Eschew Materials Spells

From DDO Compendium


Your spells cost 2 more spellpoints and removes need for normal material components.

The special material components, such as for Stoneskin and Trap the Soul, are still required.

Only these spells are affected by the Eschew Materials metamagic feat:


Name Effect Levels Metamagics Cost
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 Adamantine Weapons Icon.pngAdamantine Weapons
Transmutation (Infusion)
Target: Friend, Self (Weapon)

Your target's currently equipped weapons gain the ability to bypass Adamantine damage reduction. An item can have only one temporary item enchantment at a time.

Artificer 3 Eschew Materials
Quicken
Spell Points:
20
Spell Align Fang Icon.pngAlign Fang
Transmutation
Target: Friend, Self

Your target's natural weapons gain the ability to bypass alignment based damage reduction of your choice. Lasts 1 minute per caster level. Only works on players, hirelings, or pets, and only if they are Animals, Vermin, Magical Beasts, Dragons, or Fey. An item can have only one temporary item enchantment at a time. Equipping a new weapon cancels the effect.

Druid 2 Eschew Materials
Quicken
Spell Points:
15
Spell Animal Growth Icon.pngAnimal Growth
Transmutation
Target: Friend, Self

Grants an Animal, Magical Beast, or Vermin a +4 Size Bonus to Strength, a +4 Size Bonus to Constitution, and a -2 penalty to Dexterity.

Druid 5
Ranger 4
Eschew Materials
Extend
Quicken
Spell Points:
30
Spell Armor of Speed Icon.pngArmor of Speed
Transmutation (Infusion)
Target: Friend, Self (Armor)

Your target's currently equipped armor gains Equip Effect: Quickens the wearer, causing them to attack 15% faster than normal. In addition the recipient gains a +1 enhancement bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves. An item can have only one temporary item enchantment at a time.

Artificer 4 Eschew Materials
Quicken
Spell Points:
25
Spell Augment Armor Icon.pngAugment Armor
Transmutation (Earth)
Target: Self (Armor)

Primer Element: Ceruleite
Coat yourself in liquid armor, granting it greater defenses. Grants a +2 Deflection bonus to Armor Class, and a +3 Deflection bonus to Physical Resistance Rating for 30 seconds per Caster Level. Every 5 Alchemist levels, these bonuses increase by 1.

Alchemist 2 Extend
Eschew Materials
Quicken
Spell Points:
10
Spell Ball Lightning Icon.pngBall Lightning
Evocation (Electricity)
Target: Foe, Directional, Breakable

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

Stormsinger 5
Sorcerer 5
Wizard 5
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
20
Spell Bitter Frost Burst Icon.pngBitter Frost Burst
Conjuration (Cold)
Target: Foe, Directional, Breakable

Primer Element: Crimsonite
Throw a bottle at a single foe, causing a huge spike of cold damage. Deals 7 to 10 Cold damage per caster level, max caster level 15, to a single target.

Alchemist 3 Accelerate
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
15
Spell Blast Rod Icon.pngBlast Rod
Evocation (Electricity)
Target: Foe, Directional, Breakable

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

Artificer 3 Empower
Maximize
Quicken
Eschew Materials
Heighten
Intensify
Embolden
Spell Points:
15
Spell Body of the Sun Icon.pngBody of the Sun
Evocation (Fire)(Fire Elemental)
Target: Self

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

Druid 7 Eschew Materials
Extend
Quicken
Spell Points:
30
Spell 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
Dark Apostate 2
Druid 2
Favored Soul 2
Paladin 2
Sacred Fist 2
Sorcerer 2
Wizard 2
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
15
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
Dark Apostate 6
Druid 6
Favored Soul 6
Sorcerer 6
Wizard 6
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
35
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
Enlarge
Eschew Materials
Intensify
Maximize
Quicken
Spell Points:
10
Spell Byeshk Weapons Icon.pngByeshk Weapons
Transmutation
Target: Friend, Self (Weapon)

Your target's currently equipped weapons gain the ability to bypass Byeshk damage reduction. An item can have only one temporary item enchantment at a time.

Artificer 2 Eschew Materials
Quicken
Spell Points:
15
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
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
30
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
Eschew Materials
Extend
Quicken
Spell Points:
10
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
Eschew Materials
Extend
Quicken
Spell Points:
15
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
Stormsinger 2
Druid 2
Ranger 2
Sorcerer 2
Wizard 2
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
15
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
Stormsinger 6
Druid 6
Sorcerer 6
Wizard 6
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
35
Spell Caustic Overload Icon.pngCaustic Overload
Conjuration (Acid)
Target: Foe, Directional

Primer Element: Gildleaf
Throw a bottle at a targetted foe that explodes into caustic acid dealing 5 to 10 Acid damage per caster level to enemies struck. In addition, enemies must make a Fortitude saving throw or have their Physical Resistance Rating reduced by 5 for 12 seconds.

Alchemist 4 Accelerate
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
20
Spell Caustic Solvent Icon.pngCaustic Solvent
Conjuration (Acid)
Target: Foe, Directional

Primer Element: Crimsonite
Smash a bottle on a single foe, causing caustic acid to eat away at their fles for significant Acid damage over time. This Acid damage stacks, and will become increasingly deadly over time. Deals 4 to 9 Acid damage per caster level, max caster level 15, every 3 seconds, stacking up to 3 times and lasting for 9 seconds.

Alchemist 3 Accelerate
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
15
Spell Chain Lightning Icon.pngChain Lightning
Evocation (Electricity)
Target: Foe, Directional, Breakable

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

Stormsinger 6
Sorcerer 6
Wizard 6
Artificer 6
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Maximize
Quicken
Spell Points:
25
Spell Chaotic Fang Icon.pngChaotic Fang
Transmutation
Target: Friend, Self

Your target's natural weapons gain the ability to bypass Chaotic damage reduction. Lasts 1 minute per caster level. Only works on players, hirelings, or pets, and only if they are Animals, Vermin, Magical Beasts, Dragons, or Fey. An item can have only one temporary item enchantment at a time. Equipping a new weapon cancels the effect.

Druid 2 Eschew Materials
Quicken
Spell Points:
15
Spell Chaotic Weapons Icon.pngChaotic Weapons
Transmutation (Infusion)
Target: Friend, Self (Weapon)

Your target's currently equipped weapons gain the ability to bypass Chaotic damage reduction. An item can have only one temporary item enchantment at a time.

Artificer 5 Eschew Materials
Quicken
Spell Points:
30
Spell Choking Smog Icon.pngChoking Smog
Transmutation (Creation)
Target: Foe, Directional

Primer Element: Gildleaf
Smash a bottle full of a noxious chemical smog that silences and slows enemies caught within unless they make a Fortitude saving throw. This effect lasts for 6 seconds +1 second per Caster Level. Foes that do not breathe or are wearing protective gear are immune to this effect.

Alchemist 3 Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
30
Spell Cindersmoke Icon.pngCindersmoke
Conjuration (Fire)
Target: Foe, Directional

Primer Element: Gildleaf
Throw a bottle at a targetted foe that explodes into fiery cloud. Enemies caught in the blast take 5 to 10 Fire damage per caster level to enemies caught within the initial blast, and must make a Reflex save or be blinded for 12 seconds.

Alchemist 4 Accelerate
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
20
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
Heighten
Quicken
Spell Points:
35
Spell Cold Iron Weapons Icon.pngCold Iron Weapons
Transmutation (Infusion)
Target: Friend, Self (Weapon)

Your target's currenlty equipped weapons gain the ability to bypass Cold Iron damage reduction. An item can have only one temporary item enchantment at a time.

Artificer 4 Eschew Materials
Quicken
Spell Points:
25
Spell Cold Spike Icon.pngCold Spike
Conjuration (Cold)
Target: Foe, Directional

Primer Element: Gildleaf
Lob a vial of freezing liquid at a single foe that deals heavy damage and slows the movement of whatever it strikes. Deals 5 to 10 Cold damage per caster level, max caster level 10, to a single foe, and reduces their movement speed by 30% and damage by 4 for 15 seconds + 2 seconds per Caster Level

Alchemist 2 Accelerate
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
8
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
Heighten
Quicken
Spell Points:
15
Spell Cone of Cold Icon.pngCone of Cold
Evocation (Cold)
Target: Foe, Directional, Breakable

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

Sorcerer 5
Wizard 5
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
20
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
Heighten
Quicken
Spell Points:
40
Spell Corrode Weapons Icon.pngCorrode Weapons
Conjuration (Acid)
Target: Foe, Directional

Primer Element: Gildleaf
Lob a vial of caustic liquid at a single foe that deals heavy damage and corrodes the weapons of whatever it strikes. Deals 5 to 10 Cold damage per caster level, max caster level 10, to a single foe, and reduces their accuracy and Melee and Ranged Power by 4 for 15 seconds + 2 seconds per Caster Level

Alchemist 2 Accelerate
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
8
Spell Corrosive Dust Icon.pngCorrosive Dust
Conjuration (Rust)
Target: Foe, Directional

Primer Element: Crimsonite
Scatter a corrosive dust in front of you, causing significant Rust damage on contact. Deals 9 to 14 Rust damage per caster level, max caster level 20. Note that Rust damage only affects Constructs and some Inanimate Objects.

Alchemist 4 Accelerate
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
15
Spell Corrosive Weapons Icon.pngCorrosive Weapons
Evocation (Infusion)(Acid)
Target: Friend, Self (Weapon)

Primer Element: Crimsonite
Your target's currently equipped weapons gain Hit Effect: 1 to 6 acid damage. An item can have only one temporary item enchantment at a time.

Alchemist 3
Artificer 2
Eschew Materials
Quicken
Spell Points:
15
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
Stormsinger 3
Sorcerer 4
Wizard 4
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
20
Spell Cyclonic Blast Icon.pngCyclonic Blast
Evocation (Air)(Untyped)
Target: Foe, Directional, Breakable

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

Sorcerer 5
Wizard 5
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
15
Spell Dark Discorporation Icon.pngDark Discorporation
Transmutation
Target: Self

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

Warlock 3 Eschew Materials
Quicken
Spell Points:
30
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
Stormsinger 2
Sorcerer 2
Wizard 2
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
5
Spell Deadly Weapons Icon.pngDeadly Weapons
Transmutation (Infusion)
Target: Friend, Self

Your target's weapons deal an additiona +1[W] of damage. An item can have only one temporary item enchantment at a time.

Artificer 6 Eschew Materials
Quicken
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
Stormsinger 3
Sorcerer 3
Warlock 3
Wizard 3
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
20
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
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Cost: See specific sub spell
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 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 Disintegrate Icon.pngDisintegrate
Transmutation (Untyped)
Target: Foe, Directional, Breakable

A sickly green ray emanates forth, doing 8 to 12 damage per caster level to the target (up to a max of 160 to 240 damage at caster level 20). Anything reduced to 0 hit points is disintegrated. A successful Fortitude save reduces this damage to 10 to 30. As a ray this spell has double normal range.

Sorcerer 6
Wizard 6

Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
25
Spell Displacement Icon.pngDisplacement
Illusion
Target: Self

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

Bard 3
Stormsinger 3
Sorcerer 3
Warlock 3
Wizard 3
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
20
Spell Displacement Draught Icon.pngDisplacement Draught
Transmutation
Target: Self

Primer Element: Ceruleite
Drink a potion with the effects of the Displacement spell. Your appearance becomes extremely blurred, giving enemies a 50% miss chance when attacking for 6 seconds per Caster Level.

Alchemist 3 Eschew Materials
Extend
Quicken
Spell Points:
20
Spell Divine Punishment Icon.pngDivine Punishment
Evocation (Light)
Target: Foe

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

Cleric 5
Dark Apostate 5
Favored Soul 5
Empower
Enlarge
Eschew Materials
Intensify
Maximize
Quicken
Spell Points:
25
Spell Dust of Confusion Icon.pngDust of Confusion
Transmutation
Target: Foe, Directional

Primer Element: Ceruleite
Scatter dust around you that causes enemies around you to being to vividly hallucinate. On a failed Will save, they become Confused, attacking and ablt to be attacked by friend and foe alike. This effect lasts for 15 seconds +2 per Caster Level, and enemies make a recurring save once every 24 seconds.

Alchemist 6 Embolden
Eschew Materials
Extend
Heighten
Quicken
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
Stormsinger 2
Cleric 2
Dark Apostate 2
Druid 2
Favored Soul 2
Paladin 2
Sacred Fist 2
Sorcerer 2
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
15
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
Stormsinger 6
Cleric 6
Dark Apostate 6
Druid 6
Favored Soul 6
Sorcerer 6
Wizard 6
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
35
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
Empower
Enlarge
Eschew Materials
Intensify
Maximize
Quicken
Spell Points:
20
Spell Elemental Combination Icon.pngElemental Combination
Conjuration (Admixture)(Acid)(Cold)(Electricity)(Fire)(Poison)
Target: Foe, Directional

Primer Element: Crimsonite
Throw a single bottle of volatile magical concoction that deals an intense combination of Poison, Fire, Cold, Acid, and Electric damage, chosen randomly each time.

Alchemist 6 Accelerate
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
30
Spell Shocking Grasp Icon.pngElemental Prod
Evocation (Electricity)(Force)
Target: Foe

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

Artificer 2 Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
4
Spell Elemental Weapons Icon.pngElemental Weapons
Evocation (Infusion)(Acid)(Cold)(Electricity)(Fire)
Target: Friend, Self (Weapon)

Primer Element: Crimsonite
Your target's currently equipped weapons gain Hit Effect: 1 to 6 elemental damage of your choice. An item can have only one temporary item enchantment at a time.

Alchemist 3
Artificer 2
Eschew Materials
Quicken
Spell Points:
15
Spell Enchant Armor Icon.pngEnchant Armor
Transmutation (Infusion)
Target: Friend, Self (Armor)

Increases the Enhancement Bonus of your targets' currently equipped armor by 1. An item can have only one temporary item enchantment at a time.

Artificer 1 Eschew Materials
Quicken
Spell Points:
15
Spell Enchant Weapons Icon.pngEnchant Weapons
Transmutation (Infusion)
Target: Friend, Self (Weapon)

Increases the Enhancement Bonus of your target's currently equipped weapons or shields by 1. An item can have only one temporary item enchantment at a time.

Artificer 1 Eschew Materials
Quicken
Spell Points:
5
Spell Evard's Black Tentacles Icon.pngEvard's Black Tentacles
Conjuration (Creation)
Target: Positional, Breakable

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

Warlock 4 Empower
Eschew Materials
Intensify
Maximize
Quicken
Spell Points:
30
Spell Evil Fang Icon.pngEvil Fang
Transmutation
Target: Friend, Self

Your target's natural weapons gain the ability to bypass Evil damage reduction. Lasts 1 minute per caster level. Only works on players, hirelings, or pets, and only if they are Animals, Vermin, Magical Beasts, Dragons, or Fey. An item can have only one temporary item enchantment at a time. Equipping a new weapon cancels the effect.

Druid 2 Eschew Materials
Quicken
Spell Points:
15
Spell Evil Weapons Icon.pngEvil Weapons
Transmutation (Infusion)
Target: Friend, Self (Weapon)

Your target's currently equipped weapons gain the ability to bypass Evil damage reduction. An item can have only one temporary item enchantment at a time.

Artificer 5 Eschew Materials
Quicken
Spell Points:
30
Spell Evolution Icon.pngEvolution
Transmutation
Target: Self

Primer Element: Ceruleite
Choose something to Mutate into. You may only have one Alchemical Mutation active at a time. This lasts for 1 minute per Caster Level.

Alchemist 3
Eschew Materials
Extend
Quicken
Spell Points:
35
Spell Evolution Icon.pngEvolution - Bear
Transmutation
Target: Self

Primer Element: Ceruleite
You take on some of the physical traits of a bear, gaining a +2 Alchemical bonus to Constitution. You may only have one Alchemical Mutation at a time. This lasts for 1 minute per caster level.

Alchemist 3 Eschew Materials
Extend
Quicken
Spell Points:
35
Spell Evolution Icon.pngEvolution - Bull
Transmutation
Target: Self

Primer Element: Ceruleite
You take on some of the physical traits of a bull, gaining a +2 Alchemical bonus to Strength. You may only have one Alchemical Mutation at a time. This lasts for 1 minute per caster level.

Alchemist 3 Eschew Materials
Extend
Quicken
Spell Points:
35
Spell Evolution Icon.pngEvolution - Cat
Transmutation
Target: Self

Primer Element: Ceruleite
You take on some of the physical traits of a cat, gaining a +2 Alchemical bonus to Dexterity. You may only have one Alchemical Mutation at a time. This lasts for 1 minute per caster level.

Alchemist 3 Eschew Materials
Extend
Quicken
Spell Points:
35
Spell Evolution Icon.pngEvolution - Eagle
Transmutation
Target: Self

Primer Element: Ceruleite
You take on some of the physical traits of an eagle, gaining a +2 Alchemical bonus to Charisma. You may only have one Alchemical Mutation at a time. This lasts for 1 minute per caster level.

Alchemist 3 Eschew Materials
Extend
Quicken
Spell Points:
35
Spell Evolution Icon.pngEvolution - Fox
Transmutation
Target: Self

Primer Element: Ceruleite
You take on some of the physical traits of a fox, gaining a +2 Alchemical bonus to Intelligence. You may only have one Alchemical Mutation at a time. This lasts for 1 minute per caster level.

Alchemist 3 Eschew Materials
Extend
Quicken
Spell Points:
35
Spell Evolution Icon.pngEvolution - Owl
Transmutation
Target: Self

Primer Element: Ceruleite
You take on some of the physical traits of an owl, gaining a +2 Alchemical bonus to Wisdom. You may only have one Alchemical Mutation at a time. This lasts for 1 minute per caster level.

Alchemist 3 Eschew Materials
Extend
Quicken
Spell Points:
35
Spell False Life Icon.pngFalse Life
Necromancy
Target: Self

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

Sorcerer 2
Warlock 1
Wizard 2
Eschew Materials
Extend
Quicken
Spell Points:
15
Spell Fear Icon.pngFear
Necromancy (Mind-affecting)
Target: Foe, Positional

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

Bard 3
Stormsinger 3
Sorcerer 4
Warlock 3
Wizard 4
Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
20
Spell Feathers Extract Icon.pngFeathers Extract
Transmutation
Target: Self

Primer Element: Ceruleite
This potion will mutate you, granting your bones slightly less dense and causing small feathers to grow from your skin. Grans the effects of the Feather Fall and Jump spells: You gain Feather Falling and a +10 Enhancement bonus to Jump. This bonus increases to +20 and 5th level and +30 at 9th level. These effects last for 30 seconds + 6 seconds per Caster Level.

Alchemist 1 Extend
Eschew Materials
Quicken
Spell Points:
15
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
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
30
Spell Fine Dust Icon.pngFine Dust
Transmutation
Target: Foe, Directional

Primer Element: Gildleaf
Scatter fine, nearly-frictionless dust, forcing enemies caught within to make a Reflex saving throw or trip for 6 seconds. While tripped, enemies get recurring balance checks to get up every 2 seconds, at the same DC as the initial save.

Alchemist 1 Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
8
Spell Fire Shield (fire version) Icon.pngFire Shield
Evocation (Cold)(Fire)
Target: Self

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

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

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

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

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

Druid 6
Sorcerer 4
Warlock 3
Wizard 4
Eschew Materials
Extend
Quicken
Spell Points:
25
Spell Fireball Icon.pngFireball
Evocation (Fire)
Target: Directional, Foe, Breakable

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

Sorcerer 3
Wizard 3
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
15
Spell Flame Blade Icon.pngFlame Blade
Evocation
Target: Self

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

Druid 2 Eschew Materials
Quicken
Spell Points:
15
Spell Flame Blade Icon.pngFlame Blade (Duel-wield)
Evocation
Target: Self

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

Druid 2 Eschew Materials
Quicken
Spell Points:
15
Spell Flame Blade Icon.pngFlame Blade (single wield)
Evocation
Target: Self

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

Druid 2 Eschew Materials
Quicken
Spell Points:
15
Spell Flame Turret Icon.pngFlame Turret
Conjuration (Summoning)
Target: Self

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

Artificer 3 Eschew Materials
Quicken
Spell Points:
20
Spell Flaming Sphere Icon.pngFlaming Sphere
Evocation (Fire)
Target: Self, Positional

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

Druid 2
Sorcerer 2
Wizard 2
Eschew Materials
Quicken
Spell Points:
15
Spell Flaming Weapons Icon.pngFlaming Weapons
Evocation (Infusion)(Fire)
Target: Friend, Self (Weapon)

Primer Element: Crimsonite
Your target's currently equipped weapons gain Hit Effect: 1 to 6 fire damage. An item can have only one temporary item enchantment at a time.

Alchemist 3
Artificer 2
Eschew Materials
Quicken
Spell Points:
15
Spell Flash Freeze Icon.pngFlash Freeze
Transmutation (Creation)
Target: Foe, Directional

Primer Element: Gildleaf
Smash a bottle beneath your feet containing a volatile chemical reaction that creates an explosion of intense cold, locking enemies in solid ice. Enemis who fail a Fortitude save are stunned and helpless for 6 seconds per Caster Level.

Alchemist 3 Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
40
Spell Flashbang Icon.pngFlashbang
Transmutation
Target: Foe, Directional

Primer Element: Gildleaf
Lob a vial that explodes on impact. Nearby enemies must make a Fortitude save or be Blinded. If they fail this save and are already blinded, they will instead by stunned.

Alchemist 5 Accelerate
Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
25
Spell Flesh to Gold Icon.pngFlesh to Gold
Transmutation (Earth)
Target: Foe

Primer Element: Ceruleite
Turn an enemy to Gold with a single touch. Creatures made of flesh that fail a Fortitude save are turned to a metallic, helpless statue with minor resistance to piercing damage. This lasts 60 seconds plus 10 seconds per caster level, but the target has a chance to remake its its Fortitude save every 24 seconds.

Alchemist 4 Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
30
Spell Flesh to Gold, Mass Icon.pngFlesh to Gold, Mass
Transmutation (Earth)
Target: Foe, Directional

Primer Element: Gildleaf
Enemies around you must make a Fortitude saving throw, or be turned to gold. Creatures made of fless that fail a Fortitude save are turned into metallic, helpless statues with minor resistance to piercing damage. This lasts 30 seconds plus 12 seconds per caster level, but the target has a chance to remake its fortitude save every 12 seconds.

Alchemist 5 Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
30
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
Enlarge
Eschew Materials
Heighten
Quicken
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
Enlarge
Eschew Materials
Quicken
Spell Points:
15
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
Stormsinger 2
Druid 2
Sorcerer 2
Wizard 2
Enlarge
Eschew Materials
Extend
Quicken
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
Stormsinger 6
Sorcerer 6
Wizard 6
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
35
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
Stormsinger 4
Cleric 4
Dark Apostate 4
Druid 4
Favored Soul 4
Ranger 4
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
25
Spell Freedom of Movement Icon.pngFreedom of Movement, Mass
Abjuration
Target: Friend, Self

This spell enables you and nearby allies 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.

Cleric 7
Dark Apostate 7
Druid 7
Favored Soul 7
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
20
Spell Frost Weapons Icon.pngFrost Weapons
Evocation (Infusion)(Cold)
Target: Friend, Self (Weapon)

Primer Element: Crimsonite
Your target's currently equipped weapons gain Hit Effect: 1 to 6 cold damage. An item can have only one temporary item enchantment at a time.

Alchemist 3
Artificer 2
Eschew Materials
Quicken
Spell Points:
15
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
Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
8
Spell Gills Extract Icon.pngGills Extract
Transmutation (Water)
Target: Self

Primer Element: Ceruleite
This potion will mutate you, granting you gills and increased ability to swim underwater. This grants the effects of the Water Breathing and Merfolk's Blessing spells: You gain the ability to breathe underwater and +10 Enhancement bonus to Swim, plus 1 for every 2 caster levels beyond the first. These effects last for 30 seconds +6 seconds per Caster Level.

Alchemist 1 Eschew Materials
Extend
Quicken
Spell Points:
25
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
Stormsinger 2
Sorcerer 2
Wizard 2
Enlarge
Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
15
Spell Globe of Invulnerability Icon.pngGlobe of Invulnerability
Abjuration
Target: Self

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

Artificer 6
Sorcerer 6
Warlock 5
Wizard 6
Eschew Materials
Extend
Quicken
Spell Points:
35
Spell Glue Bomb Icon.pngGlue Bomb
Transmutation (Creation)
Target: Foe, Directional

Primer Element: Ceruleite
Lob a glass vial full of sticky, organic glue, trapping enemies within its embrace. Enemies that fail a Reflex save become stuck in place. Victims of the glue may attempt to free themselves every 4 seconds with a successful strength check. Lasts for 15 seconds + 1 per level.

Alchemist 2 Accelerate
Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
10
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
Dark Apostate 3
Favored Soul 3
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
6
Spell Gold Breath Icon.pngGold Breath
Conjuration (Bludgeoning)(Fire)
Target: Foe, Directional

Primer Element: Crimsonite
You exhale gold through your mouth in a large cone, causing enemies caught within the area to take 4 to 9 Fire and 4 to 9 Bludgeon damage per caster level, max caster level 20. This is a Breath Attack.

Alchemist 6 Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
30
Spell Goldskin Potion Icon.pngGoldskin Potion
Conjuration (Earth)
Target: Self

Primer Element: Ceruleite
Turn your skin metallic, magical gold. Gain a resistance to physcal damage of 30/Adamantine for the duration. Once this potion has prevented 30 points of damage per caster level, it is discharged.

Alchemist 6 Eschew Materials
Extend
Quicken
Spell Points:
50
Spell Good Fang Icon.pngGood Fang
Transmutation
Target: Friend, Self

Your target's natural weapons gain the ability to bypass Good damage reduction. Lasts 1 minute per caster level. Only works on players, hirelings, or pets, and only if they are Animals, Vermin, Magical Beasts, Dragons, or Fey. An item can have only one temporary item enchantment at a time. Equipping a new weapon cancels the effect.

Druid 2 Eschew Materials
Quicken
Spell Points:
15
Spell Good Weapons Icon.pngGood Weapons
Transmutation (Infusion)
Target: Friend, Self (Weapon)

Your target's currently equipped weapons gain the ability to bypass Good damage reduction. An item can have only one temporary item enchantment at a time.

Artificer 5 Eschew Materials
Quicken
Spell Points:
30
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
Stormsinger 1
Sorcerer 1
Warlock 1
Wizard 1
Enlarge
Eschew Materials
Quicken
Spell Points:
6
Spell Corrosive Weapons Icon.pngGreater Corrosive Weapons
Evocation (Infusion)(Acid)
Target: Friend, Self (Weapon)

Primer Element: Crimsonite
Your target's currently equipped weapons gain Hit Effect: 3 to 18 acid damage. An item can have only one temporary item enchantment at a time.

Alchemist 5
Artificer 4
Eschew Materials
Quicken
Spell Points:
15
Spell Elemental Weapons Icon.pngGreater Elemental Weapons
Evocation (Infusion)(Acid)(Cold)(Electricity)(Fire)
Target: Friend, Self (Weapon)

Primer Element: Crimsonite
Your target's currently equipped weapons gain Hit Effect: 3 to 18 elemental damage of your choice. An item can have only one temporary item enchantment at a time.

Alchemist 5 Eschew Materials
Quicken
Spell Points:
15
Spell Greater Evolution Icon.pngGreater Evolution
Transmutation
Target: Self

Primer Element: Ceruleite
Choose something to Mutate into. You may only have one Alchemical Mutation active at a time. This lasts for 1 minute per Caster Level.

Alchemist 5 Eschew Materials
Extend
Quicken
Spell Points:
50
Spell Greater Evolution Icon.pngGreater Evolution - Bear
Transmutation
Target: Self

Primer Element: Ceruleite
You take on some of the physical traits of a bear, gaining a +4 Alchemical bonus to Constitution. You may only have one Alchemical Mutation at a time. This lasts for 1 minute per caster level.

Alchemist 5 Eschew Materials
Extend
Quicken
Spell Points:
50
Spell Greater Evolution Icon.pngGreater Evolution - Bull
Transmutation
Target: Self

Primer Element: Ceruleite
You take on some of the physical traits of a bull, gaining a +4 Alchemical bonus to Strength. You may only have one Alchemical Mutation at a time. This lasts for 1 minute per caster level.

Alchemist 5 Eschew Materials
Extend
Quicken
Spell Points:
50
Spell Greater Evolution Icon.pngGreater Evolution - Cat
Transmutation
Target: Self

Primer Element: Ceruleite
You take on some of the physical traits of a cat, gaining a +4 Alchemical bonus to Dexterity. You may only have one Alchemical Mutation at a time. This lasts for 1 minute per caster level.

Alchemist 5 Eschew Materials
Extend
Quicken
Spell Points:
50
Spell Greater Evolution Icon.pngGreater Evolution - Eagle
Transmutation
Target: Self

Primer Element: Ceruleite
You take on some of the physical traits of an eagle, gaining a +4 Alchemical bonus to Charisma. You may only have one Alchemical Mutation at a time. This lasts for 1 minute per caster level.

Alchemist 5 Eschew Materials
Extend
Quicken
Spell Points:
50
Spell Greater Evolution Icon.pngGreater Evolution - Fox
Transmutation
Target: Self

Primer Element: Ceruleite
You take on some of the physical traits of a fox, gaining a +4 Alchemical bonus to Intelligence. You may only have one Alchemical Mutation at a time. This lasts for 1 minute per caster level.

Alchemist 5 Eschew Materials
Extend
Quicken
Spell Points:
50
Spell Greater Evolution Icon.pngGreater Evolution - Owl
Transmutation
Target: Self

Primer Element: Ceruleite
You take on some of the physical traits of an owl, gaining a +4 Alchemical bonus to Wisdom. You may only have one Alchemical Mutation at a time. This lasts for 1 minute per caster level.

Alchemist 5 Eschew Materials
Extend
Quicken
Spell Points:
50
Spell Flaming Weapons Icon.pngGreater Flaming Weapons
Evocation (Infusion)(Fire)
Target: Friend, Self (Weapon)

Primer Element: Crimsonite
Your target's currently equipped weapons gain Hit Effect: 3 to 18 fire damage. An item can have only one temporary item enchantment at a time.

Alchemist 5
Artificer 4
Eschew Materials
Quicken
Spell Points:
15
Spell Frost Weapons Icon.pngGreater Frost Weapons
Evocation (Infusion)(Cold)
Target: Friend, Self (Weapon)

Primer Element: Crimsonite
Your target's currently equipped weapons gain Hit Effect: 3 to 18 cold damage. An item can have only one temporary item enchantment at a time.

Alchemist 5
Artificer 4
Eschew Materials
Quicken
Spell Points:
15
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
Dark Apostate 6
Favored Soul 6
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
12
Spell Greater Heartseeker Poison Imbue Icon.pngGreater Heartseeker Poison Imbue
Transmutation (Poison)
Target: Self (Weapon)

Primer Element: Crimsonite
Coat your weapon in a magical poison that saps the fortitude from your enemies on contact. On Hit: -1 Fort Save per stack, stacks 3 times. On Crit: 1d6 Constitution Damage. On Vorpal: 1 stack of Vulnerability. An item can have only one temporary item enchantment at a time.

Alchemist 6 Eschew Materials
Extend
Quicken
Spell Points:
5
Spell Greater Ice Chill Poison Imbue Icon.pngGreater Ice Chill Poison Imbue
Transmutation (Poison)
Target: Self (Weapon)

Primer Element: Crimsonite
Coat your weapon in a magical poison that saps the speed from your enemies on contact. On Hit: -1 Reflex Save per stack, stacks 3 times. On Crit: 1d6 Dexterity Damage. On Vorpal: 1 stack of Vulnerability. An item can have only one temporary item enchantment at a time.

Alchemist 6 Eschew Materials
Extend
Quicken
Spell Points:
5
Spell Shocking Weapons Icon.pngGreater Shocking Weapons
Evocation (Infusion)(Electricity)
Target: Friend, Self (Weapon)

Primer Element: Crimsonite
Your target's currently equipped weapons gain Hit Effect: 3 to 18 electrical damage. An item can have only one temporary item enchantment at a time.

Alchemist 5
Artificer 4
Eschew Materials
Quicken
Spell Points:
15
Spell Greater Soulshatter Poison Imbue Icon.pngGreater Soulshatter Poison Imbue
Transmutation (Poison)
Target: Self (Weapon)

Primer Element: Crimsonite
Coat your weapon in a magical poison that saps the willpower from your enemies on contact. On Hit: -1 Will Save per stack, stacks 3 times. On Crit: 1d6 Wisdom Damage. On Vorpal: 1 stack of Vulnerability. An item can have only one temporary item enchantment at a time.

Alchemist 6 Eschew Materials
Extend
Quicken
Spell Points:
5
Spell Greater Stoneskin Icon.pngGreater Stoneskin
Conjuration (Earth)
Target: Self

Primer Element: Ceruleite
Turn your skin to durable and magical stone. Gain a resistance to physical damage of 20/Adamantine for the duration. Once this potion has prevented 20 points of damage per caster level, it is discharged.

Alchemist 5 Eschew Materials
Extend
Quicken
Spell Points:
25
Spell Greater Voidmind Poison Imbue Icon.pngGreater Voidmind Poison Imbue
Transmutation (Infusion)(Poison)
Target: Self (Weapon)

Primer Element: Crimsonite
Coat your weapon in a magical poison that saps the defenses from your enemies on contact. On Hit: -1 Spell Resistance per stack, stacks 3 times. On Crit: 1d6 Intelligence Damage. On Vorpal: 1 stack of Vulnerability. An item can have only one temporary item enchantment at a time.

Alchemist 6 Eschew Materials
Extend
Quicken
Spell Points:
5
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
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
20
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
Stormsinger 3
Sorcerer 3
Wizard 3
Warlock 3
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
20
Spell Lesser Heartseeker Poison Imbue Icon.pngHeartseeker Poison Imbue
Transmutation (Poison)
Target: Self (Weapon)

Primer Element: Crimsonite
Coat your weapon in a magical poison that saps the fortitude from your enemies on contact. On Hit: -1 Fort Save per stack, stacks 3 times. On Crit: 1d6 Constitution Damage. An item can have only one temporary item enchantment at a time.

Alchemist 4 Eschew Materials
Extend
Quicken
Spell Points:
10
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
Stormsinger 4
Sorcerer 5
Warlock 4
Wizard 5
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
25 (Bard)
25 (Stormsinger)
30 (Sorcerer)
30 (Warlock)
30 (Wizard)
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
Enlarge
Eschew Materials
Quicken
Spell Points:
50
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
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
20
Spell Hypnotic Combination Icon.pngHypnotic Combination
Transmutation (Mind-affecting)
Target: Foe, Directional

Primer Element: Ceruleite
Throw a bottle at a single target full of hallucinogenic material. On a failed Will save, the target is Confused, attacking and able to be attacked by friend and foe alike. Targets can re-attempt the Will save every 24 seconds. This effect lasts for 15 seconds +2 per Caster Level.

Alchemist 4 Accelerate
Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
25
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
Stormsinger 2
Sorcerer 2
Wizard 2
Enlarge
Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
15
Spell Lesser Ice Chill Poison Imbue Icon.pngIce Chill Poison Imbue
Transmutation (Poison)
Target: Self (Weapon)

Primer Element: Crimsonite
Coat your weapon in a magical poison that saps the speed from your enemies on contact. On Hit: -1 Reflex Save per stack, stacks 3 times. On Crit: 1d6 Dexterity Damage. An item can have only one temporary item enchantment at a time.

Alchemist 4 Eschew Materials
Extend
Quicken
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
Empower
Enlarge
Eschew Materials
Intensify
Maximize
Quicken
Spell Points:
25
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
Stormsinger 2
Sorcerer 2
Warlock 2
Wizard 2
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
15
Spell Invisibility Potion Icon.pngInvisibility Potion
Transmutation
Target: Self

Primer Element: Ceruleite
This shadowy liquid will turn you invisible for a time, granting the effect of the Invisibility spell. If you attack a target, this invisibility will end. This lasts for 1 minute per Caster Level.

Alchemist 3 Eschew Materials
Quicken
Spell Points:
15
Spell Invisibility, Mass Icon.pngInvisibility, Mass
Illusion
Target: Friend, Self

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

Sorcerer 7
Warlock 5
Wizard 7
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
40
Spell Iron Shavings Icon.pngIron Shavings
Transmutation
Target: Foe

Primer Element: Gildleaf
Smash a bottle at your feet to spread Flametouched Iron shavings into the air around you, causing nearby Incorporeal foes that fail a Fortitude save to become Corporeal for 6 seconds, plus 1 second per Caster Level.

Alchemist 3 Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
30
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
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
10
Spell Lawful Fang Icon.pngLawful Fang
Transmutation
Target: Friend, Self

Your target's natural weapons gain the ability to bypass Lawful damage reduction. Lasts 1 minute per caster level. Only works on players, hirelings, or pets, and only if they are Animals, Vermin, Magical Beasts, Dragons, or Fey. An item can have only one temporary item enchantment at a time. Equipping a new weapon cancels the effect.

Druid 2 Eschew Materials
Quicken
Spell Points:
15
Spell Lawful Weapons Icon.pngLawful Weapons
Transmutation (Infusion)
Target: Friend, Self (Weapon)

Your target's currently equipped weapons gain the ability to bypass Lawful damage reduction. An item can have only one temporary item enchantment at a time.

Artificer 5 Eschew Materials
Quicken
Spell Points:
30
Spell Lesser Evolution Icon.pngLesser Evolution
Transmutation
Target: Self

Primer Element: Ceruleite
Choose something to Mutate into. You may only have one Alchemical Mutation active at a time.

Alchemist 1 Eschew Materials
Extend
Quicken
Spell Points:
25
Spell Lesser Evolution Icon.pngLesser Evolution - Bear
Transmutation
Target: Self

Primer Element: Ceruleite
You take on some of the physical traits of a bear, gaining a +1 Alchemical bonus to Constitution. You may only have one Alchemical Mutation at a time. This lasts for 1 minute per caster level.

Alchemist 1 Eschew Materials
Extend
Quicken
Spell Points:
25
Spell Lesser Evolution Icon.pngLesser Evolution - Bull
Transmutation
Target: Self

Primer Element: Ceruleite
You take on some of the physical traits of a bull, gaining a +1 Alchemical bonus to Strength. You may only have one Alchemical Mutation at a time. This lasts for 1 minute per caster level.

Alchemist 1 Eschew Materials
Extend
Quicken
Spell Points:
25
Spell Lesser Evolution Icon.pngLesser Evolution - Cat
Transmutation
Target: Self

Primer Element: Ceruleite
You take on some of the physical traits of a cat, gaining a +1 Alchemical bonus to Dexterity. You may only have one Alchemical Mutation at a time. This lasts for 1 minute per caster level.

Alchemist 1 Eschew Materials
Extend
Quicken
Spell Points:
25
Spell Lesser Evolution Icon.pngLesser Evolution - Eagle
Transmutation
Target: Self

Primer Element: Ceruleite
You take on some of the physical traits of an eagle, gaining a +1 Alchemical bonus to Charisma. You may only have one Alchemical Mutation at a time. This lasts for 1 minute per caster level.

Alchemist 1 Eschew Materials
Extend
Quicken
Spell Points:
25
Spell Lesser Evolution Icon.pngLesser Evolution - Fox
Transmutation
Target: Self

Primer Element: Ceruleite
You take on some of the physical traits of a fox, gaining a +1 Alchemical bonus to Intelligence. You may only have one Alchemical Mutation at a time. This lasts for 1 minute per caster level.

Alchemist 1 Eschew Materials
Extend
Quicken
Spell Points:
25
Spell Lesser Evolution Icon.pngLesser Evolution - Owl
Transmutation
Target: Self

Primer Element: Ceruleite
You take on some of the physical traits of an owl, gaining a +1 Alchemical bonus to Wisdom. You may only have one Alchemical Mutation at a time. This lasts for 1 minute per caster level.

Alchemist 1 Eschew Materials
Extend
Quicken
Spell Points:
25
Spell Lesser Globe of Invulnerability Icon.pngLesser Globe of Invulnerability
Abjuration
Target: Self

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

Artificer 4
Sorcerer 4
Warlock 4
Wizard 4
Eschew Materials
Extend
Quicken
Spell Points:
25
Spell Lesser Heartseeker Poison Imbue Icon.pngLesser Heartseeker Poison Imbue
Transmutation (Poison)
Target: Self (Weapon)

Primer Element: Crimsonite
Coat your weapon in a magical poison that saps the fortitude from your enemies on contact. On Hit: -1 Fort Save. On Crit: 1d6 Constitution Damage. An item can have only one temporary item enchantment at a time.

Alchemist 2 Extend
Eschew Materials
Quicken
Spell Points:
5
Spell Lesser Ice Chill Poison Imbue Icon.pngLesser Ice Chill Poison Imbue
Transmutation (Poison)
Target: Self (Weapon)

Primer Element: Crimsonite
Coat your weapon in a magical poison that saps the speed from your enemies on contact. On Hit: -1 Reflex Save. On Crit: 1d6 Dexterity Damage. An item can have only one temporary item enchantment at a time.

Alchemist 2 Extend
Eschew Materials
Quicken
Spell Points:
5
Spell Lesser Soulshatter Poison Imbue Icon.pngLesser Soulshatter Poison Imbue
Transmutation (Poison)
Target: Self (Weapon)

Primer Element: Crimsonite
Coat your weapon in a magical poison that saps the willpower from your enemies on contact. On Hit: -1 Will Save. On Crit: 1d6 Wisdom Damage. An item can have only one temporary item enchantment at a time.

Alchemist 2 Extend
Eschew Materials
Quicken
Spell Points:
5
Spell Lesser Voidmind Poison Imbue Icon.pngLesser Voidmind Poison Imbue
Transmutation (Poison)
Target: Self (Weapon)

Primer Element: Crimsonite
Coat your weapon in a magical poison that saps the defenses from your enemies on contact. On Hit: -1 Spell Resistance. On Crit: 1d6 Intelligence Damage. An item can have only one temporary item enchantment at a time.

Alchemist 2 Extend
Eschew Materials
Quicken
Spell Points:
5
Spell Lightning Bolt Icon.pngLightning Bolt
Evocation (Electricity)
Target: Foe, Directional, Breakable

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

Artificer 3
Stormsinger 3
Sorcerer 3
Wizard 3
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
12
Spell Lightning Motes Icon.pngLightning Motes
Evocation (Electricity)
Target: Foe, Positional, Breakable

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

Artificer 4 Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
25
Spell Lightning Sphere Icon.pngLightning Sphere
Evocation (Electricity)
Target: Foe, Directional, Breakable

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

Artificer 2 Empower
Maximize
Quicken
Eschew Materials
Heighten
Intensify
Embolden
Spell Points:
10
Spell Longstrider Icon.pngLongstrider
Transmutation
Target: Self

Increases your base run speed by +15%.

Druid 1
Ranger 1
Eschew Materials
Extend
Quicken
Spell Points:
10
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
Enlarge
Eschew Materials
Extend
Quicken
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
Dark Apostate 3
Favored Soul 3
Paladin 3
Sacred Fist 3
Sorcerer 3
Wizard 3
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
20
Spell Magic Fang Icon.pngMagic Fang
Transmutation
Target: Friend, Self

Increases the Enhancement Bonus of the target's natural weapon by 1, plus 1 per five caster levels. An item can have only one temporary item enchantment at a time. Only works on players, hirelings, or pets, and only if they are Animals, Vermin, Magical Beasts, Dragons, or Fey. Equipping a new weapon cancels the effect.

Druid 1
Ranger 1
Eschew Materials
Quicken
Spell Points:
5
Spell Melf's Acid Arrow Icon.pngMelf's Acid Arrow
Conjuration (Acid)
Target: Foe, Directional, Breakable

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

Sorcerer 2
Wizard 2
Embolden
Eschew Materials
Intensify
Maximize
Quicken
Spell Points:
6
Spell Melt Armor Icon.pngMelt Armor
Conjuration (Fire)
Target: Foe, Directional

Primer Element: Gildleaf
Lob a vial of burning liquid at a single foe that deals heavy damage and melts the armor of whatever it strikes. Deals 5 to 10 Fire damage per caster level, max caster level 10, to a single target, and reduces their Armor Class and Physical Resistance Rating by 4 for 15 seconds + 2 seconds per Caster Level

Alchemist 2 Accelerate
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
8
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
Stormsinger 1
Druid 1
Ranger 1
Sorcerer 1
Wizard 1
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
10
Spell Molotov Cocktail Icon.pngMolotov Cocktail
Conjuration (Fire)
Target: Foe, Directional

Primer Element: Crimsonite
Lob a glass bottle full of reactive chemicals that shatters and then ignites in a large area, dealing damage to all enemies struck. Enemies are ignited, dealing 4 to 9 Fire damage per caster level, max caster level 15.

Alchemist 3 Accelerate
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
15
Spell Multivial- Acid Icon.pngMultivial of Acid
Conjuration (Acid)
Target: Foe, Directional, Breakable

Primer Element: Crimsonite
Conjuring many bottles of caustic liquid, you throw 5 projectiles that explode on impact, with each dealing 4 to 7 acid damage per caster level to all nearby foes, max caster level 20.

Alchemist 5 Accelerate
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
40
Spell Multivial of Flame Icon.pngMultivial of Flame
Conjuration (Fire)
Target: Foe, Directional, Breakable

Primer Element: Crimsonite
Conjuring many bottles of burning liquid, you throw 5 projectiles that explode on impact, with each dealing 4 to 7 Fire damage per caster level to all nearby foes, max caster level 20.

Alchemist 5 Accelerate
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
40
Spell Multivial of Frost Icon.pngMultivial of Frost
Conjuration (Cold)
Target: Foe, Directional, Breakable

Primer Element: Crimsonite
Conjuring many bottles of freezing liquid, you throw 5 projectiles that explode on impact, with each dealing 4 to 7 Cold damage per caster level to all nearby foes, max caster level 20.

Alchemist 5 Accelerate
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
40
Spell Multivial of Poison Icon.pngMultivial of Poison
Conjuration (Poison)
Target: Foe, Directional, Breakable

Primer Element: Crimsonite
Conjuring many bottles of poisonous material, you throw 5 projectiles that explode on impact, with each dealing 4 to 7 Poison damage per caster level to all nearby foes, max caster level 20.

Alchemist 5 Accelerate
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
40
Spell Multivial of Sparks Icon.pngMultivial of Sparks
Conjuration (Electricity)
Target: Foe, Directional, Breakable

Primer Element: Crimsonite
Conjuring many bottles of reactive material, you throw 5 projectiles that explode on impact, with each dealing 4 to 7 Electric damage per caster level to all nearby foes, max caster level 20.

Alchemist 5 Accelerate
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
40
Spell Negative Energy Burst Icon.pngNegative Energy Burst
Necromancy (Negative Energy)
Target: Foe, Directional, Friend (Undead)

A blast of negative energy expands from the caster, doing 5 to 10 damage per caster level (max 50 to 100) to all living enemies caught within it. Undead are instead healed by the attack. A successful Fortitude save reduces the damage by half.

Sorcerer 4
Wizard 4
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
25
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
Stormsinger 4
Cleric 4
Dark Apostate 4
Druid 3
Favored Soul 4
Paladin 4
Sacred Fist 4
Ranger 3
Enlarge
Eschew Materials
Extend
Quicken
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
Enlarge
Eschew Materials
Intensify
Maximize
Quicken
Spell Points:
20
Spell Niac's Cold Ray Icon.pngNiac's Cold Ray
Conjuration (Cold)
Target: Foe, Directional, Breakable

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

Sorcerer 1
Wizard 1
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
4
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
Dark Apostate 2
Favored Soul 2
Paladin 2
Sacred Fist 2
Ranger 2
Sorcerer 2
Wizard 2
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
15
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
Dark Apostate 6
Druid 6
Favored Soul 6
Sorcerer 6
Wizard 6
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
35
Spell Pack Aptitude Icon.pngPack Aptitude
Transmutation
Target: Self

Forms a lik between a leader and his or her pack, granting all of the target's hirelings, pets, summoned creatures, and charmed creatures a circumstance bonus to an ability score. It grants a +2 bonus per 3 caster levels, with a maximum of +6. The caster chooses which ability score to increase. Only one may be active at a time.

Druid 5 Eschew Materials
Extend
Quicken
Spell Points:
15
Spell Pack Cunning Icon.pngPack Cunning
Transmutation
Target: Self

Forms a link between a leader and his or her pack, granting all of the target's hirelings, pets, summoned creatures, and charmed creatures a circumstance bonus to Intelligence. It grants a +2 bonus per 3 caster levels, with a maximum of +6. The caster chooses which ability score to increase. Only one may be active at a time.

Druid 5 Eschew Materials
Extend
Quicken
Spell Points:
15
Spell Pack Endurance Icon.pngPack Endurance
Transmutation
Target: Self

Forms a link between a leader and his or her pack, granting all of the target's hirelings, pets, summoned creatures, and charmed creatures a circumstance bonus to Constitution. It grants a +2 bonus per 3 caster levels, with a maximum of +6. The caster chooses which ability score to increase. Only one may be active at a time.

Druid 5 Eschew Materials
Extend
Quicken
Spell Points:
15
Spell Pack Grace Icon.pngPack Grace
Transmutation
Target: Self

Forms a link between a leader and his or her pack, granting all of the target's hirelings, pets, summoned creatures, and charmed creatures a circumstance bonus to Dexterity. It grants a +2 bonus per 3 caster levels, with a maximum of +6. The caster chooses which ability score to increase. Only one may be active at a time.

Druid 5 Eschew Materials
Extend
Quicken
Spell Points:
15
Spell Pack Presence Icon.pngPack Presence
Transmutation
Target: Self

Forms a link between a leader and his or her pack. The caster chooses to reduce or increase his or her minions' hate generation by 75%. The spell affects all of the target's hirelings, pets, summoned creatures, and charmed creatures. The more hate a creature generates, the more likely that its enemies will choose to attack it. If the caster chooses to increase hate generation, then casting the spell causes the caster's hirelings and pets to do an intimidate check with a +20 circumstance bonus to creatures around them.

Druid 2 Eschew Materials
Extend
Quicken
Spell Points:
15
Spell Pack Splendor Icon.pngPack Splendor
Transmutation
Target: Self

Forms a link between a leader and his or her pack, granting all of the target's hirelings, pets, summoned creatures, and charmed creatures a circumstance bonus to Charisma. It grants a +2 bonus per 3 caster levels, with a maximum of +6. The caster chooses which ability score to increase. Only one may be active at a time.

Druid 5 Eschew Materials
Extend
Quicken
Spell Points:
15
Spell Pack Strength Icon.pngPack Strength
Transmutation
Target: Self

Forms a link between a leader and his or her pack, granting all of the target's hirelings, pets, summoned creatures, and charmed creatures a circumstance bonus to Strength. It grants a +2 bonus per 3 caster levels, with a maximum of +6. The caster chooses which ability score to increase. Only one may be active at a time.

Druid 5 Eschew Materials
Extend
Quicken
Spell Points:
15
Spell Pack Wisdom Icon.pngPack Wisdom
Transmutation
Target: Self

Forms a link between a leader and his or her pack, granting all of the target's hirelings, pets, summoned creatures, and charmed creatures a circumstance bonus to Wisdom. It grants a +2 bonus per 3 caster levels, with a maximum of +6. The caster chooses which ability score to increase. Only one may be active at a time.

Druid 5 Eschew Materials
Extend
Quicken
Spell Points:
15
Spell Pass Without Trace Icon.pngPass Without Trace
Transmutation
Target: Friend, Self

Your feet touch the ground, but leave no trace. Gives an ally a +5 Enhancement bonus on Move Silently checks, plus 1 per 2 caster levels to a maximum of 20.

Druid 1
Ranger 1
Eschew Materials
Extend
Quicken
Spell Points:
10
Spell Personal Augmentation- Insightful Damage Icon.pngPersonal Augmentation: Insightful Damage
Divination (Infusion)
Target: Self (Weapon)

Enchants a weapon to permit the use of the equipper's Intelligence modifier for damage rolls, it is the only weapon (other than a Runearm) equipped. This spell dispels Insightful Strikes, but as a personal item enchantment it can be used alongside other general temporary item enchantments. This item is temporarily bound to character while this effect is active.

Artificer 3 Eschew Materials
Quicken
Spell Points:
20
Personal Augmentation- Insightful Strikes Icon.pngPersonal Augmentation: Insightful Strikes
Divination (Infusion)
Target: Self

Enchants a weapon to permit the use of the equipper's Intelligence modifier for attack rolls if it is higher than the standard ability for the weapon, if it is the only weapon (other than a Runearm) equipped. This spell dispels Insightful Damage, but as a personal item enchantment it can be used alongside other general temporary item enchantments. The item is temporarily bound to character while this effect is active.

Artificer 2 Eschew Materials
Quicken
Spell Points:
15
Spell Planar Weapons Icon.pngPlanar Weapons
Transmutation (Infusion)
Target: Friend, Self (Weapon)

Your target's currently equipped weapons gain the ability to bypass alignment based damage reduction. An item can have only one temporary item enchantment at a time.

Artificer 5 Eschew Materials
Quicken
Spell Points:
30
Spell Poison Breath Icon.pngPoison Breath
Conjuration (Poison)
Target: Foe, Directional

Primer Element: Crimsonite
You exhale poison through your mouth in a large cone, causing enemies caught within the area to take 6 to 11 Poison per caster level, max caster level 20. This is a Breath Attack. This poison will leave enemies struck Contaminated.

Alchemist 5 Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
20
Spell Positive Energy Infusion Icon.pngPositive Energy Infusion
Transmutation (Infusion)
Target: Friend

You enhance an ally with some of your life force, giving them a 10% enhancement bonus to maximum hit points. You suffer a stacking maximum hit point penalty of 10% for each time this spell has been cast. The effect lasts for five minutes before expiring.

Artificer 3 Eschew Materials
Extend
Quicken
Spell Points:
15
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
Dark Apostate 1
Favored Soul 1
Paladin 1
Sacred Fist 1
Sorcerer 1
Wizard 1
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
10
Spell Quicksilver Potion Icon.pngQuicksilver Potion
Transmutation
Target: Self

Primer Element: Ceruleite
Drink a potion of shiny silver liquid that bestows incredible speed for a short time, the effect of the Haste spell. You are quickened, causing you to attack 15% faster than normal. In addition, you gain a +1 enhancement bonus to attack rolls, a +1 bonus to Reflex Saving Throws, and +1% Dodge.

Alchemist 3 Eschew Materials
Extend
Quicken
Spell Points:
25
Spell Radiant Forcefield Icon.pngRadiant Forcefield
Abjuration
Target: Friend, Self

Your target is surrounded in a sphere of magical force that reduces all damage (except for untyped damage) they take by 25% for a short period of time.

Artificer 5 Eschew Materials
Quicken
Spell Points:
30
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
Dark Apostate 5
Favored Soul 5
Enlarge
Eschew Materials
Quicken
Spell Points:
30
Spell Ray of Exhaustion Icon.pngRay of Exhaustion
Necromancy
Target: Foe, Directional

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

Sorcerer 3
Warlock 2
Wizard 3
Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
8
Spell Reinforce Construct Icon.pngReinforce Construct
Transmutation
Target: Friend, Self

Reinforces the target ally construct or living construct, giving a bonus of 10 temporary hit points plus 1 additional one per caster level up to caster level 10.

Artificer 2 Eschew Materials
Extend
Quicken
Spell Points:
15
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
Dark Apostate 4
Favored Soul 4
Paladin 4
Sacred Fist 4
Enlarge
Eschew Materials
Quicken
Spell Points:
25
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
Dark Apostate 7
Favored Soul 7
Enlarge
Eschew Materials
Quicken
Spell Points:
40
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
Dark Apostate 7
Favored Soul 7
Enlarge
Eschew Materials
Quicken
Spell Points:
40
Spell Righteous Command Icon.pngRighteous Command
Evocation
Target: Self

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

Paladin 2
Sacred Fist 2
Eschew Materials
Quicken
Spell Points:
25
Spell Sanctified Vial Icon.pngSanctified Vial
Conjuration (Untyped)
Target: Foe, Directional

Primer Element: Ceruleite
Casting this spell requires levels in Cleric, Paladin, or Favored Soul, or for you to be in a Divine Epic Destiny. Throw a bottle that splashes Holy Water when it breaks, dealing 1d4+4 Bane Damage per Caster Level to Undead and Extraplaner creatures nearby. (This damage scales with Force Spell Power). This Holy Water will atempt to force all extraplanar creatures in the bottle's splace back to their home plane with the effect of the Banishment spell. A successful Will save negates this effect. (DC = spell's save DC - creatures Hit Dice or Level + your caster level)

Alchemist 4 Accelerate
Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
25
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
Stormsinger 2
Sorcerer 2
Warlock 2
Wizard 2
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
10
Spell See Invisibility Icon.pngSee Invisibility
Divination
Target: Self

You can see invisible creatures and objects.

Bard 3
Stormsinger 3
Sorcerer 2
Warlock 1
Wizard 2
Eschew Materials
Extend
Quicken
Spell Points:
15
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
Dark Apostate 1
Favored Soul 1
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
10
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
Dark Apostate 4
Favored Soul 4
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
25
Spell Shifting Pack Icon.pngShifting Pack
Transmutation
Target: Self

Forms a link between a leader and his or her pack. The target's hirelings, pets, summoned creatures, and charmed creatures generate 75% less hate. The more hate a creature generates, the more likely that its enemies will choose to attack it.

Druid 2 Eschew Materials
Extend
Quicken
Spell Points:
15
Spell Shillelagh Icon.pngShillelagh
Transmutation
Target: Self

Calls upon the wood land spirits to enchant any wooden melee weapons you wield to do additional base weapon damage, and converts their damage type to bludgeoning. Weapons with this enchantment deal and additional .5[W] damage (a weapon that deals 1d6 will gain +1d3 damage). Quarterstaves with this enchantment deal an additional 1[W] damage (that that deals 1d6 damage will gain +1d6 damage). Weapons may onlyhave one weapon enchantment active at a time.

Druid 1 Eschew Materials
Quicken
Spell Points:
10
Spell Shocking Weapons Icon.pngShocking Weapons
Evocation (Infusion)(Electricity)
Target: Friend, Self (Weapon)

Primer Element: Crimsonite
Your target's currently equipped weapons gain Hit Effect: 1 to 6 electrical damage. An item can have only one temporary item enchantment at a time.

Alchemist 3
Artificer 2
Eschew Materials
Quicken
Spell Points:
15
Spell Silver Weapons Icon.pngSilver Weapons
Transmutation (Infusion)
Target: Friend, Self (Weapon)

Your target's currently equipped weapons gain the ability to bypass Silver damage reduction. An item can have only one temporary item enchantment at a time.

Artificer 5 Eschew Materials
Quicken
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
Stormsinger 1
Sorcerer 1
Warlock 1
Wizard 1
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
10
Spell Sleep Powder Icon.pngSleep Powder
Transmutation (Compulsion)(Mind-affecting)
Target: Foe, Directional

Primer Element: Gildleaf
Scatter a dust-based magical poison that causes enemies that inhale the mixture to fall asleep. This Sleep lasts for 20 seconds + 2 seconds per Caster level, or until damaged. A successful Will save negates the effect; the save is repeated every 12 seconds the creature remains asleep. Has no effect on enemies that do not need to breathe or sleep.

Alchemist 1 Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
20
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
Enlarge
Eschew Materials
Quicken
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
Stormsinger 3
Sorcerer 3
Warlock 3
Wizard 3
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
10
Spell Smoke Bomb Icon.pngSmoke Bomb
Transmutation (Creation)
Target: Self

Primer Element: Gildleaf
Throw a bottle beneath you that explodes into a cloud of smoke and leaves you Invisible and Displaced for 12 Seconds

Alchemist 4 Eschew Materials
Extend
Quicken
Spell Points:
20
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
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
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
Enlarge
Eschew Materials
Quicken
Spell Points:
25
Spell Lesser Soulshatter Poison Imbue Icon.pngSoulshatter Poison Imbue
Transmutation (Poison)
Target: Self (Weapon)

Primer Element: Crimsonite
Coat your weapon in a magical poison that saps the willpower from your enemies on contact. On Hit: -1 Will Save per stack, stacks 3 times. On Crit: 1d6 Wisdom Damage. An item can have only one temporary item enchantment at a time.

Alchemist 4 Eschew Materials
Extend
Quicken
Spell Points:
10
Spell Spiderskin Icon.pngSpiderskin
Transmutation
Target: Friend, Self

Your target gains a +2 enhancement bonus to saves against poison, a bonus to hide skill equal to your caster level, and a +2 Natural Armor bonus to ac, with an additional +1 for every six of your caster levels.

Druid 3 Eschew Materials
Extend
Quicken
Spell Points:
20
Spell Stalwart Pact Icon.pngStalwart Pact
Evocation
Target: Friend, Self

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

Cleric 5
Dark Apostate 5
Favored Soul 5
Paladin 4
Sacred Fist 4
Eschew Materials
Quicken
Spell Points:
25
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
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
20
Spell Stone to Flesh Icon.pngStone to Flesh
Transmutation (Earth)
Target: Friend

Restores a petrified creature, such as one affected by the Flesh to Stone spell to its normal state.

Sorcerer 6
Wizard 6
Eschew Materials
Quicken
Spell Points:
35
Spell Stoneskin Potion Icon.pngStoneskin Potion
Transmutation (Earth)
Target: Self

Primer Element: Ceruleite
Turn your skin to durable stone. Gain a resistance to physical damage of 10/Adamantine for the duration. Once this potion has prevented 10 points of damage per caster level, it is discharged.

Alchemist 4 Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
25
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
Stormsinger 2
Sorcerer 3
Warlock 2
Wizard 3
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
20 (Sorcerer)
20 (Warlock)
20 (Wizard)
15 (Bard)
Spell Suggestion Icon.pngMass Suggestion
Enchantment (Charm)(Compulsion)(Mind-affecting)
Target: Foe, Positional

Casts Suggestion on multiple enemies. The actions of affected enemies are influenced by you, allow you to suggest that they fight as your allies for 30 + 2 seconds per caster level.

Bard 5
Stormsinger 5
Sorcerer 6
Warlock 5
Wizard 6
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
35 (Sorcerer)
35 (Warlock)
35 (Wizard)
30 (Bard)
30 (Stormsinger)
Spell Sun Bolt Icon.pngSun Bolt
Evocation
Target: Foe, Directional, Breakable

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

Empower
Eschew Materials
Heighten
Maximize
Quicken
Spell Points:
12
Spell Sunburst Icon.pngSunburst
Evocation (Light)
Target: Foe, Positional, Breakable

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

Druid 8
Sorcerer 8
Wizard 8
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
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
Dark Apostate 8
Favored Soul 8
Sorcerer 8
Warlock 6
Wizard 8
Enlarge
Eschew Materials
Quicken
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
Dark Apostate 6
Favored Soul 6
Sorcerer 6
Warlock 4
Wizard 6
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
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
Dark Apostate 4
Favored Soul 4
Sorcerer 4
Wizard 4
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
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
Dark Apostate 5
Favored Soul 5
Sorcerer 5
Wizard 5
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
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
Dark Apostate 6
Favored Soul 6
Sorcerer 6
Warlock 4
Wizard 6
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
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
Dark Apostate 7
Favored Soul 7
Sorcerer 7
Warlock 5
Wizard 7
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
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
Dark Apostate 7
Favored Soul 7
Sorcerer 7
Wizard 7
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
20
Spell Tactical Detonation Icon.pngTactical Detonation
Evocation (Fire)(Force)
Target: Foe, Directional, Breakable

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

Artificer 6 Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
40
Spell Tenacious Pack Icon.pngTenacious Pack
Transmutation
Target: Self

Forms a link between a leader and his or her pack, granting all of the target's hirelings, pets, summoned creatures, and charmed creatures a 30% enhancement bonus to fortification and positive healing amplification.

Druid 6 Eschew Materials
Extend
Quicken
Spell Points:
35
Spell Tenser's Transformation Icon.pngTenser's Transformation
Transmutation
Target: Self

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

Artificer 5
Sorcerer 6
Warlock 5
Wizard 6
Embolden
Eschew Materials
Extend
Heighten
Quicken
Spell Points:
35
Spell Thundering Armor Icon.pngThundering Armor
Evocation (Infusion)
Target: Friend, Self (Armor)

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

Artificer 4 Eschew Materials
Quicken
Spell Points:
25
Spell Toughen Construct Icon.pngToughen Construct
Transmutation
Target: Friend, Self

Toughens the skin of an ally construct, 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.

Artificer 2 Eschew Materials
Extend
Quicken
Spell Points:
15
Spell True Seeing Icon.pngTrue Seeing
Divination
Target: Friend, Self

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

Cleric 5
Dark Apostate 5
Druid 7
Favored Soul 5
Sorcerer 6
Warlock 4
Wizard 6
Eschew Materials
Extend
Quicken
Spell Points:
35 (Sorcerer)
35 (Warlock)
35 (Wizard)
30 (Cleric)
30 (Dark Apostate)
30 (Favored Soul)
30 (Druid)
Spell True Seeing Icon.pngTrue Seeing, Mass
Divination
Target: Friend, Self

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

Cleric 8
Dark Apostate 8
Favored Soul 8
Eschew Materials
Extend
Quicken
Spell Points:
20 (Cleric)
da (Favored Soul)
Spell Tumble Icon.pngTumble
Transmutation
Target: Friend, Self

Grants an ally a +10 enhancement bonus on Tumbling.

Ranger 1
Sorcerer 1
Wizard 1
Enlarge
Extend
Eschew Materials
Quicken
Spell Points:
10
Spell Turn to Frog Icon.pngTurn to Frog
Transmutation
Target: Foe, Directional

Primer Element: Ceruleite
Throw a vial at a single enemy, who must succeed a Fortitude saving throw or be turned to a frog.

Alchemist 5 Accelerate
Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
25
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
Dark Apostate 6
Favored Soul 6
Sorcerer 6
Warlock 5
Wizard 6
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
35
Spell Unyielding Pack Icon.pngUnyielding Pack
Transmutation
Target: Self

Forms a link between a leader and his or her pack. The target's hirelings and animal companions intimidate enemies around them with a +20 circumstance bonus to intimidate. Then, for the duration of the spell, the caster's hirelings, animal companions, summoned creatures, and charmed creatures generate 75% more hate. The more hate a creature generates, the more likely that its enemies will choose to attack it.

Druid 2 Eschew Materials
Extend
Quicken
Spell Points:
15
Spell Vein Freeze Icon.pngVein Freeze
Conjuration (Cold)
Target: Foe, Directional

Primer Element: Gildleaf
Throw a bottle at a targetted foe that explodes, dealing 5 to 10 Cold damage per caster level, and slows enemies caught within. Some enemies may be required to make a Fortitude save or be Frozen for 12 seconds.

Alchemist 4 Accelerate
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
20
Spell Lesser Voidmind Poison Imbue Icon.pngVoidmind Poison Imbue
Transmutation (Poison)
Target: Self (Weapon)

Primer Element: Crimsonite
Coat your weapon in a magical poison that saps the defenses from your enemies on contact. On Hit: -1 Spell Resistance per stack, stacks 3 times. On Crit: 1d6 Intelligence Damage. An item can have only one temporary item enchantment at a time.

Alchemist 4 Eschew Materials
Extend
Quicken
Spell Points:
10
Spell Voltaic Backlash Icon.pngVoltaic Backlash
Conjuration (Electricity)
Target: Foe, Directional

Primer Element: Gildleaf
Lob a vial of volatile liquid at a single foe that deals heavy damage and disrupts the offensive spellcasting capacity of whatever it strikes. Deals 5 to 10 Electric damage per caster level, max caster level 10, to a single target, and reduces Universal Spell Power by 10 for 15 seconds + 2 seconds per Caster Level

Alchemist 2 Accelerate
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
8
Spell Voltaic Burst Icon.pngVoltaic Burst
Conjuration (Electricity)
Target: Foe, Directional

Primer Element: Gildleaf
Throw a bottle at a targetted foe that explodes, dealing 5 to 10 Electric damage per caster level caught in the blast. In addition, enemies must make a Fortitude saving throw or take -5 Magical Resistance Rating for 12 seconds.

Alchemist 4 Accelerate
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
20
Spell Voltaic Induction Icon.pngVoltaic Induction
Conjuration (Electricity)
Target: Foe, Directional

Primer Element: Crimsonite
Shatter a small bottle of volatile mixtures on the first target hit, causing lightning to arc between them. This has an initial jolt of 4 to 9 Electric damage per caster level, max caster level 15, to all targets hit, and then periodically shocks affected enemies for 4 to 6 Electric damage every 2 seconds for 16 seconds. This damage over time does not stack.

Alchemist 3 Accelerate
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Spell Points:
15
Spell Wall of Fire Icon.pngWall of Fire
Evocation (Fire)
Target: Foe, Positional, Breakable

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

Druid 5
Sorcerer 4
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
Dark Apostate 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