: Foe, Directional, Breakable

A glittering corona of light coalesces around your outstretched arm, dealing 1 to 6 points of light damage per caster level, maximum caster level 15. This ray has double range.

Cleric 1
Dark Apostate 1
Favored Soul 1
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4
Spell Order's Wrath Icon.pngOrder's Wrath
Evocation (Lawful)
Target: Foe, Positional, Breakable

Lawful power smites your targets. Only chaotic and neutral (not lawful) creatures are harmed by the spell. The spell deals 5 to 10 points of damage per caster level (up to a max of caster level 10) to a chaotic creature (or double that damage to a chaotic outsider) and causes it to be dazed for 6 seconds. A successful Will save reduces damage to half and negates the daze. The spell deals only half damage to creatures who are neither lawful or chaotic, and they are not dazed. This spell can only be cast by lawful or neutral casters - it has no effect when cast by a chaotic caster.

Cleric 4
Dark Apostate 4
Favored Soul 4
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Spell Points:
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Spell Otiluke's Freezing Sphere Icon.pngOtiluke's Freezing Sphere
Evocation (Cold)
Target: Foe, Directional, Breakable

A frigid globe of gold energy streaks towards a target. On impact it explodes, causing 7 to 12 gold damage per caster level (up to a max of 140 to 260 damage at caster level 20) to targets in the area. A successful Reflex save reduces the damage by half.

Sorcerer 6
Wild Mage 6
Wizard 6
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Spell Points:
25
Spell Polar Ray Icon.pngPolar Ray
Evocation (Cold)
Target: Foe, Positional, Breakable

Deals 9 to 14 cold damage per caster level (up to a max of 225 to 350 at caster level 25) to an enemy with a powerful ray of freezing ice and air. Rays have double range.

Sorcerer 8
Wild Mage 8
Wizard 8
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Spell Points:
20
Spell Prismatic Ray Icon.pngPrismatic Ray
Evocation (Acid)(Death)(Electricity)(Fear)(Fire)(Mind-affecting)
Target: Foe, Directional, Breakable

A brilliant ray of multicoloredlight projects from your finger, blinding weak targets and producing one or more random effects. This spell has double range.

Sorcerer 5
Wild Mage 5
Wizard 5
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Spell Points:
25
Spell Prismatic Spray Icon.pngPrismatic Spray
Evocation (Acid)(Death)(Electricity)(Fear)(Fire)(Mind-affecting)
Target: Foe, Directional, Breakable

A brilliant cone of multicolored light projects from your finger, blinding weak targets and producing one or more random effects.

Sorcerer 7
Wild Mage 7
Wizard 7
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Spell Points:
40
Spell Prismatic Strike Icon.pngPrismatic Strike
Evocation (Sonic)(Force)(Fire)
Target: Foe, Directional, Breakable

A brilliant ray of multicolored light projects from your finger, causing the target to be afflicted by two of three different possible damaging and debuff effects. The first deals 1 to 6 sonic damage per caster level (up to a max of 20 to 120 damage at caster level 20) and knocks the target prone; a successful Fortitude save halves the damage and negates the knockdown. The second deals 1 to 6 force damage per caster level (up to a max of 20 to 120 damage at caster level 20) and dazes the target; a successful Reflex save halves the damage and negates the daze. The third deals 1 to 6 fire damage per caster level (up to a max of 20 to 120 damage at caster level 20) and reduces the target's melee and ranged damage by 25%; a successful Will save halves the damage and negates the penalty to attack damage. The damage and debuffs are chosen independently. This spell has double range.

Artificer 5
Wild Mage 6
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Spell Points:
35
Spell Produce Flame Icon.pngProduce Flame
Evocation (Fire)
Target: Foe, Positional, Breakable

Flames as bright as a torch appear in your open hand and launch towards your foes. They deal 1d6+1 fire damage per caster level, up to 15d6+15 at caster level 15.

Druid 1 Empower
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6
Spell Faerie Fire Icon.pngPurple Faerie Fire
Evocation (Fire)
Target: Foe, Directional, Breakable

Arcs a flare of faerie fire through the air, bursting outward to affect all enemies near it. Targets are dazzled and take a -1 penalty to attack, spot, and search. Targets are also illuminated by faerie fire, dispelling stealth, invisibility, blur, and displacement, for 30 seconds, and giving a -40 penalty to hide. Sightless enemies are immune to the dazzle effect.

Clickie 3
Enhancement All-Consuming Flame Icon.pngReborn in Fire
Evocation
Target: Self

A swirl of fire surrounds you dealing 1d6 Fire damage per character level to all nearby enemies, who take half damage on a successful Reflex DC: 20 + Highest of INT/WIS/CHA Modifier + Evocation Bonus and healing allies for 1d6 per character level (Max Caster Level 20).

Is considered a druid spell for interactions with other abilities.

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Spell Bless Icon.pngRest of the Eladrin
Evocation
Target: Self, Friend

This spell allows a benevolent Eladrin to bestow a restful effect on your character from far away on her home plane. This will fully rest your character as if you had used a rest shrine, replenishing all spell points and feat uses, some hit points, and removing all harmful status effects.

Clickie 15
Spell Righteous Command Icon.pngRighteous Command
Evocation
Target: Self

Primer Element:
Grants the caster a +1 Morale bonus to Melee and Ranged Power per caster level for 1 minute per caster level, max 15.

Paladin 2
Sacred Fist 2
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Spell Points:
25
Spell Body of the Sun Icon.pngSacred Flame Empowerment
Evocation
Target: Self

Upon cast, you are empowered by holy magic, granting you +3 Sacred Fist Dice and allowing your critical hits to deal 1d20 Bane damage per Sacred Fist Dice, scaling with 100% of your Melee Power.

Sacred Fist 2 Extend
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Ki
18
Spell Salt Ray Icon.pngSalt Ray
Evocation (Force)
Target: Foe, Directional

A thin shaft of whirling salt crystals lances out from your crooked finger to strike and shred your foe. Your target takes 1d6+6 force damage per caster level, for a maximum of 10d6+60 at caster level 10. Targets are also stunned. Fortitude save negates the stun.

Druid 3
Blight Caster 3
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Spell Points:
15
Spell Salt Ray Icon.pngSalt Shot
Evocation
Target: Foe, Directional, Breakable

Fires a lance of Salt at enemies. At higher charge levels multiple knives are rapidly fired. Opponents struct by the knives receive a Reflex save for half damage.

Rune Arm Shot
Spell Scorch Icon.pngScorch
Evocation (Fire)
Target: Foe, Directional, Breakable

A jet of roaring flame bursts from your outstretched hand, dealing 1d6+2 fire damage per caster level (up to a max of 10d6+20 at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half.

Sorcerer 2
Wild Mage 2
Wizard 2
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Spell Points:
8
Spell Scorching Ray Icon.pngScorching Ray
Evocation (Fire)
Target: Foe, Directional, Breakable

Blasts a target with fiery rays, each doing 4d3+12 fire damage on impact. The number of rays increases by 1 ray for every four levels beyond 3rd, to a maximum of three rays at 11th level. Ray spells have double range.

Wizard 2
Sorcerer 2
Wild Mage 2
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Spell Points:
8
Spell Flaming Bolt Icon.pngScorching Summer
Evocation
Target: Foe

A spell-like Ability that a wave of scorching fire from the caster dealing 1 to 6 +2 fire damage for every caster level. If targets are immune to fire damage they become vulnerable to it for 15 seconds. Max caster level 20. Reflex save for half damage vs Evocation DC using the highest of Intelligence, Charisma or Wisdom.


Can only be used if you have Summer Affinity Active.

Spell Like Ability Spell Points:
5
Spell Searing Light Icon.pngSearing Light
Evocation (Light)
Target: Foe, Directional, Breakable

Focuses divine power like a ray of the sun, causing a blast of light to do 7 to 12 light damage per caster level (up to a max of 70 to 120 at caster level 10). Undead creatures take 14 to 24 damage per caster level (up to a max of 140 to 240 damage). Ray spells have double range.

Cleric 3
Dark Apostate 3
Favored Soul 3
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Spell Points:
8
Enhancement Shard Storm Icon.pngShard Storm
Evocation
Target: Self

Summons a cloud of acidic poisonous shards that randomly strikes enemies within 15 meters. 6 strikes over 6 seconds. Each shard deals 1d4+2 Poison and 1d4+2 Acid damage per character level.

Is considered a druid spell for interactions with other abilities.

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20
Spell Shocking Bolt Icon.pngShocking Bolt
Evocation (Electricity)
Target: Foe, Directional, Breakable

Fires a small orb of electricity at a target, doing 1d6+2 electric damage for every caster level (up to a max of 10d6+20 at caster level 10). This spell shares a cooldown with Freezing Bolt, Caustic Bolt, and Flaming Bolt.

Sorcerer 1
Wild Mage 1
Wizard 1
Artificer 1
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Spell Points:
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Spell Shocking Grasp Icon.pngShocking Grasp
Evocation (Electricity)
Target: Foe

Delivers a jolt of 1d6+2 electricity damage per caster level (up to a max of 5d6+10) to any enemy you touch.

Stormsinger 1
Sorcerer 1
Wild Mage 1
Wizard 1
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Spell Points:
4
Spell Shout Icon.pngShout
Evocation (Sonic)
Target: Foe, Directional, Breakable

Emits an ear-splitting yell that does 4 to 8 Sonic damage per caster level to all targets in its path. A successful Fortitude save halves the damage.

Bard 4
Stormsinger 4
Sorcerer 4
Wild Mage 4
Wizard 4
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Spell Points:
15
Spell Snowball Swarm Icon.pngSnowball Swarm
Evocation (Cold)
Target: Foe, Positional

A flurry of magical snowballs erupt near your target, dealing 1d6+2 cold damage per caster level (max 10d6+20. A successful Reflex save reduces the damage by half.

Sorcerer 2
Wild Mage 2
Wizard 2
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Spell Points:
8
Spell Sonic Blast Icon.pngSonic Blast
Evocation (Sonic)
Target: Foe, Directional, Breakable

Blasts an enemy with loud high-pitched sounds, doing 2 to 7 sonic damage per caster level (up to a max of 20 to 70 damage at caster at caster level 10). The target must make a successful Will save or be dazed for a short period of time or until they take damage. This spell has double range.

Bard 1
Stormsinger 1
Sorcerer 1
Wild Mage 1
Wizard 1
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Spell Points:
4
Spell Shout Icon.pngSonic Blast
Evocation (Sonic)
Target: Foe, Directional, Breakable

Deals sonic damage to targets with a burst of sound. At higher charge tiers the blast is larger. Opponents within the blast receive a Will save for half damage.

Rune Arm Shot
Spell Soundburst Icon.pngSoundburst
Evocation (Sonic)
Target: Foe, Positional

Blasts an area with a tremendous cacophony, doing 2 to 7 of sonic damage per caster level and stunning enemies for 6 seconds. A successful Fortitude or Spell Resistance save negates the stun.

Bard 2
Stormsinger 2
Cleric 2
Dark Apostate 2
Favored Soul 2
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Spell Points:
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Spell Finger of Fire Icon.pngSpark of Light
Evocation (Light)
Target: Foe, Directional, Breakable

Fires a small beam of holy light at a target, doing 1 to 3 light damage plus an additional 1 for every caster level up to caster level 5.

Clickie 1
Spell Spill the Bad Stuff Icon.pngSpill the Bad Stuff
Evocation
Target: Foe, Directional

Deals 1d6+4 per Caster Level of a random type of damage to enemies in a short cone. The damage all scales with Positive Spell Power. Affected enemies have a chance to be Blinded, Dazed, Silenced, Tripped, Stunned, or Paralyzed. (Fortitude save negates).

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Spell Shocking Bolt Icon.pngSpring Storm
Evocation
Target: Foe

A spell-like Ability that creates dark storm cloud over the target which blasts it and nearby enemies with lightning for 1 to 6 +2 electric damage for every caster level. If targets are immune to electric damage they become vulnerable to it for 15 seconds. Max caster level 20. Reflex save for half damage vs Evocation DC using the highest of Intelligence, Charisma or Wisdom.


Can only be used if you have Spring Affinity Active.

Spell Like Ability Spell Points:
5
Spell Stalwart Pact Icon.pngStalwart Pact
Evocation
Target: Friend, Self

Grants the target 5 hit points for ever caster level, a +2 luck bonus to armor class and saves if the target of the spell falls below 50% hit points.

Cleric 5
Dark Apostate 5
Favored Soul 5
Paladin 4
Sacred Fist 4
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Spell Points:
25
Spell Static Shock Icon.pngStatic Shock
Evocation (Electricity)
Target: Foe, Directional

An electrical discharge strikes one target for 4 to 6 plus 1 to 6 per caster level electrical damage (max 6 to 36). A successful Reflex save reduces this damage by half. On a failed save, the target must make a successful Will save or be dazed for a short period of time or until they take damage.

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Spell Points:
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Enhancement Stormrage Icon.pngStorm Catcher
Evocation
Target: Foe

Epic Strike: Target enemy is instantly struck by a bolt of lightning for 1d8+8 Electric damage per Character Level. Target also becomes chilled to the bone for 8 seconds slowing their movement and reducing their Reflex save by half your Character Level (Max Caster Level 20). They also take 1d6 Cold Damage per caster level in Cold Damage every two seconds for the duration.

Is considered a druid spell for interactions with other abilities.

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Enhancement Stunning Blast Icon.pngStunning Blast
Evocation
Target: Foe

Activate: Attack an enemy with an Eldritch Blast that stuns your target into helplessness for 12 seconds on a failed Fortitude saving throw. This damage scales with 150% spell power.

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Spell Sun Bolt Icon.pngSun Bolt
Evocation
Target: Foe, Directional, Breakable

A powerful bolt of light deals 5 to 8 light damage per caster level (up to a maximum of 75-120 at caster level 15) to targets in its path. A successful Reflex save reduces the damage by half.

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Spell Points:
12
Spell Sunbeam Icon.pngSunbeam
Evocation (Light)
Target: Foe, Directional

Deals 8 to 13 light damage per caster level with a mighty beam of sunlight, and temporarily blinds the target for 5 seconds per caster level. Against Undead or Oozes, it does double damage. A successful Reflex save halves the damage and negates the blind effect. This spell is double range.

Druid 7 Embolden
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Spell Points:
15
Spell Sunburst Icon.pngSunburst
Evocation (Light)
Target: Foe, Positional, Breakable

A globe of searing radiance explodes to blast targets for 5 to 10 of light damage per caster level in addition to blinding them for 5 seconds per caster level. Oozes and Undead take and additional 5 to 10 per caster level damage. A successful Reflex save reduces the damage by half and negates the blindness. Light fearing undead may be instantly destroyed by this spell.

Druid 8
Sorcerer 8
Wild Mage 8
Wizard 8
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Spell Points:
25
Spell Symbol of Flame Icon.pngSymbol of Flame
Evocation (Fire)
Target: Foe, Positional

You scribe a potent rune of power in the air. When a target comes within range, the symbol activates and does 20 to 30 fire damage to that target. A successful Reflex save reduces damage by half. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. Symbols are volatile when placed together.

Cleric 4
Dark Apostate 4
Favored Soul 4
Sorcerer 4
Wild Mage 4
Wizard 4
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Spell Points:
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Spell Tactical Detonation Icon.pngTactical Detonation
Evocation (Fire)(Force)
Target: Foe, Directional, Breakable

Causes an unstable ball of plasma to streak towards your enemy. The ball explodes on impact knocking enemies to the ground and dealing 4 to 9 fire damage per caster level (a successful Reflex save reduces the fire damage by half and negates the knockdown effect) and 4 to 9 force damage per caster level (no save) to targets in the area. Unlike most other projectile spells, the caster can arc this sphere if they have no target selected.

Artificer 6 Empower
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Spell Points:
40
Spell Thorn Blade Icon.pngThorn Blade
Evocation
Target: Self

Summons one or two scimitars of blight that does a mix of acid and poison damage instead of slashing damage, and uses the wielder's Wisdom instead of Strength for determining attack and damage bonuses. The user can choose to summon one-handed or two-handed versions, and the swords are automatically equipped when created. At caster level 1, it has a +1 enhancement bonus and the flaming effect. Every five caster levels the summoned swords improve. Because they are an extension of the caster's will, monks may use these weapons without becoming uncentered. The flame blade is not a physical weapon, but rather pure flame shaped by the caster's will; because of this, it is snuffed out if unequipped.

Blight Caster 2 Spell Points:
15
Spell Throat Dagger Icon.pngThroat Dagger
Evocation
Target: Foe

Damages an enemy from afar for 1d4+4 Piercing damage per character level. Damaged non-boss enemies can't cast spells for 6 seconds.

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Spell Points:
3 (Rank 1)
2 (Rank 2)
1 (Rank 3)
Enhancement Thunder Snow Icon.pngThunder Snow
Evocation
Target: Foe

Sends forth a wide wave of freezing hail before you with a narrow blast of lightning at its center directly in front of the caster. The hail deals 1d6+4 Cold damage per Character Level to enemies it hits, who take half damage on a successful Fortitude DC: 20 + Highest of INT/WIS/CHA Modifier + Evocation Bonuses Bonus save. The bolt of lightning strikes for 1d6+4 Electric damage per Character Level (Max Caster Level 20) to enemies it hits, who take half damage on a successful Fortitude DC: 20 + Highest of INT/WIS/CHA Modifier + Evocation Bonuses Bonus.

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Spell Thundering Armor Icon.pngThundering Armor
Evocation (Infusion)
Target: Friend, Self (Armor)

Your target's currently equipped armor gains Retributive Hit Effect: Attacker takes 1 to 6 sonic damage and has a 5% change to take an additional 8 to 48 sonic damage (Fortitude DC: 25 save for half damage). An item can have only one temporary item enchantment at a time.

Artificer 4 Eschew Materials
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Spell Points:
25
Spell Thunderstroke Icon.pngThunderstroke
Evocation (Electricity)
Target: Foe

Calls forth a tremendous bolt of lightning and thunder, which strikes your chosen target for 28 to 33 damage fore every caster level up to 20. A successful reflex save reduces damage by half.

Stormsinger 9
Sorcerer 9
Wild Mage 9
Wizard 9
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Spell Points:
40
Spell Fire Trap Icon.pngTrash Shot
Evocation
Target: Foe, Directional, Breakable

Fires a slow-moving pile of burning trash. Opponents in the blast radius take bludgeoning, fire, poison, and rust damage. Opponents struck by this receive a Fortitude save for half damage. When fully charged, this fires two projectiles that fly much faster. Enemies hit take the following values in each damage type:

Rune Arm Shot
Spell Unholy Blight Icon.pngUnholy Blight
Evocation (Evil)
Target: Foe, Positional, Breakable

Unholy power smites your targets. The power takes the form of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell. This spell deals 5 to 10 points of damage per caster level (up to a max of caster level 10) to a good creature (or twice that to a good outsider) and causes it to be sickened for 6 to 24 seconds. A successful Will save reduces damage by half and negates the sickened effect. The spell deals only half damage to creatures who are neither evil or good, and they are not sickened. This spell can only be cast by evil or neutral casters - it has no effect when cast by a good caster.

Cleric 4
Dark Apostate 4
Favored Soul 4
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Spell Points:
15
Spell Wall of Fire Icon.pngWall of Fire
Evocation (Fire)
Target: Foe, Positional, Breakable

Creates a wall of fire. This spell does 2 to 12 fire damage plus 1 additional point of damage per caster level. (up to a max of 15 additional points at caster level 15) to enemies. The flames do additional 2 to 12 fire damage to undead. Enemies just passing through the wall get a reflex save fore half.

Druid 5
Sorcerer 4
Wild Mage 4
Wizard 4
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Spell Points:
25
Spell Wildstrike Icon.pngWildstrike
Evocation
Target: Foe

Surround target adversary with rainbows, dealing 1d6+10 Chaos Damage per caster level (Maximum damange 10d6+100), They take a random (but powerful) effect, and every 2 seconds, they take another random effect. A successful Will save reduces the damage by half and negates the additional effects.

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Spell Points:
45
Spell Freezing Bolt Icon.pngWinter Hail
Evocation
Target: Foe

A spell-like Ability that creates a hail storm at the target location dealing 1 to 6 +2 cold damage for every caster level. If targets are immune to cold damage they become vulnerable to it for 15 seconds. Max caster level 20. Reflex save for half damage vs Evocation DC using the highest of Intelligence, Charisma or Wisdom.


Can only be used if you have Winter Affinity Active.

Spell Like Ability Spell Points:
5
Spell Word of Balance Icon.pngWord of Balance
Evocation
Target: Foe

You utter elder words of balance, judging those who stray too far from the path of neutrality. Targets with an alignment one step away from True Neutral, such as Chaotic Neutral, take 8-13 bane damage for every caster level up to level 20. Targets who are two steps away, such as Chaotic Evil, take that damage twice. True Neutral targets are immune to this spell.

Druid 6
Blight Caster 6
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Spell Points:
10
Enhancement Zero Degree Comet Icon.pngZero Degree Comet
Evocation
Target: Foe

Impale an enemy with a falling chunk of ice for 1d6+28 cold damage per caster level. A successful Reflex DC: 20 + Highest of INT, WIS, CHA Modifier + Evocation DC Bonus reduces the damage by half.

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Spell Points:
40