Quicken Spells

From DDO Compendium


While this feat is activated, spells will be cast faster (roughly twice as fast) and cannot be interrupted by a concentration check. During this time though, all spells will cost 10 more spell points to cast.

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


Name Effect Levels Metamagics Cost
Spell Ablative Armor Icon.pngAblative Armor
Abjuration (Earth)
Target: Friend, Self (Armor)

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

Artificer 1 Enlarge
Eschew Materials
Quicken
Spell Points:
10
Spell Acid Blast Icon.pngAcid Blast
Conjuration (Acid)
Target: Foe, Directional, Breakable

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

Sorcerer 3
Wizard 3
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
15
Spell Acid 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 Adamantine Weapons Icon.pngAdamantine Weapons
Transmutation (Infusion)
Target: Friend, Self (Weapon)

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

Artificer 3 Eschew Materials
Quicken
Spell Points:
20
Spell Aid Icon.pngAid
Enchantment (Mind-affecting)
Target: Friend, Self

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

Cleric 2
Favored Soul 2
Enlarge
Extend
Quicken
Spell Points:
15
Spell Aid, Mass Icon.pngAid, Mass
Enchantment (Mind-affecting)
Target: Friend, Self

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

Cleric 3
Favored Soul 3
Enlarge
Extend
Quicken
Spell Points:
20
Spell Anger of the Noonday Sun Icon.pngAnger of the Noonday Sun
Evocation (Fire)(Fire Elemental)
Target: Self

You are enveloped in the anger of the noonday sun. The targets of your fire spells suffer a 8% fortification penalty. If your target is resistant or immune to fire damage they will now take full damage from fire effects. This does not stack with effects that cause targets to become more vulnerable to fire effects.

Druid 9 Extend
Quicken
Spell Points:
20
Spell Animal Growth Icon.pngAnimal Growth
Transmutation
Target: Friend, Self

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

Druid 5
Ranger 4
Eschew Materials
Extend
Quicken
Spell Points:
30
Spell Animal Trance Icon.pngAnimal Trance
Enchantment (Mind-affecting)
Target: Foe

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

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

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

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

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

Spell Like Ability Maximize
Empower
Quicken
Heighten
Spell Points:
8 (Rank 1)
6 (Rank 2)
4 (Rank 3)
Spell Armor of Speed Icon.pngArmor of Speed
Transmutation (Infusion)
Target: Friend, Self (Armor)

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

Artificer 4 Eschew Materials
Quicken
Spell Points:
25
Spell Ball Lightning Icon.pngBall Lightning
Evocation (Electricity)
Target: Foe, Directional, Breakable

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

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

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

Cleric 1
Favored Soul 1
Warlock 1
Enlarge
Heighten
Quicken
Spell Points:
4
Spell Banishment Icon.pngBanishment
Abjuration (Untyped)
Target: Foe

A more powerful version of the dismissal spell. You attempt to force all extraplanar creatures in the target area out of your home plane. A successful Will save negates this effect but cause the targets in the area of effect to take 4 to 6 points of damage per caster level. (DC = spell's save DC - creature's Hit Dice or Level + your caster level).

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

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

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

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

Artificer 2
Cleric 2
Druid 2
Favored Soul 2
Ranger 2
Sorcerer 2
Wizard 2
Enlarge
Extend
Quicken
Spell Points:
15
Spell Bear's Endurance, Mass Icon.pngBear's Endurance, Mass
Transmutation
Target: Friend, Self

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

Artificer 5
Cleric 6
Druid 6
Favored Soul 6
Sorcerer 6
Wizard 6
Enlarge
Extend
Quicken
Spell Points:
35
Enhancement Beguiling Charm Icon.pngBeguiling Charm
Enchantment (Charm)
Target: Foe

Target must make a Will save versus (20 + Highest of INT/WIS/CHA + Enchantment bonuses) or be Charmed. Cooldown 15 seconds. Cost: 10 SP.

Spell Like Ability Embolden
Enlarge
Heighten
Quicken
Spell Points:
10
Spell Bestow Curse Icon.pngBestow Curse
Necromancy
Target: Foe

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

Cleric 3
Favored Soul 3
Sorcerer 4
Warlock 3
Wizard 4
Embolden
Enlarge
Heighten
Quicken
Spell Points:
10
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
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
Spell Bless Icon.pngBless
Enchantment (Compulsion)(Mind-affecting)
Target: Self

You and any allies near you are filled with courage and gain +1 morale bonuses to attack rolls and saves against fear, with an additional +1 per 5 caster levels, max 5 at caster level 20. Bless counters and dispels Bane.

Cleric 1
Favored Soul 1
Paladin 1
Extend
Quicken
Spell Points:
10
Spell Blindness Icon.pngBlindness
Necromancy
Target: Foe

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

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

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

Bard 2
Sorcerer 2
Warlock 2
Wizard 2
Enlarge
Extend
Quicken
Spell Points:
15
Bottled Boost- Double Icon.pngBottled Boost: Double
Transmutation
Target: Self

Primer Element: Ceruleite
Drink a potions with the effects of Action Boost: Doublestrike and Doubleshot. You gain +30% Action Boost Bonus to Doublestrike and Doubleshot for 20 seconds. In additon to this spell's normal cooldown, this spell puts all Action Boosts and Bottled Boost spells on a 30 second cooldown.

Alchemist 3 Quicken Spell Points:
25
Spell Break Enchantment Icon.pngBreak Enchantment
Abjuration
Target: Foe, Self, Positional

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

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

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

Artificer 2
Cleric 2
Druid 2
Favored Soul 2
Paladin 2
Sorcerer 2
Wizard 2
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
15
Spell Bull's Strength, Mass Icon.pngBull's Strength, Mass
Transmutation
Target: Friend, Self

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

Artificer 5
Cleric 6
Druid 6
Favored Soul 6
Sorcerer 6
Wizard 6
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
35
Spell Burning Blood Icon.pngBurning Blood
Necromancy (Acid)(Fire)
Target: Foe

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

Sorcerer 4
Wizard 4
Empower
Enlarge
Eschew Materials
Intensify
Maximize
Quicken
Spell Points:
10
Spell 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 Byeshk Weapons Icon.pngByeshk Weapons
Transmutation
Target: Friend, Self (Weapon)

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

Artificer 2 Eschew Materials
Quicken
Spell Points:
15
Spell Summon Monster IX - Hezrou Icon.pngCall Kindred Being
Conjuration (Summoning)
Target: Self, Positional

Summons one of the following creatures, depending on which enhancement option was chosen:

  • Animated Armor
  • Dream Reaver
  • Gargoyle
  • Golem
  • Lich
  • Living Meteor Swarm
  • Succubus
Spell Like Ability Quicken
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
Spell Camouflage Icon.pngCamouflage
Transmutation
Target: Friend, Self

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

Ranger 1 Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
10
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 Cat's Grace Icon.pngCat's Grace
Transmutation
Target: Friend, Self

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

Artificer 2
Bard 2
Druid 2
Ranger 2
Sorcerer 2
Wizard 2
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
15
Spell Cat's Grace, Mass Icon.pngCat's Grace, Mass
Transmutation
Target: Friend, Self

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

Artificer 5
Bard 6
Druid 6
Sorcerer 6
Wizard 6
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
35
Spell Cause Fear Icon.pngCause Fear
Necromancy (Fear)(Mind-affecting)
Target: Foe

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

Bard 1
Cleric 1
Favored Soul 1
Sorcerer 1
Wizard 1
Warlock 1
Quicken
Heighten
Enlarge
Embolden
Spell Points:
6
Spell 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). This spell shares a cooldown with Freezing Bolt, Shocking Bolt, and Flaming Bolt.

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)
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.

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 9 to 14 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
Favored Soul 4
Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
15
Spell Charm Animal Icon.pngCharm Animal
Enchantment (Charm)(Mind-affecting)
Target: Foe

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

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

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

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

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

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

Makes a touch echo with the chill of death causing 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 Circle of Death Icon.pngCircle of Death
Necromancy (Death)
Target: Foe, Positional

Rains dark energy into an area. Living creatures are subject to a death effect, getting a Reflex save and then a Fortitude save to avoid death. Targets who succeed agains the Reflex save suffer no ill effect, but creatures who succeed against the Fortitude save will still get level drained for 1 to 4 levels.

Sorcerer 6
Warlock 5
Wizard 6
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
35
Spell Cloudkill Icon.pngCloudkill
Conjuration (Acid)(Creation)
Target: Foe, Positional, Breakable

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

Sorcerer 5
Wizard 5
Embolden
Enlarge
Heighten
Quicken
Spell Points:
30
Spell Cold Iron Weapons Icon.pngCold Iron Weapons
Transmutation (Infusion)
Target: Friend, Self (Weapon)

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

Artificer 4 Eschew Materials
Quicken
Spell Points:
25
Enhancement Cold Light of the Moon Icon.pngCold Light of the Moon
Conjuration
Target: Foe

Creates a lingering AOE of moonlight. Deals 3d6 Cold Damage plus 2 per Caster Level to enemies inside the zone every 2 seconds. The zone lasts for 10 seconds. While creating this zone is considered a spell, the zone itself is not - It is not affected by Metamagics or things that enhance Spells beyond Spell Power, but also cannot be dispelled. 25 second cooldown.

Spell Like Ability Quicken Spell Points:
10
Spell Prismatic Spray Icon.pngColor Spray
Illusion
Target: Foe, Directional

Dazes, Blinds and Silences enemies in front of you. A separate Will save negates each.

Bard 1
Sorcerer 1
Warlock 1
Wizard 1
Heighten
Embolden
Enlarge
Quicken
Spell Points:
40
Spell Command Icon.pngCommand
Enchantment (Mind-affecting)
Target: Foe

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

Cleric 1
Favored Soul 1
Warlock 1
Embolden
Enlarge
Heighten
Quicken
Spell Points:
6
Spell Command Undead Icon.pngCommand Undead
Necromancy
Target: Undead Foe

Control is granted over the enemy undead, forcing it to fight for you. Mindless undead are controlled for 1 to 4 minutes. Other undead can be controlled for a maximum of 10 minutes but get an additional Will save every 20 seconds.

Sorcerer 2
Warlock 2
Wizard 2
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
15
Spell Cone of Cold Icon.pngCone of Cold
Evocation (Cold)
Target: Foe, Directional, Breakable

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

Sorcerer 5
Wizard 5
Embolden
Empower
Eschew Materials
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Spell Points:
20
Enhancement Confusion Icon.pngConfuse Monster
Enchantment (Confuse)(Mind-affecting)
Target: Foe

Activate: Target non-boss monster becomes Confused on a failed Will Saving Thrw.

Confused monsters attack and are attacked by both monster characters and player characters.

Spell Like Ability Embolden
Enlarge
Heighten
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Depravity
3 (Rank 1)
2 (Rank 2)
1 (Rank 3)
Enhancement Mass Confusion Icon.pngMass Confuse Monster
Enchantment (Confuse)(Mind-affecting)
Target: Foe

Activate: Target a group of non-boss monsters to become Confused on a failed Will Saving Throw.

Confused monsters attack and are attacked by both monster characters and player characters.

Spell Like Ability Embolden
Enlarge
Heighten
Quicken
Depravity
12 (Rank 1)
8 (Rank 2)
4 (Rank 3)
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
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Spell Contagion Icon.pngContagion
Necromancy (Evil)
Target: Foe

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

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

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

Sorcerer 7
Warlock 5
Wizard 7
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
40
Spell 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 Create Undead (Wight Priest) Icon.pngCreate Undead (Wight Priest)
Necromancy (Evil)
Target: Self, Positional

This evil spell allows you to create a wight priest. Created undead are automatically under the control of their creator.

Cleric 6
Favored Soul 6
Sorcerer 6
Warlock 5
Wizard 6
Quicken Spell Points:
35
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
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Spell Points:
6
Spell Crushing Despair Icon.pngCrushing Despair
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional

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

Bard 3
Sorcerer 4
Wizard 4
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
20
Spell Cure Critical Wounds Icon.pngCure Critical Wounds
Conjuration (Healing)
Target: Friend, Self, Undead Foe

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

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

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

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

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

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

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

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

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

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

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

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

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

Bard 3
Cleric 3
Druid 4
Favored Soul 3
Paladin 4
Ranger 4
Empower
Enlarge
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Quicken
Spell Points:
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
Favored Soul 7
Empower
Empower Healing
Enlarge
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Spell Points:
40
Enhancement Cut the Strings Icon.pngCut the Strings Target: Self

Strike a note to reveal the cords of fate so you might cut them. All monsters within a wide radius around you are forced to dance (Will DC: 20 + Highest Stat Modifier + Enchantment Bonus) pulled by the strings of fate for 10 seconds. In addition for 10 seconds your character gains the ability to cut their strings with any weapon strike or spall at a rate of once per second, instantly killing them. Bosses if they fail their save do not dance but will take an addition 300 sonic damage that scales with spell power when struck for the duration of the effect.

Spell Like Ability Quicken
Spell Cyclonic Blast Icon.pngCyclonic Blast
Evocation (Air)(Untyped)
Target: Foe, Directional, Breakable

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

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

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

Warlock 3 Eschew Materials
Quicken
Spell Points:
30
Enhancement Dark Light of the Moon Icon.pngDark Light of the Moon
Necromancy
Target: Foe

Creates a lingering AOE of moonlight. Deals 3d6 Negative Damage plus 2 per Caster Level to enemies inside the zone every 2 seconds. The zone lasts for 10 seconds. While creating this zone is considered a spell, the zone itself is not - It is not affected by Metamagics or things that enhance Spells beyond Spell Power, but also cannot be dispelled. 25 second cooldown.

Spell Like Ability Quicken Spell Points:
10
Spell Darkfire Icon.pngDarkfire
Evocation
Target: Foe, Directional

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

Spell Like Ability Empower
Enlarge
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Spell Points:
4
Spell Daze Monster Icon.pngDaze Monster
Enchantment (Mind-affecting)
Target: Foe

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

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

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

Artificer 6 Eschew Materials
Quicken
Spell Points:
35
Spell Death Ward Icon.pngDeath Ward
Transmutation
Target: Friend, Self

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

Cleric 4
Druid 5
Favored Soul 4
Paladin 4
Enlarge
Extend
Quicken
Spell Points:
25
Spell Death Ward, Mass Icon.pngDeath Ward, Mass
Transmutation
Target: Friend, Self

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

Cleric 8
Favored Soul 8
Enlarge
Extend
Quicken
Spell Points:
45
Spell Deep Slumber Icon.pngDeep Slumber
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional

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

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

The divine power of an angry deity imposes a punishment in the form of a sharp, spiritual blow to the target, dealing 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
Favored Soul 2
Embolden
Empower
Enlarge
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Spell Points:
6
Spell Delayed Blast Fireball Icon.pngDelayed Blast Fireball
Evocation (Fire)
Target: Foe, Directional, Breakable

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

Sorcerer 7
Wizard 7
Embolden
Empower
Enlarge
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Maximize
Quicken
Cost: See specific sub spell
Spell Delayed Blast Fireball Icon.pngDelayed Blast Fireball (Instant)
Evocation (Fire)
Target: Foe, Directional, Breakable

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

Sorcerer 7
Wizard 7
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
25
Spell Detect Secret Doors Icon.pngDetect Secret Doors
Divination
Target: Self

Allows you to find secret doors with a DC 5 or less. This increases by 3 for every two caster levels.

Bard 1
Sorcerer 1
Warlock 1
Wizard 1
Extend
Quicken
Spell Points:
10
Spell Dimension Door Icon.pngDimension Door
Conjuration (Teleportation)
Target: Friend, Self, Positional

Creates a magical portal that can transport you and your companions back to the entrance of your dungeon.

Bard 4
Sorcerer 4
Warlock 3
Wizard 4
Quicken Spell Points:
25
Spell Disintegrate Icon.pngDisintegrate
Transmutation (Untyped)
Target: Foe, Directional, Breakable

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

Sorcerer 6
Wizard 6

Embolden
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Quicken
Spell Points:
25
Spell Dismissal Icon.pngDismissal
Abjuration
Target: Foe

Instantly forces an extraplaner enemy back to its proper plane. A successful Will save negates this effect. (DC = spell's save DC - creatures Hit Dice or Level + your caster level). Even on a successful save the target still suffers 4 to 6 damage per caster level in damage.

Cleric 4
Favored Soul 4
Sorcerer 5
Warlock 4
Wizard 5
Enlarge
Quicken
Spell Points:
25
Spell Dispel Magic Icon.pngDispel Magic
Abjuration
Target: Friend, Self, Foe, Undead Foe

Removes ongoing spells that have been cast on a target. You must make a caster level check (roll a 20 sided die and add your caster level (maximum +10)) versus 11 + the spell's caster level to remove an effect. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner.

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

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

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

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

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

Sorcerer 1
Wizard 1
Empower
Enlarge
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Maximize
Quicken
Spell Points:
5
Spell Obscuring Mist Icon.pngDistract Target: Familiar

Your familiar appears at a targeted location, acting as a distraction and attracting the attention of monsters who may be searching for you in the area. This will only successfully distract monsters who are not actively attacking. This ability may be used without breaking Stealth or Invisibility.

Spell Like Ability Quicken
Enhancement Divine Energy Resistance Icon.pngDivine Energy Resistance
Abjuration (Fire)(Acid)(Cold)(Electricity)(Sonic)
Target: Self

Spell-Like Ability: Grants 35 Resistance to Acid, Cold, Fire, Sonic, and Electric for 1 minute per Character level to all allies in the standard area of effect; centered on the caster. This does not stack with Resist Energy spell.

Spell Like Ability Enlarge
Extend
Quicken
Spell Points:
15
Spell Divine Favor Icon.pngDivine Favor
Evocation
Target: Self

The strength and wisdom of adeity arecalled upon to grant a +1 luck bonus on weapon attack and damage. This bonus is increased by +1 for every 3 caster levels beyond level 3.

Cleric 1
Favored Soul 1
Paladin 1
Extend
Quicken
Spell Points:
10
Spell Divine Power Icon.pngDivine Power
Evocation
Target: Self

The divine power of a god imbues the caster with power and skill in combat, granting a +6 enhancement bonus to Strength, 1 temporary hit point per caster level, and a base attack bonus equal to a fighter of the same level.

Cleric 4
Favored Soul 4
Extend
Quicken
Spell Points:
25
Spell Divine Punishment Icon.pngDivine Punishment
Evocation (Light)
Target: Foe

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

Cleric 5
Favored Soul 5
Empower
Enlarge
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Intensify
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Quicken
Spell Points:
25
Spell Dominate Animal Icon.pngDominate Animal
Enchantment (Compulsion)(Mind-affecting)
Target: Foe

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

Druid 3 Embolden
Enlarge
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Spell Points:
20
Spell Dominate Person Icon.pngDominate Person
Enchantment (Compulsion)(Mind-affecting)
Target: Humanoid Foe

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

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

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

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

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

Artificer 2
Bard 2
Cleric 2
Druid 2
Favored Soul 2
Paladin 2
Sorcerer 2
Wizard 2
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
15
Spell Eagle's Splendor, Mass Icon.pngEagle's Splendor, Mass
Transmutation
Target: Friend, Self

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

Artificer 5
Bard 6
Cleric 6
Druid 6
Favored Soul 6
Sorcerer 6
Wizard 6
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
35
Spell Earthquake Icon.pngEarthquake
Evocation
Target: Foe, Positional, Breakable

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

Druid 8 Embolden
Empower
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Spell Points:
45
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.

Spell Like Ability Empower
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Chords of Fate
All
Spell Eladar's Electric Surge Icon.pngEladar's Electric Surge
Evocation (Electricity)
Target: Foe

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

Sorcerer 5
Wizard 5
Empower
Enlarge
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Intensify
Maximize
Quicken
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.

Spell Like Ability Empower
Enlarge
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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.

Spell Like Ability Empower
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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.

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

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

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

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

Alchemist 3
Artificer 2
Eschew Materials
Quicken
Spell Points:
15
Spell 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.

Alchemist 1 Accelerate
Embolden
Empower
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Spell Points:
2
Spell Enchant Armor Icon.pngEnchant Armor
Transmutation (Infusion)
Target: Friend, Self (Armor)

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

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

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

Artificer 1 Eschew Materials
Quicken
Spell Points:
5
Spell Energy Drain Icon.pngEnergy Drain
Necromancy (Negative Energy)
Target: Foe, Directional

A black ray of crackling negative energy suppresses the life force of any living creature it strikes, giving an enemy 2 to 8 negative levels. If the target has as many negative levels as its hit dice or levels, it dies. Each negative level gives the creature a -2 penalty on attack rolls, saves, skill checks, ability checks, and effective level. Negative levels stack. As a ray this spell has double range.

Cleric 9
Favored Soul 9
Sorcerer 9
Wizard 9
Quicken Spell Points:
50
Spell Enervation Icon.pngEnervation
Necromancy (Negative Energy)
Target: Foe, Directional

A black ray of crackling negative energy suppresses the life force of any living creature it strikes, giving an enemen 1 to 4 negative levels. If the target has as many negative levels as its hit dice or levels, it dies. Each negative level gives a creature a -2 penalty on attack rolls, saves, skill checks, ability checks, and effective level. Negative levels stacks. As a ray this spell has double range.

Sorcerer 4
Warlock 3
Wizard 4
Quicken Spell Points:
25
Spell Entangle Icon.pngEntangle
Transmutation
Target: Foe, Positional, Breakable

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

Druid 1
Ranger 1
Warlock 1
Embolden
Enlarge
Heighten
Quicken
Spell Points:
10
Spell Evil Weapons Icon.pngEvil Weapons
Transmutation (Infusion)
Target: Friend, Self (Weapon)

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

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

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

Alchemist 3
Eschew Materials
Extend
Quicken
Spell Points:
35
Spell Expeditious Retreat Icon.pngExpeditious Retreat
Transmutation
Target: Self

Increases base run speed by 25%.

Bard 1
Sorcerer 1
Wizard 1
Warlock 1
Extend
Quicken
Spell Points:
10
Spell Faerie Fire Icon.pngFaerie Fire
Evocation (Fire)
Target: Foe, Directional, Breakable

Arcs a flare of faerie fire through the air, bursting outward to affect all enemies near it. Targets are dazzled and take a -1 penalty to attack, spot, and search. Targets are also illuminated by faerie fire, dispelling stealth, invisibility, blur, and displacement, for 30 seconds, and giving a -40 penalty to hide. Sightless enemies are immune to the dazzle effect.

Druid 1 Enlarge
Heighten
Quicken
Spell Points:
5
Spell False Life Icon.pngFalse Life
Necromancy
Target: Self

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

Sorcerer 2
Warlock 1
Wizard 2
Eschew Materials
Extend
Quicken
Spell Points:
15
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.

Spell Like Ability Empower
Maximize
Quicken
Heighten
Intensify
Spell Points:
18 (Rank 1)
15 (Rank 2)
12 (Rank 3)
Spell Fear Icon.pngFear
Necromancy (Mind-affecting)
Target: Foe, Positional

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

Bard 3
Sorcerer 4
Warlock 3
Wizard 4
Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
20
Spell Feather Fall Icon.pngFeather Fall
Transmutation
Target: Friend, Self

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

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

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

Sorcerer 5
Wizard 5
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
30
Enhancement Fey Lights Icon.pngFey Lights
Illusion
Target: Directional, Foe

Epic Strike: Enemies in a cone must make a save (20 + Highest of INT/WIS/CHA + Illusion bonuses) versus Will, Fort, and Reflex for a Daze, Blind, and Silence effect. Cooldown: 6 seconds, CC duration 3 seconds. Cost: 10 SP.

Spell Like Ability Heighten
Embolden
Quicken
Spell Points:
10
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.

Spell Like Ability Empower
Maximize
Quicken
Heighten
Spell Points:
12 (Rank 1)
8 (Rank 2)
6 (Rank 3)
Spell Find Traps Icon.pngFind Traps
Divination
Target: Self

Grants the caster the ability to find traps much like a skilled rogue. The caster gains an insight bonus of caster level / 2 to the search skill.

Cleric 2
Favored Soul 2
Extend
Quicken
Spell Points:
15
Spell Finger of Death Icon.pngFinger of Death
Necromancy (Death)(Untyped)
Target: Foe

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

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

Flings three burning acorns at your target, where they explode into flames. Each acorn does 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
Enlarge
Intensify
Maximize
Quicken
Spell Points:
15
Spell Fire Shield (fire version) Icon.pngFire Shield
Evocation (Cold)(Fire)
Target: Self

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

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

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

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

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

Druid 6
Sorcerer 4
Warlock 3
Wizard 4
Eschew Materials
Extend
Quicken
Spell Points:
25
Spell 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
Druid 7
Favored Soul 8
Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
25
Spell Fire Trap Icon.pngFire Trap
Abjuration (Fire)
Target: Foe, Positional

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

Artificer 2
Druid 2
Sorcerer 4
Wizard 4
Embolden
Empower
Enlarge
Embolden
Heighten
Intensify
Maximize
Quicken
Spell Points:
8
Spell Fireball Icon.pngFireball
Evocation (Fire)
Target: Directional, Foe, Breakable

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

Sorcerer 3
Wizard 3
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
15
Spell Flame Arrow (Arrows) Icon.pngFlame Arrow
Evocation (Fire)
Target: Self

Creates 500 flaming ammo of any type within your inventory. This spell requires and consumes 1 normal or masterwork ammo of that type. Flaming ammo does an extra 1d6 points of fire damage on a successful hit. Conjured ammunition vanishes if you log out.

Artificer 2
Sorcerer 3
Wizard 3
Quicken Spell Points:
20
Spell Flame Arrow (Bolts) Icon.pngFlame Arrow (Bolts)
Evocation (Fire)
Target: Self

Creates 500 flaming bolts in your inventory. This spell requires and consumes 1 normal or masterwork bolt. Flaming bolts do an extra 1d6 points of fire damage on a successful hit. Conjured ammunition vanishes if you log out.

Artificer 2
Sorcerer 3
Wizard 3
Quicken Spell Points:
20
Spell Flame Arrow (Throwing Daggers) Icon.pngFlame Arrow (Throwing Daggers)
Evocation (Fire)
Target: Self

Creates 500 throwing daggers in your inventory. This spell requires and consumes 1 normal or masterwork throwing dagger. Flaming throwing daggers do an extra 1d6 points of fire damage on a successful hit. Conjured ammunition vanishes if you log out.

Artificer 2
Sorcerer 3
Wizard 3
Quicken Spell Points:
20
Spell Flame Blade Icon.pngFlame Blade (Duel-wield)
Evocation
Target: Self

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

Druid 2 Eschew Materials
Quicken
Spell Points:
15
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

Spell Like Ability Empower
Intensify
Maximize
Quicken
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
Druid 4
Favored Soul 5
Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
20
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) . This spell shares a cooldown with Freezing Bolt, Shocking Bolt, and Caustic Bolt.

Sorcerer 1
Wizard 1
Artificer 1
Empower
Intensify
Maximize
Quicken
Spell Points:
2
Spell Flaming Sphere Icon.pngFlaming Sphere
Evocation (Fire)
Target: Self, Positional

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

Druid 2
Sorcerer 2
Wizard 2
Eschew Materials
Quicken
Spell Points:
15
Spell Flesh to Gold Icon.pngFlesh to Gold
Transmutation (Earth)
Target: Foe

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

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

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

Sorcerer 6
Warlock 4
Wizard 6
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
35
Spell Fog Cloud Icon.pngFog Cloud
Conjuration (Creation)
Target: Foe, Positional

A bank of fog billows out, obscuring sight and giving all creatures in the fog concealment (attackers have 20% miss chance).

Druid 2
Sorcerer 2
Warlock 2
Wizard 2
Enlarge
Eschew Materials
Quicken
Spell Points:
15
Spell 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
Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
8
Spell Fox's Cunning Icon.pngFox's Cunning
Transmutation
Target: Friend, Self

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

Artificer 2
Bard 2
Druid 2
Sorcerer 2
Wizard 2
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
15
Spell Fox's Cunning, Mass Icon.pngFox's Cunning, Mass
Transmutation
Target: Friend, Self

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

Artificer 5
Bard 6
Sorcerer 6
Wizard 6
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
35
Spell Freedom of Movement Icon.pngFreedom of Movement
Abjuration
Target: Friend, Self

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

Bard 4
Cleric 4
Druid 4
Favored Soul 4
Ranger 4
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
25
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). This spell shares a cooldown with Caustic Bolt, Shocking Bolt, and Flaming Bolt.

Sorcerer 1
Wizard 1
Empower
Intensify
Maximize
Quicken
Spell Points:
2
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
Embolden
Empower
Heighten
Intensify
Maximize
Quicken
Spell Points:
10
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.

Spell Like Ability Empower
Maximize
Quicken
Heighten
Spell Points:
12 (Rank 1)
8 (Rank 2)
6 (Rank 3)
Spell Ghoul Touch Icon.pngGhoul Touch
Necromancy
Target: Foe

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

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

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

Bard 2
Sorcerer 2
Wizard 2
Enlarge
Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
15
Spell Globe of Invulnerability Icon.pngGlobe of Invulnerability
Abjuration
Target: Self

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

Artificer 6
Sorcerer 6
Warlock 5
Wizard 6
Eschew Materials
Extend
Quicken
Spell Points:
35
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

Spell Like Ability Empower
Intensify
Maximize
Quicken
5 Spell Points
Spell Good Fang Icon.pngGood Fang
Transmutation
Target: Friend, Self

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

Druid 2 Eschew Materials
Quicken
Spell Points:
15
Spell Good Hope Icon.pngGood Hope
Enchantment (Compulsion)(Mind-affecting)
Target: Friend, Self

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

Bard 3 Enlarge
Extend
Quicken
Spell Points:
20
Spell Grease Icon.pngGrease
Conjuration (Creation)
Target: Foe, Positional, Breakable

Covers the ground with a layer of slipper grease, forcing targets to make a Reflex save or fall. Grease slicks will sometimes be set ablaze by are of effect fire effects, dealing 2d6 damage per two caster levels fire damage to all enemies of the caster in the slick every few seconds, as well as the caster of the grease spell. A successful Reflex save will reduce this damage by half. Slicks that have been set ablaze will quickly burn away.

Artificer 1
Bard 1
Sorcerer 1
Warlock 1
Wizard 1
Enlarge
Eschew Materials
Quicken
Spell Points:
6
Enhancement Color Spray SLA Icon.pngGreater Color Spray
Illusion
Target: Foe, Directional

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

  • DC: Character Level + Intelligence Modifier + Illusion Bonus
Spell Like Ability Heighten
Quicken
Enlarge
Embolden
Spell Points:
10 (Rank 1)
Spell Greater Command Icon.pngGreater Command
Enchantment (Mind-affecting)
Target: Foe

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

Cleric 5
Favored Soul 5
Embolden
Enlarge
Heighten
Quicken
Spell Points:
30
Spell Death Aura Icon.pngGreater Death Aura
Necromancy (Negative Energy)
Target: Self

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

Spell Like Ability Embolden
Extend
Heighten
Quicken
Spell Points:
100
Spell Greater Dispel Magic Icon.pngGreater Dispel Magic
Abjuration
Target: Foe, Friend, Self, Usable

Removes ongoing spells that have been cast on a target. You must make a caster level check (roll a 20 sided die and add your caster level (maximum +20)) version 11 + the spell's caster level to remove an effect. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turnong on its summoner.

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

Bard 5
Cleric 6
Druid 6
Favored Soul 6
Sorcerer 6
Warlock 4
Wizard 6
Enlarge
Quicken
Spell Points:
30
Spell Greater Evolution Icon.pngGreater Evolution - Bull
Transmutation
Target: Self

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

Alchemist 5 Eschew Materials
Extend
Quicken
Spell Points:
50
Spell Greater Heroism Icon.pngGreater Heroism
Enchantment (Mind-affecting)
Target: Friend, Self

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

Bard 5
Sorcerer 6
Wizard 6
Enlarge
Extend
Quicken
Spell Points:
30
Spell Greater Ice Chill Poison Imbue Icon.pngGreater Ice Chill Poison Imbue
Transmutation (Poison)
Target: Self (Weapon)

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

Alchemist 6 Eschew Materials
Extend
Quicken
Spell Points:
5
Spell Greater Restoration Icon.pngGreater Restoration
Conjuration (Healing)
Target: Friend, Self

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

Cleric 7
Favored Soul 7
Enlarge
Quicken
Spell Points:
40
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
Sorcerer 8
Wizard 8
Embolden
Empower
Heighten
Intensify
Maximize
Quicken
Spell Points:
30
Spell Greater Stoneskin Icon.pngGreater Stoneskin
Conjuration (Earth)
Target: Self

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

Alchemist 5 Eschew Materials
Extend
Quicken
Spell Points:
25
Spell Greater Teleport Icon.pngGreater Teleport
Conjuration (Teleportation)
Target: Self

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

Sorcerer 7
Warlock 5
Wizard 7
Quicken Cost: 40 for the AOE spells, 30 for the self only spells
Spell Greater Teleport to Zawabi's Refuge Icon.pngTeleport to Zawabi's Refuge
Conjuration (Teleportation)
Target: Self

Teleports you to Zawabi's Refuge in the Menechtarun desert.

Sorcerer 7
Warlock 5
Wizard 7
Quicken Spell Points:
40
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.

Alchemist 2 Accelerate
Embolden
Empower
Heighten
Intensify
Maximize
Quicken
Spell Points:
6
Spell Greater Vigor Icon.pngGreater Vigor
Conjuration (Healing)
Target: Friend, Self

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

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

Druid 5 Empower
Empower Healing
Enlarge
Intensify
Maximize
Quicken
Spell Points:
15
Spell Greater Vigor, Mass Icon.pngGreater Vigor, Mass
Conjuration (Healing)
Target: Friend, Self

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

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

Druid 7 Empower
Empower Healing
Enlarge
Intensify
Maximize
Quicken
Spell Points:
45
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
Spell Like Ability Empower
Intensify
Maximize
Quicken
Spell Points:
8
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.

Spell Like Ability Empower
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Spell Gust of Wind Icon.pngGust of Wind
Evocation (Air)
Target: Foe, Directional, Breakable

This spell creates a severe blast of air that originates from you and passes through all creatures in its path. Small or smaller enemies are knocked prone, while Medium or smaller enemies are slowed by the winds. A Reflex save equal to 12 + your casting stat's modifier negates these effects. Large or larger enemies are unaffected. The spell also clears away all lingering effects in its path, such as clouds and walls of fire.

Druid 2
Sorcerer 2
Wizard 2
Quicken Spell Points:
5
Spell Halt Undead Icon.pngHalt Undead
Necromancy
Target: Foe, Positional

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

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

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

Cleric 6
Favored Soul 6
Embolden
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Spell Points:
35
Spell Haste Icon.pngHaste
Transmutation
Target: Friend, Self

Quickens allies, causing them to attack 15% faster than normal. In addition, the recipient gains a +1 enhancement bonus to attack rolls, a +1 bonus to Reflex Saving Throws, and +1% Dodge.

Bard 3
Sorcerer 3
Wizard 3
Warlock 3
Enlarge
Eschew Materials
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Spell Points:
20
Spell Heal Icon.pngHeal
Conjuration
Target: Friend, Self, Undead Foe

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

Cleric 6
Druid 8
Favored Soul 6
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Spell Points:
40
Spell Heal, Mass Icon.pngHeal, Mass
Conjuration (Healing)
Target: Friend, Self, Undead Foe

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

Cleric 9
Favored Soul 9
Empower Healing
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Spell Points:
50
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
Spell Lesser Heartseeker Poison Imbue Icon.pngHeartseeker Poison Imbue
Transmutation (Poison)
Target: Self (Weapon)

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

Alchemist 4 Eschew Materials
Extend
Quicken
Spell Points:
10
Spell Heroes Feast Icon.pngHeroes Feast
Conjuration
Target: Friend, Self

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

Bard 6
Cleric 6
Favored Soul 6
Enlarge
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Spell Points:
35
Spell Heroism Icon.pngHeroism
Enchantment (Compulsion)(Mind-affecting)
Target: Friend, Self

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

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

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

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

Casts Hold Monster on multiple targets. Affected enemies become paralyzed and can take no action for a maximum of 6 secons per caster level. The enemy may attempt to make a new Will save every 3 seconds.

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

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

Bard 2
Cleric 2
Favored Soul 2
Sorcerer 3
Wizard 3
Embolden
Enlarge
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Spell Points:
15
Spell Hold Person Icon.pngHold Person, Mass
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional

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

Sorcerer 7
Warlock 5
Wizard 7
Embolden
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Spell Points:
40
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)

Spell Like Ability Empower
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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 9 to 14 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
Favored Soul 4
Embolden
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Spell Points:
15
Spell Holy Sword Icon.pngHoly Sword
Evocation (Good)
Target: Self

While you are enchanted with Holy Sword, any weapons in your gands gain +1 to their Enchantment bonus, and +1 Competence Bonus to Critical Threat Range and Critical Damage Multiplier. This does not apply to shields, orbs, or Rune Arms.

Paladin 4 Extend
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Spell Points:
25
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 Howl of Terror Icon.pngHowl of Terror
Enchantment
Target: Self

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

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

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

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

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

Bard 1
Warlock 1
Wizard 1
Sorcerer 1
Embolden
Enlarge
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Spell Points:
10
Spell Ice Storm Icon.pngIce Storm
Evocation (Cold)(Bludgeoning)(Untyped)
Target: Foe, Positional

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

Druid 4
Sorcerer 4
Wizard 4
Empower
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Spell Points:
25
Spell Harm Icon.pngImproved Harm
Necromancy (Negative Energy)
Target: Foe, Friend (Undead)

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

Clickie 11 Embolden
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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
Favored Soul 4
Embolden
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Spell Points:
20
Spell Inflict Light Damage Icon.pngInflict Light Damage
Transmutation (Inflict)
Target: Construct

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

Artificer 1 Empower
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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
Favored Soul 1
Embolden
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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
Favored Soul 5
Embolden
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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 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
Favored Soul 2
Embolden
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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
Favored Soul 6
Embolden
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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 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
Favored Soul 3
Embolden
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Spell Points:
16
Spell Invisibility Icon.pngInvisibility
Illusion
Target: Friend, Self

An ally becomes invisible, vanishing from sight, even from darkvision. If he or she attacks a target, the effect is removed.

Bard 2
Sorcerer 2
Warlock 2
Wizard 2
Enlarge
Eschew Materials
Extend
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Spell Points:
15
Spell Invisibility, Mass Icon.pngInvisibility, Mass
Illusion
Target: Friend, Self

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

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

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

Alchemist 3 Embolden
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Spell Points:
30
Spell Jump Icon.pngJump
Transmutation
Target: Friend, Self

Grants an ally a +10 enhancement bonus on Jump checks. This bonus increases to +20 at 5th level and +30 at 9th level.

Druid 1
Ranger 1
Sorcerer 1
Wizard 1
Warlock 1
Enlarge
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Extend
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Spell Points:
10
Spell Knock Icon.pngKnock
Transmutation
Target: Usable

Unlocks any lock which could be picked by a sufficiently skilled rogue.

Sorcerer 2
Warlock 2
Wizard 2
Quicken Spell Points:
15
Spell Lesser Evolution Icon.pngLesser Evolution - Bear
Transmutation
Target: Self

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

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

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

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

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

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

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

Artificer 4
Sorcerer 4
Warlock 4
Wizard 4
Eschew Materials
Extend
Quicken
Spell Points:
25
Spell Lesser Restoration Icon.pngLesser Restoration
Conjuration (Healing)
Target: Friend, Self

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

Cleric 2
Druid 2
Favored Soul 2
Paladin 1
Enlarge
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Spell Points:
10
Spell Lesser Soulshatter Poison Imbue Icon.pngLesser Soulshatter Poison Imbue
Transmutation (Poison)
Target: Self (Weapon)

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

Alchemist 2 Extend
Eschew Materials
Quicken
Spell Points:
5
Spell Lesser Vigor Icon.pngLesser Vigor
Conjuration (Healing)
Target: Friend, Self

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

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

Druid 1 Empower
Empower Healing
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Spell Points:
6
Spell 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
Sorcerer 3
Wizard 3
Embolden
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Spell Points:
12
Spell Lightning Motes Icon.pngLightning Motes
Evocation (Electricity)
Target: Foe, Positional, Breakable

You create a nebulous cloud of electric motes that damages enemies that enter it. Any creatures that are hit by the cloud take 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.

Artificer 2 Empower
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Embolden
Spell Points:
10
Spell Longstrider Icon.pngLongstrider
Transmutation
Target: Self

Increases your base run speed by +15%.

Druid 1
Ranger 1
Eschew Materials
Extend
Quicken
Spell Points:
10
Spell Lucky Cape Icon.pngLucky Cape
Transmutation
Target: Friend, Self (Cape)

Your target's cloak grants a +1 Luck bonus to saving throws. An item can have only one temporary item enchantment at a time.

Artificer 2 Eschew Materials
Quicken
Spell Points:
15
Spell Mage Armor Icon.pngMage Armor
Conjuration (Force)
Target: Friend, Self

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

Sorcerer 1
Wizard 1
Extend
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Spell Points:
10
Spell Magic Circle Against Evil Icon.pngMagic Circle Against Evil
Abjuration (Good)
Target: Friend, Self

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

Cleric 3
Favored Soul 3
Paladin 3
Sorcerer 3
Wizard 3
Enlarge
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Spell Points:
20
Spell Magic Fang Icon.pngMagic Fang
Transmutation
Target: Friend, Self

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

Druid 1
Ranger 1
Eschew Materials
Quicken
Spell Points:
5
Spell 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 Mantle of the Icy Soul Icon.pngMantle of the Icy Soul
Evocation (Cold)(Water Elemental)
Target: Self

You are shrouded in the mantle of the icy soul. The targets of your cold spells take a 25% penalty to movement speed, a 10% penalty to attack speed, and a -4 penalty to reflex and fortification saves. If your target is resistant or immune to cold damage they will now take full damage. This does not stack with effects tat cause targets to become more vulnerable to cold.

Druid 9 Extend
Quicken
Spell Points:
20
Enhancement Mass Choas Icon.pngMass Chaos
Enchantment (Compulsion)
Target: Self

Epic Moment: Enemies in an area are Confused with no save for 30 seconds, gain 1 stack of Fey Chaos, and apply a stack of Fey Chaos on hitting non-Player, non-Hireling targets while Confused. 5 minute cooldown.

Fey Chaos: This creature takes 5% more damage from all sources for 10 seconds. This effect can stack up to 10 times, and all stacks expire after not gaining new ones for 10 seconds.

Spell Like Ability Embolden
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Spell Mass Charm Monster Icon.pngMass Charm Monster
Enchantment (Mind-affecting)
Target: Foe

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

Bard 6
Sorcerer 8
Wizard 8
Embolden
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Spell Points:
45 (Sorcerer)
45 (Warlock)
45 (Wizard)
35 (Bard)
Enhancement Mass Frog Icon.pngMass Frog
Transmutation
Target: Self

Up to six nearby enemies are turned into frogs. Each may avoid ribbiting on a successful Fortitude saving throw vs DC (20 + Highest of INT/WIS/CHA + Transmutation Bonuses).

Spell Like Ability Embolden
Heighten
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Spell Points:
60
Spell Melf's Acid Arrow Icon.pngMelf's Acid Arrow
Conjuration (Acid)
Target: Foe, Directional, Breakable

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

Sorcerer 2
Wizard 2
Embolden
Eschew Materials
Intensify
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Spell Points:
6
Spell Merfolk's Blessing Icon.pngMerfolk's Blessing
Transmutation (Water)
Target: Friend, Self

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

Bard 1
Druid 1
Ranger 1
Sorcerer 1
Wizard 1
Enlarge
Eschew Materials
Extend
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Spell Points:
10
Spell Meteor Swarm Icon.pngMeteor Swarm
Evocation (Fire)(Earth)(Bludgeoning)(Untyped)
Target: Foe, Directional, Breakable

Caused four 2-foot-diameter chunks of rock to spring forth and streak in straight lines toward a target, leaving fiery trails of 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
Embolden
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Spell Points:
40
Spell Mind Fog Icon.pngMind Fog
Enchantment (Mind-affecting)
Target: Foe, Positional, Breakable

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

Bard 5
Sorcerer 5
Warlock 5
Wizard 5
Embolden
Enlarge
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Spell Points:
30
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.

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

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

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

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

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

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

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

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

Alchemist 5 Accelerate
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
40
Spell 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 black bolt of energy from your finger that deals 4 to 10 hit points of negative energy damage per caster level to a creature. A successful Fortitude save reduces the damage by half. This ability counts as a level 3 Wizard spell. Players are immune to this effect. Further points spent in this enhancement will reduce the cooldown of this Spell-Like Ability.

Spell Like Ability Empower
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Spell Points:
10 (Rank 1)
8 (Rank 2)
5 (Rank 3)
Spell Necrotic 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
Embolden
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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.

Spell Like Ability Empower
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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
Embolden
Empower
Eschew Materials
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Intensify
Maximize
Quicken
Spell Points:
25
Spell Neutralize Poison Icon.pngNeutralize Poison
Conjuration (Healing)
Target: Friend, Self

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

Bard 4
Cleric 4
Druid 3
Favored Soul 4
Paladin 4
Ranger 3
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
25
Spell Niac's Biting Cold Icon.pngNiac's Biting Cold
Evocation (Cold)
Target: Foe

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

Sorcerer 5
Wizard 5
Empower
Enlarge
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Intensify
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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
Embolden
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Eschew Materials
Heighten
Intensify
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Quicken
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.

Spell Like Ability Empower
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Spell Points:
15
Spell Sleep Icon.pngNightshade (Spell) Target: Foe, Directional

Primer Element: Gildleaf
Target enemy falls asleep for 6 seconds with no save.

Spell Like Ability Accelerate
Quicken
Spell Points:
10
Spell Nightshield Icon.pngNightshield
Abjuration (Force)
Target: Self

Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th) and protection from magic missiles.

Cleric 1
Favored Soul 1
Sorcerer 1
Warlock 1
Wizard 1
Extend
Quicken
Spell Points:
10
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
Favored Soul 1
Empower
Intensify
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Spell Points:
4
Spell Obscuring Mist Icon.pngObscuring Mist
Conjuration
Target: Self

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

Cleric 1
Favored Soul 1
Sorcerer 1
Warlock 1
Wizard 1
Quicken Spell Points:
10
Spell Ooze Puppet Icon.pngOoze Puppet
Transmutation (Charm)
Target: Foe

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

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

Lawful power smites your targets. Only chaotic and neutral (not lawful) creatures are harmed by the spell. The spell deals 9 to 14 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
Favored Soul 4
Embolden
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Spell Points:
15
Spell Otiluke's Freezing Sphere Icon.pngOtiluke's Freezing Sphere
Evocation (Cold)
Target: Foe, Directional, Breakable

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

Sorcerer 6
Wizard 6
Embolden
Empower
Enlarge
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Intensify
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Quicken
Spell Points:
25
Spell Otto's Irresistible Dance Icon.pngOtto's Irresistible Dance
Enchantment (Mind-affecting)
Target: Foe

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

Bard 6
Sorcerer 8
Warlock 6
Wizard 8
Enlarge
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Spell Points:
45 (Sorcerer)
45 (Warlock)
45 (Wizard)
35 (Bard)
Spell Otto's Resistible Dance Icon.pngOtto's Resistible Dance
Enchantment (Compulsion)(Mind-affecting)
Target: Foe

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

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

Grants an ally a +4 enhancement bonus to wisdom.

Artificer 2
Cleric 2
Favored Soul 2
Paladin 2
Ranger 2
Sorcerer 2
Wizard 2
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
15
Spell Owl's Wisdom, Mass Icon.pngOwl's Wisdom, Mass
Transmutation
Target: Friend, Self

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

Artificer 5
Cleric 6
Druid 6
Favored Soul 6
Sorcerer 6
Wizard 6
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
35
Spell Pack Presence Icon.pngPack Presence
Transmutation
Target: Self

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

Druid 2 Eschew Materials
Extend
Quicken
Spell Points:
15
Spell Panacea Icon.pngPanacea
Conjuration (Healing)
Target: Friend, Self, Undead Foe

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

Cleric 4
Druid 5
Favored Soul 4
Embolden
Empower Healing
Enlarge
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Spell Points:
25
Spell Personal Augmentation- Insightful Damage Icon.pngPersonal Augmentation: Insightful Damage
Divination (Infusion)
Target: Self (Weapon)

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

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

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

Artificer 2 Eschew Materials
Quicken
Spell Points:
15
Spell Phantasmal Killer Icon.pngPhantasmal Killer
Illusion (Fear)(Death)(Mind-affecting)(Bane)
Target: Foe

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

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

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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
Empower
Maximize
Quicken
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.

Spell Like Ability Empower
Empower Healing
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Power Word- Blind Icon.pngPower Word: Blind
Conjuration (Mind-affecting)
Target: Foe

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

Sorcerer 7
Wizard 7
Enlarge
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Spell Points:
10
Spell Power Word- Stun Icon.pngPower Word: Kill
Conjuration (Compulsion)(Mind-affecting)(Death)
Target: Foe

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

Sorcerer 9
Warlock 6
Wizard 9
Enlarge
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Spell Points:
50
Spell Power Word- Stun Icon.pngPower Word: Stun
Enchantment (Compulsion)(Mind-affecting)
Target: Foe

A single word of power is uttered, causing your target to become stunned. Creatures with 150 or fewer current HP are stunned for 4 to 32 seconds, creatures with 151 to 300 HP are stunned for 2 to 16 seconds, and creatures with 301 hps or more are stunned for 8 seconds.

Sorcerer 8
Warlock 6
Wizard 8
Enlarge
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Spell Points:
10
Spell Prayer Icon.pngPrayer
Enchantment (Compulsion)(Mind-affecting)
Target: Self

Gives special favor to you and any allies near you, giving a +1 luck bonus to allies and a -1 penalty to enemies attack rolls, weapon damage, saves, and skill checks, with this buff and debuff increasing in magnitude by 1 every 5 caster levels - max total of 5 at caster level 20.

Cleric 3
Favored Soul 3
Paladin 3
Extend
Quicken
Spell Points:
20
Spell Summon Nature's Ally IX - Dryad Icon.pngPrimal Ally - Heart
Conjuration (Summoning)
Target: Self, Positional

Heart Flame Dryad: Creates an elder dryad that casts Fire, Light and Healing spells using your spell power and adding twice your highest mental stat bonus to their casting DCs. She remains rooted to her summoning point.

Spell Like Ability Quicken Spell Points:
50
Spell Summon Monster VIII - Greater Air Elemental Icon.pngPrimal Ally - Sky
Conjuration (Summoning)
Target: Self, Positional

Sky Storm Rager: Creates a greater storm spirit to blast your foes with Lightning, cold and Sound using your Spell Power and adding twice your highest mental stat bonus to their casting DCs. Remains bound to their summoning spot.

Spell Like Ability Quicken Spell Points:
50
Enhancement Primal Ally - Thorn Icon.pngPrimal Ally - Thorn
Conjuration (Summoning)
Target: Self, Positional

Thorn Walker: Creates a greater thorn spirit to blast your foes with Acid, Poison and Force using your Spell Power and adding twice your highest mental stat bonus to their casting DCs. Remains bound to their summoning spot.

Spell Like Ability Quicken Spell Points:
50
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
Embolden
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Spell Points:
25
Spell Prismatic Spray Icon.pngPrismatic Spray
Evocation (Acid)(Death)(Electricity)(Fear)(Fire)(Mind-affecting)
Target: Foe, Directional, Breakable

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

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

A brilliant ray of multicolored light projects from your finger, causing the target to be afflicted by 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
Empower
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Spell Points:
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 Points:
6
Spell Protection from Elements Icon.pngProtection from Elements
Abjuration (Acid)(Cold)(Electricity)(Fire)(Sonic)
Target: Friend, Self

Grants temporary immunity to all forms of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) for each energy type has been absorbed.

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

Grants temporary immunity to multiple targets to all forms of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) for each energy type has been absorbed.

Artificer 6
Cleric 7
Druid 7
Favored Soul 7
Sorcerer 7
Warlock 5
Wizard 7
Enlarge
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Spell Points:
40
Spell Protection from Energy Icon.pngProtection from Energy
Abjuration (Acid)(Cold)(Electricity)(Fire)(Sonic)
Target: Friend, Self

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

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

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

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

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

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

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

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

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

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

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

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

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

Cleric 1
Favored Soul 1
Paladin 1
Sorcerer 1
Wizard 1
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
10
Spell Radiant Forcefield Icon.pngRadiant Forcefield
Abjuration
Target: Friend, Self

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

Artificer 5 Eschew Materials
Quicken
Spell Points:
30
Spell Rage Icon.pngRage
Enchantment
Target: Friend, Self

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

Bard 2
Sorcerer 3
Warlock 2
Wizard 3
Enlarge
Extend
Quicken
Spell Points:
20 (Sorcerer)
20 (Warlock)
20 (Wizard)
15 (Bard)
Spell Raise Dead Icon.pngRaise Dead
Conjuration (Healing)
Target: Friend

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

Cleric 5
Favored Soul 5
Enlarge
Eschew Materials
Quicken
Spell Points:
30
Spell Ram's Might Icon.pngRam's Might
Transmutation
Target: Self

Your hands increase in size, granting a +2 size bonus to Strength and damage.

Druid 1
Ranger 1
Extend
Quicken
Spell Points:
10
Spell Rapid Condensation Icon.pngRapid Condensation
Transmutation
Target: Foe, Positional, Breakable

Primer Element: Gildleaf
Throw a bottle that explodes on impact, rapidly condensing wader in the air with a magical reaction that has the effect of the Obscuring Mist spell: A misty vapor arises, obscuring all sight, giving all creatures in the fog concealment (attackers have a 20% miss chance.) Obscuring mist can be burned away with fire spells that hit the area of the mist.

Alchemist 1 Accelerate
Quicken
Spell Points:
10
Spell Ray of Enfeeblement Icon.pngRay of Enfeeblement
Necromancy
Target: Foe, Directional

A coruscating ray springs towards the target, inflicting a 1d6 point penalty to strength plus an additional 1 for every two caster levels up to a caster level 8.

Sorcerer 1
Warlock 1
Wizard 1
Quicken Spell Points:
4
Spell Ray of Exhaustion Icon.pngRay of Exhaustion
Necromancy
Target: Foe, Directional

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

Sorcerer 3
Warlock 2
Wizard 3
Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
8
Spell 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.

Spell Like Ability Empower
Heighten
Intensify
Maximize
Quicken
Spell Points:
20
Spell Recitation Icon.pngRecitation
Enchantment (Mind-affecting)
Target: Self

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

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

Greatly repairs an ally construct, restoring 10 hit points per caster level (max 150hp), while simultaneously granting it 15% Enhancement Bonus to attack speed for a short time.

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

Spell Like Ability Empower
Maximize
Quicken
Intensify
Embolden
Spell Reinforce Construct Icon.pngReinforce Construct
Transmutation
Target: Friend, Self

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

Artificer 2 Eschew Materials
Extend
Quicken
Spell Points:
15
Enhancement Rejuvenation Cocoon Icon.pngRejuvenation Cocoon
Conjuration (Healing)
Target: Friend, Self

Protects target with a shield of 150 temporary Hit Points for 9 seconds. Heals 5d6 Hit Points every 2 seconds while the shield persists.

Spell Like Ability Empower Healing
Enlarge
Quicken
12 Spell Points
Spell Remove Blindness Icon.pngRemove Blindness
Conjuration (Healing)
Target: Friend, Self

Cures blindness in an ally.

Cleric 3
Favored Soul 3
Paladin 3
Enlarge
Quicken
Spell Points:
20
Spell Remove Curse Icon.pngRemove Curse
Abjuration
Target: Friend, Self

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

Bard 3
Cleric 3
Favored Soul 3
Paladin 3
Sorcerer 4
Wizard 4
Enlarge
Quicken
Spell Points:
20
Spell Remove Disease Icon.pngRemove Disease
Conjuration (Healing)
Target: Friend, Self

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

Cleric 3
Druid 3
Favored Soul 3
Ranger 3
Enlarge
Quicken
Spell Points:
20
Spell Remove Fear Icon.pngRemove Fear
Abjuration
Target: Friend, Self

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

Bard 1
Cleric 1
Favored Soul 1
Enlarge
Extend
Quicken
Spell Points:
10
Spell Remove Paralysis Icon.pngRemove Paralysis
Conjuration (Healing)
Target: Friend, Self

Frees ally from paralysis and effects of a slow spell.

Cleric 2
Favored Soul 2
Paladin 2
Enlarge
Quicken
Spell Points:
15
Spell Renew Icon.pngRenew
Divination (Healing)
Target: Self, Friend

Active Ability: (Cooldown 8 seconds Cost: 5 sp) Heals 1d2 HP per 2 character levels every 2 seconds for 8 seconds. As a Spell-like ability it benefits from metamagic feats at no additional cost.

Spell Like Ability Empower Healing
Enlarge
Quicken
Spell Points:
5
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
Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
16
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
Empower
Maximize
Quicken
Enlarge
Intensify
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
Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
25
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
Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
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
Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
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
Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
12
Spell Magic Circle Against Evil Icon.pngResist Energies
Abjuration (Fire)(Acid)(Cold)(Electricity)(Sonic)
Target: Friend, Self

Gives an ally an Enhancement bonus against Fire, Cold, Electric, Acid, and Sonic damage, reduction that damage taken by 10. The bonus increases to 20 at caster level 7 and 30 at caster level 11.

Spell Like Ability Enlarge
Extend
Quicken
Spell Points:
60 (Rank 1)
50 (Rank 2)
40 (Rank 3)
Spell Resist Energy Icon.pngResist Energy
Abjuration
Target: Friend, Self

Gives an ally an Enhancement bonus against an elemental damage type, reducing that type of damage taken by 10. The bonus increases to 20 at caster level 7 and 30 at caster level 11.

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

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

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

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

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

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

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

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

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

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

Artificer 1
Cleric 2
Favored Soul 2
Paladin 2
Ranger 1
Sorcerer 2
Wizard 2
Warlock 1
Enlarge
Extend
Quicken
Spell Points:
15 (Artificer)
15 (Cleric)
15 (Favored Soul)
15 (Paladin)
15 (Sorcerer)
15 (Wizard)
15 (Warlock)
10 (Ranger)
Spell Restoration Icon.pngRestoration
Conjuration (Healing)
Target: Friend, Self

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

Cleric 4
Favored Soul 4
Paladin 4
Enlarge
Eschew Materials
Quicken
Spell Points:
25
Spell Restoration, Mass Icon.pngRestoration, Mass
Conjuration (Healing)
Target: Friend, Self

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

Cleric 7
Favored Soul 7
Enlarge
Eschew Materials
Quicken
Spell Points:
40
Spell True Resurrection Icon.pngResurrection
Conjuration (Healing)
Target: Friend

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

Cleric 7
Favored Soul 7
Enlarge
Eschew Materials
Quicken
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.

Spell Like Ability Empower
Maximize
Quicken
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.

Spell Like Ability Embolden
Empower
Heighten
Intensify
Maximize
Quicken
Spell Rising Fury Icon.pngRising Fury
Transmutation (Bear)(Dire Bear)
Target: Self

With each blow, your fury rises. For the duration of this spell, every time an enemy hits you, you gain a +2 morale bonus to Strength and Constitution. This stacks up to 5 times.

Druid 4 Extend
Quicken
Spell Points:
5
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
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
15
Spell Sanctified Vial Icon.pngSanctified Vial
Conjuration (Untyped)
Target: Foe, Directional

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

Alchemist 4 Accelerate
Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
25
Spell Scare Icon.pngScare
Necromancy (Fear)(Mind-affecting)
Target: Foe, Positional

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

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

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

Sorcerer 2
Wizard 2
Embolden
Empower
Heighten
Intensify
Quicken
Spell Points:
8
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
Empower
Intensify
Maximize
Quicken
Spell Points:
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
Favored Soul 3
Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
8
Spell See Invisibility Icon.pngSee Invisibility
Divination
Target: Self

You can see invisible creatures and objects.

Bard 3
Sorcerer 2
Warlock 1
Wizard 2
Eschew Materials
Extend
Quicken
Spell Points:
15
Spell Greater Teleport to Zawabi's Refuge Icon.pngSelf Only - Teleport to Zawabi's Refuge
Conjuration (Teleportation)
Target: Self

Teleports only you to Zawabi's Refuge in the Menechtarun desert.

Sorcerer 7
Warlock 5
Wizard 7
Quicken Spell Points:
30
Spell Greater Teleport to the Twilight Forge Icon.pngSelf Only - Teleport to the Twilight Forge
Conjuration (Teleportation)
Target: Self

Teleports only you to a safe area in the volcanic caldera outside the Twilight Forge.

Sorcerer 7
Warlock 5
Wizard 7
Quicken Spell Points:
30
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.

Spell Like Ability Empower
Maximize
Quicken
Intensify
Embolden
Spell Shadow Walk Icon.pngShadow Walk
Illusion
Target: Self

Transports you to the edge of the Material Plane where it borders the Plane of Shadow. While this spell is active, you move much faster than normal and your outline appears faint and you are harder to hit. Attacking another creature or otherwise interacting with objects shunts you back to the Material Plane.

Bard 5
Sorcerer 6
Warlock 5
Wizard 6
Extend
Quicken
Spell Points:
30
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.

Spell Like Ability Empower
Heighten
Intensify
Maximize
Quicken
Spell Points:
20
Spell Shield Icon.pngShield
Abjuration
Target: Self

Grants a +4 shield bonus to Armor Class and protection from magic missiles.

Sorcerer 1
Warlock 1
Wizard 1
Extend
Quicken
Spell Points:
10
Spell Shield of Faith Icon.pngShield of Faith
Abjuration
Target: Friend, Self

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

Artificer 1
Cleric 1
Favored Soul 1
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
10
Spell Shield of Faith, Mass Icon.pngShield of Faith, Mass
Abjuration
Target: Friend, Self

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

Artificer 3
Cleric 4
Favored Soul 4
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
25
Spell Shillelagh Icon.pngShillelagh
Transmutation
Target: Self

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

Druid 1 Eschew Materials
Quicken
Spell Points:
10
Spell Shocking 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
Empower
Intensify
Maximize
Quicken
Spell Points:
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.

Sorcerer 1
Wizard 1
Empower
Maximize
Quicken
Enlarge
Intensify
Spell Points:
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
Sorcerer 4
Wizard 4
Embolden
Empower
Heighten
Intensify
Maximize
Quicken
Spell Points:
15
Spell Silence Creature Icon.pngSilence Creature
Enchantment
Target: Foe

Attempt to magically silence one enemy, who must succeed on a Will saving throw or be rendered unable to cast spells for 6 seconds, plus an additional second per caster level. (Maximum Caster Level: 20). Creatures that have been silenced in this manner may attempt to save again every two seconds. Does not affect Bosses or Raid Bosses.

Warlock 2 Quicken Spell Points:
15
Spell Silver Weapons Icon.pngSilver Weapons
Transmutation (Infusion)
Target: Friend, Self (Weapon)

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

Artificer 5 Eschew Materials
Quicken
Spell Points:
30
Spell Slay Living Icon.pngSlay Living
Necromancy (Death)
Target: Foe

Slays any living enemy you touch or deals 11 to 16 negative energy damage per caster level on a successful Fortitude save.

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

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

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

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

Alchemist 1 Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
20
Spell Sleet Storm Icon.pngSleet Storm
Conjuration (Creation)(Cold)
Target: Foe, Positional, Breakable

Driving sleet blocks all sight (attackers are blinded) and causes the ground around the target to become icy, slowing targets within it by 50%.

Druid 3
Sorcerer 3
Warlock 2
Wizard 3
Enlarge
Eschew Materials
Quicken
Spell Points:
10
Spell Slow Icon.pngSlow
Transmutation
Target: Foe, Positional

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

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

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

Alchemist 4 Eschew Materials
Extend
Quicken
Spell Points:
20
Spell Snowball Swarm Icon.pngSnowball Swarm
Evocation (Cold)
Target: Foe, Positional

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

Sorcerer 2
Wizard 2
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
8
Spell Solid Fog Icon.pngSolid Fog
Conjuration
Target: Foe, Positional, Breakable

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

Sorcerer 4
Wizard 4
Enlarge
Eschew Materials
Quicken
Spell Points:
25
Spell 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 16 to 56 damage at caster at caster level 8). The target must make a successful Will save or be dazed for a short period of time or until they take damage. This spell has double range.

Bard 1
Sorcerer 1
Wizard 1
Embolden
Empower
Heighten
Intensify
Maximize
Quicken
Spell Points:
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
Cleric 2
Favored Soul 2
Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
15
Spell Spawn Screen Icon.pngSpawn Screen
Necromancy
Target: Friend, Self

Applies a ward to nearby allies, preventing them from rising as undead. Certain rare, extremely powerful undead can circumvent this protection.

Cleric 2
Favored Soul 2
Sorcerer 2
Wizard 2
Enlarge
Extend
Quicken
Spell Points:
15
Spell Spell Resistance Icon.pngSpell Resistance
Abjuration
Target: Friend, Self

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

Cleric 5
Favored Soul 5
Enlarge
Extend
Quicken
Spell Points:
30
Spell Spell Resistance, Mass Icon.pngSpell Resistance, Mass
Abjuration
Target: Friend, Self

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

Cleric 7
Favored Soul 7
Enlarge
Extend
Quicken
Spell Points:
40
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
Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
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).

Spell Like Ability Empower
Maximize
Quicken
Heighten
Intensify
Spell Points:
15
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.

Spell Like Ability Empower
Heighten
Intensify
Maximize
Quicken
Spell Points:
2
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
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
4
Spell Stiffen Skin Icon.pngStiffen Skin
Transmutation
Target: Self

Primer Element: Ceruleite
This potion will mutate you and make your skin a little more resistance to physical damage. This grants a +2 Deflection bonus to AC, +1 per 6 caster levels, for 1 minute per caster level.

Alchemist 1 Extend
Quicken
Spell Points:
8
Spell Stinking Cloud Icon.pngStinking Cloud
Conjuration (Creation)
Target: Foe, Positional, Breakable

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

Sorcerer 3
Wizard 3
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
20
Spell Stone to Flesh Icon.pngStone to Flesh
Transmutation (Earth)
Target: Friend

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

Sorcerer 6
Wizard 6
Eschew Materials
Quicken
Spell Points:
35
Spell Stoneskin Icon.pngStoneskin
Abjuration (Earth)
Target: Friend, Self

Wards an ally with damage reduction 10/adamantine. Once the spell has prevented a total of 10 points per caster level it is discharged. Otherwise it lasts 1 minute per caster level.

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

Spell Like Ability Empower
Heighten
Intensify
Maximize
Quicken
Spell Points:
2
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
Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
50
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.

Spell Like Ability Empower
Enlarge
Maximize
Quicken
Intensify
Spell Points:
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.

Spell Like Ability Embolden
Maximize
Quicken
Heighten
Intensify
Spell Suggestion Icon.pngSuggestion
Enchantment (Compulsion)(Language-Dependent)(Mind-affecting)(Charm)
Target: Foe

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

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

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

Bard 5
Sorcerer 6
Warlock 5
Wizard 6
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
35 (Sorcerer)
35 (Warlock)
35 (Wizard)
30 (Bard)
Spell Summon Monster I - Celestial Dog Icon.pngSummon Monster I
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon of three different creatures: a celestial dog, a giant rat, or a brown spider. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.

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

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

Bard 1
Cleric 1
Favored Soul 1
Sorcerer 1
Warlock 1
Wizard 1
Quicken Spell Points:
10
Spell Summon Monster II - Fiendish Scorpion Icon.pngSummon Monster II
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon of three different creatures: a fiendish monstrous scorpion, a fiendish bat, or a black widow. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.

Bard 2
Cleric 2
Favored Soul 2
Sorcerer 2
Warlock 2
Wizard 2
Quicken Spell Points:
15
Spell Summon Monster II - Fiendish Bat Icon.pngSummon Monster II - Fiendish Bat
Conjuration (Summoning)
Target: Self, Positional

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

Bard 2
Cleric 2
Favored Soul 2
Sorcerer 2
Warlock 2
Wizard 2
Quicken Spell Points:
15
Spell Summon Monster III - Hellhound Icon.pngSummon Monster III
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of three different creatures: a hellhound, a winter wolf, or an air mephit. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.

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

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

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

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

Bard 3
Cleric 3
Favored Soul 3
Sorcerer 3
Warlock 2
Wizard 3
Quicken Spell Points:
20
Spell Summon Monster IV - Fiendish Spider Icon.pngSummon Monster IV
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of three different creatures: a fiendish monstrous spider, a greater ice mephit, or a lantern archon. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.

Bard 4
Cleric 4
Favored Soul 4
Sorcerer 4
Warlock 3
Wizard 4
Quicken Spell Points:
25
Spell Summon Monster IV - Fiendish Spider Icon.pngSummon Monster IV - Fiendish Spider
Conjuration (Summoning)
Target: Self, Positional

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

Bard 4
Cleric 4
Favored Soul 4
Sorcerer 4
Warlock 3
Wizard 4
Quicken Spell Points:
25
Spell Summon Monster IV - Greater Ice Mephit Icon.pngSummon Monster IV - Greater Ice Mephit
Conjuration (Summoning)
Target: Self, Positional

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

Bard 4
Cleric 4
Favored Soul 4
Sorcerer 4
Warlock 3
Wizard 4
Quicken Spell Points:
25
Spell Summon Monster IX - Hezrou Icon.pngSummon Monster IX
Conjuration (Summoning)
Target: Self, Positional

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

Cleric 9
Favored Soul 9
Sorcerer 9
Warlock 6
Wizard 9
Quicken Spell Points:
50
Spell Summon Monster V - Medium Earth Elemental Icon.pngSummon Monster V
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of three different creatures: a medium earth elemental, a bearded devil, or an umbral worg. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.

Bard 5
Cleric 5
Favored Soul 5
Sorcerer 5
Wizard 5
Quicken Spell Points:
30
Spell Summon Monster VI - Fiendish Troll Icon.pngSummon Monster VI
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon one of three different creatures: a fiendish troll, a large water elemental, or an eladrin bralani. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.

Bard 6
Cleric 6
Favored Soul 6
Sorcerer 6
Warlock 4
Sorcerer 6
Quicken Spell Points:
35
Spell Summon Monster VI - Large Water Elemental Icon.pngSummon Monster VI - Large Water Elemental
Conjuration (Summoning)
Target: Self, Positional

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

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

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

Cleric 7
Favored Soul 7
Sorcerer 7
Warlock 5
Wizard 7
Quicken Spell Points:
40
Spell Summon Monster VIII - Greater Air Elemental Icon.pngSummon Monster VIII - Greater Air Elemental
Conjuration (Summoning)
Target: Self, Positional

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

Cleric 8
Favored Soul 8
Sorcerer 8
Warlock 5
Wizard 8
Quicken Spell Points:
45
Spell Summon Monster VIII - Orthon Icon.pngSummon Monster VIII - Orthon
Conjuration (Summoning)
Target: Self, Positional

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

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

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

Druid 9 Quicken Spell Points:
45
Spell Summon Nature's Ally V - Bear Icon.pngSummon Nature's Ally V
Conjuration (Summoning)
Target: Self, Positional

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

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

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

Druid 7 Quicken Spell Points:
40

}

Spell Sun Bolt Icon.pngSun Bolt
Evocation
Target: Foe, Directional, Breakable

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

Empower
Eschew Materials
Heighten
Maximize
Quicken
Spell Points:
12
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.

Spell Like Ability Empower
Maximize
Quicken
Intensify
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.

Druid 7 Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
15
Spell Sunburst Icon.pngSunburst
Evocation (Light)
Target: Foe, Positional, Breakable

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

Druid 8
Sorcerer 8
Wizard 8
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
25
Spell Symbol of Fear Icon.pngSymbol of Fear
Necromancy (Fear)(Mind-affecting)
Target: Foe, Positional

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

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

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

Cleric 4
Favored Soul 4
Sorcerer 4
Wizard 4
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
10
Spell Symbol of Stunning Icon.pngSymbol of Stunning
Enchantment (Mind-affecting)
Target: Foe, Positional

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

Cleric 7
Favored Soul 7
Sorcerer 7
Warlock 5
Wizard 7
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
40
Spell Teleport Icon.pngTeleport
Conjuration (Teleportation)
Target: Self

Teleports you to one of a variety of locations.

Sorcerer 5
Warlock 4
Wizard 5
Quicken Spell Points:
30
Spell Teleport to Deneith Arms Shop Icon.pngTeleport to Deneith Arms Shop
Conjuration (Teleportation)
Target: Self

Teleports you to the Dragontooth Arms, the premier weapons shop in House Deneith.

Sorcerer 5
Warlock 4
Wizard 5
Quicken Spell Points:
30
Spell Teleport to Phiarlan Archmages Icon.pngTeleport to Phiarlan Archmages
Conjuration (Teleportation)
Target: Self

Teleports you to the rise of Phiarlan where arcane magical trainers offer their services.

Sorcerer 5
Warlock 4
Wizard 5
Quicken Spell Points:
30
Spell Teleport to the Twelve Icon.pngTeleport to the Twelve
Conjuration (Teleportation)
Target: Self

Teleports you to the Hall of Planes in the The Tower of the Twelve.

Sorcerer 5
Warlock 4
Wizard 5
Quicken Spell Points:
30
Spell Tenacious Pack Icon.pngTenacious Pack
Transmutation
Target: Self

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

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

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

Artificer 5
Sorcerer 6
Warlock 5
Wizard 6
Embolden
Eschew Materials
Extend
Heighten
Quicken
Spell Points:
35
Spell Throat Dagger Icon.pngThroat Dagger
Evocation
Target: Foe

Damages an enemy from afar for 1d4+4 Piercing damage per character level. Damaged non-boss enemies can't cast spells for 6 seconds.

Spell Like Ability Quicken
Enlarge
Spell Points:
3 (Rank 1)
2 (Rank 2)
1 (Rank 3)
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.

Spell Like Ability Empower
Heighten
Intensify
Maximize
Quicken
Spell Points:
20
Spell Touch of Idiocy Icon.pngTouch of Idiocy
Enchantment (Compulsion)(Mind-affecting)
Target: Foe

Reduces an enemies mental faculties, giving a 1d6 penalty to Intelligence, Wisdom, and Charisma scores.

Sorcerer 2
Warlock 1
Wizard 2
Enlarge
Quicken
Spell Points:
5
Spell Toughen Construct Icon.pngToughen Construct
Transmutation
Target: Friend, Self

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

Artificer 2 Eschew Materials
Extend
Quicken
Spell Points:
15
Spell Trap the Soul Icon.pngTrap the Soul
Conjuration
Target: Foe

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

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

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

Cleric 9
Favored Soul 9
Quicken
Enlarge
Spell Points:
50
Spell True Seeing Icon.pngTrue Seeing
Divination
Target: Friend, Self

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

Cleric 5
Druid 7
Favored Soul 5
Sorcerer 6
Warlock 4
Wizard 6
Eschew Materials
Extend
Quicken
Spell Points:
35 (Sorcerer)
35 (Warlock)
35 (Wizard)
30 (Cleric)
30 (Favored Soul)
30 (Druid)
Spell Tumble Icon.pngTumble
Transmutation
Target: Friend, Self

Grants an ally a +10 enhancement bonus on Tumbling.

Ranger 1
Sorcerer 1
Wizard 1
Enlarge
Extend
Eschew Materials
Quicken
Spell Points:
10
Spell Undeath to Death Icon.pngUndeath to Death
Necromancy
Target: Foe, Positional

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

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

Unholy power smites your targets. The power takes the form of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell. This spell deals 9 to 14 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
Favored Soul 4
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Spell Points:
15
Spell Vein Freeze Icon.pngVein Freeze
Conjuration (Cold)
Target: Foe, Directional

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

Alchemist 4 Accelerate
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Spell Points:
20
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.

Alchemist 1 Embolden
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Spell Points:
4
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.

Alchemist 1 Accelerate
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Spell Points:
2
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.

Alchemist 1 Accelerate
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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.

Alchemist 1 Accelerate
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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.

Alchemist 1 Accelerate
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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 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 Wail of the Banshee Icon.pngWail of the Banshee
Necromancy (Death)(Negative Energy)(Sonic)
Target: Self

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

Sorcerer 9
Warlock 6
Wizard 9
Embolden
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Spell Points:
50
Spell Wall of Fire Icon.pngWall of Fire
Evocation (Fire)
Target: Foe, Positional, Breakable

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

Druid 5
Sorcerer 4
Wizard 4
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Spell Points:
25
Spell Water Breathing Icon.pngWater Breathing
Transmutation (Water)
Target: Friend, Self

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

Cleric 3
Druid 3
Favored Soul 3
Sorcerer 3
Warlock 2
Wizard 3
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Spell Points:
20
Spell 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 Waves of Exhaustion Icon.pngWaves of Exhaustion
Necromancy
Target: Foe, Directional

Waves of negative energy cause all living creatures to become exhausted. Exhausted creatures take a -6 penalty to strength and dexterity.

Sorcerer 7
Warlock 5
Wizard 7
Quicken Spell Points:
40
Spell Waves of Fatigue Icon.pngWaves of Fatigue
Necromancy
Target: Foe, Directional

Waves of negative energy cause all living creatures to become fatigued. Fatigued creatures take a -2 penalty to strength and dexterity.

Sorcerer 5
Warlock 4
Wizard 5
Quicken Spell Points:
20
Spell Web Icon.pngWeb
Conjuration (Creation)
Target: Foe, Positional, Breakable

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

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

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

Cleric 6
Favored Soul 6
Quicken Spell Points:
35
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