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Enlarge Spells

From DDO Compendium


When using the Enlarge Spells metamagic, spells can be cast 100% further (doubling distance). In some cases a targeted monster will not even be able to figure out where the caster is -- or may not be able to reach the caster -- making the caster invulnerable to counterattack. Whereas some feats simply improve stats in ways that could also be accomplished by equipment or potions, Enlarge has an effect that is otherwise not available. Each spell cast while Enlarge is active costs 10 more spellpoints.

Spells not defined by distance or not of standard ranges are not affected.

Only these spells are affected by the Enlarge Spell metamagic feat:


Name Effect Levels Metamagics Cost
Enhancement Color Spray SLA Icon.pngColor Spray
Illusion
Target: Foe, Directional

Enemies are sprayed with illusions of color, and must make a Will save or be Dazed, Blinded, and/or Silenced. The target must make a saving throw for each effect.

  • DC: Character Level + Intelligence Modifier + Illusion Bonus
Spell Like Ability Heighten
Quicken
Enlarge
Embolden
Spell Points:
10 (Rank 1)
5 (Rank 2)
2 (Rank 3)
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
Protection from Energy- Acid Icon.pngProtection from Energy: Acid
Abjuration (Acid)
Target: Friend, Self

Grants temporary immunity to acid for 1 minute per caster level or until 12 points of acid damage per caster level (max 120) have been absorbed.

Artificer 2
Cleric 3
Druid 3
Favored Soul 3
Ranger 2
Sorcerer 3
Warlock 3
Wizard 3
Enlarge
Quicken
Spell Points:
20 (Artificer)
20 (Cleric)
20 (Druid)
20 (Favored Soul)
20 (Sorcerer)
20 (Warlock)
20 (Wizard)
15 (Ranger)
Protection from Energy- Cold Icon.pngProtection from Energy: Cold
Abjuration (Cold)
Target: Friend, Self

Grants temporary immunity to cold for 1 minute per caster level or until 12 points of cold damage per caster level (max 120) have been absorbed.

Artificer 2
Cleric 3
Druid 3
Favored Soul 3
Ranger 2
Sorcerer 3
Warlock 3
Wizard 3
Enlarge
Quicken
Spell Points:
20 (Artificer)
20 (Cleric)
20 (Druid)
20 (Favored Soul)
20 (Sorcerer)
20 (Warlock)
20 (Wizard)
15 (Ranger)
Protection from Energy- Electricity Icon.pngProtection from Energy: Electricity
Abjuration (Electricity)
Target: Friend, Self

Grants temporary immunity to electricity for 1 minute per caster level or until 12 points of electricity damage per caster level (max 120) have been absorbed.

Artificer 2
Cleric 3
Druid 3
Favored Soul 3
Ranger 2
Sorcerer 3
Warlock 3
Wizard 3
Enlarge
Quicken
Spell Points:
20 (Artificer)
20 (Cleric)
20 (Druid)
20 (Favored Soul)
20 (Sorcerer)
20 (Warlock)
20 (Wizard)
15 (Ranger)
Protection from Energy- Fire Icon.pngProtection from Energy: Fire
Abjuration (Fire)
Target: Friend, Self

Grants temporary immunity to fire for 1 minute per caster level or until 12 points of fire damage per caster level (max 120) have been absorbed.

Artificer 2
Cleric 3
Druid 3
Favored Soul 3
Ranger 2
Sorcerer 3
Warlock 3
Wizard 3
Enlarge
Quicken
Spell Points:
20 (Artificer)
20 (Cleric)
20 (Druid)
20 (Favored Soul)
20 (Sorcerer)
20 (Warlock)
20 (Wizard)
15 (Ranger)
Protection from Energy- Sonic Icon.pngProtection from Energy: Sonic
Abjuration (Sonic)
Target: Friend, Self

Grants temporary immunity to sonic for 1 minute per caster level or until 12 points of sonic damage per caster level (max 120) have been absorbed.

Artificer 2
Cleric 3
Druid 3
Favored Soul 3
Ranger 2
Sorcerer 3
Warlock 3
Wizard 3
Enlarge
Quicken
Spell Points:
20 (Artificer)
20 (Cleric)
20 (Druid)
20 (Favored Soul)
20 (Sorcerer)
20 (Warlock)
20 (Wizard)
15 (Ranger)
Spell Binding Chain Icon.pngSnare
Transmutation
Target: Foe, Positional

Creates a snare that, when triggered, entangles a single enemy. An entangled creature may attempt to make a Strength check every 2 seconds to escape. Incorporeal creatures and oozes cannot be caught in the snare.

Druid 3
Ranger 2
Embolden
Enlarge
Heighten
Quicken
Spell Points:
5
Spell Contagion- Blinding Sickness Icon.pngContagion: Blinding Sickness
Necromancy (Evil)
Target: Foe

Infects a living enemy with Blinding Sickness, which blinds targets and deals 1 to 4 Strength damage.

Cleric 3
Druid 3
Favored Soul 3
Sorcerer 4
Warlock 3
Wizard 4
Embolden
Enlarge
Heighten
Quicken
Spell Points:
8
Spell Contagion- Cackle Fever Icon.pngContagion: Cackle Fever
Necromancy (Evil)
Target: Foe

Infects a living enemy with Cackle Fever, whose symptoms include high fever, disorientation, and frequent bouts of hideous laughter. Deals 1 to 6 Strength damage.

Cleric 3
Druid 3
Favored Soul 3
Sorcerer 4
Warlock 3
Wizard 4
Embolden
Enlarge
Heighten
Quicken
Spell Points:
8
Spell Contagion- Filth Fever Icon.pngContagion: Filth Fever
Necromancy (Evil)
Target: Foe

Infects a living enemy with Filth Fever, which deals 1 to 3 Dexterity damage and 1 to 3 Constitution damage.

Cleric 3
Druid 3
Favored Soul 3
Sorcerer 4
Warlock 3
Wizard 4
Embolden
Enlarge
Heighten
Quicken
Spell Points:
8
Spell Contagion- Mindfire Icon.pngContagion: Mindfire
Necromancy (Evil)
Target: Foe

Infects a living enemy with Mindfire, which causes an enemy to feel like their brain is burning and deals 1 to 4 Intelligence damage.

Cleric 3
Druid 3
Favored Soul 3
Sorcerer 4
Warlock 3
Wizard 4
Embolden
Enlarge
Heighten
Quicken
Spell Points:
8
Spell Contagion- Red Ache Icon.pngContagion: Red Ache
Necromancy (Evil)
Target: Foe

Infects a living enemy with Red Ache, which causes an enemy's skin to turn read, bloated, and warm to the touch, and deals 1 to 6 Strength damage.

Cleric 3
Druid 3
Favored Soul 3
Sorcerer 4
Warlock 3
Wizard 4
Embolden
Enlarge
Heighten
Quicken
Spell Points:
8
Spell Contagion- Shakes Icon.pngContagion: Shakes
Necromancy (Evil)
Target: Foe

Infects a living enemy with Shakes, which causes the enemy to twitch and tremor involuntarily and deals 1 to 8 Dexterity damage.

Cleric 3
Druid 3
Favored Soul 3
Sorcerer 4
Warlock 3
Wizard 4
Embolden
Enlarge
Heighten
Quicken
Spell Points:
8
Spell Contagion- Slimy Doom Icon.pngContagion: Slimy Doom
Necromancy (Evil)
Target: Foe

Infects a living enemy with Slimy Doom, which causes an enemy to turn into an infectious goo from the inside out and deals 6 to 36 acid damage every 6 seconds

Cleric 3
Druid 3
Favored Soul 3
Sorcerer 4
Warlock 3
Wizard 4
Embolden
Enlarge
Heighten
Quicken
Spell Points:
8
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.

Sorcerer 9
Warlock 6
Wizard 9
Embolden
Enlarge
Quicken
Spell Points:
50
Spell Delayed Blast Fireball Icon.pngDelayed Blast Fireball (Trap)
Evocation (Fire)
Target: Foe, Directional, Breakable

Creates a ball of fire that drops to the ground detonates when triggered or after 15 seconds has elapsed, 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
Wizard 7
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
12
Spell Delayed Blast Fireball Icon.pngDelayed Blast Fireball (Instant)
Evocation (Fire)
Target: Foe, Directional, Breakable

Creates a ball of fire that files towards the target and 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
Wizard 7
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
25
Spell Fire Seeds Icon.pngFire Seeds Trap
Transmutation (Fire)
Target: Foe, Positional

Places three burning acorns at your target, set to explode when an enemy comes near. Each acorn does 1d4 fire damage, plus 1d4 per three caster levels (maximum 8d4 per missile at castor level 21). A successful reflex save halves the damage.

Druid 6 Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
7
Spell Fire Seeds Icon.pngFire Seeds Thrown
Transmutation (Fire)
Target: Foe, Directional, Breakable

Flings three burning acorns at your target, where they explode into flames. Each acorn does 1d4 fire damage, plus 1d4 per three caster levels (maximum 8d4 per missile at castor level 21). A successful reflex save halves the damage.

Druid 6 Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
15
Spell Harm Icon.pngImproved Harm
Necromancy (Negative Energy)
Target: Foe, Friend (Undead)

Charges the target with a massive amount of negative energy, dealing 15 points of damage per caster level (up to a max of 225 damage at caster level 15). Harm cannot reduce the target's hit points to less than 1. A successful Will save reduces the damage by half. Against undead targets this spell acts as Heal.

Clickie 11 Embolden
Enlarge
Heighten
Quicken
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.

Bard 4
Sorcerer 5
Warlock 4
Wizard 5
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
25 (Bard)
30 (Sorcerer)
30 (Warlock)
30 (Wizard)
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.

Sorcerer 7
Warlock 5
Wizard 7
Embolden
Enlarge
Heighten
Quicken
Spell Points:
40
Spell Inflict Moderate Damage, Mass Icon.pngInflict Light Damage, Mass
Transmutation (Inflict)
Target: Construct

Transmute the structure of construct enemies to deal 3 to 8 damage plus an additional 1 to 4 for every caster level up to caster level 25.

Artificer 3 Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
10
Spell Inflict Moderate Damage, Mass Icon.pngInflict Serious Damage, Mass
Transmutation (Inflict)
Target: Construct

Transmute the structure of construct enemies to deal 9 to 24 damage plus an additional 1 to 4 for every caster level up to caster level 35.

Artificer 5 Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
18
Spell Inflict Moderate Damage, Mass Icon.pngInflict Critical Damage, Mass
Transmutation (Inflict)
Target: Construct

Transmute the structure of construct enemies to deal 12 to 32 damage plus an additional 1 to 4 for every caster level up to caster level 40.

Artificer 6 Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
22
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 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.

Sorcerer 8
Warlock 6
Wizard 8
Enlarge
Quicken
Spell Points:
10
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.

Artificer 6
Cleric 7
Favored Soul 7
Sorcerer 7
Warlock 5
Wizard 7
Enlarge
Quicken
Spell Points:
40
Spell Resist Energy- Acid Icon.pngResist Energy: Acid
Abjuration (Acid)
Target: Friend, Self

Gives an ally an Enhancement bonus against acid damage, reduction the acid damage taken by 10. The damage reduction increases to 20 at caster level 7 and 30 at caster level 11.

Artificer 1
Cleric 2
Favored Soul 2
Paladin 2
Ranger 1
Sorcerer 2
Wizard 2
Warlock 1
Enlarge
Extend
Quicken
Spell Points:
15 (Artificer)
15 (Cleric)
15 (Favored Soul)
15 (Paladin)
15 (Sorcerer)
15 (Wizard)
15 (Warlock)
10 (Ranger)
Spell Resist Energy- Cold Icon.pngResist Energy: Cold
Abjuration (Cold)
Target: Friend, Self

Gives an ally an Enhancement bonus against cold damage, reduction the cold damage taken by 10. The damage reduction increases to 20 at caster level 7 and 30 at caster level 11.

Artificer 1
Cleric 2
Favored Soul 2
Paladin 2
Ranger 1
Sorcerer 2
Wizard 2
Warlock 1
Enlarge
Extend
Quicken
Spell Points:
15 (Artificer)
15 (Cleric)
15 (Favored Soul)
15 (Paladin)
15 (Sorcerer)
15 (Wizard)
15 (Warlock)
10 (Ranger)
Spell Resist Energy- Electricity Icon.pngResist Energy: Electricity
Abjuration (Electricity)
Target: Friend, Self

Gives an ally an Enhancement bonus against electricity damage, reduction the electrical damage taken by 10. The damage reduction increases to 20 at caster level 7 and 30 at caster level 11.

Artificer 1
Cleric 2
Favored Soul 2
Paladin 2
Ranger 1
Sorcerer 2
Wizard 2
Warlock 1
Enlarge
Extend
Quicken
Spell Points:
15 (Artificer)
15 (Cleric)
15 (Favored Soul)
15 (Paladin)
15 (Sorcerer)
15 (Wizard)
15 (Warlock)
10 (Ranger)
Spell Resist Energy- Fire Icon.pngResist Energy: Fire
Abjuration (Fire)
Target: Friend, Self

Gives an ally an Enhancement bonus against fire damage, reduction the fire damage taken by 10. The damage reduction increases to 20 at caster level 7 and 30 at caster level 11.

Artificer 1
Cleric 2
Favored Soul 2
Paladin 2
Ranger 1
Sorcerer 2
Wizard 2
Warlock 1
Enlarge
Extend
Quicken
Spell Points:
15 (Artificer)
15 (Cleric)
15 (Favored Soul)
15 (Paladin)
15 (Sorcerer)
15 (Wizard)
15 (Warlock)
10 (Ranger)
Spell Resist Energy- Sonic Icon.pngResist Energy: Sonic
Abjuration (Sonic)
Target: Friend, Self

Gives an ally an Enhancement bonus against sonic damage, reduction the sonic damage taken by 10. The damage reduction increases to 20 at caster level 7 and 30 at caster level 11.

Artificer 1
Cleric 2
Favored Soul 2
Paladin 2
Ranger 1
Sorcerer 2
Wizard 2
Warlock 1
Enlarge
Extend
Quicken
Spell Points:
15 (Artificer)
15 (Cleric)
15 (Favored Soul)
15 (Paladin)
15 (Sorcerer)
15 (Wizard)
15 (Warlock)
10 (Ranger)
Spell Trap the Soul Icon.pngTrap the Soul - 30 HD
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 an average khyber dragonshard as a special material component, and can effect creatures of up to 20 hit dice.

Sorcerer 8
Warlock 6
Wizard 8
Embolden
Enlarge
Heighten
Quicken
Spell Points:
45
Spell Trap the Soul Icon.pngDevour the Soul
Necromancy
Target: Foe

You consume the soul of your targeted enemy, killing it instantly unless it makes a saving throw: Will DC: 18 + Warlock Level + Charisma Modifier.

This ability is considered a Necromancy spell.

This ability works on undead, but not constructs and other creatures with no lifeforce.

If the target survives then it loses 20 PRR and MRR for 6 seconds.

Quicken
Enlarge
Heighten
Spell Trap the Soul Icon.pngTrap the Soul - 20 HD
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 small khyber dragonshard as a special material component, and can effect creatures of up to 20 hit dice.

Sorcerer 8
Warlock 6
Wizard 8
Embolden
Enlarge
Heighten
Quicken
Spell Points:
45
Spell Trap the Soul Icon.pngTrap the Soul - 10 HD
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 tiny khyber dragonshard as a special material component, and can effect creatures of up to 10 hit dice.

Sorcerer 8
Warlock 6
Wizard 8
Embolden
Enlarge
Heighten
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 Ablative Armor Icon.pngAblative Armor
Abjuration (Earth)
Target: Friend, Self (Armor)

Wards an ally against physical damage and force damage. Once this infusion has prevented a total of 5 points per caster level (max 50) it is discharged.

Artificer 1 Enlarge
Eschew Materials
Quicken
Spell Points:
10
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 Aid, Mass Icon.pngAid, Mass
Enchantment (Mind-affecting)
Target: Friend, Self

Adds 8 +1 per caster level (max level 15) temporary hit points and a +1 morale bonus to attack rolls and saves against fear. Affects multiple targets.

Cleric 3
Favored Soul 3
Enlarge
Extend
Quicken
Spell Points:
20
Spell Aid Icon.pngAid
Enchantment (Mind-affecting)
Target: Friend, Self

Adds 8 +1 per caster level (max level 10) temporary hit points, and grants a +1 morale bonuses on attack rolls and saves against fear.

Cleric 2
Favored Soul 2
Enlarge
Extend
Quicken
Spell Points:
15
Spell Animal Trance Icon.pngAnimal Trance
Enchantment (Mind-affecting)
Target: Foe

Fascinates nearby Animals, Magical Beasts, and Vermin, causing them to stop and stare blankly until damaged. A successful Will save negates this effect. Creatures targeted by this effct have their will save momentually weakened (-3 to will). Mindless targets cannot save, but the duration is halved.

Druid 2 Embolden
Enlarge
Heighten
Quicken
Spell Points:
15
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.

Sorcerer 5
Wizard 5
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
20
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.

Cleric 1
Favored Soul 1
Warlock 1
Enlarge
Heighten
Quicken
Spell Points:
4
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).

Cleric 6
Favored Soul 6
Sorcerer 7
Warlock 3
Wizard 7
Enlarge
Quicken
Spell Points:
40 (Sorcerer)
40 (Warlock)
40 (Wizard)
35 (Cleric)
35 (Favored Soul)
Spell Barkskin Icon.pngBarkskin
Transmutation
Target: Friend, Self

Toughens the skin of an ally, giving a +2 natural armor bonus to AC with an additional +1 bonus for every 3 caster levels above 3rd, to a maximum of +5 at caster level 12.

Druid 2
Ranger 2
Enlarge
Extend
Quicken
Spell Points:
15
Spell Bear's Endurance, Mass Icon.pngBear's Endurance, Mass
Transmutation
Target: Friend, Self

Casts Bear's Endurance on multiple targets giving a +4 enhancement bonus to Constituion to each of them.

Artificer 5
Cleric 6
Druid 6
Favored Soul 6
Sorcerer 6
Wizard 6
Enlarge
Extend
Quicken
Spell Points:
35
Spell Bear's Endurance Icon.pngBear's Endurance
Transmutation
Target: Friend, Self

An ally gains greater vitality and stamina, giving a +4 enhancement bonus to Constitution.

Artificer 2
Cleric 2
Druid 2
Favored Soul 2
Ranger 2
Sorcerer 2
Wizard 2
Enlarge
Extend
Quicken
Spell Points:
15
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.

Cleric 3
Favored Soul 3
Sorcerer 4
Warlock 3
Wizard 4
Embolden
Enlarge
Heighten
Quicken
Spell Points:
10
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 Blindness Icon.pngBlindness
Necromancy
Target: Foe

The power of unlife renders an enemy blinded. A successful Fortitude save negates this effect.

Bard 3
Cleric 3
Favored Soul 3
Sorcerer 2
Warlock 2
Wizard 2
Enlarge
Embolden
Heighten
Quicken
Spell Points:
10
Spell Blur Icon.pngBlur
Illusion
Target: Friend, Self

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

Bard 2
Sorcerer 2
Warlock 2
Wizard 2
Enlarge
Extend
Quicken
Spell Points:
15
Spell Break Enchantment Icon.pngBreak Enchantment
Abjuration
Target: Foe, Self, Positional

Affected allies in an area are freed from harmful enchantments, transmutations, and curses. You must make a caster level check of 1 to 20 + your caster lelve (maximum +15) versus 11 + the spell's caster level to remove an effect.

Bard 4
Cleric 5
Favored Soul 5
Paladin 5
Sorcerer 5
Wizard 5
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Spell Points:
25
Spell Bull's Strength, Mass Icon.pngBull's Strength, Mass
Transmutation
Target: Friend, Self

Casts Bull's Strength on multiple targets giving a +4 enhancement bonus to Strength to each.

Artificer 5
Cleric 6
Druid 6
Favored Soul 6
Sorcerer 6
Wizard 6
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Spell Points:
35
Spell Bull's Strength Icon.pngBull's Strength
Transmutation
Target: Friend, Self

The affected ally gains strength and power, giving a +4 enhancement bonus to Strength.

Artificer 2
Cleric 2
Druid 2
Favored Soul 2
Paladin 2
Sorcerer 2
Wizard 2
Enlarge
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Extend
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Spell Points:
15
Spell Burning Blood Icon.pngBurning Blood
Necromancy (Acid)(Fire)
Target: Foe

You taint a living creature's blood with a hot, corrosive infusion, dealing acid damage for 2 to 8 + 1 every 2 levels and fire damage for 2 to 8 + 1 per 2 caster levels every 2 seconds for a duration of 10 seconds.

Sorcerer 4
Wizard 4
Empower
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Spell Points:
10
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 Embolden
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Spell Points:
30
Spell Call Lightning Icon.pngCall Lightning
Evocation (Electricity)
Calls forth a bolt of lightning, which strikes your chosen target for 6 to 10 damage for every caster level up to 15. A successful reflex save reduces damage by half. Druid 3 Embolden
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Spell Points:
12
Spell Camouflage, Mass Icon.pngCamouflage, Mass
Transmutation
Target: Friend, Self

Casts Camouflage on multiple targets giving a +10 Determination bonus to Hide to each.

Ranger 2 Enlarge
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Spell Points:
15
Spell Camouflage Icon.pngCamouflage
Transmutation
Target: Friend, Self

An ally becomes more able to blend in with his or her surroundings, giving a +10 Determination bonus to Hide.

Ranger 1 Enlarge
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Spell Points:
10
Spell Cat's Grace, Mass Icon.pngCat's Grace, Mass
Transmutation
Target: Friend, Self

Casts Cat's Grace on multiple targets giving a +4 enhancement bonus to Dexterity to each.

Artificer 5
Bard 6
Druid 6
Sorcerer 6
Wizard 6
Enlarge
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Extend
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Spell Points:
35
Spell Cat's Grace Icon.pngCat's Grace
Transmutation
Target: Friend, Self

An ally becomes more graceful, agile, and coordinated, giving a +4 enhancement bonus to Dexterity.

Artificer 2
Bard 2
Druid 2
Ranger 2
Sorcerer 2
Wizard 2
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
15
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.

Bard 1
Cleric 1
Favored Soul 1
Sorcerer 1
Wizard 1
Warlock 1
Quicken
Heighten
Enlarge
Embolden
Spell Points:
6
Spell Chain Lightning Icon.pngChain Lightning
Evocation (Electricity)
Target: Foe, Directional, Breakable

An electrical discharge strikes a primary target for 1d6+6 electrical damage per caster level, up to a maximum of 20d6+120 at caster level 20. 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.

Sorcerer 6
Wizard 6
Embolden
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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
Wizard 3
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Spell Points:
15
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 8 points of damage per two caster levels (up to a max of 25 to 40 damage at caster level 10) to a lawful creater (or 4 to 6 per caster level, maximum 40 to 60, to a lawful outsider) and causes it to be slowed for 6 to 36 seconds. A successful Will save reduces damae 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
Favored Soul 4
Embolden
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Spell Points:
15
Spell Charm Animal Icon.pngCharm Animal
Enchantment (Charm)(Mind-affecting)
Target: Foe

Charms a hostile Animal, Magical Beast, or Vermin, which will fight as a trusted friend and ally. Charmed animals get an additional save every 15 to 30 seconds. A successful Will save negates this effect. Mindless targets cannot save, but the duration is halved.

Druid 1
Ranger 1
Embolden
Enlarge
Heighten
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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.

Bard 3
Sorcerer 4
Warlock 3
Wizard 4
Embolden
Enlarge
Heighten
Quicken
Spell Points:
25
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.

Bard 1
Sorcerer 1
Warlock 1
Wizard 1
Quicken
Heighten
Enlarge
Embolden
Spell Points:
10
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.

Sorcerer 6
Warlock 5
Wizard 6
Embolden
Enlarge
Eschew Materials
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Spell Points:
35
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
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Empower Healing
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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
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Spell Points:
30
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
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Spell Points:
20
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
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Spell Points:
35
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.

Sorcerer 2
Warlock 2
Wizard 2
Embolden
Enlarge
Eschew Materials
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Spell Points:
15
Spell Command Icon.pngCommand
Enchantment (Mind-affecting)
Target: Foe

An enemy is commanded to fall to the ground and lie prone. A successful Will save negates this effect.

Cleric 1
Favored Soul 1
Warlock 1
Embolden
Enlarge
Heighten
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Spell Points:
6
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.

Cleric 3
Druid 3
Favored Soul 3
Sorcerer 4
Warlock 3
Wizard 4
Embolden
Enlarge
Heighten
Quicken
Spell Points:
8
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.

Sorcerer 7
Warlock 5
Wizard 7
Embolden
Enlarge
Eschew Materials
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Spell Points:
40
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 Empower
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Spell Points:
6
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
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Spell Points:
30
Spell Crushing Despair Icon.pngCrushing Despair
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional

Causes great sadness in enemies, giving -2 penalties to attack, saves, skill checks, and weapon damage. A successful Will save negates this effect bug regardless of the saves result the targets are left in vulnerable state to future mental attack. Applies weaken will effect.

Bard 3
Sorcerer 4
Wizard 4
Embolden
Enlarge
Eschew Materials
Heighten
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Spell Points:
20
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
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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
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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
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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
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Spell Points:
6
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
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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
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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
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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
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Spell Points:
12
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
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Spell Points:
4
Spell Daze Monster Icon.pngDaze Monster
Enchantment (Mind-affecting)
Target: Foe

Clouds the mind of an enemy so that it takes no actions for 6 seconds. A successful Will save negates this effect. Targets of this spell have their will weakend against future mental attacks for a brief period of time even they success against the Will save.

Bard 2
Sorcerer 2
Wizard 2
Embolden
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Spell Points:
5
Spell Death Ward, Mass Icon.pngDeath Ward, Mass
Transmutation
Target: Friend, Self

Grants multiple allies immunity to death spells and effects, energy drain, and negative energy effects.

Cleric 8
Favored Soul 8
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Spell Points:
45
Spell Death Ward Icon.pngDeath Ward
Transmutation
Target: Friend, Self

Grants an ally immunity to death spells and effects, energy drain, and negative energy effects.

Cleric 4
Druid 5
Favored Soul 4
Paladin 4
Enlarge
Extend
Quicken
Spell Points:
25
Spell Deconstruct Icon.pngDeconstruct
Transmutation (Inflict)
Target: Construct

Greatly damages an enemy construct, dealing 10 damage per caster level (max 150), slows their move and attack speed, reduces fortification by 25%, and inflicts a 25% penalty to Repair effects. Reconstruction will remove this penalty. A successful Will save halves this damage and prevents the fortification and repair debuffs.

Artificer 6 Enlarge
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Spell Points:
35
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.

Bard 3
Sorcerer 3
Warlock 3
Wizard 3
Embolden
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Spell Points:
20
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
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Spell Points:
6
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
Wizard 7
Embolden
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Cost: See specific sub spell
Spell Destruction Icon.pngDestruction
Necromancy (Death)
Target: Foe

Raw destructive power is channeled to utterly annihilate an enemy, dealing 4 to 6 per caster level damage. Target is also subject to a death effect, and will die without a successful Fortitude save.

Cleric 7
Favored Soul 7
Embolden
Enlarge
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Spell Points:
40
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.

Cleric 4
Favored Soul 4
Sorcerer 5
Warlock 4
Wizard 5
Enlarge
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Spell Points:
25
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.

Bard 3
Cleric 3
Druid 4
Favored Soul 3
Paladin 3
Sorcerer 3
Warlock 2
Warlock 3
Enlarge
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Spell Points:
15
Spell Displacement Icon.pngDisplacement
Illusion
Target: Self

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

Bard 3
Sorcerer 3
Warlock 3
Wizard 3
Enlarge
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Spell Points:
20
Spell Disrupt Undead Icon.pngDisrupt Undead
Necromancy
Target: Foe, Directional

This ray deals 2d3+6 positive energy damage plus an additional 1d3+3 positive energy damage for every two caster levels to an enemy undead. A successful Will save reduces the damage by half.

Sorcerer 1
Wizard 1
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Spell Points:
5
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
Favored Soul 5
Empower
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Spell Points:
25
Spell Dominate Animal Icon.pngDominate Animal
Enchantment (Compulsion)(Mind-affecting)
Target: Foe

Telepathically controls the actions of an Animal, Magical Beast, or Vermin, causing it to change sides. Dominate actls like Charm, with additional Will saves every 15 to 30 seconds, but the creatures will follow you throughout the dungeon. Mindless targets cannot save, but the duration is halved.

Druid 3 Embolden
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Spell Points:
20
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.

Sorcerer 9
Warlock 6
Wizard 9
Enlarge
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Spell Points:
50
Spell Dominate Person Icon.pngDominate Person
Enchantment (Compulsion)(Mind-affecting)
Target: Humanoid Foe

Telepathically controls the actions of a humanoid 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.

Bard 4
Sorcerer 5
Warlock 4
Wizard 5
Embolden
Enlarge
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Spell Points:
25 (Bard)
30 (Sorcerer)
30 (Warlock)
30 (Wizard)
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.

Cleric 1
Favored Soul 1
Warlock 1
Enlarge
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Spell Points:
4
Spell Eagle's Splendor, Mass Icon.pngEagle's Splendor, Mass
Transmutation
Target: Friend, Self

Casts Eagle's Splendor on multiple targets, giving a +4 enhancement bonus to Charisma to each.

Artificer 5
Bard 6
Cleric 6
Druid 6
Favored Soul 6
Sorcerer 6
Wizard 6
Enlarge
Eschew Materials
Extend
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Spell Points:
35
Spell Eagle's Splendor Icon.pngEagle's Splendor
Transmutation
Target: Friend, Self

An ally becomes more poised, articulate and personally forceful, giving a +4 enhancement bonus to Charisma.

Artificer 2
Bard 2
Cleric 2
Druid 2
Favored Soul 2
Paladin 2
Sorcerer 2
Wizard 2
Enlarge
Eschew Materials
Extend
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Spell Points:
15
Spell Earthquake Icon.pngEarthquake
Evocation
Target: Foe, Positional, Breakable

Summons an earthquake beneith your enemies' feet. Enemies within the area of effect have an additional 30% spell failure change, and every three seconds they are knocked down and take 2 to 16 points of damage. A successful reflex save vs the damage halves the damage, and a reflex save vs the knockdown negates it. The earthquake lasts for 30 seconds. Flying enemies are immune.

Druid 8 Embolden
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Spell Points:
45
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
Wizard 5
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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.

Sorcerer 2
Wizard 2
Embolden
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Spell Points:
10
Spell Entangle Icon.pngEntangle
Transmutation
Target: Foe, Positional, Breakable

Primal magic awakens plants and vines to grasp at the caster's enemies. Entangled creatures suffer a 90% penalty to movement speed, a 50% attack speed penalty, and a -1 penalty to attack rolls, AC, and Reflex. A successful Reflex save negates this effect. Entangled creatures may leave the affected area to to escape it's effects, or attempt to make a Strength check every 2 seconds to negate. Area of effect fire spells will destroy these vines and free any entangled creatures. Incorporeal creatures and oozes are naturally immune. Fire elementals and other fire creatures areimmune because they burn through the plants.

Druid 1
Ranger 1
Warlock 1
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Spell Points:
10
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
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Spell Points:
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Spell Feather Fall Icon.pngFeather Fall
Transmutation
Target: Friend, Self

Causes an ally to fall slowly, although faster than feathers typically do.

Bard 1
Sorcerer 1
Wizard 1
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Spell Points:
10
Spell Feeblemind Icon.pngFeeblemind
Enchantment (Mind-affecting)
Target: Foe

Causes the enemy's Intelligence and Charisma levels each to drop to 1, giving it roughly the intelligence of a lizard. A successful Will save negates this effect.

Sorcerer 5
Wizard 5
Embolden
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Spell Points:
30
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.

Druid 8
Sorcerer 7
Warlock 5
Wizard 7
Embolden
Enlarge
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Spell Points:
40
Spell Fire Seeds Icon.pngFire Seeds
Transmutation (Fire)
Target: Foe

Flings three burning acorns at your target, where they explode into flames. Each acorn does 1d4 fire damage, plus 1d4 per three caster levels (maximum 8d4 per missile at caster level 21). Reflex save halves. You can also place the acorns on the ground to act as a trap, for reduced Spell Point cost.

Druid 6 Empower
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Spell Points:
15
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 4 to 6 fire damage per caster level to targets in its area.

Cleric 8
Druid 7
Favored Soul 8
Embolden
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Spell Points:
25
Spell Fire Trap Icon.pngFire Trap
Abjuration (Fire)
Target: Foe, Positional

Creates a trap that wards an area. When an enemy triggers the spell by entering the area, a fiery explosion does 5 to 10 fire damage for every caster level up to caster level 20. A successful Reflex save reduces the damage by half.

Artificer 2
Druid 2
Sorcerer 4
Wizard 4
Embolden
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Spell Points:
8
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
Wizard 3
Embolden
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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 2 to 6 damage per caster level (up to a max of 30 to 90 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
Druid 4
Favored Soul 5
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Spell Points:
20
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.

Sorcerer 6
Warlock 4
Wizard 6
Embolden
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Spell Points:
35
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
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Spell Points:
15
Spell Fox's Cunning, Mass Icon.pngFox's Cunning, Mass
Transmutation
Target: Friend, Self

Casts Fox's Cunning on multiple targets, giving of them a +4 enhancement bonus to Intelligence.

Artificer 5
Bard 6
Sorcerer 6
Wizard 6
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Spell Points:
35
Spell Fox's Cunning Icon.pngFox's Cunning
Transmutation
Target: Friend, Self

An ally gains wit, giving a +4 enhancement bonus to Intelligence.

Artificer 2
Bard 2
Druid 2
Sorcerer 2
Wizard 2
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Spell Points:
15
Spell Freedom of Movement Icon.pngFreedom of Movement
Abjuration
Target: Friend, Self

This spell enables an ally to move and attack normally for the duration of the spell while under the influence of magic that impedes movement, such as paralysis, entanglement, or solid fog.

Bard 4
Cleric 4
Druid 4
Favored Soul 4
Ranger 4
Enlarge
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Spell Points:
25
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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Spell Points:
20
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.

Sorcerer 2
Warlock 2
Wizard 2
Enlarge
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Eschew Materials
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Spell Points:
8
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
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Spell Points:
15
Spell Glyph of Warding Icon.pngGlyph of Warding
Abjuration (Electricity)
Target: Foe, Positional

A powerful inscription that explodes when entered, doing 5 to 8 damage per two caster levels (up to a max of 25 to 40 at caster level 10) to the intruder and all nearby targets. A successful Reflex save reduces the damage by half.

Cleric 3
Favored Soul 3
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Spell Points:
6
Spell Good Hope Icon.pngGood Hope
Enchantment (Compulsion)(Mind-affecting)
Target: Friend, Self

Instills powerful hope, giving a +2 morale bonus to attack, saves, abilities, skills, and weapon damage.

Bard 3 Enlarge
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Spell Points:
20
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
Enlarge
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Spell Points:
6
Spell Greater Command Icon.pngGreater Command
Enchantment (Mind-affecting)
Target: Foe

Enemies are commanded to fall to the ground and lie prone. A successful Will save negates this effect.

Cleric 5
Favored Soul 5
Embolden
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Spell Points:
30
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 Empower
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Spell Points:
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Spell Greater Dispel Magic Icon.pngGreater Dispel Magic
Abjuration
Target: Foe, Friend, Self, Usable

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 +20)) version 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 turnong on its summoner.

If cast on a Spell Ward trap, this spell will reduce the level of the trap by 1 to 4. If the level of the trap is reduced to 0, the trap is disabled.

Bard 5
Cleric 6
Druid 6
Favored Soul 6
Sorcerer 6
Warlock 4
Wizard 6
Enlarge
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Spell Points:
30
Spell Greater Glyph of Warding Icon.pngGreater Glyph of Warding
Abjuration (Electricity)
Target: Foe, Positional

A powerful inscription that explodes when entered, doing 5 to 8 damage per two caster levels (up to a max of 50 to 80 at caster level 20) to the intruder and all nearby targets. A successful Reflex save reduces the damage by half.

Cleric 6
Favored Soul 6
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Spell Points:
12
Spell Greater Heroism Icon.pngGreater Heroism
Enchantment (Mind-affecting)
Target: Friend, Self

Imbues a single ally with greate bravery and morale in battle, granting a +4 morale bonus on attacks, saves, and skill checks. The target also receives temporary hit points equal to the caster level and immunity to fear.

Bard 5
Sorcerer 6
Wizard 6
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Spell Points:
30
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 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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Spell Points:
15
Spell Halt Undead Icon.pngHalt Undead
Necromancy
Target: Foe, Positional

Renders undead targets in range immobile for 6 seconds per caster level. A successful Will save negates this effect. Non-intelligent undead do not get a Will save.

Sorcerer 3
Wizard 3
Embolden
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Spell Points:
20
Spell Harm Icon.pngHarm
Necromancy (Negative Energy)
Target: Foe, Friend (Undead)

Charges the target with a massive amount of negative energy, dealing 10 points of damage per caster level (up to a max of 150 damage at caster level 15). Harm cannot reduce the target's hit points to less than 1. A successful Will save reduces the damage by half. Against undead targets this spell acts as Heal.

Cleric 6
Favored Soul 6
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Spell Points:
35
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.

Bard 3
Sorcerer 3
Wizard 3
Warlock 3
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Spell Points:
20
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 Points:
50
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 Heroism Icon.pngHeroism
Enchantment (Compulsion)(Mind-affecting)
Target: Friend, Self

Imbues a single ally with great bravery and morale in battle, gainint a +2 morale bonus on attacks, saves, and skill checks.

Bard 2
Sorcerer 3
Wizard 3
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Spell Points:
20 (Sorcerer)
20 (Wizard)
15 (Bard)
Spell Hold Animal Icon.pngHold Animal
Enchantment (Mind-affecting)
Target: Foe

An Animal, Magical Beast, or Vermin 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. Mindless targets cannot save, but the duration is halved.

Druid 2
Ranger 2
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Spell Points:
15
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.

Sorcerer 9
Warlock 6
Wizard 9
Embolden
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Spell Points:
50
Spell Hold Person Icon.pngHold Person
Enchantment (Compulsion)(Mind-affecting)
Target: Foe

The target enemy humanoid 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. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more, but do not include Monstrous Humanoids.

Bard 2
Cleric 2
Favored Soul 2
Sorcerer 3
Wizard 3
Embolden
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Spell Points:
15
Spell Holy Smite Icon.pngHoly Smite
Evocation (Good)
Target: Foe, Positional, Breakable

Smites targets with holy power, evil targets take 5 to 8 holy damage per 2 caster levels (up to a max of 25 to 40 damage at caster level 10) and are blinded for 6 seconds. Does not affect good targets. Neutral targets take half damage. Evil Outsiders take instead 4 to 6 holy damage per caster level (up to a max of 40 to 60 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
Favored Soul 4
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Spell Horrid Wilting Icon.pngHorrid Wilting
Necromancy (Untyped)(Water)
Target: Foe, Positional

Deals 4 to 6 damage per caster level (up to a max of 80 to 120 at caster level 20) to living targets by evaporating moisture from their bodies. Deals 5 to 8 damage per caster level (max 100 to 160) to water type outsiders and plants.

Sorcerer 8
Wizard 8
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Spell Points:
20
Spell Howl of Terror Icon.pngHowl of Terror
Enchantment
Target: Self

You utter a terrifying howl, filling your foes with a paralyzing fear. Foes around you are paralyzed for 6 to 24 seconds.

Druid 8
Warlock 6
Embolden
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Spell Points:
30
Spell Hypnotic Pattern Icon.pngHypnotic Pattern
Illusion (Mind-affecting)
Target: Foe, Positional

A twisting patter of subtle, shifting color weaves through the air, fascinating targets within it. A successful Will save negates this effect. Creatures exposed to this effect have their will save momentarily weakened by three.

Bard 2
Sorcerer 2
Wizard 2
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Spell Points:
15
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.

Bard 1
Warlock 1
Wizard 1
Sorcerer 1
Embolden
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Spell Points:
10
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
Sorcerer 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:
40
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 Inflict Critical Damage Icon.pngInflict Critical Damage
Transmutation (Inflict)
Target: Foe

Transmute the structure of a construct enemy to deal 12 to 32 damage plus an additional 1 to 4 for every caster level up to caster level 20.

Artificer 4 Empower
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8
Spell Inflict Critical Wounds, Mass Icon.pngInflict Critical Wounds, Mass
Necromancy (Negative Energy)(Inflict)
Target: Foe, Friend (Undead)

Casts Inflict Critical Wounds on multiple targets at range inflicting 12 to 32 damage plus an additional 1 for every caster level up to caster level 40, or healing undead a like amount. A successful Will save reduces the damage by half.

Cleric 8
Favored Soul 8
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Spell Points:
45
Spell Inflict Critical Wounds Icon.pngInflict Critical Wounds
Necromancy (Negative Energy)(Inflict)
Target: Foe, Friend (Undead)

Negative energy is channeled through your touch to inflict 12 to 32 damage plus an additional 1 for every caster level up to caster level 20 on your target enemy, or heal undead a like amount. A successful Will save reduces the damage by half.

Cleric 4
Favored Soul 4
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Spell Points:
20
Spell Inflict Light Damage Icon.pngInflict Light Damage
Transmutation (Inflict)
Target: Construct

Transmutes the structure of a construct enemy to deal 3 to 8 damage plus an additional 1 to 4 for every caster level up to caster level 5.

Artificer 1 Empower
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2
Spell Inflict Light Wounds, Mass Icon.pngInflict Light Wounds, Mass
Necromancy (Negative Energy)(Inflict)
Target: Foe, Friend (Undead)

Casts Inflict Light Wounds on multiple targets at range inflicting 3 to 8 damage plus an additional 1 for every caster level up to caster level 25, or healing undead a like amount. A successful Will save reduces the damage by half.

Cleric 5
Favored Soul 5
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Spell Points:
25
Spell Inflict Light Wounds Icon.pngInflict Light Wounds
Necromancy (Negative Energy)(Inflict)
Target: Foe, Friend (Undead)

Negative energy is channeled through your touch to inflict 3 to 8 damage plus an additional 1 for every caster level up to caster level 5 on your target enemy, or heal undead a like amout. A successful Will save reduces the damage by half.

Cleric 1
Favored Soul 1
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Spell Points:
6
Spell Inflict Moderate Damage, Mass Icon.pngInflict Moderate Damage, Mass
Transmutation (Inflict)
Target: Construct

Transmute the structure of construct enemies to deal 6 to 16 damage plus an additional 1 to 4 for every caster level up to caster level 30.

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Spell Points:
14
Spell Inflict Moderate Damage Icon.pngInflict Moderate Damage
Transmutation (Inflict)
Artificer 2 Empower
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Spell Points:
4
Spell Inflict Moderate Wounds, Mass Icon.pngInflict Moderate Wounds, Mass
Necromancy (Negative Energy)(Inflict)
Target: Foe, Friend (Undead)

Casts Inflict Moderate Wounds on multiple targets at range inflicting 6 to 16 damage plus an additional 1 for every caster level up to caster level 30, or healing undead for like amount. A successful Will save reduces the damage by half.

Cleric 6
Favored Soul 6
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Spell Points:
35
Spell Inflict Moderate Wounds Icon.pngInflict Moderate Wounds
Necromancy (Negative Energy)(Inflict)
Target: Foe, Friend (Undead)

Negative energy is channeled through your touch to inflict 6 to 16 damage plus an additional 1 for every caster level up to caster level 10 on your target enemy, or heal undead for a like amount. A successful Will save reduces the damage by half.

Cleric 2
Favored Soul 2
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Spell Points:
12
Spell Inflict Serious Damage Icon.pngInflict Serious Damage
Transmutation (Inflict)
Artificer 3 Empower
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Spell Points:
6
Spell Inflict Serious Wounds, Mass Icon.pngInflict Serious Wounds, Mass
Necromancy (Negative Energy)(Inflict)
Target: Foe, Friend (Undead)

Casts Inflict Serious Wounds on multiple targets at range inflicting 9 to 24 damage plus an additional 1 for every caster level up to caster level 35, or healing undead for a like amount. A successful Will save reduces the damage by half.

Cleric 7
Favored Soul 7
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Spell Points:
40
Spell Inflict Serious Wounds Icon.pngInflict Serious Wounds
Necromancy (Negative Energy)(Inflict)
Target: Foe, Friend (Undead)

Negative energy is channeled through your touch to inflict 9 to 24 damage plus an additional 1 for every caster level up to caster level 15 on your target enemy, or heal undead for a like amount. A successful Will save reduces the damage by half.

Cleric 3
Favored Soul 3
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Spell Points:
16
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.

Bard 2
Sorcerer 2
Warlock 2
Wizard 2
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Spell Points:
15
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.

Druid 1
Ranger 1
Sorcerer 1
Wizard 1
Warlock 1
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Spell Points:
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
Empower Healing
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Spell Points:
25
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.

Druid 1 Empower
Empower Healing
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Spell Points:
6
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 4 to 6 electric damage per caster level (up to a max of 40 to 60 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 Longstrider, Mass Icon.pngLongstrider, Mass
Transmutation
Target: Friend, Self

Casts Longstrider on multiple targets, increasing base run speed of allies by +15%.

Druid 4
Ranger 4
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Spell Points:
25
Spell Magic Circle Against Evil Icon.pngMagic Circle Against Evil
Abjuration (Good)
Target: Friend, Self

Casts Protection from Evil on multiple targets, granting a +2 deflection bonus to AC and a +2 resistance bonus to saves against attacks from evil creatures. Targets are also warded from magicalmental control and compulsions.

Cleric 3
Favored Soul 3
Paladin 3
Sorcerer 3
Wizard 3
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Spell Points:
20
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
Wizard 1
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Spell Points:
4
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.

Bard 6
Sorcerer 8
Wizard 8
Embolden
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Spell Points:
45 (Sorcerer)
45 (Warlock)
45 (Wizard)
35 (Bard)
Spell Merfolk's Blessing Icon.pngMerfolk's Blessing
Transmutation (Water)
Target: Friend, Self

Gives an ally per caster level a +10 enhancement bonus on Swim checks, plus one for every 2 caster levels.

Bard 1
Druid 1
Ranger 1
Sorcerer 1
Wizard 1
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Spell Points:
10
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 spakrs. 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.

Sorcerer 9
Wizard 9
Embolden
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Spell Points:
40
Spell Mind Fog Icon.pngMind Fog
Enchantment (Mind-affecting)
Target: Foe, Positional, Breakable

Produces a bank of thin mist that weakens the mental resistance of those caught in it, giving a -10 penalty to Will saves. A successful Will save negates this effect.

Bard 5
Sorcerer 5
Warlock 5
Wizard 5
Embolden
Enlarge
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Spell Points:
30
Spell Necrotic Blast Icon.pngNecrotic Blast
Necromancy
Target: Foe, Undead Foe

Using a small amount of your life force, you fire a black ball of energy from your hand that explodes on contact with target, dealing 6 to 11 hit points of negative energy damage per caster level to all creatures within its radius. A successful Fortitude save reduces the damage by half. This ability counts as a level 5 Wizard spell. Players are immune to this effect. Further points spent in this enhancement will reduce the cooldown of this Spell-Like Ability.

Spell Like Ability Empower
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Spell Points:
18 (Rank 1)
12 (Rank 2)
6 (Rank 3)
Spell Necrotic Bolt Icon.pngNecrotic Bolt
Necromancy
Target: Foe, Undead Foe

You fire a black bolt of energy from your finger that deals 4 to 10 hit points of negative energy damage per caster level to a creature. A successful Fortitude save reduces the damage by half. This ability counts as a level 3 Wizard spell. Players are immune to this effect. Further points spent in this enhancement will reduce the cooldown of this Spell-Like Ability.

Spell Like Ability Empower
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Spell Points:
10 (Rank 1)
8 (Rank 2)
5 (Rank 3)
Spell Necrotic Touch Icon.pngNecrotic Touch
Necromancy
Target: Foe

You sheath your hand in cracking black flames, dealing 2 t0 7 points of negative energy damage per caster level to a creature. A successful Fortitude save reduces the damage by half. Players are immune to this effect. Further points spent in this enhancement will reduce the cooldown of this Spell-Like Ability.

Spell Like Ability Empower
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Spell Points:
6 (Rank 1)
4 (Rank 2)
2 (Rank 3)
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 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
Wizard 5
Empower
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Spell Points:
20
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.

Sorcerer 2
Warlock 1
Wizard 2
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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 hamred by the spell. The spell deals 5 to 8 points of damage per two caster levels (up to a max of 25 to 40 at caster level 10) to a chaotic creature (or 4 to 5 per caster level, maximum 40 to 60, 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 netural casters - it has no effect when cast by a chaotic caster.

Cleric 4
Favored Soul 4
Embolden
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Spell Points:
15
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
Wizard 6
Embolden
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Spell Points:
25
Spell Otto's Irresistable Dance Icon.pngOtto's Irresistable Dance
Enchantment (Mind-affecting)
Target: Foe

At your touch, enemies feel an irresistible 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.

Bard 6
Sorcerer 8
Warlock 6
Wizard 8
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Spell Points:
45 (Sorcerer)
45 (Warlock)
45 (Wizard)
35 (Bard)
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.

Bard 1
Sorcerer 2
Warlock 1
Wizard 2
Embolden
Enlarge
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Spell Points:
10
Spell Owl's Wisdom, Mass Icon.pngOwl's Wisdom, Mass
Transmutation
Target: Friend, Self

Casts Owl's Wisdom on multiple targets, giving of them a +4 enhancement bonus to Wisdom.

Artificer 5
Cleric 6
Druid 6
Favored Soul 6
Sorcerer 6
Wizard 6
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Spell Points:
35
Spell Owl's Wisdom Icon.pngOwl's Wisdom
Transmutation
Target: Friend, Self

Grants an ally a +4 enhancement bonus to wisdom.

Artificer 2
Cleric 2
Favored Soul 2
Paladin 2
Ranger 2
Sorcerer 2
Wizard 2
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Spell Points:
15
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
Embolden
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Spell Points:
25
Spell Phantasmal Killer Icon.pngPhantasmal Killer
Illusion (Fear)(Death)(Mind-affecting)(Bane)
Target: Foe

Creates a phantasmal image of the most fearsome creature imaginable by forming the fears of the enemy's subconscious mind into something that its conscious mind can visualize. Enemies can make a Will save to disbelieve the spell and suffer no ill effects. If they fail the Will save, they then must make a Fortitude save or die from fear. A successful Fortitude save still results in 2 to 4 damage per caster level.

Sorcerer 4
Warlock 3
Wizard 4
Embolden
Enlarge
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Spell Points:
25
Spell Poison Icon.pngPoison
Necromancy
Target: Foe

Calls up the venomous powers of natural predators to afflict the enemy with a horrible poison. This poison does 1 to 10 Constitution damage immediately and 1 to 10 Constitution damage after 1 minute. A successful Fortitude save negates this effect.

Cleric 4
Druid 3
Favored Soul 4
Embolden
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Spell Points:
10
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
Wizard 7
Embolden
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Spell Points:
40
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 1d2+2 fire damage per caster level, up to 15d2+30 at caster level 15.

Druid 1 Empower
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Spell Points:
6
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.

Artificer 4
Cleric 5
Favored Soul 5
Sorcerer 5
Warlock 4
Wizard 5
Enlarge
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Spell Points:
30
Spell Protection from Energy Icon.pngProtection from Energy
Abjuration (Acid)(Cold)(Electricity)(Fire)(Sonic)
Target: Friend, Self

Grants temporary immunity to a form of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) have been absorbed.

Artificer 2
Cleric 3
Druid 3
Favored Soul 3
Ranger 2
Sorcerer 3
Warlock 3
Wizard 3
Enlarge
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Spell Points:
20 (Artificer)
20 (Cleric)
20 (Druid)
20 (Favored Soul)
20 (Sorcerer)
20 (Warlock)
20 (Wizard)
15 (Ranger)
Spell Protection from Evil Icon.pngProtection from Evil
Abjuration (Good)
Target: Friend, Self

At your touch, a magical barrier is created that wards a target from attacks by evil creatures, granting a +2 deflection bonus to AC and a +2 resistance bonus to saves against attacks from evil creatures. The target is also warded from magical mental control and compulsions.

Cleric 1
Favored Soul 1
Paladin 1
Sorcerer 1
Wizard 1
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Spell Points:
10
Spell Quench Icon.pngQuench
Transmutation (Cold)
Target: Friend, Self, Foe, Positional, Breakable

A burst of water quenches flames. Lingering fire spells, such as Wall of Fire, are dispelled. Your allies are cured of any lingering fire damage effects, and recieve a +15 enhancement bonus to fire resistance. You enemies recieve a -20 penalty to cold and electricity resistance. The resistance bonuses and penalties increase to 25 at caster level 8, and 25 at caster level 12. They last one minute.

Fiery enemies, such as fire elementals, take 27 to 33 cold damage per 4 caster levels, to a maximum of 108 to 132. A successful fortitude save halves the damage, and negates the resistance penalties.

Druid 3 Embolden
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Spell Points:
10
Spell Rage Icon.pngRage
Enchantment
Target: Friend, Self

Causes the target and all nearby allies to fly into a screming bloody frenzy, gaining phenomenal strength and durability but becoming reckless. Grants a +2 morale bonus to Strength, Constitution, and a +1 morale bonus to Will saves, but also causes a -2 penalty to armor.

Bard 2
Sorcerer 3
Warlock 2
Wizard 3
Enlarge
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Spell Points:
20 (Sorcerer)
20 (Warlock)
20 (Wizard)
15 (Bard)
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 Recitation Icon.pngRecitation
Enchantment (Mind-affecting)
Target: Self

Gives special favor to you and any allies near you, granting a +2 luck bonus to attack rolls, Armor Class, and saves.

Cleric 4
Favored Soul 4
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Spell Points:
25
Spell Reconstruct Icon.pngReconstruct
Transmutation (Repair)
Target: Friend (Construct), Self

Greatly repairs an ally construct, restoring 10 hit points per caster level (max 150hp), while simultaneously granting it an increase attack speed for a short time.

Artificer 6
Sorcerer 6
Wizard 6
Enlarge
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Spell Points:
35
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.

Druid 9 Empower Healing
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Spell Points:
50
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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Spell Points:
40
Spell Reincarnate Icon.pngReincarnate
Transmutation (Healing)
Target: Friend

Resurrects the target, restores 50% of the target's hit points, and preserves current spell points. It also randomly applies a set of ability score bonuses and penalties to the target.

Druid 5 Enlarge
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Spell Points:
40
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 Curse Icon.pngRemove Curse
Abjuration
Target: Friend, Self

Removes all curses on an ally. Counters and dispels Bestow Curse.

Bard 3
Cleric 3
Favored Soul 3
Paladin 3
Sorcerer 4
Wizard 4
Enlarge
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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 Fear Icon.pngRemove Fear
Abjuration
Target: Friend, Self

Instills courage in an ally, granting a +4 morale bonus against Fear effects for 10 minutes. Counters and dispels Cause Fear.

Bard 1
Cleric 1
Favored Soul 1
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Spell Points:
10
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 Repair Critical Damage, Mass Icon.pngRepair Critical Damage, Mass
Transmutation (Repair)
Target: Friend, Self

Transmutes the structure of living construct allies to repair 12 to 32 damage plus an additional 1 for every caster level up to caster level 40.

Artificer 6
Sorcerer 8
Wizard 8
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Spell Points:
45
Spell Repair Critical Damage Icon.pngRepair Critical Damage
Transmutation (Repair)
Target: Friend, Self

Transmutes the structure of a living construct ally to repair 12 to 32 damage plus an additional 1 for every caster level up to caster level 20.

Artificer 4
Sorcerer 4
Wizard 4
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Spell Points:
16
Spell Repair Light Damage, Mass Icon.pngRepair Light Damage, Mass
Transmutation (Repair)
Target: Friend, Self

Transmutes the structure of living construct allies to repair 3 to 8 damage plus an additional 1 for every caster level up to caster level 25.

Artificer 3
Sorcerer 5
Wizard 5
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Spell Points:
25
Spell Repair Light Damage Icon.pngRepair Light Damage
Transmutation (Repair)
Target: Friend, Self

Transmutes the structure of a living construct ally to repair 1d6+2 damage plus an additional 1 for every caster level up to caster level 5.

Artificer 1
Sorcerer 1
Wizard 1
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Spell Points:
6
Spell Repair Moderate Damage, Mass Icon.pngRepair Moderate Damage, Mass
Transmutation (Repair)
Target: Friend, Self

Transmutes the structure of a living construct allies to repare 6 to 16 damage plus an additional 1 for every caster level up to caster level 30.

Artificer 4
Sorcerer 6
Wizard 6
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Spell Points:
35
Spell Repair Moderate Damage Icon.pngRepair Moderate Damage
Transmutation
Target: Friend, Self

Transmutes the structure of a living construct ally to repair 2d6+4 damage plus an additional 1 for every caster level up to caster level 10.

Artificer 2
Sorcerer 2
Wizard 2
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Spell Points:
8
Spell Repair Serious Damage, Mass Icon.pngRepair Serious Damage, Mass
Transmutation (Repair)
Target: Friend, Self

Transmutes the structure of living construct allies to repair 9 to 24 damage plus an additional 1 for every caster level up to caster level 35.

Artificer 5
Sorcerer 7
Wizard 7
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Spell Points:
40
Spell Repair Serious Damage Icon.pngRepair Serious Damage
Transmutation (Repair)
Target: Friend, Self

Transmutes the structure of a living construct ally to repair 3d6+6 damage plus an additional 1 for every caster level up to caster level 15.

Artificer 3
Sorcerer 3
Wizard 3
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Spell Points:
12
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.

Artificer 1
Cleric 2
Favored Soul 2
Paladin 2
Ranger 1
Sorcerer 2
Wizard 2
Warlock 1
Enlarge
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Spell Points:
15 (Artificer)
15 (Cleric)
15 (Favored Soul)
15 (Paladin)
15 (Sorcerer)
15 (Wizard)
15 (Warlock)
10 (Ranger)
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 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 force damage per 2 caster levels, for a maximum of 5d6 at caster level 10. Targets are also stunned. Fortitude save negates the stun.

Druid 3 Embolden
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Spell Points:
15
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.

Bard 2
Sorcerer 2
Warlock 2
Wizard 2
Embolden
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Eschew Materials
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Spell Points:
10
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 5 to 8 light damage per 2 caster levels (up to a max of 25 to 40 at caster level 10). Undead creatures take 4 to 6 damage per caster level (up to a max of 40 to 60 damage). Ray spells have double range.

Cleric 3
Favored Soul 3
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Spell Points:
8
Spell Shield of Faith, Mass Icon.pngShield of Faith, Mass
Abjuration
Target: Friend, Self

Casts Shield of Faith on multiple targets, creating a shimmering, magical field around allies that averts attacks, giving a +2 deflection bonus to AC. This bonus is increased by 1 for every 6 caster levels.

Artificer 3
Cleric 4
Favored Soul 4
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Spell Points:
25
Spell Shield of Faith Icon.pngShield of Faith
Abjuration
Target: Friend, Self

Creates a shimmering, magical field around an ally that averts attacks, giving a +2 deflection bonus to AC. This bonus is increased by 1 for every 6 caster levels.

Artificer 1
Cleric 1
Favored Soul 1
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Spell Points:
10
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.

Sorcerer 1
Wizard 1
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Spell Points:
4
Spell Slay Living Icon.pngSlay Living
Necromancy (Death)
Target: Foe

Slays any living enemy you touch or deals 4 to 6 negative energy damage per caster level on a successful Fortitude save.

Cleric 5
Favored Soul 5
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Spell Points:
30
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)

Bard 1
Sorcerer 1
Warlock 1
Wizard 1
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Spell Points:
10
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 Slow Icon.pngSlow
Transmutation
Target: Foe, Positional

Causes an enemy to move at 50% speed, attack at a 30% slowed rate, and have a -1 penalty on attack rolls, AC, and Reflex saves. A successful Will save negates this effect.

Bard 3
Sorcerer 3
Warlock 3
Wizard 3
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Spell Points:
10
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
Wizard 2
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Spell Points:
8
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 Soundburst Icon.pngSoundburst
Evocation (Sonic)
Target: Foe, Positional

Blasts an area with a tremendous cacophony, doing 5 to 8 of sonic damage and stunning enemies for 6 seconds. A successful Fortitude or Spell Resistance save negates the stun.

Bard 2
Cleric 2
Favored Soul 2
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Spell Points:
15
Spell Spell Resistance, Mass Icon.pngSpell Resistance, Mass
Abjuration
Target: Friend, Self

Casts Spell Resistance on multiple targets, warding allies with a Spell Resistance of 12 plus 1 per caster level.

Cleric 7
Favored Soul 7
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Spell Points:
40
Spell Spell Resistance Icon.pngSpell Resistance
Abjuration
Target: Friend, Self

Wards an ally with a Spell Resistance of 12 plus 1 per caster level.

Cleric 5
Favored Soul 5
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Spell Points:
30
Spell Spike Growth Icon.pngSpike Growth
Transmutation
Target: Foe, Positional, Breakable

Creates hard and pointed vegetation that injures the feet and legs of enemies that pass over it, slowing movement and causing 1 to 4 piercing damage per caster level every 2 seconds (max 10 to 40 damage per caster level at level 10). A successful Reflex save negates the slow effect and halves the damage.

Druid 3
Ranger 2
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Spell Points:
12
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 Static Shock Icon.pngStatic Shock
Evocation (Electricity)
Target: Foe, Directional

An electrical discharge strikes one target for 4 to 6 plus 4 to 6 per two caster levels electrical damage (max 24 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.

Artificer 1 Empower
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Spell Points:
4
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 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.

Artificer 3
Druid 5
Sorcerer 4
Warlock 3
Wizard 4
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Spell Points:
25
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).

Druid 9 Embolden
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Spell Points:
50
Spell Suggestion Icon.pngSuggestion
Enchantment (Compulsion)(Language-Dependent)(Mind-affecting)(Charm)
Target: Foe

Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 30 + 2 seconds per caster level. A successful Will save negates this effect.

Bard 2
Sorcerer 3
Warlock 2
Wizard 3
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Spell Points:
20 (Sorcerer)
20 (Warlock)
20 (Wizard)
15 (Bard)
Spell Sunbeam Icon.pngSunbeam
Evocation (Light)
Target: Foe, Directional

Deals 4 to 6 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 6 to 36 of light damage in addition to blinding them for 5 seconds per caster level. Oozes and Undead take 4 to 6 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
Wizard 8
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Spell Points:
25
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.

Cleric 8
Favored Soul 8
Sorcerer 8
Warlock 6
Wizard 8
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Spell Points:
45
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.

Cleric 6
Favored Soul 6
Sorcerer 6
Warlock 4
Wizard 6
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Spell Points:
35
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
Favored Soul 4
Sorcerer 4
Wizard 4
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Spell Points:
10
Spell Symbol of Pain Icon.pngSymbol of Pain
Necromancy (Evil)
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 suffer wracking pain that imposes a -4 penalty on attack rolls, skill checks, and ability checks for a duration of 30 seconds plus 12 seconds per caster level. A successful Fortitude 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 frist being triggered. Symboles are volatile when placed together.

Cleric 5
Favored Soul 5
Sorcerer 5
Wizard 5
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Spell Points:
15
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.

Cleric 6
Favored Soul 6
Sorcerer 6
Warlock 4
Wizard 6
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Spell Points:
35
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.

Cleric 7
Favored Soul 7
Sorcerer 7
Warlock 5
Wizard 7
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Spell Points:
40
Spell Symbol of Weakness Icon.pngSymbol of Weakness
Necromancy
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 take 3 to 18 points of Strength damage. A successful Fortitude 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.

Cleric 7
Favored Soul 7
Sorcerer 7
Wizard 7
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Spell Points:
20
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)
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.

Sorcerer 9
Wizard 9
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Spell Points:
40
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.

Sorcerer 2
Warlock 1
Wizard 2
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Spell Points:
5
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
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Spell Points:
50
Spell Tumble Icon.pngTumble
Transmutation
Target: Friend, Self

Grants an ally a +10 enhancement bonus on Tumbling.

Ranger 1
Sorcerer 1
Wizard 1
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Spell Points:
10
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.

Cleric 6
Favored Soul 6
Sorcerer 6
Warlock 5
Wizard 6
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Spell Points:
35
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 8 points of damage per two caster levels (up to a max of 25 to 40 damage at caster level 10) to a good creature (or 4 to 6 per caster level, maximium 60, 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
Favored Soul 4
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Spell Points:
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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.

Druid 6 Empower
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Spell Points:
40
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:
12
Spell Virtue Icon.pngVirtue
Transmutation
Target: Friend, Self

Grants 10 plus 2 per caster level over 4th (max 20) temporary hit points to an ally.

Paladin 1 Enlarge
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Spell Points:
10
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
Wizard 4
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Spell Points:
25
Spell Water Breathing Icon.pngWater Breathing
Transmutation (Water)
Target: Friend, Self

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

Cleric 3
Druid 3
Favored Soul 3
Sorcerer 3
Warlock 2
Wizard 3
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Spell Points:
20
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
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Spell Points:
15