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Heighten Spells

From DDO Compendium


Using Heighten on spells makes them harder for monsters to resist by raising the effective level of the spell to the highest spell level your character can cast, but causes the spell to consume 5 more spell points per level raised.

Heighten Spell has no effect on spells without a Saving Throw and does not affect Spell Penetration calculations.

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


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

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

  • DC: Character Level + Intelligence Modifier + Illusion Bonus
Spell Like Ability Heighten
Quicken
Enlarge
Embolden
Spell Points:
10 (Rank 1)
5 (Rank 2)
2 (Rank 3)
Spell Binding Chain Icon.pngSnare
Transmutation
Target: Foe, Positional

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Cleric 3
Druid 3
Favored Soul 3
Sorcerer 4
Warlock 3
Wizard 4
Embolden
Enlarge
Heighten
Quicken
Spell Points:
8
Spell Death Aura Icon.pngGreater Death Aura
Necromancy (Negative Energy)
Target: Self

Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 3 to 12 negative energy damage plus 1 additional point per caster level every two seconds as long as they remain within it. A successful Fortitude save reduces the damage by half. Undead are instead healed by the aura. This aura can affect up to one target per caster level.

Spell Like Ability Embolden
Extend
Heighten
Quicken
Spell Points:
100
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 Harm Icon.pngImproved Harm
Necromancy (Negative Energy)
Target: Foe, Friend (Undead)

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

Clickie 11 Embolden
Enlarge
Heighten
Quicken
Spell Hold Monster, Mass Icon.pngHold Monster
Enchantment (Mind-affecting)
Target: Foe

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

Bard 4
Sorcerer 5
Warlock 4
Wizard 5
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
25 (Bard)
30 (Sorcerer)
30 (Warlock)
30 (Wizard)
Spell Hold Person Icon.pngHold Person, Mass
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional

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

Sorcerer 7
Warlock 5
Wizard 7
Embolden
Enlarge
Heighten
Quicken
Spell Points:
40
Spell Trap the Soul Icon.pngTrap the Soul - 30 HD
Conjuration
Target: Foe

Forces a creature's life force and its material body into a gem on a failed Will save. Although this essentially 'kills' the target, it is not a death effect and functions on creatures such as undead (but not most constructs). This spell requires an average khyber dragonshard as a special material component, and can effect creatures of up to 20 hit dice.

Sorcerer 8
Warlock 6
Wizard 8
Embolden
Enlarge
Heighten
Quicken
Spell Points:
45
Spell Trap the Soul Icon.pngTrap the Soul - 20 HD
Conjuration
Target: Foe

Forces a creature's life force and its material body into a gem on a failed Will save. Although this essentially 'kills' the target, it is not a death effect and functions on creatures such as undead (but not most constructs). This spell requires a small khyber dragonshard as a special material component, and can effect creatures of up to 20 hit dice.

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

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

This ability is considered a Necromancy spell.

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

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

Quicken
Enlarge
Heighten
Spell Trap the Soul Icon.pngTrap the Soul - 10 HD
Conjuration
Target: Foe

Forces a creature's life force and its material body into a gem on a failed Will save. Although this essentially 'kills' the target, it is not a death effect and functions on creatures such as undead (but not most constructs). This spell requires a tiny khyber dragonshard as a special material component, and can effect creatures of up to 10 hit dice.

Sorcerer 8
Warlock 6
Wizard 8
Embolden
Enlarge
Heighten
Quicken
Spell Points:
45
Spell 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 Spray Icon.pngAcid Spray
Enchantment (Acid)
Target: Foe, Directional, Breakable

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

Sorcerer 1
Wizard 1
Embolden
Empower
Maximize
Quicken
Heighten
Intensify
Spell Points:
4
Spell Acid Well Icon.pngAcid Well
Conjuration (Acid)
Target: Foe, Positional, Directional

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

Sorcerer 9
Wizard 9
Empower
Enlarge
Heighten
Intensify
Heighten
Quicken
Spell Points:
40
Spell Animal Trance Icon.pngAnimal Trance
Enchantment (Mind-affecting)
Target: Foe

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

Druid 2 Embolden
Enlarge
Heighten
Quicken
Spell Points:
15
Spell Arcane Blast Icon.pngArcane Blast
Evocation (Force)
Target: Foe, Directional

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

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

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

Spell Like Ability Maximize
Empower
Quicken
Heighten
Spell Points:
8 (Rank 1)
6 (Rank 2)
4 (Rank 3)
Spell Ball Lightning Icon.pngBall Lightning
Evocation (Electricity)
Target: Foe, Directional, Breakable

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

Sorcerer 5
Wizard 5
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
20
Spell Bane Icon.pngBane
Enchantment (Compulsion)(Fear)(Mind-affecting)
Target: Foe

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

Cleric 1
Favored Soul 1
Warlock 1
Enlarge
Heighten
Quicken
Spell Points:
4
Spell Bestow Curse Icon.pngBestow Curse
Necromancy
Target: Foe

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

Cleric 3
Favored Soul 3
Sorcerer 4
Warlock 3
Wizard 4
Embolden
Enlarge
Heighten
Quicken
Spell Points:
10
Spell Blade Barrier Icon.pngBlade Barrier
Evocation (Slashing)
Target: Self

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

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

A blast of electricity bursts from your outstretched hand, dealing 5 to 8 electrical damage per caster level (up to a max of 50 to 80 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 Blindness Icon.pngBlindness
Necromancy
Target: Foe

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

Bard 3
Cleric 3
Favored Soul 3
Sorcerer 2
Warlock 2
Wizard 2
Enlarge
Embolden
Heighten
Quicken
Spell Points:
10
Spell Burning Hands Icon.pngBurning Hands
Enchantment (Fire)
Target: Foe, Directional, Breakable

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

Sorcerer 1
Wizard 1
Embolden
Empower
Maximize
Quicken
Heighten
Intensify
Spell Points:
4
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 Call Lightning Icon.pngCall Lightning
Evocation (Electricity)
Calls forth a bolt of lightning, which strikes your chosen target for 6 to 10 damage for every caster level up to 15. A successful reflex save reduces damage by half. Druid 3 Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
12
Spell Cause Fear Icon.pngCause Fear
Necromancy (Fear)(Mind-affecting)
Target: Foe

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

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

An electrical discharge strikes a primary target for 1d6+6 electrical damage per caster level, up to a maximum of 20d6+120 at caster level 20. It then arcs to up to 5 other nearby targets hitting each of them with a similar lightning bolt. A successful Reflex save reduces the damage by half.

Sorcerer 6
Wizard 6
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Maximize
Quicken
Spell Points:
25
Spell Chaos Hammer Icon.pngChaos Hammer
Evocation (Chaotic)
Target: Foe, Positional, Breakable

Chaotic power smites your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell. The spell deals 5 to 8 points of damage per two caster levels (up to a max of 25 to 40 damage at caster level 10) to a lawful creater (or 4 to 6 per caster level, maximum 40 to 60, to a lawful outsider) and causes it to be slowed for 6 to 36 seconds. A successful Will save reduces damae to half and negates the slow effect. The spell deals only half damage to creatures who are neither lawful or chaotic, and they are not slowed. This spell can only be case by chaotic or neutral casters - it has no effect when cast by a lawful caster.

Cleric 4
Favored Soul 4
Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
15
Spell Charm Animal Icon.pngCharm Animal
Enchantment (Charm)(Mind-affecting)
Target: Foe

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

Druid 1
Ranger 1
Embolden
Enlarge
Heighten
Quicken
Spell Points:
10
Spell Charm Monster Icon.pngCharm Monster
Enchantment (Charm)(Mind-affecting)
Target: Foe

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

Bard 3
Sorcerer 4
Warlock 3
Wizard 4
Embolden
Enlarge
Heighten
Quicken
Spell Points:
25
Spell Charm Person Icon.pngCharm Person
Enchantment (Charm)(Mind-affecting)
Target: Foe

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

Bard 1
Sorcerer 1
Warlock 1
Wizard 1
Quicken
Heighten
Enlarge
Embolden
Spell Points:
10
Spell Chill Touch Icon.pngChill Touch
Necromancy (Negative Energy)
Target: Foe

Makes a touch echo with the chill of death causing 1d3+3 negative energy damage per caster level (up to a max of 5d3+15 damage at caster level 5) and 1 point of Strength damage. A successful Fortifude save negates the Strength damage. Chill Touch causes fear in the undead instead of damage. Undead who make a successful Will save negate this fear effect.

Sorcerer 1
Wizard 1
Embolden
Empower
Heighten
Intensify
Maximize
Quicken
Spell Points:
4
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 Close Wounds Icon.pngClose Wounds
Conjuration (Healing)
Target: Friend, Self, Undead Foe

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

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

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

Sorcerer 5
Wizard 5
Embolden
Enlarge
Heighten
Quicken
Spell Points:
30
Spell Cold Breath Icon.pngCold Breath
Evocation (Cold)(Winter Wolf)
Target: Foe, Directional, Breakable

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

Druid 5 Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
20
Spell Cometfall Icon.pngCometfall
Conjuration (Creation)
Target: Foe, Positional, Breakable

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

Cleric 6
Favored Soul 6
Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
35
Spell 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 Command Icon.pngCommand
Enchantment (Mind-affecting)
Target: Foe

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

Cleric 1
Favored Soul 1
Warlock 1
Embolden
Enlarge
Heighten
Quicken
Spell Points:
6
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 Contagion Icon.pngContagion
Necromancy (Evil)
Target: Foe

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

Cleric 3
Druid 3
Favored Soul 3
Sorcerer 4
Warlock 3
Wizard 4
Embolden
Enlarge
Heighten
Quicken
Spell Points:
8
Spell Control Undead Icon.pngControl Undead
Necromancy (Charm)
Target: Undead Foe

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

Sorcerer 7
Warlock 5
Wizard 7
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
40
Spell Creeping Doom Icon.pngCreeping Doom
Conjuration (Acid)
Target: Foe, Directional, Breakable

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

Druid 7 Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
30
Spell Crushing Despair Icon.pngCrushing Despair
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional

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

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

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

Bard 2
Sorcerer 2
Wizard 2
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
5
Spell Death Aura Icon.pngDeath Aura
Necromancy (Negative Energy)
Target: Self

Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 2 to 8 negative energy damage plus 1 additional point per caster level every three seconds as long as they remain within it. A successful Fortitude save reduces the damage by half. Undead are instead healed by the aura. This aura can effect up to one target per caster level.

Sorcerer 4
Wizard 4
Embolden
Extend
Heighten
Quicken
Spell Points:
25
Spell Deep Slumber Icon.pngDeep Slumber
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional

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

Bard 3
Sorcerer 3
Warlock 3
Wizard 3
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
20
Spell Deific Vengeance Icon.pngDeific Vengeance
Conjuration (Good)
Target: Foe

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

Cleric 2
Favored Soul 2
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Spell Points:
6
Spell Delayed Blast Fireball Icon.pngDelayed Blast Fireball
Evocation (Fire)
Target: Foe, Directional, Breakable

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

Sorcerer 7
Wizard 7
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Cost: See specific sub spell
Spell Destruction Icon.pngDestruction
Necromancy (Death)
Target: Foe

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

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

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Spell Points:
25
Spell Dominate Animal Icon.pngDominate Animal
Enchantment (Compulsion)(Mind-affecting)
Target: Foe

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

Druid 3 Embolden
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Spell Points:
20
Spell Dominate Monster Icon.pngDominate Monster
Enchantment (Dominate)(Mind-affecting)
Target: Foe

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

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

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

Bard 4
Sorcerer 5
Warlock 4
Wizard 5
Embolden
Enlarge
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Spell Points:
25 (Bard)
30 (Sorcerer)
30 (Warlock)
30 (Wizard)
Spell Doom Icon.pngDoom
Necromancy (Fear)(Mind-affecting)(Evil)
Target: Foe

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

Cleric 1
Favored Soul 1
Warlock 1
Enlarge
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Spell Points:
4
Spell Earthquake Icon.pngEarthquake
Evocation
Target: Foe, Positional, Breakable

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

Druid 8 Embolden
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Spell Points:
45
Spell Electric Loop Icon.pngElectric Loop
Evocation
Target: Foe, Directional, Breakable

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

Sorcerer 2
Wizard 2
Embolden
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Spell Points:
10
Spell Elemental Prod Icon.pngElemental Prod
Evocation (Electricity)(Force)
Target: Foe

Deals 4 to 6 damage per caster level (up to a max of 80 to 120 at caster level 20) to any elemental you touch. Half the damage is electric, the other half is force. The target of the spell is also dazed. A successful Will save halves the damage and negates the daze.

Artificer 2 Empower
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Spell Points:
4
Spell Entangle Icon.pngEntangle
Transmutation
Target: Foe, Positional, Breakable

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

Druid 1
Ranger 1
Warlock 1
Embolden
Enlarge
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Spell Points:
10
Spell Enveloping Swarm Icon.pngEnveloping Swarm
Conjuration
Target: Foe

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

Druid 4 Embolden
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Spell Points:
10
Spell Feeblemind Icon.pngFeeblemind
Enchantment (Mind-affecting)
Target: Foe

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

Sorcerer 5
Wizard 5
Embolden
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Spell Points:
30
Spell Finger of Death Icon.pngFinger of Death
Necromancy (Death)(Untyped)
Target: Foe

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

Druid 8
Sorcerer 7
Warlock 5
Wizard 7
Embolden
Enlarge
Heighten
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Spell Points:
40
Spell Fire Storm Icon.pngFire Storm
Evocation (Fire)
Target: Foe, Directional, Breakable

An enormous column of fire roars downward, blasting an area with searing flame, causing 4 to 6 fire damage per caster level to targets in its area.

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

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

Artificer 2
Druid 2
Sorcerer 4
Wizard 4
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Spell Points:
8
Spell Fireball Icon.pngFireball
Evocation (Fire)
Target: Directional, Foe, Breakable

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

Sorcerer 3
Wizard 3
Embolden
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Spell Points:
15
Spell Flame Strike Icon.pngFlame Strike
Evocation (Fire)
Target: Foe, Positional, Breakable

Produces a vertical column of divine fire roaring downward, dealing 2 to 6 damage per caster level (up to a max of 30 to 90 damage at caster level 15) to the target area. Half the damage is fire. Half is from pure divine power. A successful Reflex save reduces the damage by half.

Cleric 5
Druid 4
Favored Soul 5
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Spell Points:
20
Spell Flesh to Stone Icon.pngFlesh to Stone
Transmutation (Earth)
Target: Foe

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

Sorcerer 6
Warlock 4
Wizard 6
Embolden
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Spell Points:
35
Spell Freezing Spray Icon.pngFreezing Spray
Evocation (Cold)(Water Elemental)
Target: Foe

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

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

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

Sorcerer 3
Wizard 3
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Spell Points:
10
Spell Ghoul Touch Icon.pngGhoul Touch
Necromancy
Target: Foe

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

Sorcerer 2
Warlock 2
Wizard 2
Enlarge
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Eschew Materials
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Spell Points:
8
Spell Glitterdust Icon.pngGlitterdust
Conjuration (Creation)
Target: Foe, Positional

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

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

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

Cleric 3
Favored Soul 3
Embolden
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Spell Points:
6
Spell Greater Command Icon.pngGreater Command
Enchantment (Mind-affecting)
Target: Foe

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

Cleric 5
Favored Soul 5
Embolden
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Spell Points:
30
Spell Greater Glyph of Warding Icon.pngGreater Glyph of Warding
Abjuration (Electricity)
Target: Foe, Positional

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

Cleric 6
Favored Soul 6
Embolden
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Spell Points:
12
Spell Halt Undead Icon.pngHalt Undead
Necromancy
Target: Foe, Positional

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

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

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

Cleric 6
Favored Soul 6
Embolden
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Spell Points:
35
Spell Heal, Mass Icon.pngHeal, Mass
Conjuration (Healing)
Target: Friend, Self, Undead Foe

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

Cleric 9
Favored Soul 9
Empower Healing
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Spell Points:
50
Spell Hold Animal Icon.pngHold Animal
Enchantment (Mind-affecting)
Target: Foe

An Animal, Magical Beast, or Vermin becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. Mindless targets cannot save, but the duration is halved.

Druid 2
Ranger 2
Embolden
Enlarge
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Spell Points:
15
Spell Hold Person Icon.pngHold Person
Enchantment (Compulsion)(Mind-affecting)
Target: Foe

The target enemy humanoid becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more, but do not include Monstrous Humanoids.

Bard 2
Cleric 2
Favored Soul 2
Sorcerer 3
Wizard 3
Embolden
Enlarge
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Spell Points:
15
Spell Holy Aura Icon.pngHoly Aura
Abjuration (Good)
Target: Friend, Self, Foe

Wards allies and blinds nearby enemies. Allies gain a +4 deflection bonus to AC, and +4 resistance bonus to saves, and immunity to enchantment and charm spells. A successful fortitude save by enemies negates the blindness effect.

Cleric 8
Favored Soul 8
Embolden
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Spell Points:
45
Spell Holy Smite Icon.pngHoly Smite
Evocation (Good)
Target: Foe, Positional, Breakable

Smites targets with holy power, evil targets take 5 to 8 holy damage per 2 caster levels (up to a max of 25 to 40 damage at caster level 10) and are blinded for 6 seconds. Does not affect good targets. Neutral targets take half damage. Evil Outsiders take instead 4 to 6 holy damage per caster level (up to a max of 40 to 60 damage). A successful Will save halves the damage and negates the blind effect. This spell can only be cast by good or neutral casters - it has no effect when cast by an evil caster.

Cleric 4
Favored Soul 4
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Spell Points:
15
Spell Horrid Wilting Icon.pngHorrid Wilting
Necromancy (Untyped)(Water)
Target: Foe, Positional

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

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

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

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

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

Bard 2
Sorcerer 2
Wizard 2
Enlarge
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Spell Points:
15
Spell Hypnotism Icon.pngHypnotism
Enchantment (Mind-affecting)
Target: Foe

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

Bard 1
Warlock 1
Wizard 1
Sorcerer 1
Embolden
Enlarge
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Spell Points:
10
Spell Iceberg Icon.pngIceberg
Evocation (Cold)
Target: Foe

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

Sorcerer 9
Wizard 9
Empower
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Spell Points:
40
Spell Incendiary Cloud Icon.pngIncendiary Cloud
Conjuration (Fire)
Target: Foe, Positional, Breakable

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

Sorcerer 8
Wizard 8
Empower
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Spell Points:
45
Spell Inflict Critical Wounds, Mass Icon.pngInflict Critical Wounds, Mass
Necromancy (Negative Energy)(Inflict)
Target: Foe, Friend (Undead)

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

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

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

Cleric 4
Favored Soul 4
Embolden
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Spell Points:
20
Spell Inflict Light Wounds, Mass Icon.pngInflict Light Wounds, Mass
Necromancy (Negative Energy)(Inflict)
Target: Foe, Friend (Undead)

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

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

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

Cleric 1
Favored Soul 1
Embolden
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Spell Points:
6
Spell Inflict Moderate Wounds, Mass Icon.pngInflict Moderate Wounds, Mass
Necromancy (Negative Energy)(Inflict)
Target: Foe, Friend (Undead)

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

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

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

Cleric 2
Favored Soul 2
Embolden
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Spell Points:
12
Spell Inflict Serious Wounds, Mass Icon.pngInflict Serious Wounds, Mass
Necromancy (Negative Energy)(Inflict)
Target: Foe, Friend (Undead)

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

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

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

Cleric 3
Favored Soul 3
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Spell Points:
16
Spell Lesser Death Aura Icon.pngLesser Death Aura
Necromancy (Negative Energy)
Target: Self

Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 1d4 negative energy damage every two seconds as long as they remain with it. A successful Fortitude save reduces the damage by half. Undead are instead healed by the aura. This aura can effect up to one target per caster level.

Sorcerer 2
Wizard 2
Embolden
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Spell Points:
15
Spell Lightning Bolt Icon.pngLightning Bolt
Evocation (Electricity)
Target: Foe, Directional, Breakable

A powerful stroke of electrical energy deals 1d3+3 electricity damage per caster level (up to a max of 10d3+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
Sorcerer 3
Wizard 3
Embolden
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Spell Points:
12
Spell Lightning Motes Icon.pngLightning Motes
Evocation (Electricity)
Target: Foe, Positional, Breakable

You create a nebulous cloud of electric motes that damages enemies that enter it. Any creatures that are hit by the cloud take 4 to 6 electric damage per caster level (up to a max of 40 to 60 damage at caster level 10). A successful Reflex save reduces this damage by half. Enemies hit by the cloud are also made temporarily more vulnerable to electric damage, taking 1.15 extra damage from any electric-based attack.

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

Launches an electrical orb that explodes on impact, dealing 5 to 8 electrical damage per two caster levels (up to a max of 25 to 40 damage at caster level 10) to targets in the area. The targets of this spell will also be dazed for a short period of time or until they take damage. A successful Fortitude save reduces the damage by half and negates the daze. Unlike most other projectile spells, the caster can arc the orb if no target is selected.

Artificer 2 Empower
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Embolden
Spell Points:
10
Spell Mass Charm Monster Icon.pngMass Charm Monster
Enchantment (Mind-affecting)
Target: Foe

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

Bard 6
Sorcerer 8
Wizard 8
Embolden
Enlarge
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Spell Points:
45 (Sorcerer)
45 (Warlock)
45 (Wizard)
35 (Bard)
Spell Mind Fog Icon.pngMind Fog
Enchantment (Mind-affecting)
Target: Foe, Positional, Breakable

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

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

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

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

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

Spell Like Ability Empower
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Spell Points:
6 (Rank 1)
4 (Rank 2)
2 (Rank 3)
Spell Niac's Cold Ray Icon.pngNiac's Cold Ray
Conjuration (Cold)
Target: Foe, Directional, Breakable

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

Sorcerer 1
Wizard 1
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Spell Points:
4
Spell Ooze Puppet Icon.pngOoze Puppet
Transmutation (Charm)
Target: Foe

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

Sorcerer 2
Warlock 1
Wizard 2
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Spell Order's Wrath Icon.pngOrder's Wrath
Evocation (Lawful)
Target: Foe, Positional, Breakable

Lawful power smites your targets. Only chaotic and neutral (not lawful) creatures are hamred by the spell. The spell deals 5 to 8 points of damage per two caster levels (up to a max of 25 to 40 at caster level 10) to a chaotic creature (or 4 to 5 per caster level, maximum 40 to 60, to a chaotic outsider) and causes it to be dazed for 6 seconds. A successful Will save reduces damage to half and negates the daze. The spell deals only half damage to creatures who are neither lawful or chaotic, and they are not dazed. This spell can only be cast by lawful or netural casters - it has no effect when cast by a chaotic caster.

Cleric 4
Favored Soul 4
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Spell Points:
15
Spell Otiluke's Freezing Sphere Icon.pngOtiluke's Freezing Sphere
Evocation (Cold)
Target: Foe, Directional, Breakable

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

Sorcerer 6
Wizard 6
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Spell Points:
25
Spell Otto's Resistible Dance Icon.pngOtto's Resistible Dance
Enchantment (Compulsion)(Mind-affecting)
Target: Foe

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

Bard 1
Sorcerer 2
Warlock 1
Wizard 2
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Spell Points:
10
Spell Panacea Icon.pngPanacea
Conjuration (Healing)
Target: Friend, Self, Undead Foe

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

Cleric 4
Druid 5
Favored Soul 4
Embolden
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Spell Points:
25
Spell Phantasmal Killer Icon.pngPhantasmal Killer
Illusion (Fear)(Death)(Mind-affecting)(Bane)
Target: Foe

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

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

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

Cleric 4
Druid 3
Favored Soul 4
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Spell Points:
10
Spell Prismatic Ray Icon.pngPrismatic Ray
Evocation (Acid)(Death)(Electricity)(Fear)(Fire)(Mind-affecting)
Target: Foe, Directional, Breakable

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

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

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

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

A brilliant ray of multicolored light projects from your finger, causing the target to be afflicted by three different effects. The first deals 4 to 6 sonic damage per 2 caster levels (up to a max of 40 to 60 damage at caster level 20) and knocks the target prone; a successful Fortitude save halves the damage and negates the knockdown. The second deals 4 to 6 force damage per 2 caster levels (up to a max of 40 to 60 damage at caster level 20) and dazes the target; a successful Reflex save halves the damage and negates the daze. The third deals 4 to 6 fire damage per 2 caster levels (up to a max of 40 to 60 damage at caster level 20) and reduces the target's melee and ranged damage by 25%; a successful Will save halves the damage and negates the penalty to attack damage. This spell has double range.

Artificer 5 Empower
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Spell Points:
35
Spell Quench Icon.pngQuench
Transmutation (Cold)
Target: Friend, Self, Foe, Positional, Breakable

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

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

Druid 3 Embolden
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Spell Points:
10
Spell 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
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Spell Points:
8
Spell Salt Ray Icon.pngSalt Ray
Evocation (Force)
Target: Foe, Directional

A thin shaft of whirling salt crystals lances out from your crooked finger to strike and shred your foe. Your target takes 1d6 force damage per 2 caster levels, for a maximum of 5d6 at caster level 10. Targets are also stunned. Fortitude save negates the stun.

Druid 3 Embolden
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Spell Points:
15
Spell Scare Icon.pngScare
Necromancy (Fear)(Mind-affecting)
Target: Foe, Positional

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

Bard 2
Sorcerer 2
Warlock 2
Wizard 2
Embolden
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Spell Points:
10
Spell Scorch Icon.pngScorch
Evocation (Fire)
Target: Foe, Directional, Breakable

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

Sorcerer 2
Wizard 2
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Spell Points:
8
Spell Shout Icon.pngShout
Evocation (Sonic)
Target: Foe, Directional, Breakable

Emits an ear-splitting yell that does 4 to 6 Sonic damage per caster level to all targets in its path. A successful Fortitude save halves the damage.

Bard 4
Sorcerer 4
Wizard 4
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Spell Points:
15
Spell Slay Living Icon.pngSlay Living
Necromancy (Death)
Target: Foe

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

Cleric 5
Favored Soul 5
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Spell Points:
30
Spell Sleep Icon.pngSleep
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional

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

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

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

Bard 3
Sorcerer 3
Warlock 3
Wizard 3
Embolden
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Spell Points:
10
Spell Snowball Swarm Icon.pngSnowball Swarm
Evocation (Cold)
Target: Foe, Positional

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

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

Blasts an enemy with loud high-pitched sounds, doing 1d2+2 sonic damage plus 1d2+2 additional sonic damage for every two caster levels. (up to a max of 5d2+10 at caster level 8). The target must make a successful Will save or be dazed for a short period of time or until they take damage. This spell has double range.

Bard 1
Sorcerer 1
Wizard 1
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Spell Points:
4
Spell Soundburst Icon.pngSoundburst
Evocation (Sonic)
Target: Foe, Positional

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

Bard 2
Cleric 2
Favored Soul 2
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Spell Points:
15
Spell Static Shock Icon.pngStatic Shock
Evocation (Electricity)
Target: Foe, Directional

An electrical discharge strikes one target for 4 to 6 plus 4 to 6 per two caster levels electrical damage (max 24 to 36). A successful Reflex save reduces this damage by half. On a failed save, the target must make a successful Will save or be dazed for a short period of time or until they take damage.

Artificer 1 Empower
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Spell Points:
4
Spell Stinking Cloud Icon.pngStinking Cloud
Conjuration (Creation)
Target: Foe, Positional, Breakable

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

Sorcerer 3
Wizard 3
Embolden
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Spell Points:
20
Spell Suggestion Icon.pngSuggestion
Enchantment (Compulsion)(Language-Dependent)(Mind-affecting)(Charm)
Target: Foe

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

Bard 2
Sorcerer 3
Warlock 2
Wizard 3
Embolden
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Spell Points:
20 (Sorcerer)
20 (Warlock)
20 (Wizard)
15 (Bard)
Spell Sun Bolt Icon.pngSun Bolt
Evocation
Target: Foe, Directional, Breakable

A powerful bolt of light deals 1d4+4 light damage per caster level (up to a maximum of 15d4+60 at caster level 15) to targets in its path. A successful Reflex save reduces the damage by half.

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

Deals 4 to 6 light damage per caster level with a mighty beam of sunlight, and temporarily blinds the target for 5 seconds per caster level. Against Undead or Oozes, it does double damage. A successful Reflex save halves the damage and negates the blind effect. This spell is double range.

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

A globe of searing radiance explodes to blast targets for 6 to 36 of light damage in addition to blinding them for 5 seconds per caster level. Oozes and Undead take 4 to 6 per caster level damage. A successful Reflex save reduces the damage by half and negates the blindness. Light fearing undead may be instantly destroyed by this spell.

Druid 8
Sorcerer 8
Wizard 8
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Spell Points:
25
Spell Symbol of Fear Icon.pngSymbol of Fear
Necromancy (Fear)(Mind-affecting)
Target: Foe, Positional

You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are panicked for 6 seconds per caster level or until the symbol expires. A successful Will save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. Symbols are volatile when placed together.

Cleric 6
Favored Soul 6
Sorcerer 6
Warlock 4
Wizard 6
Embolden
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Spell Points:
35
Spell Symbol of Flame Icon.pngSymbol of Flame
Evocation (Fire)
Target: Foe, Positional

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

Cleric 4
Favored Soul 4
Sorcerer 4
Wizard 4
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Spell Points:
10
Spell Symbol of Pain Icon.pngSymbol of Pain
Necromancy (Evil)
Target: Foe, Positional

You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets suffer wracking pain that imposes a -4 penalty on attack rolls, skill checks, and ability checks for a duration of 30 seconds plus 12 seconds per caster level. A successful Fortitude save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after frist being triggered. Symboles are volatile when placed together.

Cleric 5
Favored Soul 5
Sorcerer 5
Wizard 5
Embolden
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Spell Points:
15
Spell Symbol of Persuasion Icon.pngSymbol of Persuasion
Enchantment (Mind-affecting)
Target: Foe, Positional

You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are charmed for 6 seconds per caster level or until the Symbol expires. A successful Will save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. Symbols are volatile when placed together.

Cleric 6
Favored Soul 6
Sorcerer 6
Warlock 4
Wizard 6
Embolden
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Spell Points:
35
Spell Symbol of Stunning Icon.pngSymbol of Stunning
Enchantment (Mind-affecting)
Target: Foe, Positional

You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are stunned for 6 to 36 seconds or until the Symbol expires. A successful Will save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. Symbols are volatile when placed together.

Cleric 7
Favored Soul 7
Sorcerer 7
Warlock 5
Wizard 7
Embolden
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Spell Points:
40
Spell Symbol of Weakness Icon.pngSymbol of Weakness
Necromancy
Target: Foe, Positional

You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets take 3 to 18 points of Strength damage. A successful Fortitude save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. Symbols are volatile when placed together.

Cleric 7
Favored Soul 7
Sorcerer 7
Wizard 7
Embolden
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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 bll explodes on impact knocking enemies to the ground and dealing 4 to 6 fire damage per two caster levels (a successful Reflex save reduces the fire damage by half and negates the knockdown effect) and 3 to 4 force damage per two caster levels (no save) to targets in the area. Unlike most other projectile spells, the caster can arc this sphere if they have no target selected.

Artificer 6 Empower
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Spell Points:
40
Spell 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
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Extend
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Spell Points:
35
Spell Thunderstroke Icon.pngThunderstroke
Evocation (Electricity)
Target: Foe

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

Sorcerer 9
Wizard 9
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Spell Points:
40
Spell Trap the Soul Icon.pngTrap the Soul
Conjuration
Target: Foe

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

Sorcerer 8
Warlock 6
Wizard 8
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Spell Points:
45
Spell Undeath to Death Icon.pngUndeath to Death
Necromancy
Target: Foe, Positional

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

Cleric 6
Favored Soul 6
Sorcerer 6
Warlock 5
Wizard 6
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Spell Points:
35
Spell Unholy Blight Icon.pngUnholy Blight
Evocation (Evil)
Target: Foe, Positional, Breakable

Unholy power smites your targets. The power takes the form of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell. This spell deals 5 to 8 points of damage per two caster levels (up to a max of 25 to 40 damage at caster level 10) to a good creature (or 4 to 6 per caster level, maximium 60, to a good outsider) and causes it to be sickened for 6 to 24 seconds. A successful Will save reduces damage by half and negates the sickened effect. The spell deals only half damage to creatures who are neither evil or good, and they are not sickened. This spell can only be cast by evil or neutral casters - it has no effect when cast by a good caster.

Cleric 4
Favored Soul 4
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Spell Points:
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Spell Wail of the Banshee Icon.pngWail of the Banshee
Necromancy (Death)(Negative Energy)(Sonic)
Target: Self

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

Sorcerer 9
Warlock 6
Wizard 9
Embolden
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Spell Points:
50
Spell Web Icon.pngWeb
Conjuration (Creation)
Target: Foe, Positional, Breakable

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

Sorcerer 2
Wizard 2
Embolden
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Spell Points:
15