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Conjuration Spell School

From DDO Compendium


This is the list of Conjuration Spells


Name Effect Levels Metamagics Cost
Curative Admixture- Cure Moderate Wounds Icon.pngCurative Admixture: Cure Moderate Wounds
Conjuration (Admixture)(Infusion)
Target: Friend, Self, Directional, Undead Foe

Infuses a Cure Moderate Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 2d6+4 plus 1 per Caster Level (Maximum caster level 10) positive energy damage to nearby living allies and enemy undead. Special material component: Potion of Cure Moderate Wounds. This infusion is affected by Artificer Knowledge: Potions.

Artificer 2 Empower
Empower Healing
Intensify
Maximize
Spell Points:
8
Enhancement Summon Dryad Elder Icon.pngSummon Nature's Ally IX - Dryad
Conjuration (Summoning)
Target: Self, Positional

Summons a dryad to fight for you. You can only have one summoned creatures serving you at a time. Summoning another creature will return this one to its home plane.

Druid 8 Quicken Spell Points:
45
Enhancement Summon Dryad Elder Icon.pngSummon Nature's Ally IX
Conjuration (Summoning)
Target: Self, Positional

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

Druid 8 Quicken Spell Points:
45

}

Other 1 Icon.pngWild Mage Surge
Conjuration
Target: Friend, Self

As wild magic surges, a random spell will be cast.

Clickie 15
Power Word- Blind Icon.pngPower Word: Blind
Conjuration (Mind-affecting)
Target: Foe

A single word of power is uttered, causing your target to become blinded. Creatures with 150 or fewer current HP are permanently blinded, creatures with 151 to 300 HP are blinded 1 to 5 minutes, and creatures above 301 hp are blinded for 10 to 30 seconds.

Sorcerer 7
Wizard 7
Enlarge
Quicken
Spell Points:
10
Spell Bless Icon.pngWand of Wonder
Conjuration
Target: Self

Something magical and Wondrous will happen to you.

Clickie 7
Spell Curative Admixture- Cure Light Wounds Icon.pngCurative Admixture: Cure Light Wounds
Conjuration (Admixture)(Infusion)
Target: Friend, Self, Directional, Undead Foe

Infuse a Cure Light Wounds potion with magical energy, hurling it towards your target in an arc. The potions explodes in a small AOE that deals 1d6+2 plus 1 per caster level (maximum caster level 5) positive energy damage to nearby living allies and enemy undead. Speial material component: Potion of Cure Light Wounds. This infusion is affected by Artificer Knowledge: Potions.

Artificer 1 Empower
Empower Healing
Intensify
Maximize
Spell Points:
6
Spell Curative Admixture- Cure Serious Wounds Icon.pngCurative Admixture: Cure Critical Wounds
Conjuration (Admixture)(Infusion)
Target: Friend, Self, Directional, Undead Foe

Infuses a Cure Critical Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 4d6+8 plus 1 per Caster Level (Maximum caster level 20) positive energy damage to nearby living allies and enemy undead. Special material component: Potion of Cure Critical Wounds. This infusion is affected by Artificer Knowledge: Potions.

Artificer 5 Empower
Empower Healing
Intensify
Maximize
Spell Points:
25
Spell Curative Admixture- Cure Serious Wounds Icon.pngCurative Admixture: Cure Serious Wounds
Conjuration (Admixture)(Infusion)
Target: Friend, Self, Directional, Undead Foe

Infuses a Cure Serious Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 3d6+6 plus 1 per Caster Level (Maximum caster level 15) positive energy damage to nearby living allies and enemy undead. Special material component: Potion of Cure Serious Wounds. This infusion is affected by Artificer Knowledge: Potions.

Artificer 3 Empower
Empower Healing
Intensify
Maximize
Spell Points:
12
Spell Curative Admixture- Remove Curse Icon.pngCurative Admixture: Remove Curse
Conjuration (Infusion)
Target: Friend, Self, Directional

Infuses a potion of Remove Curse potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes curses from nearby allies. Special material component: Potion of Remove Curse.

Artificer 5 Spell Points:
30
Spell Curative Admixture- Remove Disease Icon.pngCurative Admixture: Remove Disease
Conjuration (Infusion)
Target: Friend, Self, Directional

Infuses a potion of Remove Disease potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes diseases from nearby allies. Special material component: Potion of Remove Disease.

Artificer 3 Spell Points:
10
Spell Curative Admixture- Remove Poison Icon.pngCurative Admixture: Remove Poison
Conjuration (Infusion)
Target: Friend, Self, Directional

Infuses a potion of Poison Neutralization with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes poisons from nearby allies. (It does not confer immunity to poisons.) Special material component: Posion of Poison Neutralization.

Artificer 4 Spell Points:
20
Spell Cure Moderate Wounds Icon.pngHeal Moderate Wounds
Conjuration
Target: Self

Heals 2d6+4 + 1 per caster level hit points for all characters. Applies equally to Warforged, who are resistant to other forms of healing.

Clickie 3
Spell Frost Lance Icon.pngConjure Radiant Bolt
Conjuration
Target: Self

This weapon can summon its Radiant Bolt - The Everstar - at will once per day. The Everstar can explode on impact, dealing Light damage to your enemies in an area.

Clickie 1
Spell Power Word- Stun Icon.pngPower Word: Kill
Conjuration (Compulsion)(Mind-affecting)(Death)
Target: Foe

A single word of power is uttered, instantly killing a target creature.

Sorcerer 9
Warlock 6
Wizard 9
Enlarge
Quicken
Spell Points:
50
Spell Shout Icon.pngStaff of Arcane Power: Spell Selection
Conjuration
Target: Self

This staff may cast Magic Missle, Ray of Enfeeblement, Lightning Bolt, Fireball, Cone of Cold, Hold Monster or Globe of Invulnerability

Clickie 12
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.

Bard 1
Cleric 1
Favored Soul 1
Sorcerer 1
Warlock 1
Wizard 1
Quicken Spell Points:
10
Spell Summon Monster I - Celestial Dog Icon.pngSummon Unknown Monster
Conjuration (Summoning)
Target: Self, Positional

Summons a randomly chosen monster to fight for you for a brief time.

Clickie 4
Spell Summon Monster I - Celestial Dog Icon.pngSummon Unknown Monster II
Conjuration (Summoning)
Target: Self, Positional

Summons a randomly chosen monster to fight for you for a brief time.

Clickie 20
Spell Summon Monster II - Fiendish Scorpion Icon.pngSummon Monster II
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon of three different creatures: a fiendish monstrous scorpion, a fiendish bat, or a black widow. 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.

Bard 2
Cleric 2
Favored Soul 2
Sorcerer 2
Warlock 2
Wizard 2
Quicken Spell Points:
15
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.

Bard 3
Cleric 3
Favored Soul 3
Sorcerer 3
Warlock 2
Wizard 3
Quicken Spell Points:
20
Spell Summon Monster III - Hellhound Icon.pngSummon Epic Thaarak Hound
Conjuration (Summoning)
Target: Self, Positional

This spell summons a tremendously powerful thaarak hound to fight for you for a brief time.

Clickie 20
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.

Bard 4
Cleric 4
Favored Soul 4
Sorcerer 4
Warlock 3
Wizard 4
Quicken Spell Points:
25
Spell Summon Monster IX - Elder Fire Elemental Icon.pngSummon Nature's Ally IX - Elder Fire Elemental
Conjuration (Summoning)
Target: Self, Positional

Summons an elder fire elemental to fight for you. You can only have one summoned creatures serving you at a time. Summoning another creature will return this one to its home plane.

Druid 8 Quicken Spell Points:
45
Spell Summon Monster V - Medium Earth Elemental Icon.pngSummon Monster V
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of three different creatures: a medium earth elemental, a bearded devil, or an umbral worg. 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.

Bard 5
Cleric 5
Favored Soul 5
Sorcerer 5
Wizard 5
Quicken 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.

Bard 6
Cleric 6
Favored Soul 6
Sorcerer 6
Warlock 4
Sorcerer 6
Quicken Spell Points:
35
Spell Summon Monster VII - Djinni Icon.pngSummon Nature's Ally VII
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of two different creatures: a djinni or a huge earth elemental. It will fight for you for a brief time, but you can only have one summoned creatures serving you at a time. Summoning another creature will return this one to its home plane.

Druid 7 Quicken Spell Points:
40

}

Spell Summon Monster VII - Efreeti Icon.pngSummon Monster VII
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of three different creatures: an efreeti, a djinni, or a huge earth elemental. 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.

Cleric 7
Favored Soul 7
Sorcerer 7
Warlock 5
Wizard 7
Quicken 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.

Cleric 8
Favored Soul 8
Sorcerer 8
Warlock 5
Wizard 8
Quicken Spell Points:
45
Spell Summon Nature's Ally I - Gray Wolf Icon.pngSummon Nature's Ally I
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of two different creatures: a gray wolf or a brown rat. 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.

Druid 1
Ranger 1
Quicken Spell Points:
10
Spell Summon Nature's Ally II - Hyena Icon.pngSummon Nature's Ally II
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of two different creatures: a hyena or a black widow. 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.

Druid 2
Ranger 2
Quicken Spell Points:
15 (Ranger)
10 (Druid)
Spell Summon Nature's Ally III - Lioness Icon.pngSummon Nature's Ally III
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of two different creatures: a lioness or a winter wolf. 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.

Druid 3
Ranger 3
Quicken Spell Points:
20 (Ranger)
10 (Druid)
Spell Summon Nature's Ally IV - Young Razor Cat Icon.pngSummon Nature's Ally IV
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of two different creatures: a young razor cat or a glass 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.

Druid 4
Ranger 4
Quicken Spell Points:
25
Spell Summon Nature's Ally V - Bear Icon.pngSummon Nature's Ally V
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of two different creatures: a bear or a medium earth elemental. 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.

Druid 5 Quicken Spell Points:
30
Spell Summon Nature's Ally VI - Mudman Icon.pngSummon Nature's Ally VI
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of two different creatures: a mudman or a large water elemental. 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.

Druid 6 Quicken Spell Points:
35
Spell Summon Nature's Ally VIII - Dire Bear Icon.pngSummon Nature's Ally VIII
Conjuration (Summoning)
Target: Self, Positional

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

Druid 8 Quicken Spell Points:
45

}

Spell True Resurrection Icon.pngResurrection
Conjuration (Healing)
Target: Friend

Resurrects the target, restores half of the target's hit points, and preserves current spell points.

Cleric 7
Favored Soul 7
Enlarge
Eschew Materials
Quicken
Spell Points:
40
Spell Acid Blast Icon.pngAcid Blast
Conjuration (Acid)
Target: Foe, Directional, Breakable

Creates a gout of acid that explodes on impact, dealing 1d6+3 acid 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
Wizard 3
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
15
Spell Acid Fog Icon.pngAcid Fog
Conjuration (Creation)(Acid)
Target: Foe, Positional, Breakable

A billowing mass of misty vapors slows movement, obscures sight, giving all creatures in the fog concealment (attackers have 20% miss change), and causes 2 to 12 acid damage every 2 seconds to targets within the cloud. Enemies within this cloud also suffer a -4 penalty to armor class.

Sorcerer 6
Wizard 6
Empower
Enlarge
Eschew Materials
Maximize
Quicken
Spell Points:
35
Spell Acid Rain Icon.pngAcid Rain
Conjuration (Creation)(Acid)
Target: Foe, Positional, Breakable

You create a storm that sends down a single torrent of caustic rain. Any creatures that are hit with the rain take 1 to 4 per caster level in acid damage every 2 seconds for a duration of 8 seconds. Targets first entering the rain my make a reflex save for half, but remaining in the rain take damage with no saving throw. Damage progression caps at level 15 for 15 to 60 acid damage.

Sorcerer 4
Wizard 4
Empower
Enlarge
Eschew Materials
Intensify
Maximize
Quicken
Spell Points:
15
Spell Acid Well Icon.pngAcid Well
Conjuration (Acid)
Target: Foe, Positional, Directional

A huge geyser of Acid erupt near your target, dealing 19 to 24 acid damage per caster level (max 380 to 480). A successful Fortitude save reduces the damage by half.

Sorcerer 9
Wizard 9
Empower
Enlarge
Heighten
Intensify
Heighten
Quicken
Spell Points:
40
Spell Black Dragon Bolt Icon.pngBlack Dragon Bolt
Conjuration (Acid)
Target: Foe, Directional, Breakable

Deals 1 to 3 acid damage per caster level (up to a max of 25 to 75 at caster level 25) eveery 2 seconds for 6 seconds to an enemy with a powerful bolt of corrosive acid. This spell has double range.

Sorcerer 8
Wizard 8
Empower
Intensify
Maximize
Quicken
Spell Points:
15
Spell Close Wounds Icon.pngClose Wounds
Conjuration (Healing)
Target: Friend, Self, Undead Foe

Positive energy is quickly channeled to heal light wounds of your target or damage undead for 2 to 4 hit points plus an additional 1 for every caster level up to caster level 5. This spell has faster than normal casting speed and minimal cooldown.

Cleric 2
Favored Soul 2
Embolden
Empower
Empower Healing
Enlarge
Heighten
Intensify
Maximize
Spell Points:
8
Spell Cloudkill Icon.pngCloudkill
Conjuration (Acid)(Creation)
Target: Foe, Positional, Breakable

A bank of heavy yellowish green, poisonous fog rises up, slaying weak targets wthin the cloud while inflicting on stronger targets 1 to 4 Constitution damage and 2 to 12 acid damage plus an additional 1 acid damage for every caster level up to caster level 20. Successful Fortitude saves reduces the Constitution and Acid damage by half. This fog obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance). Creatures immune to poison are undamaged by this spell.

Sorcerer 5
Wizard 5
Embolden
Enlarge
Heighten
Quicken
Spell Points:
30
Spell Cometfall Icon.pngCometfall
Conjuration (Creation)
Target: Foe, Positional, Breakable

You conjure a bright, glowing comet, which appears in midair above your target, then strikes the ground with tremendous force. This area of effect spell does 8 to 12 points of bludgeon damage for every 2 caster levels. A successful Reflex save reduces this damage by half. The force of this comet can knock some creatures prone.

Cleric 6
Favored Soul 6
Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
35
Spell Conjure Bolts Icon.pngConjure Bolts
Conjuration
Target: Self

Conjures a stack of 1000 bolts for use with a crossbow. At level 1 these bolts have a +1 enhancement bonus. At 4th level and every 4 levels after, their enhancement bonus increases by 1. These bolts dissolve into nothingness after logout.

Artificer 1 Spell Points:
10
Spell Conjure Ice Arrow Icon.pngConjure Ice Arrow
Conjuration
Target: Self

Summons this bow's Icy Arrow, the Frozen Terror, which has a chance to conjure a frozen gale on a natural 20.

Summons Frozen Terror.

Clickie 29
Spell Creeping Doom Icon.pngCreeping Doom
Conjuration (Acid)
Target: Foe, Directional, Breakable

Summons a cloud of voracious insects and unleashes them on your enemies. The insect cloud will slowly home on the target, and when it strikes insects will burst outward, affecting every enemy within the area of effect. Enemies hit by the insects take 2 to 20 acid damage, plus 1 to 10 per 3 caster levels, every 2 seconds for 16 seconds.

Druid 7 Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
30
Spell Cure Critical Wounds, Mass Icon.pngCure Critical Wounds, Mass
Conjuration (Healing)
Target: Friend, Self, Undead Foe

Casts Cure Critical Wounds on multiple targets. Positive energy is channeled to heal critical wounds of allies or damage undead for 12 to 32 hit points plus an additional 1 for every caster level up to caster level 40. Undead who make a successful Will save reduce the damage by half.

Cleric 8
Favored Soul 8
Empower
Empower Healing
Enlarge
Intensify
Maximize
Quicken
Spell Points:
45
Spell Cure Critical Wounds Icon.pngCure Critical Wounds
Conjuration (Healing)
Target: Friend, Self, Undead Foe

Positive energy is channeled to heal critical wounds of your target or damage undead for 12 to 32 hit points plus an additional 1 for every caster level up to caster level 20. Undead who make a successful Will save reduce the damage by half.

Bard 4
Cleric 4
Druid 5
Favored Soul 4
Empower
Empower Healing
Enlarge
Intensify
Maximize
Quicken
Spell Points:
20
Spell Cure Light Wounds, Mass Icon.pngCure Light Wounds, Mass
Conjuration (Healing)
Target: Foe, Self, Undead Foe

Casts Cure Light Wounds on multiple targets. Positive energy is channeled to heal light wounds of allies or damage undead for 3 to 8 hit points plus an additional 1 for every caster level up to caster level 25. Undead who make a successful Will save reduce the damage by half.

Bard 5
Cleric 5
Favored Soul 5
Empower
Empower Healing
Enlarge
Intensify
Maximize
Quicken
Spell Points:
25
Spell Cure Light Wounds Icon.pngCure Light Wounds
Conjuration (Healing)
Target: Friend, Self, Undead Foe

Positive energy is channeled to heal light wounds of your target or damage undead for 3 to 8 hit points plus an additional 1 per caster level, up to caster level 5. Undead who make a successful Will save reduce the damage by half.

Cleric 1
Favored Soul 1
Ranger 2
Bard 1
Paladin 1
Druid 1
Empower
Empower Healing
Enlarge
Intensify
Maximize
Quicken
Spell Points:
6
Spell Cure Minor Wounds Icon.pngCure Minor Wounds
Conjuration (Healing)
Target: Friend, Self, Undead Foe

Positive energy is channeled to heal light minor wounds of your target or damage undead for 1 hit point.

Clickie 1
Spell Cure Moderate Wounds, Mass Icon.pngCure Moderate Wounds, Mass
Conjuration (Healing)
Target: Friend, Self, Undead Foe

Casts Cure Moderate Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies or damage undead for 6 to 16 hit points plus an additional 1 for every caster level up to caster level 30. Undead who make a successful Will save reduce the damage by half.

Bard 6
Cleric 6
Favored Soul 6
Empower
Empower Healing
Enlarge
Intensify
Maximize
Quicken
Spell Points:
35
Spell Cure Moderate Wounds Icon.pngCure Moderate Wounds
Conjuration (Healing)
Target: Friend, Self, Undead Foe

Positive energy is channeled to heal moderate wounds of your target or damage undead for 6 to 16 hit points plus an additional 1 for every caster level up to caster level 10. Undead who make a successful Will save reduce the damage by half.

Bard 2
Cleric 2
Druid 3
Favored Soul 2
Paladin 3
Ranger 3
Empower
Empower Healing
Enlarge
Intensify
Maximize
Quicken
Spell Points:
8
Spell Cure Serious Wounds, Mass Icon.pngCure Serious Wounds, Mass
Conjuration (Healing)
Target: Friend, Self, Undead Foe

Casts Cure Serious Wounds on multiple targets. Positive energy is channeled to heal serious woulds of allies or damage undead for 9 to 24 hit points plus an additional 1 for every caster level up to caster level 35. Undead who make a successful Will save reduce the damage by half.

Cleric 7
Favored Soul 7
Empower
Empower Healing
Enlarge
Intensify
Maximize
Quicken
Spell Points:
40
Spell Cure Serious Wounds Icon.pngCure Serious Wounds
Conjuration (Healing)
Target: Friend, Self, Undead Foe

Positive energy is channeled to heal serious wounds of your target or damage undead for 9 to 24 hit points plus an additional 1 for every caster level up to caster level 15. Undead who make a successful Will save reduce the damage by half.

Bard 3
Cleric 3
Druid 4
Favored Soul 3
Paladin 4
Ranger 4
Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
12
Spell Deific Vengeance Icon.pngDeific Vengeance
Conjuration (Good)
Target: Foe

The divine power of an angry deity imposes a punishment in the form of a sharp, spiritual blow to the target, dealing 4 to 6 good damage for every two caster levels (up to a maximum of 30 damage at caster level 10) or 4 to 6 good damage per caster level (up to a max of 60 damage) if the target is undead. A successful Will save reduces this damage by half.

Cleric 2
Favored Soul 2
Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
6
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.

Bard 4
Sorcerer 4
Warlock 3
Wizard 4
Quicken Spell Points:
25
Spell Enveloping Swarm Icon.pngEnveloping Swarm
Conjuration
Target: Foe

A swarm of voracious insects envelops your target dealing 2d6 acid damage + 1d6 every 3 druid levels every 2 seconds for 16 seconds.

Druid 4 Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
10
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.

Warlock 4 Empower
Eschew Materials
Intensify
Maximize
Quicken
Spell Points:
30
Spell Flame Turret Icon.pngFlame Turret
Conjuration (Summoning)
Target: Self

Conjures a destroyable turret that fire jets of flame at nearby enemies. You can have only one summoned creature at a time.

Artificer 3 Eschew Materials
Quicken
Spell Points:
20
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).

Druid 2
Sorcerer 2
Warlock 2
Wizard 2
Enlarge
Eschew Materials
Quicken
Spell Points:
15
Spell Glitterdust Icon.pngGlitterdust
Conjuration (Creation)
Target: Foe, Positional

A cloud of golden particles covers everything in an area, causing targets to become blinded and outlining invisible creatures. Any creature covered by the dust takes a -40 penalty on Hide checks. A successful Will save negates the blindness portion of the spell.

Bard 2
Sorcerer 2
Wizard 2
Enlarge
Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
15
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.

Artificer 1
Bard 1
Sorcerer 1
Warlock 1
Wizard 1
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Spell Points:
6
Spell Greater Restoration Icon.pngGreater Restoration
Conjuration (Healing)
Target: Friend, Self

Cures all temporary ability damage, restores all negative levels suffered from energy, and eliminates fatigue, exhaustion, confusion, and insanity suffered by the ally.

Cleric 7
Favored Soul 7
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Spell Points:
40
Spell Greater Teleport Icon.pngGreater Teleport
Conjuration (Teleportation)
Target: Self

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

Sorcerer 7
Warlock 5
Wizard 7
Quicken Cost: 40 for the AOE spells, 30 for the self only spells
Spell Greater Vigor, Mass Icon.pngGreater Vigor, Mass
Conjuration (Healing)
Target: Friend, Self

Casts Greater Vigor on multiple targets. A positive energy conjuration that heals 1d8, +1 per 3 caster levels (max +13 at caster level 39), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is applied.

Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.

Druid 7 Empower
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Spell Greater Vigor Icon.pngGreater Vigor
Conjuration (Healing)
Target: Friend, Self

A positive energy conjuration that heals 1d8, +1 per 3 caster levels (max +4 at caster level 12), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 2 HP every 5 seconds for 30 seconds is applied.

Only one Vigor spell can be active at a time, with the most beneficial taking priority. It multiple Vigor spells are cast on the same target, then the duration is extended.

Druid 5 Empower
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15
Spell Heal, Mass Icon.pngHeal, Mass
Conjuration (Healing)
Target: Friend, Self, Undead Foe

Casts Heal on multiple targets. Channels powerful positive energy into allies to wipe away injury and afflictions, restore 10 hit points per caster level (up to a max of 250 at caster level 25), and remove ability damage and the conditions blindness, confusion, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts like harm. Undead who make a successful Will save reduce the damage by half.

Cleric 9
Favored Soul 9
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Spell Heal Icon.pngHeal
Conjuration
Target: Friend, Self, Undead Foe

Channels powerful positive energy into a target to wipe away injury and afflictions, restore 10 hit points per caster level (up to a max of 150 hit pints at caster level 15), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.

Cleric 6
Druid 8
Favored Soul 6
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Spell Points:
40
Spell Heroes Feast Icon.pngHeroes Feast
Conjuration
Target: Friend, Self

Brings forth a great feast for all nearby allies. While this spell is active on someone, the next time they use a rest shrine they consume the feast. The nectarlike beverage which is part of the feast cures them of all diseases, sickness, and nausea, makes them immune to poison for 1 minute per caster level, and grants 1 to 8 temporary hit points +1 per two caster levels (maximum 10). The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear for 1 minute per caster level.

Bard 6
Cleric 6
Favored Soul 6
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Spell Points:
35
Spell Incendiary Cloud Icon.pngIncendiary Cloud
Conjuration (Fire)
Target: Foe, Positional, Breakable

Creates a cloud of roilinig smoke shot through with white-hot embers, obscuring sight and dealing 2 to 8 + 1 per caster level in fire damage every two seconds. Creatures entering the cloud save vs reflex or become blind until they leave the cloud. Cloud lasts 30 seconds.

Sorcerer 8
Wizard 8
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Spell Points:
45
Spell Jerky Icon.pngJerky
Conjuration
Target: Self

Eating the jerky from the pouch causes burning sensation of wellbeing to suffuse your body. Your wounds slowly close and all poisons and diseases are expelled.

Clickie 10
Spell Lesser Restoration Icon.pngLesser Restoration
Conjuration (Healing)
Target: Friend, Self

Despels magical effects reducing one of an ally's ability scores, eliminates fatigue, and improves exhaustion to fatigue.

Cleric 2
Druid 2
Favored Soul 2
Paladin 1
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Spell Points:
10
Spell Lesser Vigor, Mass Icon.pngLesser Vigor, Mass
Conjuration (Healing)
Target: Friend, Self

Casts Lesser Vigor on multiple targets. A positive energy conjuration that heals 1d2, +1 per 3 caster levels (max +8 at caster level 24), every 2 seconds for 8 seconds.

Only one Vigor spell can be activate at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.

Druid 4 Empower
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Spell Lesser Vigor Icon.pngLesser Vigor
Conjuration (Healing)
Target: Friend, Self

A positive energy conjuration that heals 1d2, +1 per 3 caster levels (max +2 at caster level 6), every 2 seconds for 8 seconds.

Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.

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Spell Mage Armor Icon.pngMage Armor
Conjuration (Force)
Target: Friend, Self

An invisible, but tangible field of force surrounds an ally, providing +4 armor bonus to AC.

Sorcerer 1
Wizard 1
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Spell Points:
10
Spell Melf's Acid Arrow Icon.pngMelf's Acid Arrow
Conjuration (Acid)
Target: Foe, Directional, Breakable

Deals 1d4 acid damage + 1 per 2 caster levels to a target with a magical arrow of acid for a duration of 12 seconds. The arrow has double spell range.

Sorcerer 2
Wizard 2
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Spell Points:
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Spell Neutralize Poison Icon.pngNeutralize Poison
Conjuration (Healing)
Target: Friend, Self

Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the poison. Additionally it immunizes the ally from any poison he is exposed to during the duration of the spell.

Bard 4
Cleric 4
Druid 3
Favored Soul 4
Paladin 4
Ranger 3
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Spell Points:
25
Spell Niac's Cold Ray Icon.pngNiac's Cold Ray
Conjuration (Cold)
Target: Foe, Directional, Breakable

A ray of freezing ice and air projects from your finger dealing 1d5+5 cold damage per caster level (to a max of 5d5+25 at caster level 5) This ray has double spell range. A successful Reflex save negates damage.

Sorcerer 1
Wizard 1
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Spell Points:
4
Spell Obscuring Mist Icon.pngObscuring Mist
Conjuration
Target: Self

A misty vapor arises around the caster, obscuring all sight, giving all creatures in the fog concealment (attackers have a 20% miss chance). Obscuring mist can be burned away with fire spells that hit the area of the mist.

Cleric 1
Favored Soul 1
Sorcerer 1
Warlock 1
Wizard 1
Quicken Spell Points:
10
Spell Panacea Icon.pngPanacea
Conjuration (Healing)
Target: Friend, Self, Undead Foe

Channels powerful positive energy into a target to wipe away afflictions, restores 3 to 8 hit points plus an additional 1 per caster level (max +20), and removes temporary ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell will damage 3 to 8 hit points +1 per caster level (max +20) Undead who make a successful Will save reduce the damage by half.

Cleric 4
Druid 5
Favored Soul 4
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Spell Raise Dead Icon.pngRaise Dead
Conjuration (Healing)
Target: Friend

Resurrects the target, restoring 10% of the target's hit points, and preserves current spell points.

Cleric 5
Favored Soul 5
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Spell Points:
30
Spell Regenerate, Mass Icon.pngRegenerate, Mass
Conjuration (Healing)
Target: Friend, Self

Casts Regenerate on multiple targets. A positive energy conguration that heals hitpoints and ability point damage, and cures level drain and bleed effects. Mass Regenerate heals 1d6 hitpoints + 1 per caster level (max +25), every 2 seconds for 8 seconds. Every two seconds, 2 points of ability damage are healed, and every three seconds one drained level and 1 bleed effect are removed. When the initial effect expires, a small healing effect that heals 2 HP every 5 seconds for 30 seconds is applied.


Only one heal-over-time spell can be active at a time, with the most beneficial taking priority. If multiple Regenerate spells are cast on the same target, then the duration is extended.

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Spell Regenerate Icon.pngRegenerate
Conjuration (Healing)
Target: Friend, Self

A positive energy conjuration that heals hitpoints, ability point damage and level drain, and cures bleed effects. Regenerate heals 1d6 hitpoints, +1 per caster level (max +17), every 2 seconds for 8 seconds. Every two seconds 2 points of ability damage are healed, and every three seconds 1 drained level and 1 bleed effect are removed. When the initial effect expires, a smaller healing effect that heals 2 HP every 5 seconds for 30 seconds is applied.

Only one heal-over-time spell can be active at a time, with the most beneficial taking priority. If multiple Regenerate spells are cast on the same target, then the duration is extended.

Druid 7 Empower Healing
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40
Spell Regrowth Icon.pngRegrowth
Conjuration
Target: Self

Your wounds slowly close over time healing 100 hit points over 2 minutes.

Clickie 1
Spell Remove Blindness Icon.pngRemove Blindness
Conjuration (Healing)
Target: Friend, Self

Cures blindness in an ally.

Cleric 3
Favored Soul 3
Paladin 3
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Spell Points:
20
Spell Remove Disease Icon.pngRemove Disease
Conjuration (Healing)
Target: Friend, Self

Cures all diseases on an ally. Does not prevent re-infection after a new exposure.

Cleric 3
Druid 3
Favored Soul 3
Ranger 3
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Spell Points:
20
Spell Remove Paralysis Icon.pngRemove Paralysis
Conjuration (Healing)
Target: Friend, Self

Frees ally from paralysis and effects of a slow spell.

Cleric 2
Favored Soul 2
Paladin 2
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Spell Points:
15
Spell Restoration, Mass Icon.pngRestoration, Mass
Conjuration (Healing)
Target: Friend, Self

Casts Restoration on multiple targets, curing all temporary ability damage, restoring a single negative level suffered from energy drain, and eliminating fatigue or exhaustion suffered by allies.

Cleric 7
Favored Soul 7
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Spell Points:
40
Spell Restoration Icon.pngRestoration
Conjuration (Healing)
Target: Friend, Self

Cures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue or exhaustion suffered by the ally.

Cleric 4
Favored Soul 4
Paladin 4
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Spell Points:
25
Spell Seek Eternal Rest Icon.pngSeek Eternal Rest
Conjuration
Target: Self

Grants the caster a +4 sacred bonus to level for the purposes of turning undead.

Cleric 2
Paladin 1
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Spell Points:
5
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%.

Druid 3
Sorcerer 3
Warlock 2
Wizard 3
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Spell Points:
10
Spell Solid Fog Icon.pngSolid Fog
Conjuration
Target: Foe, Positional, Breakable

A bank of fog slows movement and obscures sight, giving a -2 penalty to melee attack and damage rolls and a 20% concealment miss chance to all those inside. Enemies within this cloud suffer a -5 penalty to their reflex save.

Sorcerer 4
Wizard 4
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Spell Points:
25
Spell Splinterbolt Icon.pngSplinterbolt
Conjuration
Target: Foe, Directional, Breakable

Fires a jagged bolt of wood at your enemies. Deals 4d6 piercing damage, plus 4d6 per 6 caster levels, to a maximum of 12d6 at caster level 12.

Druid 2 Embolden
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Spell Points:
8
Spell Stinking Cloud Icon.pngStinking Cloud
Conjuration (Creation)
Target: Foe, Positional, Breakable

Creates a bank of fog that nauseates living targets and obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance). A successful Fortitude save negates the nausea.

Sorcerer 3
Wizard 3
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Spell Points:
20
Spell Storm of Vengeance Icon.pngStorm of Vengeance
Conjuration (Acid)(Earth)
Target: Foe, Positional

Conjures a storm with a massive thunderclap, deafening enemies, dousing them in acid rain, and lancing them with lightning bolts. Enemies within the cloud when it is first conjured are deafening for 3 seconds per caster level. Enemies within thestorm date 1d3 acid damage per caster level every two seconds. Eveery 4 seconds, a random enemy within the storm takes 1d6 electricity damage for every caster level (a successful reflex save halves).

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Spell Summon Xoriat Horror Icon.pngSummon Xoriat Horror
Conjuration (Summoning)
Target: Self, Positional

Creates a rift to the plane of Xoriat, summoning a randomly chosen monster to fight for you for a brief time.

Clickie 20
Spell Teleport Icon.pngTeleport
Conjuration (Teleportation)
Target: Self

Teleports you to one of a variety of locations.

Sorcerer 5
Warlock 4
Wizard 5
Quicken Spell Points:
30
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.

Sorcerer 8
Warlock 6
Wizard 8
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Spell Points:
45
Spell True Resurrection Icon.pngTrue Resurrection
Conjuration (Healing)
Target: Friend

Resurrects the target, restores all of the target's hit points, and preserves current spell points.

Cleric 9
Favored Soul 9
Quicken
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Spell Points:
50
Spell Vigor, Mass Icon.pngVigor, Mass
Conjuration (Healing)
Target: Friend, Self

Casts Vigor on multiple targets. A postiive energy conjuration that heals 1d6, +1 per 3 caster levels (max +11 at level 33), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is applied.

Only one Vigor spell can be active at a time, with the most veneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.

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Spell Vigor Icon.pngVigor
Conjuration (Healing)
Target: Friend, Self

A positive energy conjuration that heals 1d6, +1 per 3 caster levels (max +3 at caster level 9), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is applied. Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target then the duration is extended.

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Spell Points:
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Spell Web Icon.pngWeb
Conjuration (Creation)
Target: Foe, Positional, Breakable

Creates a many-layered mass of strong, sticky strands that entangle targets within them. A successful Reflex save negates this effect. Entangled creatures may attempt to make a Strength check every 2 seconds to escape. Area of effect fire spells will destroy these webs and free any entangled creatures. Incorporeal creatures, oozes, and spiders are naturally immune. Fire elementals and other fire creatures are immune because they burn through the webs.

Sorcerer 2
Wizard 2
Embolden
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Spell Points:
15
Spell Word of Recall Icon.pngWord of Recall
Conjuration (Teleportation)
Target: Self

Teleports you to the Temple of the Sovereign Host in House Deneith.

Cleric 6
Favored Soul 6
Quicken Spell Points:
35