Acolyte of the Skin Spells

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Revision as of 17:35, 16 February 2023 by MNDeveloper (talk | contribs) (Created page with "{{SpellsHeader|Acolyte of the Skin}} __NOTOC__ {{IconImage|Class Warlock}} This is a list of warlock spells, which are used for both killing enemies, but less of damage due to the Warlock's innate Eldritch Blast Ability. == Level 1 Spells == {{SpellDPLTable|Acolyte of the Skin Level 1 Spells|Pinch of Fine Sand}} == Level 2 Spells == {{SpellDPLTable|Acolyte of the Skin Level 2 Spells|Eyelash in Gum Arabic}} == Level 3 Spells == {{SpellDPLTabl...")
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Class Warlock Icon.png This is a list of warlock spells, which are used for both killing enemies, but less of damage due to the Warlock's innate Eldritch Blast Ability.

Level 1 Spells[edit]

Most spells at this level that have a material component require either Omnispell Dust or Pinch of Fine Sand Icon.pngPinch of Fine Sand

Name Effect Metamagics Cost Components
Spell Bane Icon.pngBane
Enchantment (Compulsion)(Fear)(Mind-affecting)
Target: Foe

Enemies are filled with fear and doubt, giving a -1 penalty on attack rolls and saves against fear on all affected targets. A successful Will save negates this effect. Bane counters and dispels Bless.

Enlarge
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Spell Points:
4
Spell Cause Fear Icon.pngCause Fear
Necromancy (Fear)(Mind-affecting)
Target: Foe

An enemy becomes frightened. A successful will save causes the target to become shaken instead. Necrotic energy slows the target slightly.

Quicken
Heighten
Enlarge
Embolden
Spell Points:
6
Spell Charm Person Icon.pngCharm Person
Enchantment (Charm)(Mind-affecting)
Target: Foe

Charms an enemy humanoid, which then fights as an ally. Charmed humanoids get an additional saving throw every 3d6+12 seconds. A successful Will save negates this effect. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more, but do not include Monstrous Humanoids.

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Heighten
Enlarge
Embolden
Spell Points:
10
Spell Prismatic Spray Icon.pngColor Spray
Illusion
Target: Foe, Directional

Dazes, Blinds and Silences enemies in front of you. A separate Will save negates each.

Heighten
Embolden
Enlarge
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Spell Points:
40
Spell Detect Secret Doors Icon.pngDetect Secret Doors
Divination
Target: Self

Allows you to find secret doors with a DC 5 or less. This increases by 3 for every two caster levels.

Extend
Quicken
Spell Points:
10
Spell Doom Icon.pngDoom
Necromancy (Fear)(Mind-affecting)(Evil)
Target: Foe

A single enemy is filled with a feeling of horrible dread that causes it to become shaken, penalizing all saves, attack rolls, and skill rolls by a -2. A successful Will save negates this effect. This is a fear effect.

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Spell Points:
4
Spell Expeditious Retreat Icon.pngExpeditious Retreat
Transmutation
Target: Self

Increases base run speed by 25%.

Extend
Quicken
Spell Points:
10
Spell False Life Icon.pngFalse Life
Necromancy
Target: Self

Harnesses the power of unlife to grant a limited ability to avoid death, giving a bonus of 10 temporary hit points plus 1 additional one per caster level up to caster level 10.

Eschew Materials
Extend
Quicken
Spell Points:
15
Pinch of Fine Sand Icon.png
Pinch of Fine Sand
Spell Grease Icon.pngGrease
Conjuration (Creation)
Target: Foe, Positional, Breakable

Covers the ground with a layer of slipper grease, forcing targets to make a Reflex save or fall. Grease slicks will sometimes be set ablaze by are of effect fire effects, dealing 2d6 damage per two caster levels fire damage to all enemies of the caster in the slick every few seconds, as well as the caster of the grease spell. A successful Reflex save will reduce this damage by half. Slicks that have been set ablaze will quickly burn away.

Enlarge
Eschew Materials
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Spell Points:
6
Pinch of Fine Sand Icon.png
Pinch of Fine Sand
Spell Hypnotism Icon.pngHypnotism
Enchantment (Mind-affecting)
Target: Foe

Dazes nearby enemies, causing them to stop and stare blankly for 6 seconds or until damaged. A successful WIll save negates this effect. Creatures targeted by this effect also have a -3 to Will saves for the next 8 seconds.

Embolden
Enlarge
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Spell Points:
10
Spell Jump Icon.pngJump
Transmutation
Target: Friend, Self

Grants an ally a +10 enhancement bonus on Jump checks. This bonus increases to +20 at 5th level and +30 at 9th level.

Enlarge
Eschew Materials
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Spell Points:
10
Pinch of Fine Sand Icon.png
Pinch of Fine Sand
Spell Master's Touch Icon.pngMaster's Touch
Divination
Target: Friend, Self

Enchants the items currently equipped in the target's right and left hands to grant their wielder proficiency if the items are simple or martial weapons or shields, and lasts until the target rests.

Spell Points:
10
Spell Nightshield Icon.pngNightshield
Abjuration (Force)
Target: Self

Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th) and protection from magic missiles.

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Quicken
Spell Points:
10
Spell Ooze Puppet Icon.pngOoze Puppet
Transmutation (Charm)
Target: Foe

Telekinetically controls the actions on an enemy ooze, forcing it to change sides. The target is slowed by this spell, but gains additional Fortitude saves every 60 seconds to break free. While under the effect of this spell, the ooze cannot split.

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Spell Otto's Resistible Dance Icon.pngOtto's Resistible Dance
Enchantment (Compulsion)(Mind-affecting)
Target: Foe

At your touch, enemies feel an undeniable urge to dance and begin doing so, complete with foot shuffling and tapping. The spell makes it impossible for the enemy to do anything other than caper and prance in place. A successful Will save negates this effect.

Embolden
Enlarge
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Spell Points:
10
Spell Ray of Enfeeblement Icon.pngRay of Enfeeblement
Necromancy
Target: Foe, Directional

A coruscating ray springs towards the target, inflicting a 1d6 point penalty to strength plus an additional 1 for every two caster levels up to a caster level 8.

Quicken Spell Points:
4
Spell Resist Energy Icon.pngResist Energy
Abjuration
Target: Friend, Self

Gives an ally an Enhancement bonus against an elemental damage type, reducing that type of damage taken by 10. The bonus increases to 20 at caster level 7 and 30 at caster level 11.

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Spell Points:
15 (Artificer)
15 (Cleric)
15 (Druid)
15 (Blight Caster)
15 (Favored Soul)
15 (Paladin)
15 (Sorcerer)
15 (Wizard)
15 (Warlock)
15 (Acolyte of the Skin)
10 (Ranger)
Spell See Invisibility Icon.pngSee Invisibility
Divination
Target: Self

You can see invisible creatures and objects.

Eschew Materials
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Spell Points:
15
Pinch of Fine Sand Icon.png
Pinch of Fine Sand
Spell Shield Icon.pngShield
Abjuration
Target: Self

Grants a +4 shield bonus to Armor Class and protection from magic missiles.

Extend
Quicken
Spell Points:
10
Spell Sleep Icon.pngSleep
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional

Induces a magical slumber, rendering them helpless until attacked. Ineffective on undead or constructs. Lasts 20 seconds plus 2 per level of caster. A successful Will save negates this effect. (DC = spell's save DC - creature's Hit Dice or Level + your caster level)

Embolden
Enlarge
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Spell Points:
10
Pinch of Fine Sand Icon.png
Pinch of Fine Sand
Spell Summon Monster I - Celestial Dog Icon.pngSummon Monster I
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon of three different creatures: a celestial dog, a giant rat, or a brown spider. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.

Quicken Spell Points:
10
Pinch of Fine Sand Icon.png
Pinch of Fine Sand
Spell Touch of Idiocy Icon.pngTouch of Idiocy
Enchantment (Compulsion)(Mind-affecting)
Target: Foe

Reduces an enemies mental faculties, giving a 1d6 penalty to Intelligence, Wisdom, and Charisma scores.

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Spell Points:
5

Level 2 Spells[edit]

Most spells at this level that have a material component require either Omnispell Dust or Eyelash in Gum Arabic Icon.pngEyelash in Gum Arabic

Name Effect Metamagics Cost Components
Spell Blur Icon.pngBlur
Illusion
Target: Friend, Self

An ally's outline becomes slightly blurred, giving enemies a 20% miss chance when attacking.

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Spell Points:
15
Spell Command Undead Icon.pngCommand Undead
Necromancy
Target: Undead Foe

Control is granted over the enemy undead, forcing it to fight for you. Mindless undead are controlled for 1 to 4 minutes. Other undead can be controlled for a maximum of 10 minutes but get an additional Will save every 20 seconds.

Embolden
Enlarge
Eschew Materials
Heighten
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Spell Points:
15
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Dispel Magic Icon.pngDispel Magic
Abjuration
Target: Friend, Self, Foe, Undead Foe

Removes ongoing spells that have been cast on a target. You must make a caster level check (roll a 20 sided die and add your caster level (maximum +10)) versus 11 + the spell's caster level to remove an effect. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner.

If cast on a Spell Ward trap, this spell will reduce the level of the trap by 1. If the level of the trap is reduced to 0, the trap is disabled.

Enlarge
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Spell Points:
15
Spell Fog Cloud Icon.pngFog Cloud
Conjuration (Creation)
Target: Foe, Positional

A bank of fog billows out, obscuring sight and giving all creatures in the fog concealment (attackers have 20% miss chance).

Enlarge
Eschew Materials
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Spell Points:
15
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Ghoul Touch Icon.pngGhoul Touch
Necromancy
Target: Foe

This spell imbues your hand with negative energy, allowing you to paralyze any single living humanoid that you touch. A successful Fortitude save negates this effect. Humanoids include kobolds, goblinoids, player races except warforged, troglodytes, and more.

Enlarge
Embolden
Eschew Materials
Heighten
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Spell Points:
8
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Invisibility Icon.pngInvisibility
Illusion
Target: Friend, Self

An ally becomes invisible, vanishing from sight, even from darkvision. If he or she attacks a target, the effect is removed.

Enlarge
Eschew Materials
Extend
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Spell Points:
15
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Ray of Exhaustion Icon.pngRay of Exhaustion
Necromancy
Target: Foe, Directional

A ray projects towards the target enemy, causing it to become immediately exhaused. Exhausted characters take a -6 penalty on Strength and Dexterity. A successful Fortitude save means the creature is only Fatigued. This spell has double range.

Embolden
Eschew Materials
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Spell Points:
8
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Scare Icon.pngScare
Necromancy (Fear)(Mind-affecting)
Target: Foe, Positional

Casts Cause Fear on multiple targets. Affected enemies become frightened. A successful Will save causes the target to become shaken instead. Targets subject to the fear effect will be slowed slightly by necrotic energy.

Embolden
Enlarge
Eschew Materials
Heighten
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Spell Points:
10
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Silence Creature Icon.pngSilence Creature
Enchantment
Target: Foe

Attempt to magically silence one enemy, who must succeed on a Will saving throw or be rendered unable to cast spells for 6 seconds, plus an additional second per caster level. (Maximum Caster Level: 20). Creatures that have been silenced in this manner may attempt to save again every two seconds. Does not affect Bosses or Raid Bosses.

Quicken Spell Points:
15
Spell Sleet Storm Icon.pngSleet Storm
Conjuration (Creation)(Cold)
Target: Foe, Positional, Breakable

Driving sleet blocks all sight (attackers are blinded) and causes the ground around the target to become icy, slowing targets within it by 50%.

Enlarge
Eschew Materials
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Spell Points:
10
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Summon Monster III - Hellhound Icon.pngSummon Monster III
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of three different creatures: a hellhound, a winter wolf, or an air mephit. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.

Quicken Spell Points:
20
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Water Breathing Icon.pngWater Breathing
Transmutation (Water)
Target: Friend, Self

Grants the ability to breathe underwater to you and your allies.

Enlarge
Eschew Materials
Extend
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Spell Points:
20
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic

Level 3 Spells[edit]

Most spells at this level that have a material component require either Omnispell Dust or Ball of Bat Guano and Sulfur Icon.pngBall of Bat Guano and Sulfur

Name Effect Metamagics Cost Components
Spell Banishment Icon.pngBanishment
Abjuration (Untyped)
Target: Foe

A more powerful version of the dismissal spell. You attempt to force all extraplanar creatures in the target area out of your home plane. A successful Will save negates this effect but cause the targets in the area of effect to take 4 to 6 points of damage per caster level. (DC = spell's save DC - creature's Hit Dice or Level + your caster level).

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Spell Points:
40 (Sorcerer)
40 (Warlock)
40 (Acolyte of the Skin)
40 (Wizard)
35 (Cleric)
35 (Dark Apostate)
35 (Favored Soul)
Spell Bestow Curse Icon.pngBestow Curse
Necromancy
Target: Foe

The target is cursed, giving a -4 penalty to attack rolls, skill rolls and saves. A successful Will save negates this effect.

Embolden
Enlarge
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Spell Points:
10
Spell Charm Monster Icon.pngCharm Monster
Enchantment (Charm)(Mind-affecting)
Target: Foe

An enemy monster is charmed and will fight as a trusted friend and ally. Charmed monsters get additional saves every 15 to 30 seconds. A successful Will save negates this effect.

Embolden
Enlarge
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Spell Points:
25
Spell Contagion Icon.pngContagion
Necromancy (Evil)
Target: Foe

Infects a living enemy with the chosen disease, which strikes immediatly and deals damage every minute to one or more attributes. A successful Fortitude save negates the damage. Affected creatures can only recover if they make two consecutive Fortitude saves.

Embolden
Enlarge
Heighten
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Spell Points:
8
Spell Dark Discorporation Icon.pngDark Discorporation
Transmutation
Target: Self

You turn into a swarm of batlike shadows. In this form, you gain Invisibility, 25% Incorporeality, and damage from all sources (except Untyped/Bane damage) is reduced by 50%. Attacking enemies or interacting with objects will revert you to normal form.

Eschew Materials
Quicken
Spell Points:
30
Ball of Bat Guano and Sulfur Icon.png
Ball of Bat Guano and Sulfur
Spell Deep Slumber Icon.pngDeep Slumber
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional

Induces a magical slumber to a group of enemies, rendering them helpless until attacked or for a duration of 20 seconds plus 2 per caster level. Ineffective on undead or constructs. A successful Will save negates this effect.

Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
20
Ball of Bat Guano and Sulfur Icon.png
Ball of Bat Guano and Sulfur
Spell Dimension Door Icon.pngDimension Door
Conjuration (Teleportation)
Target: Friend, Self, Positional

Creates a magical portal that can transport you and your companions back to the entrance of your dungeon.

Quicken Spell Points:
25
Spell Displacement Icon.pngDisplacement
Illusion
Target: Self

Your appearance becomes extremely blurred, giving enemies a 50% miss chance when attacking.

Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
20
Ball of Bat Guano and Sulfur Icon.png
Ball of Bat Guano and Sulfur
Spell Enervation Icon.pngEnervation
Necromancy (Negative Energy)
Target: Foe, Directional

A black ray of crackling negative energy suppresses the life force of any living creature it strikes, giving an enemen 1 to 4 negative levels. If the target has as many negative levels as its hit dice or levels, it dies. Each negative level gives a creature a -2 penalty on attack rolls, saves, skill checks, ability checks, and effective level. Negative levels stacks. As a ray this spell has double range.

Quicken Spell Points:
25
Spell Fear Icon.pngFear
Necromancy (Mind-affecting)
Target: Foe, Positional

A cone of terror causes each living enemy in an area to become panicked. A successful Will save causes enemies to become shaken. Creatures that fail their save are also slowed by necrotic energy.

Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
20
Ball of Bat Guano and Sulfur Icon.png
Ball of Bat Guano and Sulfur
Spell Haste Icon.pngHaste
Transmutation
Target: Friend, Self

Quickens allies, causing them to attack 15% faster than normal. In addition, the recipient gains a +1 enhancement bonus to attack rolls, a +1 bonus to Reflex Saving Throws, and +1% Dodge.

Enlarge
Eschew Materials
Extend
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Spell Points:
20
Ball of Bat Guano and Sulfur Icon.png
Ball of Bat Guano and Sulfur
Spell Stoneskin Icon.pngStoneskin
Abjuration (Earth)
Target: Friend, Self

Wards an ally with damage reduction 10/adamantine. Once the spell has prevented a total of 10 points per caster level it is discharged. Otherwise it lasts 1 minute per caster level.

Enlarge
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Spell Points:
25
Ball of Bat Guano and Sulfur Icon.png
Ball of Bat Guano and Sulfur

Pouch of Granite and Diamond Dust Icon.png x Pouch of Granite and Diamond Dust
Pouch of Granite and Diamond Dust

Spell Summon Monster IV - Fiendish Spider Icon.pngSummon Monster IV
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of three different creatures: a fiendish monstrous spider, a greater ice mephit, or a lantern archon. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.

Quicken Spell Points:
25
Ball of Bat Guano and Sulfur Icon.png
Ball of Bat Guano and Sulfur

Level 4 Spells[edit]

Most spells at this level that have a material component require either Omnispell Dust or Heart of a Hen Icon.pngHeart of a Hen

Name Effect Metamagics Cost Components
Spell Dismissal Icon.pngDismissal
Abjuration
Target: Foe

Instantly forces an extraplaner enemy back to its proper plane. A successful Will save negates this effect. (DC = spell's save DC - creatures Hit Dice or Level + your caster level). Even on a successful save the target still suffers 4 to 6 damage per caster level in damage.

Enlarge
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Spell Points:
25
Spell Evard's Black Tentacles Icon.pngEvard's Black Tentacles
Conjuration (Creation)
Target: Positional, Breakable

Conjures a zone filled with many rubbery black tentacles for 10 seconds. While inside the zone, enemies are Slowed (no save). Every 2 seconds, enemies within the zone take must make a successful Strength save or become Entangled by the tentacles for ten seconds. All enemies within the zone 1d4 Bludgeon damage per caster level (Scales with Spell Power) every 2 seconds as the tentales try and grab them, and an additional 1d4 per caster level if Entangled. A successful Fortitude save reduces the damage by half. Tentacles may continue to hold enemies after the zone fades, though they will not be damaged.

Empower
Eschew Materials
Intensify
Maximize
Quicken
Spell Points:
30
Heart of a Hen Icon.png
Heart of a Hen
Spell Flesh to Stone Icon.pngFlesh to Stone
Transmutation (Earth)
Target: Foe

Turns a single fleshy target into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject has similar damage ro deformities. In stone form, creatures are much more difficult to damage. Only creatures made of flesh are affected by this spell. This effect lasts 60 seconds + 10 seconds per caster level, but the target has a chance to remake its Fortitude save every 24 seconds.

Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
35
Heart of a Hen Icon.png
Heart of a Hen
Spell Hold Monster, Mass Icon.pngHold Monster
Enchantment (Mind-affecting)
Target: Foe

An enemy becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds.

Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
25 (Bard)
25 (Stormsinger)
30 (Sorcerer)
30 (Warlock)
30 (Acolyte of the Skin)
30 (Wizard)
Heart of a Hen Icon.png
Heart of a Hen
Spell Lesser Globe of Invulnerability Icon.pngLesser Globe of Invulnerability
Abjuration
Target: Self

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 3 and lower. Such spells fail to target anyone located within the glove, but any type of spell can be cast through or out of the magical globe.

Eschew Materials
Extend
Quicken
Spell Points:
25
Heart of a Hen Icon.png
Heart of a Hen
Spell Protection from Elements Icon.pngProtection from Elements
Abjuration (Acid)(Cold)(Electricity)(Fire)(Sonic)
Target: Friend, Self

Grants temporary immunity to all forms of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) for each energy type has been absorbed.

Enlarge
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Spell Points:
30
Spell Summon Monster VI - Fiendish Troll Icon.pngSummon Monster VI
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of three different creatures: a fiendish troll, a large water elemental, or an eladrin bralani. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.

Quicken Spell Points:
35
Heart of a Hen Icon.png
Heart of a Hen
Spell Symbol of Fear Icon.pngSymbol of Fear
Necromancy (Fear)(Mind-affecting)
Target: Foe, Positional

You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are panicked for 6 seconds per caster level or until the symbol expires. A successful Will save negates this effect. 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.

Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
35
Heart of a Hen Icon.png
Heart of a Hen
Spell Symbol of Persuasion Icon.pngSymbol of Persuasion
Enchantment (Mind-affecting)
Target: Foe, Positional

You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are charmed for 6 seconds per caster level or until the Symbol expires. A successful Will save negates this effect. 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.

Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
35
Heart of a Hen Icon.png
Heart of a Hen
Spell Teleport Icon.pngTeleport
Conjuration (Teleportation)
Target: Self

Teleports you to one of a variety of locations.

Quicken Spell Points:
30
Spell True Seeing Icon.pngTrue Seeing
Divination
Target: Friend, Self

You confer on the subject the ability to see things as they actually are. This allows the target to find secret doors that have a DC of 30 or less, see the exact location of creatures hidden by blur or displacement effects, and see invisible creatures or objects normally.

Eschew Materials
Extend
Quicken
Spell Points:
35 (Sorcerer)
35 (Warlock)
35 (Acolyte of the Skin)
35 (Wizard)
30 (Cleric)
30 (Dark Apostate)
30 (Favored Soul)
30 (Druid)
30 (Blight Caster)
Heart of a Hen Icon.png
Heart of a Hen
Spell Waves of Fatigue Icon.pngWaves of Fatigue
Necromancy
Target: Foe, Directional

Waves of negative energy cause all living creatures to become fatigued. Fatigued creatures take a -2 penalty to strength and dexterity.

Quicken Spell Points:
20

Level 5 Spells[edit]

Most spells at this level that have a material component require either Omnispell Dust or Crystal Cone Icon.pngCrystal Cone

Name Effect Metamagics Cost Components
Spell Circle of Death Icon.pngCircle of Death
Necromancy (Death)
Target: Foe, Positional

Rains dark energy into an area. Living creatures are subject to a death effect, getting a Reflex save and then a Fortitude save to avoid death. Targets who succeed agains the Reflex save suffer no ill effect, but creatures who succeed against the Fortitude save will still get level drained for 1 to 4 levels.

Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
35
Crystal Cone Icon.png
Crystal Cone
Spell Control Undead Icon.pngControl Undead
Necromancy (Charm)
Target: Undead Foe

Control is granted over the enemy undead, forcing it to fight for you. Controlled undead get an additional save every 2 minutes. A successful Will save negates this effect.

Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
40
Crystal Cone Icon.png
Crystal Cone
Spell Create Undead Icon.pngCreate Undead
Necromancy (Evil)
Target: Self, Positional

This evil spell allows you to create one of three types of undead: a wight priest, a dread wraith, or a mummy lord. Created undead are automatically under the control of their creator.

Quicken Spell Points:
35

x Black Onyx Gem
Black Onyx Gem

Spell Finger of Death Icon.pngFinger of Death
Necromancy (Death)(Untyped)
Target: Foe

Attempts to slay one living enemy. Deals 7 to 12 negative energy damage per caster level up to caster level 25 against any living target and hits the target with a death effect that they must save against or die.

Embolden
Enlarge
Heighten
Quicken
Spell Points:
40
Spell Globe of Invulnerability Icon.pngGlobe of Invulnerability
Abjuration
Target: Self

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effect of level 4 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe.

Eschew Materials
Extend
Quicken
Spell Points:
35
Crystal Cone Icon.png
Crystal Cone
Spell Greater Teleport Icon.pngGreater Teleport
Conjuration (Teleportation)
Target: Self

Teleports you and all nearby allies to one of a variety of locations.

Quicken Cost: 40 for the AOE spells, 30 for the self only spells
Spell Hold Person Icon.pngHold Person, Mass
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional

Casts Hold Person on multiple humanoids. Affected enemies become paralyzed and can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more, but do not include Monstrous Humanoids.

Embolden
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Spell Points:
40
Spell Invisibility, Mass Icon.pngInvisibility, Mass
Illusion
Target: Friend, Self

Casts Invisibility on multiple targets, causing them to vanish from sight, even from darkvision. Attacking a target will remove the effect.

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Eschew Materials
Extend
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Spell Points:
40
Crystal Cone Icon.png
Crystal Cone
Spell Protection from Elements Icon.pngProtection from Elements, Mass
Abjuration (Acid)(Cold)(Electricity)(Fire)(Sonic)
Target: Friend, Self

Grants temporary immunity to multiple targets to all forms of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) for each energy type has been absorbed.

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Spell Points:
40
Spell Summon Monster VIII - Bezekira Icon.pngSummon Monster VIII
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of three different creatures: a bezekira, a greater air elemental, or an orthon. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.

Quicken Spell Points:
45
Crystal Cone Icon.png
Crystal Cone
Spell Symbol of Stunning Icon.pngSymbol of Stunning
Enchantment (Mind-affecting)
Target: Foe, Positional

You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are stunned for 6 to 36 seconds or until the Symbol expires. A successful Will save negates this effect. 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.

Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
40
Crystal Cone Icon.png
Crystal Cone
Spell Tenser's Transformation Icon.pngTenser's Transformation
Transmutation
Target: Self

Causes the caster to become a virtual fighting machine - stronger, tougher, faster, and more skilled in combat. You gain a +4 Alchemical bonus to Strength, Dexterity, and Constitution, a +6 Alchemical bonus to Armor Class, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level. Your spellcasting ability is reduced, doubling the cooldown of your spells and resulting in a -2 penalty to all spell DCs and a -2 to your rolls to bypass enemy Spell Resistance.

Embolden
Eschew Materials
Extend
Heighten
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Spell Points:
35
Crystal Cone Icon.png
Crystal Cone

Potion of Bull's Strength Icon.png x Potion of Bull's Strength
Potion of Bull's Strength

Spell Undeath to Death Icon.pngUndeath to Death
Necromancy
Target: Foe, Positional

Destroys undead creaters in the area. A succssful Will save negates this effect.

Embolden
Enlarge
Eschew Materials
Heighten
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Spell Points:
35
Crystal Cone Icon.png
Crystal Cone
Spell Waves of Exhaustion Icon.pngWaves of Exhaustion
Necromancy
Target: Foe, Directional

Waves of negative energy cause all living creatures to become exhausted. Exhausted creatures take a -6 penalty to strength and dexterity.

Quicken Spell Points:
40

Level 6 Spells[edit]

Most spells at this level that have a material component require either Omnispell Dust or Crushed Black Pearl Icon.pngCrushed Black Pearl

Name Effect Metamagics Cost Components
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)

Empower
Intensify
Maximize
Quicken
Spell Points:
25
Spell Dominate Monster Icon.pngDominate Monster
Enchantment (Dominate)(Mind-affecting)
Target: Foe

Telepathically controls the actions of an enemy, causing it to change sides. Dominate acts like charm, with additional Will saves every 15 to 30 seconds, but the creature will follow you throughout the dungeon.

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Spell Points:
50
Spell Hold Monster, Mass Icon.pngHold Monster, Mass
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional

Casts Hold Monster on multiple targets. Affected enemies become paralyzed and can take no action for a maximum of 6 secons per caster level. The enemy may attempt to make a new Will save every 3 seconds.

Embolden
Enlarge
Eschew Materials
Quicken
Spell Points:
50
Crushed Black Pearl Icon.png
Crushed Black Pearl
Spell Mass Charm Monster Icon.pngMass Charm Monster
Enchantment (Mind-affecting)
Target: Foe

A group of enemy monsters are charmed and will fight as trusted friends and ally. Charmed monsters get additional saves every 15 to 30 seconds. A successful Will save negates this effect.

Embolden
Enlarge
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Spell Points:
45 (Sorcerer)
45 (Warlock)
45 (Acolyte of the Skin)
45 (Wizard)
35 (Bard)
35 (Stormsinger)
Spell Daze Monster Icon.pngMordenkainen's Disjunction
Abjuration
Target: Foe, Usable

A powerful force disrupts magical effects on the target, removing ongoing spells that have been cast on a target. You must make a caster level check of 1 to 20 + your caster level (no maximum) versus 11 + the spell's caster level to remove a spell effect, and your target must make a Will save for each equipped item or all magical properties on them are temporarily disabled.

If cast on a Spell Ward trap, this spell will reduce the level of the trap by 1 to 8. If the level of the trap is reduced to 0, the trap is disabled.

Embolden
Enlarge
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Spell Points:
50
Spell Power Word- Stun Icon.pngPower Word: Stun
Enchantment (Compulsion)(Mind-affecting)
Target: Foe

A single word of power is uttered, causing your target to become stunned. Creatures with 150 or fewer current HP are stunned for 4 to 32 seconds, creatures with 151 to 300 HP are stunned for 2 to 16 seconds, and creatures with 301 hps or more are stunned for 8 seconds.

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Spell Points:
10
Spell Summon Monster IX - Hezrou Icon.pngSummon Monster IX
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of three different creatures: a hezrou, an elder fire elemental, or an eladrin ghaele. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.

Quicken Spell Points:
50
Crushed Black Pearl Icon.png
Crushed Black Pearl
Spell Symbol of Death Icon.pngSymbol of Death
Necromancy (Death)
Target: Foe, Positional

You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, one or more nearby targets are subject to having a level drained. 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.

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Eschew Materials
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Spell Points:
45
Crushed Black Pearl Icon.png
Crushed Black Pearl
Spell Trap the Soul Icon.pngTrap the Soul
Conjuration
Target: Foe

Forces a creature's life force and its material body into a gem on a failed Will save. Although this essentially 'kills' the target, it is not a death effect and functions on creatures such as undead (but not most constructs). This spell requires a khyber dragonshard as a special material component.

Embolden
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Spell Points:
45

Khyber Dragonshard Icon.png x Khyber Dragonshard
Khyber Dragonshard

Spell Wail of the Banshee Icon.pngWail of the Banshee
Necromancy (Death)(Negative Energy)(Sonic)
Target: Self

You emit a terrible screen, creating a deadly area around yourself for 6 seconds. Every 2 seconds, two nearby enemies must make a fortitude save or die. On a successful fortitude save, the target takes 1 to 4 negative levels. You are free to perform other actions while Wail of the Banshee is active.

Embolden
Heighten
Quicken
Spell Points:
50