Maximize Spells

From DDO Compendium


A spell cast using this Maximize will have its Spell Power increased by +150. Spells will cost 25 additional spell points (i.e. 10 Spell points becomes 35). Saving throws and non-random values are not affected.

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


Name Effect Levels Metamagics Cost
Spell Acid Blast Icon.pngAcid Blast
Conjuration (Acid)
Target: Foe, Directional, Breakable

Creates a gout of acid that explodes on impact, dealing 1d6+3 acid damage per caster level (up to a max of 10d6+30 damage at caster level 10) to targets around it. A successful Reflex save reduces the damage by half.

Sorcerer 3
Wizard 3
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
15
Spell Acid Fog Icon.pngAcid Fog
Conjuration (Creation)(Acid)
Target: Foe, Positional, Breakable

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

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

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

Sorcerer 4
Wizard 4
Empower
Enlarge
Eschew Materials
Intensify
Maximize
Quicken
Spell Points:
15
Spell Acid 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 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.

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 Black Dragon Bolt Icon.pngBlack Dragon Bolt
Conjuration (Acid)
Target: Foe, Directional, Breakable

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

Sorcerer 8
Wizard 8
Empower
Intensify
Maximize
Quicken
Spell Points:
15
Enhancement Black Dragon Breath (Draconic Incarnation) Icon.pngBlack Dragon Breath Target: Directional

Epic Strike: Conjure forth a torment of acid to melt your enemies. Deals 1d6+10 Acid damage per Character Level to all enemies caught within the spray. DC: 20 + Highest Ability Level + Conjuration Bonus + Breath Weapon Bonus.

Spell Like Ability Empower
Maximize
Quicken
Intensify
Embolden
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
Dark Apostate 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 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
Enhancement Blue Dragon Breath (Draconic Incarnation) Icon.pngBlue Dragon Breath Target: Directional

Epic Strike: Conjure forth a galvanic storm to electrocute your enemies. Deals 1d6+10 Electric damage per Character Level to all enemies caught within the sparks. DC: 20 + Highest Ability Level + Evocation Bonus + Breath Weapon Bonus.

Spell Like Ability Empower
Maximize
Quicken
Intensify
Embolden
Enhancement Black Dragon Breath (Draconic Incarnation) Icon.pngBreath Weapon: Black Target: Directional

Discharge your breath weapon, dealing 1d6+3 Acid damage per caster level in a cone ahead of you. A successful Reflex save reduces this damage by half.

Reflex DC: 10 + Charisma Level + Conjuration Modifier + Breath Weapon Bonus for half damage.

Embolden
Empower
Maximize
Quicken
Intensify
Enhancement Blue Dragon Breath (Draconic Incarnation) Icon.pngBreath Weapon: Blue Target: Directional

Discharge your breath weapon, dealing 1d6+3 Electric damage per caster level in a cone ahead of you. A successful Reflex save reduces this damage by half.

Reflex DC: 10 + Charisma Level + Evocation Modifier + Breath Weapon Bonus for half damage.

Embolden
Empower
Maximize
Quicken
Intensify
Enhancement Red Dragon Breath (Draconic Incarnation) Icon.pngBreath Weapon: Red Target: Directional

Discharge your breath weapon, dealing 1d6+3 Fire damage per caster level in a cone ahead of you. A successful Reflex save reduces this damage by half.

Reflex DC: 10 + Charisma Level + Evocation Modifier + Breath Weapon Bonus for half damage.

Embolden
Empower
Maximize
Quicken
Intensify
Enhancement White Dragon Breath (Draconic Incarnation) Icon.pngBreath Weapon: White Target: Directional

Discharge your breath weapon, dealing 1d6+3 Cold damage per caster level in a cone ahead of you. A successful Reflex save reduces this damage by half.

Reflex DC: 10 + Charisma Level + Evocation Modifier + Breath Weapon Bonus for half damage.

Embolden
Empower
Maximize
Quicken
Intensify
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 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 Icon.pngCall Lightning
Evocation (Electricity)
Calls forth a bolt of lightning, which strikes your chosen target for 7 to 12 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 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
Enhancement Carrion Swarm Icon.pngCarrion Swarm
Conjuration
Target: Foe

Epic Strike: Target enemy and all enemies within a small radius around them becomes covered with biting acidic and poisonous insects. Every 2 seconds they take 1d6+1 Acid and 1d6+1 Poison damage per 2 character levels for 8 seconds. Stacks up to 3 times. Each stack also causes a -4 penalty to attack rolls and Armor Class.

Spell Like Ability Empower
Heighten
Intensify
Maximize
Quicken
Spell Points:
2
Spell Caustic Bolt Icon.pngCaustic Bolt
Evocation (Acid)
Target: Foe, Directional, Breakable

Fires a small orb of acid at a target, doing 1d6+2 acid damage per caster level (max 10d6+20) at caster level 10).

Sorcerer 1
Wizard 1
Empower
Maximize
Quicken
Intensify
Spell Points:
2
Spell Caustic Obliteration Icon.pngCaustic Obliteration
Conjuration
Target: Foe, Directional, Breakable

Primer Element: Crimsonite
Throw a vial that explodes with acid on impact, dealing 1d6+3 Acid damage per Caster Level to all enemies nearby. Maximum Caster Level of 10.

Spell Like Ability Empower
Maximize
Quicken
Heighten
Spell Points:
12 (Rank 1)
8 (Rank 2)
6 (Rank 3)
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
Enhancement Chain Cure Icon.pngChain Cure
Divination
Target: Friend, Undead Foe

A powerful discharge of Positive energy strikes a primary Ally or Undead Foe for 1d6+3 Positive Healing per Caster Level and then arcs to other nearby Allies or Undead Foes hitting each of them with a similar bolt of Positive energy. (Max Caster Level: 20). This is considered a Cure Wounds spell.

Spell Like Ability Empower
Empower Healing
Maximize
Quicken
Spell Points:
40
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 Chain Missiles Icon.pngChain Missiles
Evocation (Force)
Target: Foe

A missile of magical energy darts forth and unerringly strikes its target inflicting 1d2+3 force damage. For every 2 caster levels beyond first you gain an additional missile (up to 10 missiles) that, after striking your target, explode outwards, striking other creatures near the target.

Sorcerer 3
Wizard 3
Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
15
Spell Chaos Hammer Icon.pngChaos Hammer
Evocation (Chaotic)
Target: Foe, Positional, Breakable

Chaotic power smites your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell. The spell deals 5 to 10 points of damage per caster level (up to a max of caster level 10) to a lawful creature (or twice that to a lawful outsider) and causes it to be slowed for 6 to 36 seconds. A successful Will save reduces damage 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
Dark Apostate 4
Favored Soul 4
Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
15
Spell Chill Touch Icon.pngChill Touch
Necromancy (Negative Energy)
Target: Foe

Makes a touch echo with the chill of death causing 3 to 8 negative energy damage per caster level (up to a max of 5 to 3 damage at caster level 5) and 1 point of Strength damage. A successful Fortitude 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 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 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
Dark Apostate 2
Favored Soul 2
Embolden
Empower
Empower Healing
Enlarge
Heighten
Intensify
Maximize
Spell Points:
8
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 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 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 4 to 9 points of bludgeon damage for every caster level. A successful Reflex save reduces this damage by half. The force of this comet can knock some creatures prone.

Cleric 6
Dark Apostate 6
Favored Soul 6
Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
35
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
Enhancement Consume Icon.pngConsume
Necromancy
Target: Foe

Ranged Magical Attack. Your magics consume bits of your opponent's form, disintegrating bits of them for 2d10 Chaotic damage every 2 seconds for a duration of 16 seconds. The damage scales with 125% spell power. The effect can stack up to 3 times. Your enemy is also marked with the Consumed trait.

Spell Like Ability Empower
Enlarge
Intensify
Maximize
Quicken
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 Creeping Cold Icon.pngCreeping Cold
Evocation (Cold)
Target: Foe

Deals on-going cold damage to the target every 2 seconds for 12 seconds. The damage starts small, and grows larger as the spell continues. Each phase lasts 4 seconds.

First phase: 1d4 damage +2 per 3 caster levels (max +12 at caster level 18). Second phase: 2d4 damage +4 per 3 caster levels (max +24 at caster level 18). Third phase: 3d4 damage +6 per 3 caster levels (max +36 at caster level 18).

Druid 2 Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
6
Spell Creeping Doom Icon.pngCreeping Doom
Conjuration (Acid)
Target: Foe, Directional, Breakable

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

Druid 7 Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
30
Spell Curative Admixture- Cure Serious Wounds Icon.pngCurative Admixture: Cure Critical Wounds
Conjuration (Admixture)(Healing)(Infusion)
Target: Friend, Self, Directional, Undead Foe, Friend (Undead)

Primer Element: Gildleaf
Infuses a Cure Critical Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 4d6+8 plus 1 per Caster Level (Maximum caster level 20) positive energy damage to nearby living allies and enemy undead.

Alchemist 4
Artificer 5
Accelerate
Empower
Empower Healing
Intensify
Maximize
Spell Points:
25
Spell Curative Admixture- Cure Light Wounds Icon.pngCurative Admixture: Cure Light Wounds
Conjuration (Admixture)(Healing)(Infusion)
Target: Friend, Self, Directional, Undead Foe

Primer Element: Gildleaf
Infuse a Cure Light Wounds potion with magical energy, hurling it towards your target in an arc. The potions explodes in a small AOE that deals 1d6+2 plus 1 per caster level (maximum caster level 5) positive energy damage to nearby living allies and enemy undead.

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

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

Alchemist 2
Artificer 2
Accelerate
Empower
Empower Healing
Intensify
Maximize
Spell Points:
8
Spell Curative Admixture- Cure Serious Wounds Icon.pngCurative Admixture: Cure Serious Wounds
Conjuration (Admixture)(Healing)(Infusion)
Target: Friend, Self, Directional, Undead Foe

Primer Element: Gildleaf
Infuses a Cure Serious Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 3d6+6 plus 1 per Caster Level (Maximum caster level 15) positive energy damage to nearby living allies and enemy undead.

Alchemist 3
Artificer 3
Accelerate
Empower
Empower Healing
Intensify
Maximize
Spell Points:
12
Spell Curative Admixture- Harm Icon.pngCurative Admixture: Harm
Conjuration (Admixture)(Inflict)(Infusion)
Target: Foe, Directional, Friend (Undead)

Primer Element: Gildleaf
Infuses a Harm potion with magical energy, hurling it towards your target in an arc. This channels powerful negative energy into targets to wipe away injury and afflictions, restore 10 hit points per caster level (up to a max of 150 hit points at caster level 15), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Heal. Undead who make a successful Will save reduce the damage by half.

Alchemist 6 Accelerate
Empower
Empower Healing
Intensify
Maximize
Spell Points:
45
Spell Curative Admixture- Heal Icon.pngCurative Admixture: Heal
Conjuration (Admixture)(Healing)(Infusion)
Target: Friend, Self, Directional, Undead Foe, Friend (Undead)

Primer Element: Gildleaf
Infuses a Heal potion with magical energy, hurling it towards your target in an arc. This channels powerful positive energy into targets to wipe away injury and afflictions, restore 10 hit points per caster level (up to a max of 150 hit points at caster level 15), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.

Alchemist 6 Accelerate
Empower
Empower Healing
Intensify
Maximize
Spell Points:
45
Spell Curative Admixture- Inflict Critical Wounds Icon.pngCurative Admixture: Inflict Critical Wounds
Conjuration (Admixture)(Inflict)(Infusion)
Target: Foe, Directional, Friend (Undead)

Primer Element: Gildleaf
Infuses a Inflict Critical Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 4d6+8 plus 1 per Caster Level (Maximum caster level 20) negative energy damage to nearby living allies and enemy undead.

Alchemist 4 Accelerate
Empower
Empower Healing
Intensify
Maximize
Spell Points:
25
Spell Curative Admixture- Inflict Light Wounds Icon.pngCurative Admixture: Inflict Light Wounds
Conjuration (Admixture)(Inflict)(Infusion)
Target: Friend, Self, Directional, Undead Foe

Primer Element: Gildleaf
Infuse a Inflict Light Wounds potion with magical energy, hurling it towards your target in an arc. The potions explodes in a small AOE that deals 1d6+2 plus 1 per caster level (maximum caster level 5) negative energy damage to nearby living allies and enemy undead.

Alchemist 1 Accelerate
Empower
Empower Healing
Intensify
Maximize
Spell Points:
6
Curative Admixture- Inflict Moderate Wounds Icon.pngCurative Admixture: Inflict Moderate Wounds
Conjuration (Admixture)(Inflict)(Infusion)
Target: Friend, Directional, Undead Foe

Primer Element: Gildleaf
Infuses a Inflict Moderate Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 2d6+4 plus 1 per Caster Level (Maximum caster level 10) negative energy damage to nearby living allies and enemy undead.

Alchemist 2 Accelerate
Empower
Empower Healing
Intensify
Maximize
Spell Points:
8
Spell Curative Admixture- Inflict Serious Wounds Icon.pngCurative Admixture: Inflict Serious Wounds
Conjuration (Admixture)(Inflict)(Infusion)
Target: Foe, Directional, Friend (Undead)

Primer Element: Gildleaf
Infuses a Cure Serious Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 3d6+6 plus 1 per Caster Level (Maximum caster level 15) negative energy damage to nearby allies and enemy undead.

Alchemist 3 Accelerate
Empower
Empower Healing
Intensify
Maximize
Spell Points:
12
Spell Cure Critical Wounds Icon.pngCure Critical Wounds
Conjuration (Healing)
Target: Friend, Self, Undead Foe

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

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

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

Cleric 8
Dark Apostate 8
Favored Soul 8
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Spell Cure Light Wounds Icon.pngCure Light Wounds
Conjuration (Healing)
Target: Friend, Self, Undead Foe

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

Cleric 1
Dark Apostate 1
Favored Soul 1
Ranger 2
Bard 1
Stormsinger 1
Paladin 1
Sacred Fist 1
Druid 1
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Spell Points:
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Spell Cure Light Wounds, Mass Icon.pngCure Light Wounds, Mass
Conjuration (Healing)
Target: Foe, Self, Undead Foe

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

Bard 5
Stormsinger 5
Cleric 5
Dark Apostate 5
Favored Soul 5
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Spell Points:
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Spell Cure Moderate Wounds Icon.pngCure Moderate Wounds
Conjuration (Healing)
Target: Friend, Self, Undead Foe

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

Bard 2
Stormsinger 2
Cleric 2
Dark Apostate 2
Druid 3
Favored Soul 2
Paladin 3
Sacred Fist 3
Ranger 3
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Spell Points:
8
Spell Cure Moderate Wounds, Mass Icon.pngCure Moderate Wounds, Mass
Conjuration (Healing)
Target: Friend, Self, Undead Foe

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

Bard 6
Stormsinger 6
Cleric 6
Dark Apostate 6
Favored Soul 6
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Spell Points:
35
Spell Cure Serious Wounds Icon.pngCure Serious Wounds
Conjuration (Healing)
Target: Friend, Self, Undead Foe

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

Bard 3
Stormsinger 3
Cleric 3
Dark Apostate 3
Druid 4
Favored Soul 3
Paladin 4
Sacred Fist 4
Ranger 4
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12
Spell Cure Serious Wounds, Mass Icon.pngCure Serious Wounds, Mass
Conjuration (Healing)
Target: Friend, Self, Undead Foe

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

Cleric 7
Dark Apostate 7
Favored Soul 7
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Spell Points:
40
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
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Spell Darkfire Icon.pngDarkfire
Evocation
Target: Foe, Directional

Fires a bold of darkness that deals 1d8 damager per character level, which scales with 100% Spell Power.

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Spell Points:
4
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 5 to 11 good damage for every caster level (up to a maximum of 50 to 110 damage at caster level 10), or 10 to 22 good damage for every caster level (up to a maximum of 100 to 220 damage at caster level 10). A successful Will save reduces this damage by half.

Cleric 2
Dark Apostate 2
Favored Soul 2
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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 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
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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
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Spell Points:
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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 Disrupt Undead Icon.pngDisrupt Undead
Necromancy
Target: Foe, Directional

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

Sorcerer 1
Wizard 1
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5
Spell Divine Punishment Icon.pngDivine Punishment
Evocation (Light)
Target: Foe

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

Cleric 5
Dark Apostate 5
Favored Soul 5
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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.

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Enhancement Discord Icon.pngEchoes of Discord Target: Directional

Consumes all Chords of Fate: Creates a blast of music on the target that strikes nearby enemies for 1d6+1 Sonic Damage per Character Level, scales with 100% sonic spell power. This attempts to stun the target for 1 seconds per Chords of Fate. Fort Save, DC:20 + STR/DEX/INT/CHA + Evocation Bonuses. Releasing 3 Chords of Fate restores 10 Spell Points.

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Spell Eladar's Electric Surge Icon.pngEladar's Electric Surge
Evocation (Electricity)
Target: Foe

A harmful enchantment that deals 1 to 6 +1 per caster level electric damage every 2 seconds for a duration of 20 seconds.

Sorcerer 5
Wizard 5
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Spell Points:
20
Enhancement Eldritch Ball Icon.pngEldritch Ball Target: Foe

Project your terror at a distance, exploding in an area, dealing Eldritch Blast damage and effects to nearby enemies. The damage scales with 150% spell power.

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Spell Points:
12 (Rank 1)
8 (Rank 2)
4 (Rank 3)
Enhancement Eldritch Wave Icon.pngEldritch Wave Target: Foe

You create a cone of eldritch energy that strikes all opponents in the area with three consecutive Eldritch Blasts. The damage from these Eldritch Blasts scales with 150% spell power.

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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.

Stormsinger 2
Sorcerer 2
Wizard 2
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Spell Points:
10
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
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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.

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Spell Points:
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Spell Empty Bottle Icon.pngEmpty Bottle
Conjuration (Bludgeoning)
Target: Foe, Directional, Breakable

Primer Element: Crimsonite
Throw an empty bottle at a single foe, dealing 3 to 8 Bludgeoning damage per caster level, max caster level 10.

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Spell Points:
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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.

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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
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Spell Points:
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Enhancement Fan of Shadowblades Icon.pngFan of Shadowblades Target: Directional

Fan a series of Shadowblades outwards into a wide cone. The enemies struck take 1d6+2 Force damage per caster level, with a Will DC: 17 + Highest of Intelligence, Wisdom or Charisma Modifier + Illusion Bonus for half damage.

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18 (Rank 1)
15 (Rank 2)
12 (Rank 3)
Spell Fiery Obliteration Icon.pngFiery Obliteration
Conjuration
Target: Foe, Directional, Breakable

Primer Element: Crimsonite
Throw a vial that explodes with fire on impact, dealing 1d6+3 Fire damage per Caster Level to all enemies nearby. Maximum Caster Level of 10.

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Spell Points:
12 (Rank 1)
8 (Rank 2)
6 (Rank 3)
Spell Fire Seeds Icon.pngFire Seeds
Transmutation (Fire)
Target: Foe

Flings three burning acorns at your target, where they explode into flames. Each acorn does 1d6 fire damage per caster level (maximum 20d6 per missile at caster level 20). Reflex save halves. You can also place the acorns on the ground to act as a trap, for reduced Spell Point cost.

Druid 6 Empower
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Spell Fire Seeds Icon.pngFire Seeds Thrown
Transmutation (Fire)
Target: Foe, Directional, Breakable

Flings three burning acorns at your target, where they explode into flames. Each acorn does 1d6 fire damage per caster level (maximum 20d6 per missile at castor level 20). A successful reflex save halves the damage.

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Spell Fire Seeds Icon.pngFire Seeds Trap
Transmutation (Fire)
Target: Foe, Positional

Places three burning acorns at your target, set to explode when an enemy comes near. Each acorn does 1d6 fire damage per caster level (maximum 20d6 per missile at castor level 20). A successful reflex save halves the damage.

Druid 6 Empower
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7
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 9 to 14 fire damage per caster level to targets in its area.

Cleric 8
Dark Apostate 8
Druid 7
Favored Soul 8
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Spell Points:
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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:
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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
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Enhancement Flame Pillar Icon.pngFlame Pillar
Conjuration
Target: Foe

Epic Strike: Bring a pillar of fire down on a single enemy, dealing 1d6+6 Fire damage per caster level (Max Caster Level: 20). Cooldown 6 seconds, cost 5 SP

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5 Spell Points
Spell Flame Strike Icon.pngFlame Strike
Evocation (Fire)
Target: Foe, Positional, Breakable

Produces a vertical column of divine fire roaring downward, dealing 6 to 11 damage per caster level (up to a max of 90 to 165 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
Dark Apostate 5
Druid 4
Favored Soul 5
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Spell Flaming Bolt Icon.pngFlaming Bolt
Evocation (Fire)
Target: Foe, Directional, Breakable

Fires a small orb of fire at a target, doing 1d6+2 fire damage for every caster level (up to a max of 10d6+20 at caster level 10).

Sorcerer 1
Wizard 1
Artificer 1
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Spell Force Missiles Icon.pngForce Missiles
Evocation (Force)
Target: Foe

A powerful missile of magical force darts from your fingertips and unerringly strikes its target, inflicting 10 to 14 points of force damage. You gain an additional missile at levels 4, 8, 12 for a maximum of four missiles.

Sorcerer 4
Wizard 4
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8
Spell Freezing Bolt Icon.pngFreezing Bolt
Evocation (Cold)
Target: Foe, Directional, Breakable

Fires a small orb of frost at a target, doing 1d6+2 cold damage for every caster level (up to a max of 10d6+20 at caster level 10).

Sorcerer 1
Wizard 1
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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 Frost Obliteration Icon.pngFrost Obliteration
Conjuration
Target: Foe, Directional, Breakable

Primer Element: Crimsonite
Throw a vial that explodes with frost on impact, dealing 1d6+3 Cold damage per Caster Level to all enemies nearby. Maximum Caster Level of 10.

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12 (Rank 1)
8 (Rank 2)
6 (Rank 3)
Enhancement Gloomspear Icon.pngGloomspear
Necromancy
Target: Foe

Epic Strike: Single-target level 3 Dice, Deal 1d6+6 Negative damage per caster level and applies 3 stacks of Shattermantle. Cooldown 6 seconds, cost 5 SP

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5 Spell Points
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
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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.

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Spell Greater Creeping Cold Icon.pngGreater Creeping Cold
Evocation (Cold)
Target: Foe

Deals on-going cold damage to the target every 2 seconds for 12 seconds. The damage starts small, and grows larger as the spell continues. Each phrase lasts 4 seconds.


First phase: 2d4 damage +4 per 2 caster levels (max +40 at caster level 20). Second phase: 4d4 damage +6 per 2 caster levels (max +60 at caster level 20). Third phase: 6d4 damage +8 per 2 caster levels (max +80 at caster level 20).

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Spell Greater Form Icon.pngGreater Form - Heart of Flame
Transmutation
Target: Self, Positional

Become like a summer fire for 20 seconds and gain:

  • 25% Action Boost Bonus to Movement Speed
  • Become Ethereal to monsters for movement
  • 25% uncapped bonus to dodge
  • Immunity to Fire, Light damage and most Crowd Control effects
  • Deal 1d6 fire damage per character level to enemies close to you
  • Heal allies for 1d6 positive every 2 seconds
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Spell Greater Form Icon.pngGreater Form - Sky Rager
Transmutation
Target: Self, Positional

Become like a raging storm for 20 seconds and gain:

  • 25% Action Boost Bonus to Movement Speed
  • Become Ethereal to monsters for movement
  • 50% Incorporeal
  • Immunity to Cold, Electric damage and most Control effects
  • Deal 1d6 Cold damage per character level to enemies close to you
  • Also slowed
  • Random enemies will be struck by lightning for 1d6+6 Electric damage per character level
    • Also knocked down
    • No save
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Spell Greater Form Icon.pngGreater Form - Thorn Cloud
Transmutation
Target: Self, Positional

Become like a summer fire for 20 seconds and gain:

  • 25% Action Boost Bonus to Movement Speed
  • Become Ethereal to monsters for movement
  • 50% Incorporeality
  • Immunity to Poison, Acid and most Control effects
  • Deal 1d2 Acid and 1d2 Poison damage per character level to enemies close to you every 2 seconds
  • Enemies also have a 50% chance to become confused for 6 seconds.
    • No save
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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
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Spell Points:
12
Spell Greater Shout Icon.pngGreater Shout
Evocation (Sonic)
Target: Foe, Directional, Breakable

Emits an ear-splitting yell that deals 4 to 8 Sonic damage per caster level and stuns targets in its path. A successful Fortitude save halves the damage and negates the stun.

Bard 6
Stormsinger 6
Sorcerer 8
Wizard 8
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30
Spell Greater Venom Vial Icon.pngGreater Venom Vial
Conjuration (Poison)
Target: Foe, Directional

Primer Element: Crimsonite
Conjuring a bottle of magical poison, you throw a projectile that explodes on impact, dealing 3 to 8 Poison damage per caster level, max caster level 10, to all foes caught within the area. This poison will leave the enemies struck Contaminated.

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

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

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

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Spell Greater Vigor, Mass Icon.pngGreater Vigor, Mass
Conjuration (Healing)
Target: Friend, Self

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

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

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Spell Greater Wave of Poison Icon.pngGreater Wave of Poison Target: Directional

Primer Element: Ceruleite
You infect enemies in a short cone with a deadly poison that eats away at them. Affected enemies take 2d6 Poison damage plus 1 Poison damage per Caster Level every 2 seconds for 16 seconds. This poison will leave enemies Contaminated.

Striking enemies that are immune to Poisons or Poison Damage:

  • They become vulnerable to Poisons and Poison Damage
  • Lasts 12 seconds
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Enhancement Green Dragon Breath (Draconic Incarnation) Icon.pngGreen Dragon Breath Target: Directional

Epic Strike: Conjure forth a wave of poison to infect your enemies. Deals 1d6+10 Poison damage per Character Level to all enemies caught within the area. DC: 20 + Highest Ability Level + Transmutation Bonus + Breath Weapon Bonus.

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Enhancement Healing Pillar Icon.pngHealing Pillar
Conjuration
Target: Friend, Undead Foe

Epic Strike: Bring a pillar of positive energy down on a single ally, healing them for 3d6+6 Positive Energy, plus an additional 1 per Caster Level (Max Caster Level: 15). This is a Conjuration spell, and counts as both a Positive and Cure Wounds spell. Can be used on Undead enemies, who take that Positive healing as damage. Cooldown 6 seconds, cost 5 SP.

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5 Spell Points
Feat Hellball Icon.pngHellball
Evocation (Acid)(Cold)(Fire)(Electricity)(Sonic)
Target: Self, Foe, Directional, Breakable

Deal 3d20 + 15 acid, electric, fire, and sonic damage to enemies in an area. Successful Reflex saving throws may negate each type of damage.

Spell Like Ability Empower
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Spell Points:
45
Enhancement Holy Fireball Icon.pngHoly Fireball
Evocation (Fire)
Target: Directional, Foe, Breakable

Creates a ball of fire that detonates on impact, causing an explosion of light and flame that deals 1d3+9 light damage and 1d3+9 fire damage per caster level to targets in its path. A successful Reflex save reduces the damage by half. This counts as both a Fire and Light spell. (Max Caster Level: 20)

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Spell Points:
40
Spell Holy Smite Icon.pngHoly Smite
Evocation (Good)
Target: Foe, Positional, Breakable

Smites targets with holy power, evil targets take 5 to 10 holy damage per caster level (up to a max of caster level 10) and are blinded for 6 seconds. Does not affect good targets. Neutral targets take half damage. Evil Outsiders take twice the 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
Dark Apostate 4
Favored Soul 4
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Spell Points:
15
Enhancement Fear my Vengeance Icon.pngHorn of Thunder
Conjuration
Target: Foe

Horn of Thunder blasts your foes with 1d4+1 Sonic and 1d4+1 Electric damage per caster level (max caster level: 25). Sonic damage is doubled vs. Oozes, as the thunderous pressure disrupt there amorphous structure. Creatures making a reflex save take half damage.

Clickie 5 Embolden
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Enhancement Fear my Vengeance Icon.pngHorn of Thunder
Conjuration
Target: Foe

Horn of Thunder blasts your foes with 1d6+3 Sonic and 1d6+3 Electric damage per caster level (max caster level: 25). Sonic damage is doubled vs. Oozes, as the thunderous pressure disrupt there amorphous structure. Creatures making a reflex save take half damage.

Spell Like Ability Embolden
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Spell Points:
30 (Rank 1)
25 (Rank 2)
20 (Rank 3)
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 Ice Flowers Icon.pngIce Flowers
Transmutation (Cold)(Water)(Piercing)
Target: Foe, Positional, Breakable

Lances of ice burst from the ground where you point, dealing 1d6+8 piercing and 1d6+8 cold damage per caster level, to a maximum of 15d6+120 cold and 15d6+120 piercing.

Druid 8 Empower
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Spell Points:
20
Spell Ice Storm Icon.pngIce Storm
Evocation (Cold)(Bludgeoning)(Untyped)
Target: Foe, Positional

Great magical hailstones pound down, dealing 1 to 6 cold + 1 per caster level (max 1d6+10) and 2 to 12 bludgeoning damage and slowing the movement speed of targets within the area.

Druid 4
Sorcerer 4
Wizard 4
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Spell Points:
25
Spell Iceberg Icon.pngIceberg
Evocation (Cold)
Target: Foe

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

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

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

Sorcerer 8
Wizard 8
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Spell Points:
45
Spell Inflict Critical Damage Icon.pngInflict Critical Damage
Transmutation (Inflict)
Target: Foe

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

Artificer 4 Empower
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Spell Points:
8
Spell Inflict Moderate Damage, Mass Icon.pngInflict Critical Damage, Mass
Transmutation (Inflict)
Target: Construct

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

Artificer 6 Empower
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Spell Points:
22
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 11 to 16 damage for every caster level up to caster level 20 on your target enemy, or heal undead a lesser amount. A successful Will save reduces the damage by half.

Cleric 4
Dark Apostate 4
Favored Soul 4
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Spell Points:
20
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
Dark Apostate 8
Favored Soul 8
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Spell Points:
45
Spell Inflict Light Damage Icon.pngInflict Light Damage
Transmutation (Inflict)
Target: Construct

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

Artificer 1 Empower
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Spell Points:
2
Spell Inflict Moderate Damage, Mass Icon.pngInflict Light Damage, Mass
Transmutation (Inflict)
Target: Construct

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

Artificer 3 Empower
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Spell Points:
10
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 per caster level up to caster level 5 on your target enemy, or heal undead a like amount. A successful Will save reduces the damage by half.

Cleric 1
Dark Apostate 1
Favored Soul 1
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Spell Points:
6
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
Dark Apostate 5
Favored Soul 5
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Spell Points:
25
Spell Inflict Moderate Damage Icon.pngInflict Moderate Damage
Transmutation (Inflict)
Artificer 2 Empower
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Spell Points:
4
Spell Inflict Moderate Damage, Mass Icon.pngInflict Moderate Damage, Mass
Transmutation (Inflict)
Target: Construct

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

Artificer 4 Empower
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Spell Points:
14
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 5 to 10 damage per 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
Dark Apostate 2
Favored Soul 2
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Spell Points:
12
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
Dark Apostate 6
Favored Soul 6
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Spell Points:
35
Spell Inflict Serious Damage Icon.pngInflict Serious Damage
Transmutation (Inflict)
Artificer 3 Empower
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Spell Points:
6
Spell Inflict Moderate Damage, Mass Icon.pngInflict Serious Damage, Mass
Transmutation (Inflict)
Target: Construct

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

Artificer 5 Empower
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Spell Points:
18
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 7 to 12 damage per 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
Dark Apostate 3
Favored Soul 3
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Spell Points:
16
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
Dark Apostate 7
Favored Soul 7
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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
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Spell Points:
30
Spell Lesser Vigor Icon.pngLesser Vigor
Conjuration (Healing)
Target: Friend, Self

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

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

Druid 1 Empower
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Spell Points:
6
Spell Lesser Vigor, Mass Icon.pngLesser Vigor, Mass
Conjuration (Healing)
Target: Friend, Self

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

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

Druid 4 Empower
Empower Healing
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Spell Points:
25
Spell 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
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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 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
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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 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.

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Spell Points:
10
Spell Magic Missile Icon.pngMagic Missile
Evocation (Force)
Target: Foe

A missile of magical energy darts forth and unerringly strikes the target inflicting 1d2+3 force damage. For every 2 caster levels beyond first level you gain an additional missile up to a maximum of five missiles.

Sorcerer 1
Wizard 1
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Spell Points:
4
Spell Melf's Acid Arrow Icon.pngMelf's Acid Arrow
Conjuration (Acid)
Target: Foe, Directional, Breakable

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

Sorcerer 2
Wizard 2
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Spell Points:
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
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Spell Points:
8
Spell Meteor Swarm Icon.pngMeteor Swarm
Evocation (Fire)(Earth)(Bludgeoning)(Untyped)
Target: Foe, Directional, Breakable

Caused four 2-foot-diameter chunks of rock to spring forth and streak in straight lines toward a target, leaving fiery trails of sparks. The meteors explode on impact, dealing 2 to 4 fire damage per caster level (a successful Reflex save reduces the fire damage by half) and 2 to 3 bludgeoning damage per caster level (no save) to targets in the area. Unlike most other projectile spells, the caster can arc these meteors if they have no target selected. This spell has double range. Max Caster Level of 20.

Sorcerer 9
Wizard 9
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Spell Points:
40
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
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Spell Points:
15
Enhancement Moon Lance Icon.pngMoon Lance
Evocation
Target: Foe

Epic Strike: Single-target level 3 dice, 1d6+6 Cold damage per caster level and applies 3 stacks of Shattermantle. Cooldown 6 seconds, cost 5 SP

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5 Spell Points
Enhancement Moon's Shadow Icon.pngMoon's Shadow
Necromancy
Target: Foe

Necromancy SLA. Hit target enemy with a miniature black hole for 1d6+28 negative damage per caster level. A successful Reflex save reduces the damage by half. Cooldown 18 seconds, cost 40 SP.

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Spell Points:
40
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
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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
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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
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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
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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
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Spell Points:
40
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.

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

You fire a dart of black energy from your hand that deals 4 to 9 ` hit points of negative energy damage per caster level. A successful Fortitude save reduces the damage by half. Players cannot be targeted with this effect.

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Spell Points:
10 (Rank 1)
8 (Rank 2)
5 (Rank 3)
Spell Necrotic Ray Icon.pngNecrotic Ray
Necromancy (Negative Energy)
Target: Foe, Directional, Breakable

Blasts a target wit a negative energy ray that does 13 to 19 negative energy damage per aster level to a living enemy. A successful Fortitude save reduces the damage by half. The ray also suppresses the life force of any living creature it strikes, granting it a negative level.

Sorcerer 6
Wizard 6
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Spell Points:
10
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.

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Spell Points:
6 (Rank 1)
4 (Rank 2)
2 (Rank 3)
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
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Spell Points:
25
Spell Niac's Biting Cold Icon.pngNiac's Biting Cold
Evocation (Cold)
Target: Foe

A deep and chilling cold settles into the target's body, dealing 1 to 6 cold damage + 1 per caster level every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 3 times, increasing the damage with each stack.

Sorcerer 5
Wizard 5
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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
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Spell Points:
4
Enhancement Nightmare Lance Icon.pngNightmare Lance
Conjuration
Target: Directional, Foe

Epic Strike: Conjure a lance of pure nightmares to impale you enemies, dealing 1d6+6 Force damage. On hit, opponent must make a Fortitude save vs (DC 20 + Highest of Int/Wis/Cha modifer + Illusion Bonuses) or be cursed with Shadow Loss.

Shadow Loss: You no longer cast a shadow. In addition, you have -5 Physical and Magical Resistance Rating, and -5 Spell Penetration.

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Spell Points:
15
Spell Nimbus of Light Icon.pngNimbus of Light
Evocation
Target: Foe, Directional, Breakable

A glittering corona of light coalesces around your outstretched arm, dealing 1 to 6 points of light damage per caster level, maximum caster level 15. This ray has double range.

Cleric 1
Dark Apostate 1
Favored Soul 1
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Spell Points:
4
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 harmed by the spell. The spell deals 5 to 10 points of damage per caster level (up to a max of caster level 10) to a chaotic creature (or double that damage 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 neutral casters - it has no effect when cast by a chaotic caster.

Cleric 4
Dark Apostate 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 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
Dark Apostate 4
Druid 3
Favored Soul 4
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Spell Points:
10
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
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Spell Poisonous Obliteration Icon.pngPoisonous Obliteration
Conjuration
Target: Foe, Directional, Breakable

Primer Element: Crimsonite
Throw a vial that explodes with poison on impact, dealing 1d6+3 Poison damage per Caster Level to all enemies nearby. Maximum Caster Level of 10.

Spell Like Ability Empower
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Spell Points:
12 (Rank 1)
8 (Rank 2)
6 (Rank 3)
Spell Polar Ray Icon.pngPolar Ray
Evocation (Cold)
Target: Foe, Positional, Breakable

Deals 9 to 14 cold damage per caster level (up to a max of 225 to 350 at caster level 25) to an enemy with a powerful ray of freezing ice and air. Rays have double range.

Sorcerer 8
Wizard 8
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Spell Points:
20
Spell Positive Energy Burst Icon.pngPositive Energy Burst
Conjuration (Healing)
Target: Self, Friend, Undead Foe

Channel Divinity: A wave of positive energy that expands from the caster, healing 1d8 plus 1 per Cleric level to all nearby allies, as well as removing 1d4 negative levels and 1d6 points of ability damage. Undead are instead damaged by the energy, taking 1d8 points of damage per Cleric level - a successful Will save reduces the damage by half.

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Spell Positive Energy Burst Icon.pngPositive Energy Burst
Conjuration (Healing)
Target: Self, Friend, Undead Foe

Channel Divinity: A wave of positive energy that expands from the caster, healing 1d8 plus 1 per Sacred Fist level to all nearby allies, as well as removing 1d4 negative levels and 1d6 points of ability damage. Undead are instead damaged by the energy, taking 1d8 points of damage per Sacred Fist level - a successful Will save reduces the damage by half.

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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 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 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 two of three different possible damaging and debuff effects. The first deals 1 to 6 sonic damage per caster level (up to a max of 20 to 120 damage at caster level 20) and knocks the target prone; a successful Fortitude save halves the damage and negates the knockdown. The second deals 1 to 6 force damage per caster level (up to a max of 20 to 120 damage at caster level 20) and dazes the target; a successful Reflex save halves the damage and negates the daze. The third deals 1 to 6 fire damage per caster level (up to a max of 20 to 120 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. The damage and debuffs are chosen independently. This spell has double range.

Artificer 5 Embolden
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35
Spell Produce Flame Icon.pngProduce Flame
Evocation (Fire)
Target: Foe, Positional, Breakable

Flames as bright as a torch appear in your open hand and launch towards your foes. They deal 1d6+1 fire damage per caster level, up to 15d6+15 at caster level 15.

Druid 1 Empower
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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 Reborn in Fire Icon.pngReborn in Fire
Evocation
Target: Self

A swirl of fire surrounds you dealing 1d6 Fire damage per character level to all nearby enemies, Reflex save for half (DC:20 + Evocation Bonuses + Highest of INT/WIS/CHA) for half damage and healing allies for 1d6 per character level.

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Enhancement Red Dragon Breath (Draconic Incarnation) Icon.pngRed Dragon Breath Target: Directional

Epic Strike: Conjure forth a gout of flame to scorch your enemies. Deals 1d6+10 Fire damage per Character Level to all enemies caught within the blaze. DC: 20 + Highest Ability Level + Evocation Bonus + Breath Weapon Bonus.

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Spell Repair Critical Damage Icon.pngRepair Critical Damage
Transmutation (Repair)
Target: Friend, Self

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

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

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

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

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

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

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

Artificer 3
Sorcerer 5
Wizard 5
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Spell Repair Moderate Damage Icon.pngRepair Moderate Damage
Transmutation
Target: Friend, Self

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

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

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

Artificer 4
Sorcerer 6
Wizard 6
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35
Spell Repair Serious Damage Icon.pngRepair Serious Damage
Transmutation (Repair)
Target: Friend, Self

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

Artificer 3
Sorcerer 3
Wizard 3
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12
Spell Repair Serious Damage, Mass Icon.pngRepair Serious Damage, Mass
Transmutation (Repair)
Target: Friend, Self

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

Artificer 5
Sorcerer 7
Wizard 7
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Spell Points:
40
Spell Reverberate Icon.pngReverberate
Conjuration
Target: Foe

Wrack the target's body with internal sonic booms, dealing 1d10 sonic damage + 1 per three caster levels (up to caster level 18) every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to three times, increasing damage with each stack.

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Spell Points:
20 (Rank 1)
15 (Rank 2)
10 (Rank 3)
Spell Ring of Shadowblades (Spell) Icon.pngRing of Shadowblades Target: Self

Conjure a large ring of interlocking illusory Shadowblades that damage enemies passing through them. Enemies take 1d6+2 Force damage per caster level, with a Will DC: 17 + Highest of Intelligence, Wisdom or Charisma Modifier + Illusion Bonus for half damage.

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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+6 force damage per caster level, for a maximum of 10d6+60 at caster level 10. Targets are also stunned. Fortitude save negates the stun.

Druid 3 Embolden
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Spell Scorching Ray Icon.pngScorching Ray
Evocation (Fire)
Target: Foe, Directional, Breakable

Blasts a target with fiery rays, each doing 4d3+12 fire damage on impact. The number of rays increases by 1 ray for every four levels beyond 3rd, to a maximum of three rays at 11th level. Ray spells have double range.

Wizard 2
Sorcerer 2
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8
Spell Searing Light Icon.pngSearing Light
Evocation (Light)
Target: Foe, Directional, Breakable

Focuses divine power like a ray of the sun, causing a blast of light to do 7 to 12 light damage per caster level (up to a max of 70 to 120 at caster level 10). Undead creatures take 14 to 24 damage per caster level (up to a max of 140 to 240 damage). Ray spells have double range.

Cleric 3
Dark Apostate 3
Favored Soul 3
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8
Enhancement Shadow Dragon Breath (Draconic Incarnation) Icon.pngShadow Dragon Breath Target: Directional

Epic Strike: Conjure forth a wave of shadow to terrify your enemies. Deals 1d6+10 Negative damage per Character Level to all enemies caught within the blast. DC: 20 + Highest Ability Level + Necromancy Bonus + Breath Weapon Bonus.

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Spell Greater Form Icon.pngShard Storm
Evocation
Target: Self

Summons a cloud of acidic poisonous shards that randomly strikes enemies within 15 meters. 6 strikes over 6 seconds. Each shard deals 1d4+2 Poison and 1d4+2 Acid damage per character level.

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Spell Shocking Bolt Icon.pngShocking Bolt
Evocation (Electricity)
Target: Foe, Directional, Breakable

Fires a small orb of electricity at a target, doing 1d6+2 electric damage for every caster level (up to a max of 10d6+20 at caster level 10). This spell shares a cooldown with Freezing Bolt, Caustic Bolt, and Flaming Bolt.

Sorcerer 1
Wizard 1
Artificer 1
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2
Spell Shocking Grasp Icon.pngShocking Grasp
Evocation (Electricity)
Target: Foe

Delivers a jolt of 1d6+2 electricity damage per caster level (up to a max of 5d6+10) to any enemy you touch.

Stormsinger 1
Sorcerer 1
Wizard 1
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4
Spell Shout Icon.pngShout
Evocation (Sonic)
Target: Foe, Directional, Breakable

Emits an ear-splitting yell that does 4 to 8 Sonic damage per caster level to all targets in its path. A successful Fortitude save halves the damage.

Bard 4
Stormsinger 4
Sorcerer 4
Wizard 4
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Spell Points:
15
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 Sonic Blast Icon.pngSonic Blast
Evocation (Sonic)
Target: Foe, Directional, Breakable

Blasts an enemy with loud high-pitched sounds, doing 2 to 7 sonic damage per caster level (up to a max of 20 to 70 damage at caster at caster level 10). 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
Stormsinger 1
Sorcerer 1
Wizard 1
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4
Spell Soundburst Icon.pngSoundburst
Evocation (Sonic)
Target: Foe, Positional

Blasts an area with a tremendous cacophony, doing 2 to 7 of sonic damage per caster level and stunning enemies for 6 seconds. A successful Fortitude or Spell Resistance save negates the stun.

Bard 2
Stormsinger 2
Cleric 2
Dark Apostate 2
Favored Soul 2
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Spell Spike Growth Icon.pngSpike Growth
Transmutation
Target: Foe, Positional, Breakable

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

Druid 3
Ranger 2
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12
Spell Spill the Bad Stuff Icon.pngSpill the Bad Stuff
Evocation
Target: Foe, Directional

Deals 1d6+4 per Caster Level of a random type of damage to enemies in a short cone. The damage all scales with Positive Spell Power. Affected enemies have a chance to be Blinded, Dazed, Silenced, Tripped, Stunned, or Paralyzed. (Fortitude save negates).

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Spell Splinterbolt Icon.pngSplinterbolt
Conjuration
Target: Foe, Directional, Breakable

Fires a jagged bolt of wood at your enemies. Deals 1d6+4 piercing damage per caster level, to a maximum of 12d6+48 at caster level 12.

Druid 2 Embolden
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Enhancement Spring to Summer Icon.pngSpring to Summer
Conjuration (Healing)
Target: Foe

Epic Strike: A burst of butterflies forms around the caster in a small radius applying a copy of Rejuvenation Cocoon to all allies. After several seconds the butterflies burst into flame causing 2d6 Fire damage per character level to all nearby enemies, Reflex vs Evocation (DC:20+ Highest of INT/WIS/CHA) for half damage.

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Spell Static Shock Icon.pngStatic Shock
Evocation (Electricity)
Target: Foe, Directional

An electrical discharge strikes one target for 4 to 6 plus 1 to 6 per caster level electrical damage (max 6 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 Electric Loop Icon.pngStorm Catcher
Evocation
Target: Foe

Epic Strike: Target enemy is instantly struck by a bolt of lightning for 1d6+3 Electric damage per level. Fortitude vs Evocation (DC:20+Highest of INT/WIS/CHA) for half damage. Target also becomes chilled to the bone for 8 seconds slowing their movement and reducing their Reflex save by half your character level. They also take 1d6 per 2 character level in Cold Damage every two seconds.

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Spell Storm of Vengeance Icon.pngStorm of Vengeance
Conjuration (Acid)(Earth)
Target: Foe, Positional

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

Druid 9 Embolden
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Enhancement Harmonic Resonance Icon.pngStrike a Cord Target: Foe

Epic Strike: Blasts a single target with a random note of music for 1d6+1 Sonic damage per character level. On use, you gain a stack of Chords of Fate. Chords of Fate stacks last 30 seconds, stacks 3 times.

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5
Enhancement Stunning Blast Icon.pngStunning Blast
Evocation
Target: Foe

Activate: Attack an enemy with an Eldritch Blast that stuns your target into helplessness for 12 seconds on a failed Fortitude saving throw. This damage scales with 150% spell power.

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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.

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Enhancement Sun Pillar Icon.pngSun Pillar
Conjuration
Target: Foe

Epic Strike: Bring a beam of light down on a single enemy, dealing 1d6+6 Light damage per caster level (Max Caster Level: 20). Cooldown 6 seconds, cost 5 SP.

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

Deals 8 to 13 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.

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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
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Spell Points:
25
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
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Spell Points:
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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.

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Enhancement Stormrage Icon.pngThunder Snow
Evocation
Target: Foe

Sends forth a wide wave of freezing hail before you with a narrow blast of lightning at its center directly in front of the caster. The hail deals 1d6+4 Cold damage per character level, Fort save for half (DC:20 + Evocation Bonuses + Highest of INT/WIS/CHA). Reflex save for half.

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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.

Stormsinger 9
Sorcerer 9
Wizard 9
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Spell Tsunami Icon.pngTsunami
Conjuration
Target: Foe, Directional

Sends forth a wave of water, knocking enemies down and dealing 30 cold damage plus 1d10 per character level and 30 bludgeoning damage plus 1d10 per character level. The cold damage and knockdown are negated on a successful Fortitude save vs. 10 + Wisdom modifier + Character level. Some monsters can resist Tsunami completely, such as Water Elementals and Oozes.

Druid 9 Empower
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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 10 points of damage per caster level (up to a max of caster level 10) to a good creature (or twice that 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
Dark Apostate 4
Favored Soul 4
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Spell Points:
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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
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Vile Smash- Acid Icon.pngVial Smash: Acid
Transmutation (Acid)
Target: Foe, Directional, Breakable

Primer Element: Crimsonite
Conjuring a bottle of caustic liquid, you throw it at your feet dealing 2 to 7 Acid damage per caster level to nearby enemies, max caster level 5.

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Vile Smash- Cold Icon.pngVial Smash: Cold
Transmutation (Cold)
Target: Foe, Directional, Breakable

Primer Element: Crimsonite
Conjuring a bottle of freezing liquid, you throw it at your feet dealing 2 to 7 Cold damage per caster level to nearby enemies, max caster level 5.

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Vile Smash- Electric Icon.pngVial Smash: Electric
Transmutation (Electricity)
Target: Foe, Directional, Breakable

Primer Element: Crimsonite
Conjuring a bottle of shocking liquid, you throw it at your feet dealing 2 to 7 Electric damage per caster level to nearby enemies, max caster level 5.

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Vile Smash- Fire Icon.pngVial Smash: Fire
Transmutation (Fire)
Target: Foe, Directional, Breakable

Primer Element: Crimsonite
Conjuring a bottle of burning liquid, you throw it at your feet dealing 2 to 7 Fire damage per caster level to nearby enemies, max caster level 5.

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Vile Smash- Poison Icon.pngVial Smash: Poison
Transmutation (Poison)
Target: Foe, Directional, Breakable

Primer Element: Crimsonite
Conjuring a bottle of toxic liquid, you throw it at your feet dealing 2 to 7 Poison damage per caster level to nearby enemies, max caster level 5.

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Spell Vial of Acid Icon.pngVial of Acid
Conjuration (Acid)
Target: Foe, Directional, Breakable

Primer Element: Crimsonite
Conjuring a bottle of caustic liquid, you throw a projectile at a single foe that deals 3 to 8 Acid damage per caster level to all nearby foes, max caster level 10.

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Spell Vial of Flame Icon.pngVial of Flame
Conjuration (Fire)
Target: Foe, Directional, Breakable

Primer Element: Crimsonite
Conjuring a bottle of burning liquid, you throw a projectile at a single foe that deals 3 to 8 Fire damage per caster level to all nearby foes, max caster level 10.

Alchemist 1 Accelerate
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Spell Points:
2
Spell Vial of Frost Icon.pngVial of Frost
Conjuration (Cold)
Target: Foe, Directional, Breakable

Primer Element: Crimsonite
Conjuring a bottle of freezing liquid, you throw a projectile at a single foe that deals 3 to 8 Cold damage per caster level to all nearby foes, max caster level 10.

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Spell Points:
2
Spell Vial of Sparks Icon.pngVial of Sparks
Conjuration (Electricity)
Target: Foe, Directional, Breakable

Primer Element: Crimsonite
Conjuring a bottle of reactive material, you throw a projectile at a single foe that deals 3 to 8 Electric damage per caster level to all nearby foes, max caster level 10.

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Spell Points:
2
Spell Vial of Venom Icon.pngVial of Venom
Conjuration (Poison)
Target: Foe, Directional, Breakable

Primer Element: Crimsonite
Conjuring a bottle of magical poison, you throw a projectile at a single foe that deals 3 to 8 Poison damage per caster level, max caster level 10. This poison will leave the enemy Contaminated.

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Spell Points:
2
Spell Vigor Icon.pngVigor
Conjuration (Healing)
Target: Friend, Self

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

Druid 3 Empower
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Spell Points:
12
Spell Vigor, Mass Icon.pngVigor, Mass
Conjuration (Healing)
Target: Friend, Self

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

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

Druid 6 Empower
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Spell Points:
40
Spell 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
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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
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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 Voltaic Obliteration Icon.pngVoltaic Obliteration
Conjuration
Target: Foe, Directional, Breakable

Primer Element: Crimsonite
Throw a vial that explodes with electricity on impact, dealing 1d6+3 Electric damage per Caster Level to all enemies nearby. Maximum Caster Level of 10.

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Spell Points:
12 (Rank 1)
8 (Rank 2)
6 (Rank 3)
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 Wave of Poison Icon.pngWave of Poison Target: Directional

Primer Element: Ceruleite
You infect enemies in a short cone witha deadly poison that eats away at them. Affected enemies take 2d4 Poison damage plus 1 Poison damage per 2 Caster Levels every 2 seconds for 12 seconds. This poison will leave enemies Contaminated.

  • Striking enemies that are immune to Poisons or Poison Damage:
    • They become vulnerable to Poisons and Poison Damage
    • Lasts 20 seconds
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Spell Points:
8 (Rank 1)
6 (Rank 2)
4 (Rank 3)
Spell Weird Icon.pngWeird
Illusion (Fear)(Death)(Mind-affecting)
Target: Foe

A targeted foe and all nearby enemies are subject to a Phantasmal Killer effect, with a DC20 + highest INT/WIS/CHA mod + Illusion spell bonuses to prevent the death.

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Spell Points:
50
Enhancement White Dragon Breath (Draconic Incarnation) Icon.pngWhite Dragon Breath Target: Directional

Epic Strike: Conjure forth a torment of frost to freeze your enemies. Deals 1d6+10 Cold damage per Character Level to all enemies caught within the ice. DC: 20 + Highest Ability Level + Evocation Bonus + Breath Weapon Bonus.

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Spell Word of Balance Icon.pngWord of Balance
Evocation
Target: Foe

You utter elder words of balance, judging those who stray too far from the path of neutrality. Targets with an alignment one step away from True Neutral, such as Chaotic Neutral, take 8-13 bane damage for every caster level up to level 20. Targets who are two steps away, such as Chaotic Evil, take that damage twice. True Neutral targets are immune to this spell.

Druid 6 Embolden
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Spell Points:
10
Enhancement Zero Degree Comet Icon.pngZero Degree Comet
Evocation
Target: Foe

Evocation SLA. Hit target enemy with a falling chunk of ice for 1d6+28 cold damage per caster level. A successful Reflex save reduces the damage by half. Cooldown 18 seconds, cost 40 SP.

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Spell Points:
40