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 Fog Icon.pngAcid Fog
Conjuration (Creation)(Acid)
Target: Foe, Positional, Breakable

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

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

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

Sorcerer 4
Wizard 4
Empower
Enlarge
Eschew Materials
Intensify
Maximize
Quicken
Spell Points:
15
Spell Acid Spray Icon.pngAcid Spray
Enchantment (Acid)
Target: Foe, Directional, Breakable

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

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

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

Sorcerer 9
Wizard 9
Empower
Enlarge
Heighten
Intensify
Heighten
Quicken
Spell Points:
40
Spell 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
Dark Apostate 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
Dark Apostate 3
Favored Soul 3
Enlarge
Extend
Quicken
Spell Points:
20
Spell Align Fang Icon.pngAlign Fang
Transmutation
Target: Friend, Self

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

Druid 2 Eschew Materials
Quicken
Spell Points:
15
Spell Alluring Elixer Icon.pngAlluring Elixer
Transmutation
Target: Self

Primer Element: Ceruleite
This small vial of golden liquid will increase your confidence and your allure, granting you a +4 Insight bonus to your social skills for 1 minute + 1 minute per Caster Level.

Alchemist 2 Extend
Quicken
Spell Points:
15
Spell Angelskin Icon.pngAngelskin
Abjuration (Good)(Lawful)
Target: Self

The caster gains a +1 Racial bonus to Physical and magical Resistance Rating per Caster level, max 20.

Paladin 2
Sacred Fist 2
Extend
Quicken
Spell Points:
15
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 Augment Armor Icon.pngAugment Armor
Transmutation (Earth)
Target: Self (Armor)

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

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

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

Stormsinger 5
Sorcerer 5
Wizard 5
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
20
Spell 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
Dark Apostate 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
Dark Apostate 6
Favored Soul 6
Sorcerer 7
Warlock 3
Wizard 7
Enlarge
Quicken
Spell Points:
40 (Sorcerer)
40 (Warlock)
40 (Wizard)
35 (Cleric)
35 (Dark Apostate)
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
Dark Apostate 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
Dark Apostate 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
Dark Apostate 3
Favored Soul 3
Sorcerer 4
Warlock 3
Wizard 4
Embolden
Enlarge
Heighten
Quicken
Spell Points:
10
Spell Binding Chain Icon.pngBinding Chain
Evocation
Target: Foe, Positional

Causes an enemy to move at 50% speed and attack at 50% slowed rate and have a -1 penalty on attack rolls, AC, and Reflex saves. Doesn't affect bosses.

Warlock 4 Enlarge
Quicken
Spell Points:
33
Spell Bitter Frost Burst Icon.pngBitter Frost Burst
Conjuration (Cold)
Target: Foe, Directional, Breakable

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

Alchemist 3 Accelerate
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
15
Spell Black Dragon Bolt Icon.pngBlack Dragon Bolt
Conjuration (Acid)
Target: Foe, Directional, Breakable

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

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

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

Spell Like Ability Empower
Maximize
Quicken
Intensify
Embolden
Spell Blade Barrier Icon.pngBlade Barrier
Evocation (Slashing)
Target: Self

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

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

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

Artificer 3 Empower
Maximize
Quicken
Eschew Materials
Heighten
Intensify
Embolden
Spell Points:
15
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
Dark Apostate 1
Favored Soul 1
Paladin 1
Sacred Fist 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
Stormsinger 3
Cleric 3
Dark Apostate 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
Stormsinger 2
Sorcerer 2
Warlock 2
Wizard 2
Enlarge
Extend
Quicken
Spell Points:
15
Spell Body of the Sun Icon.pngBody of the Sun
Evocation (Fire)(Fire Elemental)
Target: Self

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

Druid 7 Eschew Materials
Extend
Quicken
Spell Points:
30
Bottled Boost- Attack Icon.pngBottled Boost: Attack
Transmutation
Target: Self

Primer Element: Ceruleite
Drink a potion with the effects of Action Boost: Attack. You gain +8 Action Boost Bonus to Attack for 20 seconds. In addition to this spell's normal cooldown, this spell puts all Action Boosts and Bottled Boost spells on a 30 second cooldown.

Alchemist 1 Quicken Spell Points:
25
Bottled Boost- Defense Icon.pngBottled Boost: Defense
Transmutation
Target: Self

Primer Element: Ceruleite
Drink a potion with the effects of Action Boost: Defense. You gain +15 Action Boost Bonus to Armor Class and Physical Resistance Rating for 20 seconds. In addition to this spell's normal cooldown, this spell puts all Action Boosts and Bottled Boost spells on a 30 second cooldown.

Alchemist 1 Quicken Spell Points:
5
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
Bottled Boost- Haste Icon.pngBottled Boost: Haste
Transmutation
Target: Self

Primer Element: Ceruleite
Drink a potions with the effects of Action Boost: Haste. You gain +30% Action Boost Bonus to Attack Speed 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 5 Quicken Spell Points:
25
Bottled Boost- Power Icon.pngBottled Boost: Power
Transmutation
Target: Self

Primer Element: Ceruleite
Drink a potions with the effects of Action Boost: Power. You gain +30 Action Boost Bonus to Melee and Ranged Power 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 4 Quicken Spell Points:
25
Bottled Boost- Spell Icon.pngBottled Boost: Spell
Transmutation
Target: Self

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

Alchemist 2 Quicken Spell Points:
25
Bottled Boost- Sprint Icon.pngBottled Boost: Sprint
Transmutation
Target: Self

Primer Element: Ceruleite
Drink a potions with the effects of Action Boost: Sprint. You gain +50% Action Boost Bonus to Movement Speed 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 4 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
Stormsinger 4
Cleric 5
Dark Apostate 4
Favored Soul 5
Paladin 5
Sacred Fist 4
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
Dark Apostate 2
Druid 2
Favored Soul 2
Paladin 2
Sacred Fist 2
Sorcerer 2
Wizard 2
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
15
Spell Bull's Strength, Mass Icon.pngBull's Strength, Mass
Transmutation
Target: Friend, Self

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

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

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

Sorcerer 4
Wizard 4
Empower
Enlarge
Eschew Materials
Intensify
Maximize
Quicken
Spell Points:
10
Spell 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
Spell Camouflage, Mass Icon.pngCamouflage, Mass
Transmutation
Target: Friend, Self

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

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

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

Artificer 5
Bard 6
Stormsinger 6
Druid 6
Sorcerer 6
Wizard 6
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
35
Spell 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
Stormsinger 1
Cleric 1
Dark Apostate 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)
Spell Caustic Overload Icon.pngCaustic Overload
Conjuration (Acid)
Target: Foe, Directional

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

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

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

Alchemist 3 Accelerate
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
15
Enhancement Chain Cure Icon.pngChain Cure
Divination
Target: Friend, Undead Foe

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

Spell Like Ability Empower
Empower Healing
Maximize
Quicken
Spell Points:
40
Spell Chain Lightning Icon.pngChain Lightning
Evocation (Electricity)
Target: Foe, Directional, Breakable

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

Stormsinger 6
Sorcerer 6
Wizard 6
Artificer 6
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Maximize
Quicken
Spell Points:
25
Spell Chain Missiles Icon.pngChain Missiles
Evocation (Force)
Target: Foe

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

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

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

Cleric 4
Dark Apostate 4
Favored Soul 4
Embolden
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Spell Points:
15
Spell Chaotic Fang Icon.pngChaotic Fang
Transmutation
Target: Friend, Self

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

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

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

Artificer 5 Eschew Materials
Quicken
Spell Points:
30
Spell 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
Stormsinger 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
Stormsinger 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
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Spell Points:
4
Spell Choking Smog Icon.pngChoking Smog
Transmutation (Creation)
Target: Foe, Directional

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

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

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

Alchemist 4 Accelerate
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
20
Spell 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 Breath Icon.pngCold Breath
Evocation (Cold)(Winter Wolf)
Target: Foe, Directional, Breakable

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

Druid 5 Embolden
Empower
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Spell Points:
20
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 Cold Spike Icon.pngCold Spike
Conjuration (Cold)
Target: Foe, Directional

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

Alchemist 2 Accelerate
Embolden
Empower
Eschew Materials
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Spell Points:
8
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
Stormsinger 1
Sorcerer 1
Warlock 1
Wizard 1
Heighten
Embolden
Enlarge
Quicken
Spell Points:
40
Spell Cometfall Icon.pngCometfall
Conjuration (Creation)
Target: Foe, Positional, Breakable

You conjure a bright, glowing comet, which appears in midair above your target, then strikes the ground with tremendous force. This area of effect spell does 4 to 9 points of bludgeon damage for every caster level. A successful Reflex save reduces this damage by half. The force of this comet can knock some creatures prone.

Cleric 6
Dark Apostate 6
Favored Soul 6
Embolden
Empower
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Spell Points:
35
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
Dark Apostate 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
Heighten
Intensify
Maximize
Quicken
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
Enlarge
Intensify
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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
Dark Apostate 3
Druid 3
Favored Soul 3
Sorcerer 4
Warlock 3
Wizard 4
Embolden
Enlarge
Heighten
Quicken
Spell Points:
8
Spell Contagion- Blinding Sickness Icon.pngContagion: Blinding Sickness
Necromancy (Evil)
Target: Foe

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Sorcerer 7
Warlock 5
Wizard 7
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
40
Spell Corrode Weapons Icon.pngCorrode Weapons
Conjuration (Acid)
Target: Foe, Directional

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

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

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

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

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

Alchemist 3
Artificer 2
Eschew Materials
Quicken
Spell Points:
15
Spell Create Undead Icon.pngCreate Undead
Necromancy (Evil)
Target: Self, Positional

This evil spell allows you to create one of three types of undead: a wight priest, a dread wraith, or a mummy lord. Created undead are automatically under the control of their creator.

Cleric 6
Dark Apostate 6
Favored Soul 6
Sorcerer 6
Warlock 5
Wizard 6
Quicken Spell Points:
35
Spell Create Undead (Dread Wraith) Icon.pngCreate Undead (Dread Wraith)
Necromancy (Evil)
Target: Self, Positional

This evil spell allows you to create a dread wraith. 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 Create Undead (Mummy Lord) Icon.pngCreate Undead (Mummy Lord)
Necromancy (Evil)
Target: Self, Positional

This evil spell allows you to create a mummy lord. 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 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
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Spell Points:
6
Spell Creeping Doom Icon.pngCreeping Doom
Conjuration (Acid)
Target: Foe, Directional, Breakable

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

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

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

Bard 3
Stormsinger 3
Sorcerer 4
Wizard 4
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
20
Spell Curative Admixture- Remove Paralysis Icon.pngCurative Admixture: Remove Paralysis
Conjuration (Healing)(Infusion)
Target: Friend, Self, Directional

Primer Element: Gildleaf
Infuses a Remove Paralysis potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes magical Paralysis from everyone hit.

Alchemist 2 Accelerate
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
Stormsinger 4
Cleric 4
Dark Apostate 4
Druid 5
Favored Soul 4
Empower
Empower Healing
Enlarge
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Maximize
Quicken
Spell Points:
20
Spell Cure Critical Wounds, Mass Icon.pngCure Critical Wounds, Mass
Conjuration (Healing)
Target: Friend, Self, Undead Foe

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

Cleric 8
Dark Apostate 8
Favored Soul 8
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
Dark Apostate 1
Favored Soul 1
Ranger 2
Bard 1
Stormsinger 1
Paladin 1
Sacred Fist 1
Druid 1
Empower
Empower Healing
Enlarge
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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
Stormsinger 5
Cleric 5
Dark Apostate 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
Stormsinger 2
Cleric 2
Dark Apostate 2
Druid 3
Favored Soul 2
Paladin 3
Sacred Fist 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
Stormsinger 6
Cleric 6
Dark Apostate 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
Stormsinger 3
Cleric 3
Dark Apostate 3
Druid 4
Favored Soul 3
Paladin 4
Sacred Fist 4
Ranger 4
Empower
Enlarge
Intensify
Maximize
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
Dark Apostate 7
Favored Soul 7
Empower
Empower Healing
Enlarge
Intensify
Maximize
Quicken
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
Heighten
Intensify
Maximize
Quicken
Spell Points:
15
Spell Dark Discorporation Icon.pngDark Discorporation
Transmutation
Target: Self

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

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

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

Artificer 6 Eschew Materials
Quicken
Spell Points:
35
Spell Death Aura Icon.pngDeath Aura
Necromancy (Negative Energy)
Target: Self

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

Sorcerer 4
Wizard 4
Embolden
Extend
Heighten
Quicken
Spell Points:
25
Spell Death Pact Icon.pngDeath Pact
Necromancy
Target: Self

This spell allows you to enter a pact with your deity that brings you back to life after you are slain. While under the effects of this spell, your constitution is decreased by two, and cannot be restored until you rest.

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

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

Cleric 4
Dark Apostate 4
Druid 5
Favored Soul 4
Paladin 4
Sacred Fist 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
Dark Apostate 8
Favored Soul 8
Enlarge
Extend
Quicken
Spell Points:
45
Spell Deconstruct Icon.pngDeconstruct
Transmutation (Inflict)
Target: Construct

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

Artificer 6 Enlarge
Quicken
Spell Points:
35
Spell Deep Slumber Icon.pngDeep Slumber
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional

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

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

The divine power of an angry deity imposes a punishment in the form of a sharp, spiritual blow to the target, dealing 5 to 11 good damage for every caster level (up to a maximum of 50 to 110 damage at caster level 10), or 10 to 22 good damage for every caster level (up to a maximum of 100 to 220 damage at caster level 10). A successful Will save reduces this damage by half.

Cleric 2
Dark Apostate 2
Favored Soul 2
Embolden
Empower
Enlarge
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Intensify
Maximize
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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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Cost: See specific sub spell
Spell Delayed Blast Fireball Icon.pngDelayed Blast Fireball (Instant)
Evocation (Fire)
Target: Foe, Directional, Breakable

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

Sorcerer 7
Wizard 7
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
25
Spell Delayed Blast Fireball Icon.pngDelayed Blast Fireball (Trap)
Evocation (Fire)
Target: Foe, Directional, Breakable

Creates a ball of fire that drops to the ground detonates when triggered or after 15 seconds has elapsed, causing an explosion of flame that does 8 to 13 fire damage per caster level (up to a max of 160 to 260 damage at caster level 20) to targets around it. A successful Reflex save reduces the damage by half.

Sorcerer 7
Wizard 7
Embolden
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
12
Spell Destruction Icon.pngDestruction
Necromancy (Death)
Target: Foe

Raw destructive power is channeled to utterly annihilate an enemy, dealing 11 to 16 per caster level damage. Target is also subject to a death effect, and will die without a successful Fortitude save.

Cleric 7
Dark Apostate 7
Favored Soul 7
Embolden
Enlarge
Heighten
Quicken
Spell Points:
40
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
Stormsinger 1
Sorcerer 1
Warlock 1
Wizard 1
Extend
Quicken
Spell Points:
10
Spell Trap the Soul Icon.pngDevour the Soul
Necromancy
Target: Foe

You consume the soul of your targeted enemy, killing it instantly unless it makes a saving throw: Will DC: 10 + Warlock Level + Charisma Modifier.

This ability is considered a Necromancy spell.

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

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

Embolden
Enlarge
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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
Stormsinger 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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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
Dark Apostate 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
Stormsinger 3
Cleric 3
Dark Apostate 3
Druid 4
Favored Soul 3
Paladin 3
Sacred Fist 3
Sorcerer 3
Warlock 2
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
Stormsinger 3
Sorcerer 3
Warlock 3
Wizard 3
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
20
Spell Displacement Draught Icon.pngDisplacement Draught
Transmutation
Target: Self

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

Alchemist 3 Eschew Materials
Extend
Quicken
Spell Points:
20
Spell 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
Intensify
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
Dark Apostate 1
Favored Soul 1
Paladin 1
Sacred Fist 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
Dark Apostate 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
Dark Apostate 5
Favored Soul 5
Empower
Enlarge
Eschew Materials
Intensify
Maximize
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
Heighten
Quicken
Spell Points:
20
Spell Dominate Monster Icon.pngDominate Monster
Enchantment (Dominate)(Mind-affecting)
Target: Foe

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

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

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

Bard 4
Stormsinger 4
Sorcerer 5
Warlock 4
Wizard 5
Embolden
Enlarge
Heighten
Quicken
Spell Points:
25 (Bard)
25 (Stormsinger)
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
Dark Apostate 1
Favored Soul 1
Warlock 1
Enlarge
Heighten
Quicken
Spell Points:
4
Spell Dust of Confusion Icon.pngDust of Confusion
Transmutation
Target: Foe, Directional

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

Alchemist 6 Embolden
Eschew Materials
Extend
Heighten
Quicken
Spell Points:
35
Spell Eagle's Splendor Icon.pngEagle's Splendor
Transmutation
Target: Friend, Self

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

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

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

Artificer 5
Bard 6
Stormsinger 6
Cleric 6
Dark Apostate 6
Druid 6
Favored Soul 6
Sorcerer 6
Wizard 6
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
35
Spell 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
Enlarge
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Intensify
Maximize
Quicken
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
Maximize
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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
Eschew Materials
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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Intensify
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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
Intensify
Maximize
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Spell Electric Loop Icon.pngElectric Loop
Evocation
Target: Foe, Directional, Breakable

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

Stormsinger 2
Sorcerer 2
Wizard 2
Embolden
Empower
Enlarge
Heighten
Maximize
Quicken
Spell Points:
10
Spell Elemental Combination Icon.pngElemental Combination
Conjuration (Admixture)(Acid)(Cold)(Electricity)(Fire)(Poison)
Target: Foe, Directional

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

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

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

Artificer 2 Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
4
Spell Elemental Skin Icon.pngElemental Skin
Transmutation (Acid)(Cold)(Electricity)(Fire)
Target: Self

Primer Element: Ceruleite
This potion will mutate you and make your skin a little more resistance to elemental damage. This grants a +5 Alchemical Bonus to Elemental Resistance against Fire, Cold, Acid, and Electric damage, increasing to 10 at caster level 10 and 15 and caster level 20. This effect lasts for 1 minute per Caster Level.

Alchemist 1 Extend
Quicken
Spell Points:
25
Spell Elemental Toughness Icon.pngElemental Toughness
Evocation (Fire Elemental)(Water Elemental)
Target: Self

You have drawn elemental energy into your form, granting 1 physical resistance rating per druid level for the duration of the spell or until you change forms.

Druid 7 Extend
Quicken
Spell Points:
25
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
Dark Apostate 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 Enveloping Swarm Icon.pngEnveloping Swarm
Conjuration
Target: Foe

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

Druid 4 Embolden
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Spell Points:
10
Spell Evard's Black Tentacles Icon.pngEvard's Black Tentacles
Conjuration (Creation)
Target: Positional, Breakable

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Increases base run speed by 25%.

Bard 1
Stormsinger 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
Stormsinger 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
Stormsinger 1
Sorcerer 1
Wizard 1
Enlarge
Extend
Quicken
Spell Points:
10
Spell Feathers Extract Icon.pngFeathers Extract
Transmutation
Target: Self

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

Alchemist 1 Extend
Eschew Materials
Quicken
Spell Points:
15
Spell Feeblemind Icon.pngFeeblemind
Enchantment (Mind-affecting)
Target: Foe

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

Sorcerer 5
Wizard 5
Embolden
Enlarge
Eschew Materials
Heighten
Quicken
Spell Points:
30
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
Dark Apostate 2
Favored Soul 2
Extend
Quicken
Spell Points:
15
Spell Fine Dust Icon.pngFine Dust
Transmutation
Target: Foe, Directional

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

Alchemist 1 Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
8
Spell 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 Seeds Icon.pngFire Seeds Thrown
Transmutation (Fire)
Target: Foe, Directional, Breakable

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

Druid 6 Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
15
Spell Fire Seeds Icon.pngFire Seeds Trap
Transmutation (Fire)
Target: Foe, Positional

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

Druid 6 Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
7
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
Dark Apostate 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 Fires of Purity Icon.pngFires of Purity
Evocation (Fire)(Fire Elemental)
Target: Friend, Self

Enchants your target's weapons with fires of purity. They deal an extra 2d4 fire damage, and enemies that struck by them become 10% more vulnerable to fire damage. An item can have only one temporary item enchantement at a time.

Druid 8 Quicken Spell Points:
20
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 (Arrows) Icon.pngFlame Arrow (Arrows)
Evocation (Fire)
Target: Self

Creates 500 flaming arrows in your inventory. This spell requires and consumes 1 normal or masterwork arrow. Flaming arrows 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 (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 (Darts) Icon.pngFlame Arrow (Darts)
Evocation (Fire)
Target: Self

Creates 500 flaming darts in your inventory. This spell requires and consumes 1 normal or masterwork dart. Flaming darts 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 (Shurikens) Icon.pngFlame Arrow (Shurikens)
Evocation (Fire)
Target: Self

Creates 500 shuriken in your inventory. This spell requires and consumes 1 normal or masterwork shuriken. Flaming shuriken 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 Axes) Icon.pngFlame Arrow (Throwing Axes)
Evocation (Fire)
Target: Self

Creates 500 throwing axes in your inventory. This spell requires and consumes 1 normal or masterwork throwing axe. Flaming throwing axes 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 Arrow (Throwing Hammers) Icon.pngFlame Arrow (Throwing Hammers)
Evocation (Fire)
Target: Self

Creates 500 throwing hammers in your inventory. This spell requires and consumes 1 normal or masterwork throwing hammer. Flaming throwing hammers 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
Evocation
Target: Self

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

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

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

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

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

Druid 2 Eschew Materials
Quicken
Spell Points:
15
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
Dark Apostate 5
Druid 4
Favored Soul 5
Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
20
Spell Flame Turret Icon.pngFlame Turret
Conjuration (Summoning)
Target: Self

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

Artificer 3 Eschew Materials
Quicken
Spell Points:
20
Spell Flaming 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 Flaming Weapons Icon.pngFlaming Weapons
Evocation (Infusion)(Fire)
Target: Friend, Self (Weapon)

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

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

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

Alchemist 3 Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
40
Spell Flash Powder Icon.pngFlash Powder
Transmutation
Target: Foe

Primer Element: Ceruleite
You crush components in your hand, creating a loud boom and sharp flash. An enemy at touch range must make a Fortitude save or be Stunned for 3 seconds.

Alchemist 1 Embolden
Heighten
Quicken
Spell Points:
2
Spell Flashbang Icon.pngFlashbang
Transmutation
Target: Foe, Directional

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

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

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

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

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

Alchemist 5 Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
30
Spell Flesh to Stone Icon.pngFlesh to Stone
Transmutation (Earth)
Target: Foe

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

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

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

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

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

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

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

Bard 4
Stormsinger 4
Cleric 4
Dark Apostate 4
Druid 4
Favored Soul 4
Ranger 4
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
25
Spell Freedom of Movement Icon.pngFreedom of Movement, Mass
Abjuration
Target: Friend, Self

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

Cleric 7
Dark Apostate 7
Druid 7
Favored Soul 7
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
20
Spell 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 Freezing Spray Icon.pngFreezing Spray
Evocation (Cold)(Water Elemental)
Target: Foe

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

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

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

Sorcerer 3
Wizard 3
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 Frost Weapons Icon.pngFrost Weapons
Evocation (Infusion)(Cold)
Target: Friend, Self (Weapon)

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

Alchemist 3
Artificer 2
Eschew Materials
Quicken
Spell Points:
15
Spell Frostbite Icon.pngFrostbite
Enchantment (Cold)(Winter Wolf)
Target: Self

Your frigid breath and freezing jaws drain the warmth from your enemies. Enchants your natural weapon so that attacks deal an extra 1d10 cold damage each hit. You can only have one temporary weapon enchantment at a time. Equipping a new weapon cancels the effect.

Druid 6 Quicken Spell Points:
10
Spell Ghoul Touch Icon.pngGhoul Touch
Necromancy
Target: Foe

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

Sorcerer 2
Warlock 2
Wizard 2
Enlarge
Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
8
Spell Gills Extract Icon.pngGills Extract
Transmutation (Water)
Target: Self

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

Alchemist 1 Eschew Materials
Extend
Quicken
Spell Points:
25
Spell Glitterdust Icon.pngGlitterdust
Conjuration (Creation)
Target: Foe, Positional

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

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

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

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

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

Alchemist 2 Accelerate
Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
10
Spell Glyph of Warding Icon.pngGlyph of Warding
Abjuration (Electricity)
Target: Foe, Positional

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

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

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

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

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

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

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

Druid 2 Eschew Materials
Quicken
Spell Points:
15
Spell Good 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
Stormsinger 3
Enlarge
Extend
Quicken
Spell Points:
20
Spell Good Weapons Icon.pngGood Weapons
Transmutation (Infusion)
Target: Friend, Self (Weapon)

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

Artificer 5 Eschew Materials
Quicken
Spell Points:
30
Spell Grease Icon.pngGrease
Conjuration (Creation)
Target: Foe, Positional, Breakable

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

Artificer 1
Bard 1
Stormsinger 1
Sorcerer 1
Warlock 1
Wizard 1
Enlarge
Eschew Materials
Quicken
Spell Points:
6
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)
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. The target must make a saving throw for each effect.

  • DC: Character Level + Intelligence Modifier + Illusion Bonus
Spell Like Ability Heighten
Quicken
Enlarge
Embolden
Spell Points:
10 (Rank 1)
5 (Rank 2)
2 (Rank 3)
Spell 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
Dark Apostate 5
Favored Soul 5
Embolden
Enlarge
Heighten
Quicken
Spell Points:
30
Spell Corrosive Weapons Icon.pngGreater Corrosive Weapons
Evocation (Infusion)(Acid)
Target: Friend, Self (Weapon)

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

Alchemist 5
Artificer 4
Eschew Materials
Quicken
Spell Points:
15
Spell Greater Creeping Cold Icon.pngGreater Creeping Cold
Evocation (Cold)
Target: Foe

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


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

Druid 6 Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
20
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
Stormsinger 5
Cleric 6
Dark Apostate 6
Druid 6
Favored Soul 6
Sorcerer 6
Warlock 4
Wizard 6
Enlarge
Quicken
Spell Points:
30
Spell Elemental Weapons Icon.pngGreater Elemental Weapons
Evocation (Infusion)(Acid)(Cold)(Electricity)(Fire)
Target: Friend, Self (Weapon)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Alchemist 5
Artificer 4
Eschew Materials
Quicken
Spell Points:
15
Spell Greater Glyph of Warding Icon.pngGreater Glyph of Warding
Abjuration (Electricity)
Target: Foe, Positional

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

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

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

Alchemist 6 Eschew Materials
Extend
Quicken
Spell Points:
5
Spell Greater 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
Stormsinger 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 Liquid Courage Icon.pngGreater Liquid Courage
Transmutation (Mind-affecting)
Target: Self

Primer Element: Ceruleite
Drink a personal vial of glowing golden liquid that grants incredible courage. This potion grants the effect of the Greater Heroism spell: 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.

Alchemist 3 Extend
Quicken
Spell Points:
25
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
Dark Apostate 7
Favored Soul 7
Enlarge
Quicken
Spell Points:
40
Spell Greater Restorative Draught Icon.pngGreater Restorative Draught
Conjuration (Healing)
Target: Friend, Self, Directional

Primer Element: Ceruleite
Throw a small vial of magical liquid at a single target that grants the effect of the Greater Restoration spell: Cures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue, exhaustion, confusion, and insanity effects on you.

Alchemist 3 Accelerate
Quicken
Spell Points:
35
Spell Shocking Weapons Icon.pngGreater Shocking Weapons
Evocation (Infusion)(Electricity)
Target: Friend, Self (Weapon)

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

Alchemist 5
Artificer 4
Eschew Materials
Quicken
Spell Points:
15
Spell Greater Shout Icon.pngGreater Shout
Evocation (Sonic)
Target: Foe, Directional, Breakable

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

Bard 6
Stormsinger 6
Sorcerer 8
Wizard 8
Embolden
Empower
Heighten
Intensify
Maximize
Quicken
Spell Points:
30
Spell Greater Soulshatter Poison Imbue Icon.pngGreater Soulshatter Poison Imbue
Transmutation (Poison)
Target: Self (Weapon)

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

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

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

Alchemist 5 Eschew Materials
Extend
Quicken
Spell Points:
25
Spell Greater 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 Gianthold Icon.pngTeleport to Gianthold
Conjuration (Teleportation)
Target: Self

Teleports you to a safe area in the Gianthold.

Sorcerer 7
Warlock 5
Wizard 7
Quicken Spell Points:
40
Spell Teleport to Meridia Icon.pngTeleport to Meridia
Conjuration (Teleportation)
Target: Self

Teleports you to the entrance to Meridia. Can only be cast if you have completed the quest 'Meridia.'

Sorcerer 7
Warlock 5
Wizard 7
Quicken Spell Points:
40
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 Teleport to the Lower Necropolis Icon.pngTeleport to the Necropolis
Conjuration (Teleportation)
Target: Self

Teleports you to the Necropolis.

Sorcerer 7
Warlock 5
Wizard 7
Quicken Spell Points:
40
Spell Greater Teleport Icon.pngTeleport to the Portable Hole
Conjuration (Teleportation)
Target: Self

Teleports you to the Portable Hole.

Sorcerer 7
Warlock 5
Wizard 7
Quicken Spell Points:
40
Spell Greater Teleport to the Restless Isles Icon.pngTeleport to the Restless Isles
Conjuration (Teleportation)
Target: Self

Teleports you to a safe foothold in the Restless Isles.

Sorcerer 7
Warlock 5
Wizard 7
Quicken Spell Points:
40
Spell Greater Teleport to the Twilight Forge Icon.pngTeleport to the Twilight Forge
Conjuration (Teleportation)
Target: Self

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

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 Voidmind Poison Imbue Icon.pngGreater Voidmind Poison Imbue
Transmutation (Infusion)(Poison)
Target: Self (Weapon)

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

Alchemist 6 Eschew Materials
Extend
Quicken
Spell Points:
5
Spell 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
Maximize
Quicken
Intensify
Embolden
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
Enlarge
Eschew Materials
Heighten
Quicken
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
Dark Apostate 6
Favored Soul 6
Embolden
Enlarge
Heighten
Quicken
Spell Points:
35
Spell Harrowing Pack Icon.pngHarrowing Pack
Transmutation (Wolf)(Winter Wolf)
Target: Self

The wolf pack hounds their prey, attacking from all sides. Grants the caster and all of his or her hirelings, pets summoned creatures, and charmed creatures a +2 enhancement bonus to flanking attacks, and granting them a knockdown effect when they roll a 20 on attack roles.

Druid 4 Extend
Quicken
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
Stormsinger 3
Sorcerer 3
Wizard 3
Warlock 3
Enlarge
Eschew Materials
Extend
Quicken
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
Dark Apostate 6
Druid 8
Favored Soul 6
Enlarge
Empower
Quicken
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
Dark Apostate 9
Favored Soul 9
Empower Healing
Enlarge
Heighten
Quicken
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.

Spell Like Ability Empower
Empower Healing
Intensify
Maximize
Quicken
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 Heartstopper Poison Icon.pngHeartstopper Poison
Conjuration
Target: Foe, Directional

Primer Element: Crimsonite
Throw a vial of deadly poison that explodes on impact, dealing 7 to 12 Poison damage per caster level, max caster level 15, to a single enemy. This poison will leave the enemy Contaminated.

Alchemist 3 Extend
Quicken
Spell Points:
15
Feat Hellball Icon.pngHellball
Evocation (Acid)(Cold)(Fire)(Electricity)(Sonic)
Target: Self, Foe, Directional, Breakable

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

Spell Like Ability Empower
Maximize
Quicken
Spell Points:
45
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
Stormsinger 6
Cleric 6
Dark Apostate 6
Favored Soul 6
Enlarge
Extend
Quicken
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
Stormsinger 2
Sorcerer 3
Wizard 3
Enlarge
Extend
Quicken
Spell Points:
20 (Sorcerer)
20 (Wizard)
15 (Bard)
15 (Stormsinger)
Spell Hold Animal Icon.pngHold Animal
Enchantment (Mind-affecting)
Target: Foe

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

Druid 2
Ranger 2
Embolden
Enlarge
Heighten
Quicken
Spell Points:
15
Spell Hold Monster, Mass Icon.pngHold Monster
Enchantment (Mind-affecting)
Target: Foe

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

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

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

Sorcerer 9
Warlock 6
Wizard 9
Embolden
Enlarge
Eschew Materials
Quicken
Spell Points:
50
Spell 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
Stormsinger 2
Cleric 2
Dark Apostate 2
Favored Soul 2
Sorcerer 3
Wizard 3
Embolden
Enlarge
Heighten
Quicken
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
Enlarge
Heighten
Quicken
Spell Points:
40
Spell Holy Aura Icon.pngHoly Aura
Abjuration (Good)
Target: Friend, Self, Foe

Allies and yourself gain +4 Sacred bonus to AC, Saves, immunity to charms/mental compulsions for 1 minute per caster level. Nearby enemies must make a fortitude save or be blinded.

Cleric 8
Dark Apostate 8
Favored Soul 8
Embolden
Extend
Heighten
Quicken
Spell Points:
45
Enhancement Holy Fireball Icon.pngHoly Fireball
Evocation (Fire)
Target: Directional, Foe, Breakable

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

Spell Like Ability Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
40
Spell Holy Smite Icon.pngHoly Smite
Evocation (Good)
Target: Foe, Positional, Breakable

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

Cleric 4
Dark Apostate 4
Favored Soul 4
Embolden
Empower
Enlarge
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Intensify
Maximize
Quicken
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
Sacred Fist 4
Extend
Quicken
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
Heighten
Intensify
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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
Heighten
Intensify
Maximize
Quicken
Spell Points:
30 (Rank 1)
25 (Rank 2)
20 (Rank 3)
Spell Horrid Wilting Icon.pngHorrid Wilting
Necromancy (Untyped)(Water)
Target: Foe, Positional

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

Sorcerer 8
Wizard 8
Empower
Enlarge
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
20
Spell Howl of Terror Icon.pngHowl of Terror
Enchantment
Target: Self

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

Druid 8
Warlock 6
Embolden
Enlarge
Heighten
Quicken
Spell Points:
30
Spell Hypnotic Combination Icon.pngHypnotic Combination
Transmutation (Mind-affecting)
Target: Foe, Directional

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

Alchemist 4 Accelerate
Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
25
Spell Hypnotic Pattern Icon.pngHypnotic Pattern
Illusion (Mind-affecting)
Target: Foe, Positional

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

Bard 2
Stormsinger 2
Sorcerer 2
Wizard 2
Enlarge
Embolden
Eschew Materials
Heighten
Quicken
Spell Points:
15
Spell 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
Stormsinger 1
Warlock 1
Wizard 1
Sorcerer 1
Embolden
Enlarge
Heighten
Quicken
Spell Points:
10
Spell Lesser Ice Chill Poison Imbue Icon.pngIce Chill Poison Imbue
Transmutation (Poison)
Target: Self (Weapon)

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

Alchemist 4 Eschew Materials
Extend
Quicken
Spell Points:
10
Spell Ice Flowers Icon.pngIce Flowers
Transmutation (Cold)(Water)(Piercing)
Target: Foe, Positional, Breakable

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

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

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

Druid 4
Sorcerer 4
Wizard 4
Empower
Enlarge
Eschew Materials
Intensify
Maximize
Quicken
Spell Points:
25
Spell Iceberg Icon.pngIceberg
Evocation (Cold)
Target: Foe

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

Sorcerer 9
Wizard 9
Empower
Enlarge
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Intensify
Maximize
Quicken
Spell Points:
40
Spell Implosion Icon.pngImplosion
Evocation (Death)
Target: Self

You create a destructive resonance field around yourself that lasts 10 seconds. Every 2 seconds, the aura causes one nearby corporeal enemy to collapse in upon itself and die or causes 4 to 6 damage per caster level. A successful Fortitude save negates the death effect. You are free to perform other actions while the aura is active.

Cleric 9
Dark Apostate 9
Favored Soul 9
Quicken Spell Points:
50
Spell Harm Icon.pngImproved Harm
Necromancy (Negative Energy)
Target: Foe, Friend (Undead)

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

Clickie 11 Embolden
Enlarge
Heighten
Quicken
Spell Incendiary Cloud Icon.pngIncendiary Cloud
Conjuration (Fire)
Target: Foe, Positional, Breakable

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

Sorcerer 8
Wizard 8
Empower
Enlarge
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Intensify
Maximize
Quicken
Spell Points:
45
Enhancement Incinerating Wave Icon.pngIncinerating Wave
Evocation
Target: Directional

Creates an incinerating wave of ki fire. This effect does 4 to 9 fire and force damage per caster level

Sacred Fist 3 Quicken Ki
18
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
Enlarge
Intensify
Maximize
Quicken
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
Enlarge
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Spell Points:
22
Spell Inflict Critical Wounds Icon.pngInflict Critical Wounds
Necromancy (Negative Energy)(Inflict)
Target: Foe, Friend (Undead)

Negative energy is channeled through your touch to inflict 11 to 16 damage for every caster level up to caster level 20 on your target enemy, or heal undead a lesser amount. A successful Will save reduces the damage by half.

Cleric 4
Dark Apostate 4
Favored Soul 4
Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
20
Spell Inflict Critical Wounds, Mass Icon.pngInflict Critical Wounds, Mass
Necromancy (Negative Energy)(Inflict)
Target: Foe, Friend (Undead)

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

Cleric 8
Dark Apostate 8
Favored Soul 8
Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
45
Spell Inflict Light Damage Icon.pngInflict Light Damage
Transmutation (Inflict)
Target: Construct

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

Artificer 1 Empower
Enlarge
Intensify
Maximize
Quicken
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
Enlarge
Intensify
Maximize
Quicken
Spell Points:
10
Spell Inflict Light Wounds Icon.pngInflict Light Wounds
Necromancy (Negative Energy)(Inflict)
Target: Foe, Friend (Undead)

Negative energy is channeled through your touch to inflict 3 to 8 damage per caster level up to caster level 5 on your target enemy, or heal undead a like amount. A successful Will save reduces the damage by half.

Cleric 1
Dark Apostate 1
Favored Soul 1
Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
6
Spell Inflict Light Wounds, Mass Icon.pngInflict Light Wounds, Mass
Necromancy (Negative Energy)(Inflict)
Target: Foe, Friend (Undead)

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

Cleric 5
Dark Apostate 5
Favored Soul 5
Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
25
Spell Inflict Moderate Damage Icon.pngInflict Moderate Damage
Transmutation (Inflict)
Artificer 2 Empower
Enlarge
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Quicken
Spell Points:
4
Spell Inflict Moderate Damage, Mass Icon.pngInflict Moderate Damage, Mass
Transmutation (Inflict)
Target: Construct

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

Artificer 4 Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
14
Spell Inflict Moderate Wounds Icon.pngInflict Moderate Wounds
Necromancy (Negative Energy)(Inflict)
Target: Foe, Friend (Undead)

Negative energy is channeled through your touch to inflict 5 to 10 damage per caster level up to caster level 10 on your target enemy, or heal undead for a like amount. A successful Will save reduces the damage by half.

Cleric 2
Dark Apostate 2
Favored Soul 2
Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
12
Spell Inflict Moderate Wounds, Mass Icon.pngInflict Moderate Wounds, Mass
Necromancy (Negative Energy)(Inflict)
Target: Foe, Friend (Undead)

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

Cleric 6
Dark Apostate 6
Favored Soul 6
Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
35
Spell Inflict Serious Damage Icon.pngInflict Serious Damage
Transmutation (Inflict)
Artificer 3 Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
6
Spell Inflict Moderate Damage, Mass Icon.pngInflict Serious Damage, Mass
Transmutation (Inflict)
Target: Construct

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

Artificer 5 Empower
Enlarge
Intensify
Maximize
Quicken
Spell Points:
18
Spell Inflict Serious Wounds Icon.pngInflict Serious Wounds
Necromancy (Negative Energy)(Inflict)
Target: Foe, Friend (Undead)

Negative energy is channeled through your touch to inflict 7 to 12 damage per caster level up to caster level 15 on your target enemy, or heal undead for a like amount. A successful Will save reduces the damage by half.

Cleric 3
Dark Apostate 3
Favored Soul 3
Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
16
Spell Inflict Serious Wounds, Mass Icon.pngInflict Serious Wounds, Mass
Necromancy (Negative Energy)(Inflict)
Target: Foe, Friend (Undead)

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

Cleric 7
Dark Apostate 7
Favored Soul 7
Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
40
Spell Invisibility Icon.pngInvisibility
Illusion
Target: Friend, Self

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

Bard 2
Stormsinger 2
Sorcerer 2
Warlock 2
Wizard 2
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
15
Spell Invisibility Potion Icon.pngInvisibility Potion
Transmutation
Target: Self

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

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

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

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

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

Alchemist 3 Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
30
Spell Jump Icon.pngJump
Transmutation
Target: Friend, Self

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

Druid 1
Ranger 1
Sorcerer 1
Wizard 1
Warlock 1
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
10
Enhancement Ki Bolt Icon.pngKi Bolt Target: Foe, Directional

Ki Spell-Like Ability: You fire a ki blast that deals 1d6 fire and 1d4 force damage per Monk level to an opponent. This damage scales with 3x Melee Power. The target also gains a stack of Weakened Will, Feeble Fortitude, and Reduced Reflexes. (-1 Saving Throws, 6 second duration. Can stack up 5 times.) This ability has double normal spell range.

Spell Like Ability Quicken Ki
5
Enhancement Fire Energy Burst Icon.pngKi Explosion
Evocation
Target: Foe, Directional

Waves of fire emanate from your body, dealing 4 to 9 fire and force damage per caster level to enemies in your vicinity, scaling with 300% Melee Power. For 20 seconds after you cast this spell, you benefit from Fire Shield: Hot, which prevents 50% of your incoming Cold damage and deals a small amount of Fire damage to attackers that strike you in melee.

Sacred Fist 4 Quicken Ki
30
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 Lawful Fang Icon.pngLawful Fang
Transmutation
Target: Friend, Self

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

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

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

Artificer 5 Eschew Materials
Quicken
Spell Points:
30
Spell Lesser Death Aura Icon.pngLesser Death Aura
Necromancy (Negative Energy)
Target: Self

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

Sorcerer 2
Wizard 2
Embolden
Extend
Heighten
Quicken
Spell Points:
15
Spell Lesser Evolution Icon.pngLesser Evolution
Transmutation
Target: Self

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Alchemist 2 Extend
Eschew Materials
Quicken
Spell Points:
5
Spell Lesser 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
Dark Apostate 2
Druid 2
Favored Soul 2
Paladin 1
Sacred Fist 1
Enlarge
Quicken
Spell Points:
10
Spell Lesser Restorative Draught Icon.pngLesser Restorative Draught
Conjuration (Healing)
Target: Friend, Self, Directional

Primer Element: Ceruleite
Throw a small vial of magical liquid at a single target that provides the effects of the Lesser Restoration spell: Dispels magical effects reducing your ability scores, eliminates fatigue, and improves exhaustion to fatigue.

Alchemist 1 Accelerate
Quicken
Spell Points:
8
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
Enlarge
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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
Enlarge
Intensify
Maximize
Quicken
Spell Points:
25
Spell Lesser Voidmind Poison Imbue Icon.pngLesser Voidmind Poison Imbue
Transmutation (Poison)
Target: Self (Weapon)

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

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

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

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

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

Artificer 4 Enlarge
Eschew Materials
Heighten
Intensify
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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
Maximize
Quicken
Eschew Materials
Heighten
Intensify
Embolden
Spell Points:
10
Spell Lionheart Icon.pngLionheart
Abjuration (Mind-affecting)
Target: Friend, Self

Imbues a single ally with great bravery, making them immune to fear.

Paladin 1
Sacred Fist 1
Extend
Quicken
Spell Points:
10
Spell Liquid Courage Icon.pngLiquid Courage
Transmutation (Mind-affecting)
Target: Self

Primer Element: Ceruleite
Drink a personal vial of glowing golden liquid that grants incredible courage. This potion grants the effect of the Heroism spell: A +2 Morale bonus to attack rolls, saving throws, and skill checks. This lasts for 1 minute per Caster Level.

Alchemist 2 Extend
Quicken
Spell Points:
20
Spell Longstrider Icon.pngLongstrider
Transmutation
Target: Self

Increases your base run speed by +15%.

Druid 1
Ranger 1
Eschew Materials
Extend
Quicken
Spell Points:
10
Spell Longstrider, Mass Icon.pngLongstrider, Mass
Transmutation
Target: Friend, Self

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

Druid 4
Ranger 4
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
25
Spell 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
Quicken
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
Dark Apostate 3
Favored Soul 3
Paladin 3
Sacred Fist 3
Sorcerer 3
Wizard 3
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
20
Spell Magic Fang Icon.pngMagic Fang
Transmutation
Target: Friend, Self

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

Druid 1
Ranger 1
Eschew Materials
Quicken
Spell Points:
5
Spell 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
Empower
Enlarge
Intensify
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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
Enlarge
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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
Stormsinger 6
Sorcerer 8
Wizard 8
Embolden
Enlarge
Heighten
Quicken
Spell Points:
45 (Sorcerer)
45 (Warlock)
45 (Wizard)
35 (Bard)
35 (Stormsinger)
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
Quicken
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
Maximize
Quicken
Spell Points:
6
Spell Melt Armor Icon.pngMelt Armor
Conjuration (Fire)
Target: Foe, Directional

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

Alchemist 2 Accelerate
Embolden
Empower
Eschew Materials
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Spell Points:
8
Spell Melt Lock Icon.pngMelt Lock
Transmutation
Target: Usable

Primer Element: Ceruleite
Throws a caustic liquid at a lock, attempting to dissolve it. You make a d20 + Spellcraft skill check against the DC of the lock, and if successful, the lock will behave as if it has been affected by a Knock spell of equivalent effectiveness.

Alchemist 3 Accelerate
Quicken
Spell Points:
12
Spell Merfolk's Blessing Icon.pngMerfolk's Blessing
Transmutation (Water)
Target: Friend, Self

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

Bard 1
Stormsinger 1
Druid 1
Ranger 1
Sorcerer 1
Wizard 1
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
10
Spell 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
Empower
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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
Stormsinger 5
Sorcerer 5
Warlock 5
Wizard 5
Embolden
Enlarge
Heighten
Quicken
Spell Points:
30
Spell Molotov Cocktail Icon.pngMolotov Cocktail
Conjuration (Fire)
Target: Foe, Directional

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

Alchemist 3 Accelerate
Embolden
Empower
Eschew Materials
Heighten
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Spell Points:
15
Enhancement Moon Lance Icon.pngMoon Lance
Evocation
Target: Foe

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

Spell Like Ability Empower
Intensify
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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
Maximize
Quicken
Spell Points:
40
Spell Daze Monster Icon.pngMordenkainen's Disjunction
Abjuration
Target: Foe, Usable

A powerful force disrupts magical effects on the target, removing ongoing spells that have been cast on a target. You must make a caster level check of 1 to 20 + your caster level (no maximum) versus 11 + the spell's caster level to remove a spell effect, and your target must make a Will save for each equipped item or all magical properties on them are temporarily disabled.

If cast on a Spell Ward trap, this spell will reduce the level of the trap by 1 to 8. If the level of the trap is reduced to 0, the trap is disabled.

Sorcerer 9
Warlock 6
Wizard 9
Embolden
Enlarge
Quicken
Spell Points:
50
Spell Multivial- Acid Icon.pngMultivial of Acid
Conjuration (Acid)
Target: Foe, Directional, Breakable

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

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

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

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

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

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

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

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

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

Alchemist 5 Accelerate
Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
40
Spell Necrotic Blast Icon.pngNecrotic Blast
Necromancy
Target: Foe, Undead Foe

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

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

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

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

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

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

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

Sorcerer 5
Wizard 5
Empower
Enlarge
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Intensify
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Quicken
Spell Points:
20
Spell Niac's Cold Ray Icon.pngNiac's Cold Ray
Conjuration (Cold)
Target: Foe, Directional, Breakable

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

Sorcerer 1
Wizard 1
Embolden
Empower
Eschew Materials
Heighten
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Maximize
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
Heighten
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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
Dark Apostate 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
Dark Apostate 1
Favored Soul 1
Empower
Intensify
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Quicken
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
Dark Apostate 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
Enlarge
Embolden
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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 5 to 10 points of damage per caster level (up to a max of caster level 10) to a chaotic creature (or double that damage to a chaotic outsider) and causes it to be dazed for 6 seconds. A successful Will save reduces damage to half and negates the daze. The spell deals only half damage to creatures who are neither lawful or chaotic, and they are not dazed. This spell can only be cast by lawful or neutral casters - it has no effect when cast by a chaotic caster.

Cleric 4
Dark Apostate 4
Favored Soul 4
Embolden
Empower
Enlarge
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Intensify
Maximize
Quicken
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
Maximize
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
Stormsinger 6
Sorcerer 8
Warlock 6
Wizard 8
Enlarge
Quicken
Spell Points:
45 (Sorcerer)
45 (Warlock)
45 (Wizard)
35 (Bard)
35 (Stormsinger)
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
Stormsinger 1
Sorcerer 2
Warlock 1
Wizard 2
Embolden
Enlarge
Heighten
Quicken
Spell Points:
10
Spell Otto's Sphere of Dancing Icon.pngOtto's Sphere of Dancing
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional, Breakable

A magical sphere that compells all enemies who enter it to dance. A successful Will save negates this effect.

Bard 4
Stormsinger 4
Sorcerer 7
Warlock 5
Wizard 7
Embolden
Enlarge
Heighten
Quicken
Spell Points:
40
Spell Owl's Wisdom Icon.pngOwl's Wisdom
Transmutation
Target: Friend, Self

Grants an ally a +4 enhancement bonus to wisdom.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Druid 5 Eschew Materials
Extend
Quicken
Spell Points:
15
Spell 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
Dark Apostate 4
Druid 5
Favored Soul 4
Embolden
Empower Healing
Enlarge
Heighten
Quicken
Spell Points:
25
Spell Pass Without Trace Icon.pngPass Without Trace
Transmutation
Target: Friend, Self

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

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

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

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

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

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

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

Artificer 5 Eschew Materials
Quicken
Spell Points:
30
Spell Poison Icon.pngPoison
Necromancy
Target: Foe

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

Cleric 4
Dark Apostate 4
Druid 3
Favored Soul 4
Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
10
Spell Poison Breath Icon.pngPoison Breath
Conjuration (Poison)
Target: Foe, Directional

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

Alchemist 5 Embolden
Empower
Eschew Materials
Heighten
Intensify
Maximize
Quicken
Spell Points:
20
Spell Poisonous Obliteration Icon.pngPoisonous Obliteration
Conjuration
Target: Foe, Directional, Breakable

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

Spell Like Ability Empower
Maximize
Quicken
Heighten
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
Maximize
Quicken
Spell Positive Energy Burst Icon.pngPositive Energy Burst
Conjuration (Healing)
Target: Self, Friend, Undead Foe

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

Spell Like Ability Empower
Empower Healing
Maximize
Quicken
Spell Positive Energy Infusion Icon.pngPositive Energy Infusion
Transmutation (Infusion)
Target: Friend

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

Artificer 3 Eschew Materials
Extend
Quicken
Spell Points:
15
Power Word- Blind Icon.pngPower Word: Blind
Conjuration (Mind-affecting)
Target: Foe

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

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

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

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

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

Sorcerer 8
Warlock 6
Wizard 8
Enlarge
Quicken
Spell Points:
10
Spell 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
Dark Apostate 3
Favored Soul 3
Paladin 3
Sacred Fist 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
Empower
Heighten
Intensify
Maximize
Quicken
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
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
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
Heighten
Intensify
Maximize
Quicken
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
Enlarge
Intensify
Maximize
Quicken
Spell Points:
6
Spell Protection from Alignment, Mass Icon.pngProtection from Alignment, Mass
Abjuration (Chaotic)(Evil)(Good)(Lawful)
Target: Self

Grants temporary immunity to multiple targets to all forms of alignment-based 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.

Spell Like Ability Enlarge
Quicken
Spell Points:
15
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
Dark Apostate 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
Dark Apostate 7
Druid 7
Favored Soul 7
Sorcerer 7
Warlock 5
Wizard 7
Enlarge
Quicken
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
Dark Apostate 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
Dark Apostate 1
Favored Soul 1
Paladin 1
Sacred Fist 1
Sorcerer 1
Wizard 1
Enlarge
Eschew Materials
Extend
Quicken
Spell Points:
10
Spell Quench Icon.pngQuench
Transmutation (Cold)
Target: Friend, Self, Foe, Positional, Breakable

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

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

Druid 3 Embolden
Empower
Enlarge
Heighten
Intensify
Maximize
Quicken
Spell Points:
10
Spell Quicksilver Potion Icon.pngQuicksilver Potion
Transmutation
Target: Self

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

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

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

Artificer 5 Eschew Materials
Quicken
Spell Points:
30
Spell 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
Stormsinger 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
Dark Apostate 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
Dark Apostate 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 Regenerate Icon.pngRegenerate
Conjuration (Healing)
Target: Friend, Self

A positive energy conjuration that heals hitpoints, ability point damage and level drain, and cures bleed effects. Regenerate heals 1d6 hitpoints, +1 per caster level (max +17), every 2 seconds for 8 seconds. Every two seconds 2 points of ability damage are healed, and every three seconds 1 drained level and 1 bleed effect are removed. When the initial effect expires, a smaller healing effect that heals 2 HP every 5 seconds for 30 seconds is applied.

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

Druid 7 Empower Healing
Enlarge
Quicken
Spell Points:
40
Spell Regenerate, Mass Icon.pngRegenerate, Mass
Conjuration (Healing)
Target: Friend, Self

Casts Regenerate on multiple targets. A positive energy conguration that heals hitpoints and ability point damage, and cures level drain and bleed effects. Mass Regenerate heals 1d6 hitpoints + 1 per caster level (max +25), every 2 seconds for 8 seconds. Every two seconds, 2 points of ability damage are healed, and every three seconds one drained level and 1 bleed effect are removed. When the initial effect expires, a small healing effect that heals 2 HP every 5 seconds for 30 seconds is applied.


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

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

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

Druid 5 Enlarge
Quicken
Spell Points:
40
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
Dark Apostate 3
Favored Soul 3
Paladin 3
Sacred Fist 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
Stormsinger 3
Cleric 3
Dark Apostate 3
Favored Soul 3
Paladin 3
Sacred Fist 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
Dark Apostate 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
Stormsinger 1
Cleric 1
Dark Apostate 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
Dark Apostate 2
Favored Soul 2
Paladin 2
Sacred Fist 2
Enlarge
Quicken
Spell Points:
15
Spell Rend the Soul Icon.pngRend the Soul
Necromancy (Negative Energy)
Target: Foe

Primer Element:
Twists unholy energies around a single foe, causing it significant negative damage over time. Deals 4 to10 damage every two seconds for 10 seconds for every caster level up to 20. A successful fortitude save reduces damage by half.

Sorcerer 9
Wizard 9
Embolden
Extend
Heighten
Quicken
Spell Points:
40
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