Arcanist Spells in Pathfinder: Wrath of the Righteous covers a list of all Spells available for the Arcanist Class. Arcanists seek to discover the mysterious laws of magic and through will and expertise bend those forces to their whims.. Each Class has its own set of spells with some over-lapping through different classes. Common Classes with spell paths include the Sorcerer, Shaman, Cleric, Wizard, Oracle, and Witch classes. Spells are also sorted into different schools. These are sorted into Other school categories include Abjuration, Conjuration, Illusion, Divination, Enchantment, Evocation, Transmutation and Necromancy Spells.
Below you will find information on each Arcanist Spell, their effects, and level requirements.
Arcanist Spells
Cantrips
Level 1
Snowball
Conjuration
Vanish
Illusion
Color Spray
Illusion
Shocking Grasp
Evocation
Magic Weapon
Transmutation
Ear-Piercing Scream
Evocation
Stunning Barrier
Adjuration
Shield
Abjuration
Corrosive Touch
Conjuration
Expeditious Retreat
Transmutation
Touch of Gracelessness
Transmutation
Magic Missile
Evocation
Protection from Alignment
Abjuration
Burning Hands
Evocation
Cause Fear
Necromancy
True Strike
Divination
Flare Burst
Evocation
Hurricane Bow
Transmutation
Mage Armor
Conjuration
Grease
Conjuration
Sleep
Enchantment
Reduce Person
Transmutation
Ray of Sickening
Necromancy
Stone Fist
Transmutation
Ray of Enfeeblement
Necromancy
Summon Monster I
Conjuration
Enlarge Person
Transmutation
Hypnotism
Enchantment
Level 2
Owl's Wisdom
Transmutation
Burning Arc
Evocation
False Life
Necromancy
Animal Aspect
Transmutation
Summon Small Elemental
Conjuration
Boneshaker
Necromancy
Stone Call
Conjuration
Hideous Laughter
Enchantment
Fox's Cunning
Transmutation
Molten Orb
Evocation
Protection from Alignment, Communal
Abjuration
Acid Arrow
Conjuration
See Invisibility
Divination
Scorching Ray
Evocation
Scare
Necromancy
Bull's Strength
Transmutation
Glitterdust
Conjuration
Create Pit
Conjuration
Bear's Endurance
Transmutation
Sense Vitals
Divination
Eagle's Splendor
Transmutation
Resist Energy
Abjuration
Command Undead
Necromancy
Blur
Illusion
Protection from Arrows
Abjuration
Pernicious Poison
Necromancy
Mirror Image
Illusion
Web
Conjuration
Invisibility
Illusion
Blindness
Necromancy
Frigid Touch
Evocation
Cat's Grace
Transmutation
Summon Monster II
Conjuration
Level 3
Hold Person
Enchantment
Vampiric Touch
Necromancy
Greater Magic Weapon
Transmutation
Protection from Arrows, Communal
Abjuration
Protection from Energy
Abjuration
See Invisibility, Communal
Divination
Rage
Enchantment
Haste
Transmutation
Lightning Bolt
Evocation
Displacement
Illusion
Summon Monster III
Conjuration
Battering Blast
Evocation
Force Punch
Evocation
Slow
Transmutation
Spiked Pit
Conjuration
Stinking Cloud
Conjuration
Blink
Transmutation
Heroism
Enchantment
Deep Slumber
Enchantment
Fireball
Evocation
Beast Shape I
Transmutation
Resist Energy, Communal
Abjuration
Dispel Magic
Abjuration
Ray of Exhaustion
Necromancy
Level 4
Overwhelming Grief
Enchantment
Remove Curse
Abjuration
Bestow Curse
Necromancy
Contagion
Necromancy
Crushing Despair
Enchantment
Obsidian Flow
Transmutation
Rainbow Pattern
Illusion
Boneshatter
Necromancy
Greater Invisibility
Illusion
Summon Monster IV
Conjuration
Volcanic Storm
Evocation
Animate Dead
Necromaoncy
Controlled Fireball
Evocation
Protection from Energy, Communal
Abjuration
Confusion
Enchantment
False Life, Greater
Necromancy
Fear
Necromancy
Elemental Body I
Transmutation
Dragon's Breath
Evocation
Beast Shape II
Transmutation
Shout
Evocation
Touch of Slime
Conjuration
Symbol of Revelation
Divination
Ice Storm
Evocation
Dimension Door
Conjuration
Animal Aspect, Greater
Transmutation
Enervation
Necromancy
Stoneskin
Abjuration
Phantasmal Killer
Illusion
Summon Medium Elemental
Conjuration
Shadow Conjuration
Illusion
Acid Pit
Conjuration
Reduce Person, Mass
Transmutation
Enlarge Person, Mass
Transmutation
Level 5
Angelic Aspect
Transmutation
Echolocation
Transmutation
Acidic Spray
Conjuration
Hold Monster
Enchantment
Constricting Coils
Enchantment
Elemental Body II
Transmutation
Stoneskin, Communal
Abjuration
Summon Large Elemental
Conjuration
Cone of Cold
Evocation
Icy Prison
Evocation
Polymorph
Transmutation
Dominate Person
Enchantment
Mind Fog
Enchantment
Waves of Fatigue
School
Feeblemind
School
Fire Snake
Evocation
Vampiric Shadow Shield
Necromancy
Break Enchantment
Abjuration
Life Bubble
School
Hungry Pit
Conjuration
Baleful Polymorph
Transmutation
Animal Growth
Transmutation
Geniekind
Transmutation
Shadow Evocation
Illusion
Summon Monster V
Conjuration
Beast Shape III
Transmutation
Phantasmal Web
Illusion
Wracking Ray
Necromancy
Thoughtsense
Divination
Cloudkill
Conjuration
Dismissal
School
Level 6
Chains of Light
Conjuration
Serenity
Enchantment
Elemental Assessor
Evocation
Stone to Flesh
Transmutation
Summon Monster VI
Conjuration
Dispel Magic, Greater
Abjuration
Dragonkind I
Transmutation
Undeath to Death
Necromancy
Cat's Grace, Mass
Transmutation
Bull's Strength, Mass
Transmutation
Circle of Death
Necromancy
Heroism, Greater
Enchantment
Disintegrate
Transmutation
True Seeing
Divination
Chain Lightning
Evocation
Owl's Wisdom, Mass
Transmutation
Acid Fog
Conjuration
Bear's Endurance, Mass
Transmutation
Hellfire Ray
Evocation
Cloak of Dreams
Enchantment
Fox's Cunning, Mass
Transmutation
Eagle's Splendor, Mass
Transmutation
Beast Shape IV
Transmutation
Transformation
Transmutation
Sirocco
Evocation
Level 7
True Seeing, Communal
Divination
Plague Storm
Necromancy
Umbral Strike
Necromancy
Insanity
Enchantment
Polymorph, Greater
Transmutation
Power Word Blind
Enchantment
Elemental Body IV
Transmutation
Finger of Death
Necromancy
Walk through Space
Conjuration
Banishment
Abjuration
Summon Monster VII
Conjuration
Dragonkind II
Transmutation
Circle of Clarity
Abjuration
Ki Shout
Evocation
Resonating Word
Transmutation
Prismatic Spray
Evocation
Invisibility, Mass
Illusion
Ice Body
Transmutation
Waves of Ecstasy
Enchantment
Hold Person, Mass
Enchantment
Summon Greater Elemental
Conjuration
Joyful Rapture
Conjuration
Caustic Eruption
Evocation
Waves of Exhaustion
Necromancy
Legendary Proportions
Transmutation
Shadow Conjuration, Greater
Illusion
Firebrand
Transmutation
Level 8
Angelic Aspect, Greater
Transmutation
Shout, Greater
Evocation
Protection from Spells
Abjuration
Summon Monster VIII
Conjuration
Scintillating Pattern
Illusion
Summon Elder Elemental
Conjuration
Horrid Wilting
Necromancy
Sunburst
Evocation
Death Clutch
Necromancy
Polar Ray
Evocation
Frightful Aspect
Transmutation
Seamantle
Conjuration
Dragonkind III
Transmutation
Iron Body
Transmutation
Rift of Ruin
Transmutation
Prediction of Failure
Divination
Power Word Stun
Enchantment
Shadow Evocation, Greater
Illusion
Stormbolts
Evocation
Mind Blank
Abjuration
Euphoric Tranquility
Enchantment
Bestow Curse, Greater
Necromancy
Soulreaver
Necromancy
Level 9
Overwhelming Presence
Enchantment
Icy Prison, Mass
Evocation
Shades
Illusion
Tsunami
Conjuration
Power Word Kill
Enchantment
Wail of the Banshee
Necromancy
Clashing Rocks
Conjuration
Shapechange
Transmutation
Heroic Invocation
Enchantment
Dominate Monster
Enchantment
Hold Monster, Mass
Enchantment
Foresight
Divination
Mind Blank, Communal
Abjuration
Arcanist Spells in Pathfinder: Wrath of the Righteous
Quick Search of All Arcanist Spells
Spell |
School |
Description |
Level |
Acid Splash | Conjuration | You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1–3 (1d3) points of acid damage. | 0 |
Ray of Frost | Evocation | A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage. | 0 |
Jolt | Transmutation | You cause a spark of electricity to strike the target with a successful ranged touch attack. The spell deals 1d3 points of electricity damage. | 0 |
Daze | Enchantment | This spell clouds the minds of a humanoid creature with 4 of fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. | 0 |
Resistance | Abjuration | You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. | 0 |
Touch of Fatigue | Necromancy | You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires. |
0 |
Light | Evocation | This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched. |
0 |
Disrupt Undead | Necromancy | You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it. |
0 |
Flare | Evocation | This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare. |
0 |
Snowball | Conjuration | You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. | 1 |
Vanish | Illusion | The touched creature becomes invisible for a short time. |
1 |
Color Spray | Illusion | A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them prone. Each creature within the cone is affected according to its HD. | 1 |
Shocking Grasp | Evocation | Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). | 1 |
Magic Weapon | Transmutation | Magic weapon gives a a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement binus does not stack with a masterwork weapon's +1 bonus on attack rolls. | 1 |
Ear-Piercing Scream | Evocation | You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage. | 1 |
Stunning Barrier | Abjuration | You are closely surrounded by barely visible magical field. The field provides a +1 deflection bonus to AC and a +1 resistance bonus on saves. Any creature that strikes you with a melee attack is stunned for 1 round ( Will negates). Once the field has stunned an opponent, the spell is discharged. | 1 |
Shield | Abjuration | Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. | 1 |
Corrosive Touch | Conjuration | Your successful melee touch attack deals 1d4 points of acid damage per caster level (maximum 5d4) | 1 |
Expeditious Retreat | Transmutation | This spell increases your base speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. | 1 |
Touch of Gracelessness | Transumtation | With a single touch, you reduce a creature to a fumbling clown. | 1 |
Magic Missile | Evocation | A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. | 1 |
Protection From Alignment | Abjuration | The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by creatures with the corresponding alignment. | 1 |
Burning Hands | Evocation | Any creature in the area of the flames takes 1d4 points of fire damage per caster level (Maximum 5d4). | 1 |
Cause Fear | Necromancy | The affected creature becomes frightened. If the subject succeeds at a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear dispels remove fear. | 1 |
True Strike | Divination | You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. | 1 |
Flare Burst | Evocation | This spell functions as , except it affects all creatures in a 10-foot-radius burst from the target point. | 1 |
Hurricane Bow | Transmutation | An arrow fired from a medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a hurricane bow. | 1 |
Mage Armor | Conjuration | An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. | 1 |
Grease | Conjuration | A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast and every round after that must make a successful Reflex save or fall prone. | 1 |
Sleep | Enchantment | A sleep spell causes a magical slumber to come upon 4 of creatures. Creatures with the fewest are affected first. | 1 |
Reduce Person | Transmutation | This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. | 1 |
Ray of Sickening | Necromancy | The subject is immediately sickened for the spell's duration. a successful Fortitude save negates the effect. | 1 |
Stone Fist | Transmutation | This spell transforms your hands into living stone. While this spell is in effect, your unarmed strikes do not provoke attacks of opportunity and deal 1d6 points of lethal bludgeoning damage (1d4 if you are Small) | 1 |
Ray of Enfeeblement | Necromancy | A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. | 1 |
Summon Monster I | Conjuration | This spell summons an extraplanar dog. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 1 |
Enlarge Person | Transmutation | This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. | 1 |
Hypnotism | Enchantment | Your gestures and droning incantation fascinate nearby living creatures, causing them to stop and stare blankly at you in a dazed condition. Roll 2d4 to see how many total HD of creatures you affect. | 1 |
Owl's Wisdom | Transmutation | Grants a +4 enhancement to wisdom. | 2 |
Burning Arc | Evocation | Burn target for 1d6 fire damage per level (up to 10d6). Burn one more enemy within 15ft for every 3 levels for half damage (rounded down). Reflex halves damages for any target. | 2 |
False Life | Necromancy | Gives 1d10+level temporary hit points (10 maximum). | 2 |
Animal Aspect | Transmutation | You gain some of the beneficial qualities of an animal. Your base form is largely unchanged and your size is unaltered, but some of your body parts are altered. Armor or gear you are wearing adjusts to your new shape for the duration of the spell. | 2 |
Summon Small Elemental | Conjuration | This spell summons an extraplanar wolf or 1d3 extraplanar dogs. | 2 |
Boneshaker | Necromancy | You take control of a target living creature's skeleton. A creature has its skeleton rattle within its flesh causing grievous harm. The target takes 3d6 points of damage, plus 1d6 additional points of damage per 2 caster levels. | 2 |
Stone Call | Conjuration | 2d6 bludgeoning damage to all targets. Area becomes difficult terrain. | 2 |
Hideous Laughter | Enchantment | This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. | 2 |
Fox's Cunning | Transmutation | Grants a +4 enhancement to intelligence | 2 |
Molten Orb | Evocation | A direct hit deals 2d7 points of fire damage. Every creature within 5 feet if where the ball hits takes1d6 points of fire damage from the splash (Reflex half). Each of these creatures takes an additional 1d7 points of fire damage each round for the next 1d3 rounds. | 2 |
Protection from Alignment, Communal | Abjuration | All allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by creatures with corresponding alignments. | 2 |
Acid Arrow | Conjuration | The arrow deals 2d4 points of acid damage with no splash damage. | 2 |
See Invisibility | Divination | You can see any objects or being that are invisible within your range of vision. | 2 |
Scorching Ray | Evocation | Fire up to 3 rays of 4d6 fire damage (1 +1 every 3 LVLs beyond 3rd, up to 11th LVL). Each ray requires ranged touch to hit. | 2 |
Scare | Necromancy | All living targets of less than 6HD are frightened for 1 round per level (shaken for 1 round on will save). Scare dispels remove fear. | 2 |
Bull's Strength | Transmutation | Grants a +4 enhancement to strength | 2 |
Glitterdust | Evocation | A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. Any creature covered by the dust takes a -40 penalty on Stealth. |
2 |
Create Pit | Conjuration | You create an extra-dimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). | 2 |
Bear's Endurance | Transmutation | Grants a +4 enhancement to constitution | 2 |
Sense Vitals | Divination | Allows 1d6 sneak attack + 1d6 per 3 LVL beyond 3rd (max 5d6 at 15LVL). Stacks with other precision damage. | 2 |
Eagle's Splendor | Transmutation | The transmuted creature becomes more poised, articulate, and personally forceful. | 2 |
Resist Energy | Abjuration | The subject gains resist energy 10 against the energy type chosen, meaning that each the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. | 2 |
Command Undead | Enchantment | You can make any undead creature fight on your side as if it was your ally. It will attack your opponents to the best of its ability. However intelligent creatures will try to throw off the domination, making a Will save each round. | 2 |
Blur | Illusion | Grants a 20% miss chance. | 2 |
Protection from Arrows | Abjuration | The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. This spell doesn't grant you the ability to damage creatures with similar damage reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged. | 2 |
Pernicious Poison | Necromancy | You weaken the target's defenses against poison. The target gains a -4 penalty on saves against poison. Attempts to cure the poisoned target take a -4 penalty. | 2 |
Mirror Image | Illusion | Create 1d4 +1 per 3 levels images (up to 8). Attack has a random chance to hit your or your images. An image is destroyed by hit, by near miss (when attack misses by 5 or less) or by a touch spell. Other spells affect you normally. | 2 |
Web | Transmutation | Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. Creatures caught within a web become grappled by the sticky fibers. | 2 |
Invisibility | Illusion | Grants target total concealment and a +20 bonus to stealth checks. Ends when the target makes an attack. | 2 |
Blindness | Necromancy | You call upon the powers of unlife to render the subject blinded. | 2 |
Frigid Touch | Evocation | Your melee touch attack deals 4d6 points of cold damage and causes the target tobe staggered for 1 round. If the attack is a critical hit, the target is staggered for 1 minute instead. | 2 |
Cat's Grace | Transmutation | Grants a +4 enhancement to dexterity | 2 |
Summon Monster II | Conjuration | This spell summons an extraplanar wolf or 1d3 extraplanar dogs. The summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 2 |
Hold Person | Enchantment | The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round, the subject may attempt a new saving throw to end the effect. | 3 |
Vampiric Touch | Necromancy | You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum `0s6). You gain temporary hit points equal to the damage you deal. The temporary hit points disappear 1 hour later. | 3 |
Greater Magic Weapon | Transmutation | This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic. | 3 |
Protection from Arrows, Communal | Abjuration | Targets gain DR10/magic against ranged weapons. Will prevent 10 damage per level up to 100 damage | 3 |
Protection from Energy | Abjuration | Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire or sonic). When the spell absorbs 12 points per caster level of energy damage ( to a maximum of 120 points at 10 levels), it is discharged. | 3 |
See Invisibility, Communal | Divination | You and all your allies within 25 feet can see any objects or beings that are invisible within your range of vision. | 3 |
Rage | Enchantment | Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage. While in rage, the subject cannot use spells. | 3 |
Haste | Transmutation | Targets get extra attack at full BAB, +1 attack rolls, +1 AC(dodge), +1 relf save, +30 speed (enhancement bonus, up to twice normal speed). Haste dispels slow | 3 |
Lightning Bolt | Evocation | You release a powerful stroke of electrical energy that deals 1d6 points of electricity damager per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips. | 3 |
Displacement | Illusion | Grants total concealment (50% miss chance) | 3 |
Summon Monster III | Conjuration | This spell summons an extraplanar monitor lizard, 1d3 extraplanar wolves, or 1d4+1 extraplanar dogs. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 3 |
Battering Blast | Evocation | You hurl a fist-sized ball of force resembling a sphere of spikes to ram a designated creature. | 3 |
Force Punch | Evocation | Your successful melee touch attack deals 1d4 points of force damage per level maximum (10d4) and causes the target to be pushed away from you in a straight line up to 5 feet per two caster levels. | 3 |
Slow | Transmutation | Targets are staggered, get -1 attack rolls, AC and reflex saves, move at half speed | 3 |
Spiked Pit | Conjuration | Any ground-covering vegetation in the spell's area becomes very hard and sharply pointed without changing its appearance. In areas of bare earth, roots and rootlets act in the same way. Any creature moving on foot into or through the spell's area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area. | 3 |
Stinking Cloud | Conjuration | Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. | 3 |
Blink | Transmutation | Physical attacks against you have a 50% miss chance and the Blind Fight feat doesn't help opponents, since you're ethereal and not merely invisible. | 3 |
Heroism | Enchantment | This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks. | 3 |
Deep Slumber | Enchantment | This spell functions like sleep, except that it affects 10 HD of targets. | 3 |
Fireball | Evocation | A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. A successful Reflex save halves this damage. | 3 |
Beast Shape I | Transmutation | Become medium wolf. +2 STR size bonus, +2 AC (natural armor), +20 speed, 1d6 bite attack, Tripping bite (auto attempt trip on successful bite) | 3 |
Resist Energy, Communal | Abjuration | This abjuration grants all allies within a 25-foot radius limited protection from danger of whichever one of five energy types you select: acid, cold, electricity, fire or sonic. | 3 |
Dispel Magic | Abjuration | You can use dispel magic to end one ongoing spell that has been cast on a creature or one area effect from a spell in the selected point. | 3 |
Ray of Exhaustion | Necromancy | A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target. | 3 |
Overwhelming Grief | Enchantment | Single target can take no actions, takes a –2 penalty to Armor Class, and loses Dexterity bonus. They can attempt a new save each round. | 4 |
Remove Curse | Abjuration | Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check 1d20 + caster level) agisnt the DC of each curse affecting the target. Success means that the curse is removed. | 4 |
Bestow Curse | Necromancy | You place a curse on the subject. Curse of Feeble Body, Curse of Weakness, Curse of Idiocy. | 4 |
Contagion | Necromancy | The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, mindfire, or shakes. The disease is contracted immediately (the onset period does not apply). | 4 |
Crushing Despair | Enchantment | An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Crushing despair dispels good hope. | 4 |
Obsidian Flow | Transmutation | Creatures in the area take 1d6 points of fire damage per two caster levels (maximum of 10d6) and become entangled until they make a successful Strength, Athletics or Mobility check (the DC equals the spell's saving throw DC). | 4 |
Rainbow Pattern | Illusion | A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. | 4 |
Boneshatter | Necromancy | The target's bones (or exoskeleton) splinter, dealing 1d6 points of damage per caster level (maximum 15d6) to the target, which is also exhausted for 1 minute per caster level from the pain and exertion of the transformation. | 4 |
Greater Invisibility | Illusion | This spell functions like invisibility, except that it doesn't end if the subject attacks. | 4 |
Summon Monster IV | Conjuration | This spell summons an extraplanar dire wolf, 1d3 extraplanar monitor lizards, or 1d4+1 extraplanar wolves. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 4 |
Volcanic Storm | Evocation | Chunks of hot volcanic rock and clumps of ash pound down when this spell is cast, dealing 3d6 points of bludgeoning damage and 2d6 points of fire damage to every creature in the area. This damage only occurs once when the spell is cast. | 4 |
Animate Dead | Necromancy | This spell raises 1d4+2 undead skeletal champions. They appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 4 |
Controlled Fireball | Evocation | Like fireball except that it deals minimum damage to allies. | 4 |
Protection from Energy, Communal | Abjuration | Protection from energy grants all allies within a 25-foot radius temporary immunity to the type of energy you specify when you cast it (acid, cold electricity, fire, or sonic). | 4 |
Confusion | Enchantment | This spell causes confusion in the targets, making them unable to determine their actions. | 4 |
False Life, Greater | Necromancy | This spell functions as false life,e except you gain temporary hit points equal to 2d10+1 point per caster level ( maximum +20). | 4 |
Fear | Necromancy | An invisible cone of terror causes each living creature in the area to become frightened unless it succeeds at a Will save. If the Will save succeeds, the creature is shaken for 1 round. | 4 |
Elemental Body I | Transmutation | When you cast this spell, you can assume the form of a small air elemental, small earth elemental, small fire elemental, or small water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect. | 4 |
Dragon's Breath | Evocation | You breathe out a blast of energy. Creatures in the affected area take 1d6 points of energy damage per caster level (maximum of 12d6). A successful Reflex save results in half damage. The spell's effect and energy type depend on the type of dragon. | 4 |
Beast Shape II | Transmutation | You become a Medium leopard. You gain a +2 size bonus to your Strength and a +2 natural armor bonus. You also gain two 1d3 claw attacks and one 1d6 bite attack. | 4 |
Shout | Evocation | You emit an ear-splitting yell that stuns and damages creatures in its path. Any creature within the area is stunned for 1 round and takes 5d6 points of sonic damage. A successful save negates the stun and reduces the damage by half. | 4 |
Touch of Slime | Conjuration | You create a coating of slime on your hand. When you make a successful melee touch attack with the slime, it pulls free of you and sticks to the target, at which point it acts like green slime, dealing 1s3 points of Constitution damage per round. | 4 |
Symbol of Revelation | Divination | This rune is only activated by invisible creatures, creatures affected by an illusion effect, creatures with the shapechanger subtype, or creatures that have magically changed their shape. | 4 |
Ice Storm | Evocation | Great magical hailstones pound down upon casting this splll, dealing sd6 points of bludgeoning damage and 2d6 pointa od cold adamge to every creature in the area. This damage only occurs once, when spell is cast. | 4 |
Dimension Door | Conjuration | You instantly transfer yourself from your current location to any other spot within range. You may also bring with you all friendly creatures within a 10-foot radius around you. | 4 |
Animal Aspect, Greater | Transmutation | This spell functions like animal aspect, except you gain one aspect that adds effects to the aspects that animal aspect grants. | 4 |
Enervation | Necromancy | You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes | 4 |
Stoneskin | Abjuration | The subject gains DR 10/adamantine. The first 10 points of damage is ignored, though an adamantine weapon overcomes the reduction. Prevents a total of 10 points of damage per caster level (maximum 150 points). | 4 |
Phantasmal Killer | Illusion | You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. | 4 |
Summon Medium Elemental | Conjuration | This spell summons to your side mediumm fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 4 |
Shadow Conjuration | Illusion | You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. | 4 |
Acid Pit | Conjuration | Creatures who fall into the pit take falling damage as normal (1d6 bludgeoning damage pet 10 feet), plus 2d6 points of acid damage from per round spent in the pit. | 4 |
Reduce Person, Mass | Transmutation | This spell causes instant diminution of all allied humanoid creatures, halving their height, length, and width and dividing their weight by 8. This decrease changes the creatures' size category to the next smaller one. | 4 |
Enlarge Person, Mass | Transmutation | This spell causes instant growth of all allied humanoid creatures in 15 feet, doubling their height and multiplying their weight by 8. This increase changes the creature's size category to the next larger one. | 4 |
Angelic Aspect | Transmutation | You take on an aspect of an angelic being, including some of its physical characteristics. | 5 |
Echolocation | Transmutation | You can perceive the world by creating high-pitched noises and listening to their echoes. This gives you blindsight to a range of 40 feet. | 5 |
Acidic Spray | Conjuration | A spray of acid erupts from your outstretched hand, dealing 1d6 points of acid damage per caster level (maximum 15d6) to each creature within its area (Reflex half). | 5 |
Hold Monster | Enchantment | Thsi spellfuncitons like hold person, except that it affects any living creature that fails its Will save. | 5 |
Constricting Coils | Enchantment | This spell functions like hold monster, except that the target is constricted as if by the coils of a large snake, taking 1d6+6 points of bludgeoning damage each round that it fails its save. A successful save ends both the paralyzing and constriction effects. | 5 |
Elemental Body II | Transmutation | When you cast this spell, you can assume the form of a medium air elemental, medium earth elemental, medium fire elemental, or medium water elemental. | 5 |
Stoneskin, Communal | Abjuration | All allies within 30 feet gain resistance to blows, cuts, stabs, and slashes. | 5 |
Summon Large Elemental | Conjuration | This spell summons to your side large fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 5 |
Cone of Cold | Evocation | Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6). | 5 |
Icy Prison | Evocation | You trap the target in solid ice. If the creature fails its save, it is paralyzed, if the target makes its save, it gains the entangled condition but can otherwise act normally. | 5 |
Polymorph | Transmutation | This spell transforms an allied creature into a leopard or a small elemental. The subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject. | 5 |
Dominate Person | Enchantment | You can make any humanoid creature fight on your side as if it was your ally. It will attack your opponents to the best of its ability. However this creature will try to throw out the domination, making a Will save each round. | 5 |
Mind Fog | Enchantment | Subjects in fog get –10 to Wis and Will checks. | 5 |
Waves of Fatigue | Necromancy | Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued. | 5 |
Feeblemind | Enchantment | Subject’s Int and Cha drop to 1. | 5 |
Fire Snake | Evocation | You create a 50-foot-long line of flames. The fire snake affects all enemies in the line, avoiding allies. Creatures in the path of the fire snake take 1d6 points of fire damage per caster level (maximum 15d6). | 5 |
Vampiric Shadow Shield | Necromancy | This spell wreathes you in shadowy energy and damages those that make melee attacks against you. | 5 |
Break Enchantment | Abjuration | This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. | 5 |
Life Bubble | Abjuration | You surround the touched creatures with a constant and moveable 1 inch thick shell of tolerable living conditions. This shell enables the subjects to breathe freely, even underwater or in a vacuum, as well as making them immune to harmful gases and vapors, including inhaled diseases and poisons and spells like couldkill and stinking cloud. | 5 |
Hungry Pit | Conjuration | You create an extra-dimensional hole with a depth of 10 feet per two caster levels (maximum 100 feet). The pit has the ability to squeeze and crush any creature trapped within it. | 5 |
Baleful Polymorph | Transmutation | As beast shape III, except that you change the subject into a Small or smaller animal of no more than 1 HD. If the new form would prove fatal to the creature, such as an aquatic creature not in water, the subject gets a +4 bonus on the save. | 5 |
Animal Growth | Transmutation | The target animal grows to twice its normal size and eight times its normal weight | 5 |
Geniekind | Transmutation | Upon casting this spell, you must choose one type of genie to transform into, selecting from djinni, efreeti, marid, or shaitan. You retain your basic physical appearance but shift in some way to become more akin to the genie type you chose. | 5 |
Shadow Evocation | Illusion | Mimics evocation spell below 5th level, but only 20% real. | 5 |
Summon Monster V | Conjuration | This spell summons 1d3 extraplanar dire wolves, 1d4+1 extraplanar monitor lizards, or one extraplanar redcap if you are evil or one extraplanar bralani azata if you are not. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 5 |
Beast Shape III | Transmutation | You become a large bear. You gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus. Your movement speed is increased by 10 feet. You also have two 1d6 claw attacks, one 1d6 bite attack, and the rend ability. | 5 |
Phantasmal Web | Illusion | You implant within the minds of your targets the illusion that they are engulfed in tangled webs teeming with swarms of tiny spiders. | 5 |
Wracking Ray | Necromancy | A ray of sickyl greenish-gray negative energy issues forth from the palm of your hand. | 5 |
Thoughtsense | Divination | You automatically detect and locate conscious creatures within 60 feet, as if you possessed the blindsight ability. | 5 |
Cloudkill | Conjuration | This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. | 5 |
Dismissal | Abjuration | This spell forces an extraplanar creature back to its proper plane if it fails a Will save. If the spell is successful, the creature is instantly whisked away. | 5 |
Chains of Light | Conjuration | A creature targeted by this spell is held immobile by glowing golden chains composed of pure light. | 6 |
Serenity | Enchantment | You fill the targets’ minds with feelings of tranquility. Those attempting to commit violence become stricken with wracking pain and take 3d6 points of nonlethal damage each round they attempt to harm another creature. | 6 |
Elemental Assessor | Evocation | Azata champions developed this spell to deal with fiends with unknown resistances. A ray of spiraling colors springs from your hand and streaks to its target. | 6 |
Stone to Flesh | Transmutation | This spell restores a petrified creature to its normal state, restoring its life. | 6 |
Summon Monster VI | Conjuration | This spell summons 1s3 extraplanar redcaps if you are evil or d3 extraplanar bralani azatas if you are not, 1d4+1 extraplanar dire wolves, or one extraplanar soul eater if you are evil or one extraplanar axiomite if you are not. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 6 |
Dispel Magic, Greater | Abjuration | This functions as dispel magic, except that it affects everything within a 20-foot-radius burst or it can dispel multiple spells, starting with the highest level spells and proceed to lower level spells. | 6 |
Dragonkind I | Transmutation | You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, immunity to difficult terrain, a breath weapon, and resistance to one element. Your movement speed is increased by 10 feet. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). | 6 |
Undeath to Death | Necromancy | This spell functions like circle of death, except that it destroys undead creatures. | 6 |
Cat's Grace, Mass | Transmutation | This spell functions like Cat's Grace, except that it affects all allies in a 30-foot radius of the caster. | 6 |
Bull's Strength, Mass | Transmutation | This spell functions like Bull's Strength, except that it affects all allies in a 30-foot radius of the caster. | 6 |
Circle of Death | Necromancy | Circle of death snuffs out the life force of living creatures. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Those who are closest to the burst's point of origin are affected first. | 6 |
Heroism, Greater | Enchantment | This spell functions like Heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20). | 6 |
Disintegrate | Transmutation | Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. | 6 |
True Seeing | Divination | You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally. | 6 |
Chain Lightning | Evocation | 1d6/level damage and 1 secondary bolt/level. | 6 |
Owl's Wisdom, Mass | Transmutation | As owl’s wisdom, affects 1 subject/level. | 6 |
Acid Fog | Conjuration | Acid fog creates a billowing mass of misty vapors like the solid fog spell. In addition to slowing down creatures and obscuring sight, this spell’s vapors are highly acidic. | 6 |
Bear's Endurance, Mass | Transmutation | This spell functions like Bear's Endurance, except that it affects all allies in a 30-foot radius of the caster. | 6 |
Hellfire Ray | Evocation | A blast of hellfire blazes from your hands. You can fire one ray, plus on additional ray for every 4 caster levels beyond 11th (to a maximum of three rays at 19th level). | 6 |
Cloak of Dreams | Enchantment | You are surrounded by a soporific aroma that causes living creatures that begin their turn or end their movement within 5 feet of you to fall asleep for 1 minute. | 6 |
Fox's Cunning, Mass | Transmutation | This spell functions like fox's cunning, except that it affects all allies in a 30-foot radius of the caster. | 6 |
Eagle's Splendor, Mass | Transmutation | This spell functions like Eagle's Splendor, except that it affects all allies in a 30-foot radius of the caster. | 6 |
Beast Shape IV | Transmutation | You become a Large smilodon, a Large shambling mound or a Large wyvern. | 6 |
Transformation | Transmutation | You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks). | 6 |
Sirocco | Evocation | Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone. | 6 |
True Seeing, Communal | Divination | You and all your allies within 30 feet are under True Seeing spell. | 7 |
Plague Storm | Necromancy | You create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-smelling bolts of sickly green lightning. | 7 |
Umbral Strike | Necromancy | You create a bolt of dark energy and use it to make a ranged touch attack that ignores concealment (but not total concealment). | 7 |
Insanity | Enchantment | The affected creature suffers from a continuous confusion effect, as the spell. Remove curse does not remove insanity. Greater restoration, heal, limited wish, miracle, or wish can restore the creature. |
7 |
Polymorph, Greater | Transmutation | This spell transforms an allied creature into a large smilodon, shambling mound, elemental, wyvern or medium dragon-like creature. The subject may choose to resume its normal form as a full- round action; doing so ends the spell for that subject. | 7 |
Power Word Blind | Enchantment | Enchantment You utter a single word of a power that causes a creature to become blinded, whether the creature can hear the word of not. The duration of the spell depends don't eh target's current hit point total. | 7 |
Elemental Body IV | Transmutation | When you cast this spell, you can assume the form of a huge air elemental, huge earth elemental, huge fire elemental, or huge water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect. You are also immune to critical hits and sneak attacks while in elemental form and gain DR 5/—. | 7 |
Finger of Death | Necromancy | This spell instantly delivers 10 points of damage per caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level. | 7 |
Walk through Space | Conjuration | When under the effects of this spell, you can teleport up to 30 feet as a move action. | 7 |
Banishment | Abjuration | Banishes 2 HD/level of extraplanar creatures. | 7 |
Summon Monster VII | Conjuration | This spell summons 1d3 extraplanar soul eaters if you are evil and 1d3 extraplanar aciomites if you are not, 1d4+1 extraplanar redcaps if you are evil and 1d4+1 extra planar bralani azatas if you are not, or one bogeyman. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 7 |
Dragonkind II | Transmutation | This spell functions as dragonkind I except that it also allows you to assume the form of a large dragon-like creature. | 7 |
Circle of Clarity | Transmutation | You create a magical emanation that interferes with all liiusions within it, giving creatures a +4 bonus on saving throws to recognize them as illusions. The emanation negates concealment less than total concealment within the area. | 7 |
Ki Shout | Evocation | With a guttural bark, you unleash a sudden blast of sonic energy that strikes your opponent. The target takes 1d6 points of sonic damage per level (maximum 20d6) and is stunned for 1 round; a successful Fortitude save reduces the damage by half and negates the stun. | 7 |
Resonating Word | Transmutation | You speak a terrible word of power, setting up potentially lethal vibrations in the chosen target. The target must save once each round on your turn, and the effects grow stronger for each saving throw the creature fails. | 7 |
Prismatic Spray | Evocation | This spell causes seven shimmering, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects. | 7 |
Invisibility, Mass | Ilussion | As invisibility, but affects all in range. | 7 |
Ice Body | Transmutation | Your form transmutes into living ice, granting you several abilities. You gain immunity to cold, vulnerability to fire, and damage reduction 5/ magic. | 7 |
Waves of Ecstasy | Enchantment | You emanate waves of intense pleasure that cause all targets within range to falter. Affected creatures are stunned for 1 round and are staggered for the remainder of the spell. A creature that makes its save is staggered for the first round and can act normally thereafter. | 7 |
Hold Person, Mass | Enchantment | This spell functions like hold person, except it targets all hostile creatures within a 30-foot radius from the target. Hold Person: The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round, the subject may attempt anew saving two to end the effect. | 7 |
Summon Greater Elemental | Conjuration | This spell summons to your side greater fire, water, air, or eartch elemental. | 7 |
Joyful Rapture | Conjuration | Your inspired words overwhelm others with transcendental bliss. All allies within the area of effect are freed from any emotion effects. The spell also cures 1d4 points of Intelligence, Wisdom, or Charisma damage to all allies in the area. | 7 |
Caustic Eruption | Evocation | Acid erupts from your space in all directions, causing 1d6 points of damage per caster level (maximum 20d6) to creatures and unattended objects in the area. | 7 |
Waves of Exhaustion | Necromancy | Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted. | 7 |
Legendary Proportions | Transmutation | You call upon the primordial power of ancient megafauna to boost the size of your target. Because of its connection to living creatures of the distance past, the spell does not function on outsiders, undead, and summoned creatures. | 7 |
Shadow Conjuration, Greater | Illusion | This spell functions like shadow conjuration, except that it duplicates any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower. The illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and non-damaging effects are 60% likely to work against nonbelievers. | 7 |
Firebrand | Transmutation | You mark several allies with a flaming rune. This rune does not cause damage, and sheds light as if it were a torch. While the firebrand burns, any creature it marks is immune to damage from any fire spell you cast. | 7 |
Angelic Aspect, Greater | Transmutation | As angelic aspect but DR increases to 10/evil; you gain immunity to acid, cold, and petrification; resistance to electricity and fire 10; +4 racial bonus on saves against poison; a protective aura, and true speech as supernatural abilities. | 8 |
Shout, Greater | Evocation | This spell functions like shout, except that the cone deals 10d6 points of sonic damage. It also causes creatures to be stunned for 1 round. A creature in the area of the cone can negate the stunning and halve the damage with a successful Fortitude save. | 8 |
Protection from Spells | Abjuration | The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities). | 8 |
Summon Monster VIII | Conjuration | This spell summons 1d3 extraplanar bogeymen, 1d4+1 extraplanar soul eaters if you are evil and 1d4+1 extraplanar axiomities if you are not, or one frost giant if you are evil and one movanic deva if you are not. Summoned monsters appear where you designate and act according to their initiative check results.They attack your opponents to the best of their ability. | 8 |
Scintillating Pattern | Illusion | A twisting pattern of coruscating colors weaves through the air, affecting creatures within. The spell affects a total number of HD of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first, and among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. The spell affects each subject according to its HD. | 8 |
Summon Elder Elemental | Conjuration | This spell summons to your side an elder fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. |
8 |
Horrid Wilting | Necromancy | This spell evaporates moisture from the body of each subject living creature, causing flesh to wither and crack and crumble to dust. This deals 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points damage per caster level (maximum 20d8). | 8 |
Sunburst | Evocation | Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half. | 8 |
Death Clutch | Necromancy | A target with 200 or fewer hit points remaining that fails its saving throw is instantly reduced to a number of negative hit points equal to your caster level or its Constitution score – 1, whichever is less negative. The creature is staggered until the beginning of your next turn, at which point it dies. | 8 |
Polar Ray | Evocation | A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6) and 1d4 points of Dexterity drain. | 8 |
Frightful Aspect | Transmutation | You become a larger, awful version of yourself and take on features that horrify your enemies. | 8 |
Seamantle | Conjuration | You sheathe yourself within a churning column of pure elemental water up to 30 feet high that fills your space. You can see, hear, and breathe normally within the seamantle, but attacks against you are treated as if you were under the surface of the water. | 8 |
Dragonkind III | Transmutation | You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, immunity to difficult terrain, blindsense with a range of 60 feet, a breath weapon, damage reduction 10/magic, frightful presence (DC equal to the DC for this spell), and immunity to one element. Your movement speed is increased by 10 feet. | 8 |
Iron Body | Transmutation | This spell transforms your body into living iron, which grants you several powerful resistances and abilities. You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You have acid and fire resistance 30. | 8 |
Rift of Ruin | Conjuration | This spell tears a rift in reality, creating an extradimensional hole with a depth of 60 feet. Since the rift extends into the Abyss, it does not displace the original underlying material or allow access to areas below the surface — you can create the rift on the deck of a ship as easily as in a dungeon floor or the ground of a forest. |
8 |
Prediction of Failure | Divination | You wrack the target's body and mind with the anguish and suffering of every bitter failure it will ever experience, rendering it permanently shaken and sickened. A successful Will save reduces the duration to 1 round per level. | 8 |
Power Word Stun | Enchantment | You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. | 8 |
Shadow Evocation, Greater | Illusion | This spell functions like Shadow Evocation, except that it enables you to create a partially real, illusory version of a chain lightning, cold ice strike, ki shout, sirocco, caustic eruption, or elemental assessor spell. If recognized as a greater shadow evocation, a damaging spell deals only three-fifths (60%) damage. | 8 |
Stormbolts | Evocation | When you cast this spell, lightning spills forth from your body in all directions. The bolts do not harm natural vegetation or creatures in the area you wish to exclude from damage. | 8 |
Mind Blank | Abjuration | This spell grants a +8 resistance bonus on saving thws against all mind-affecting spells and effects. | 8 |
Euphoric Tranquility | Enchantment | A creature under the effect of this enchantment enters a state of euphoria. Until the end of the spell's duration, the creature's speed is halved, and it must succeed at a Will saving throw each next round to avoid being nauseated for 1 roun | 8 |
Bestow Curse, Greater | Necromancy | You place a curese on the subject. Choose one of the following: Greater Curse of Feeble Body -- The subject suffers a -12 penalty to Constitution score. | 8 |
Soulreaver | Necromancy | This potent death spell deals 1d6 points of damage per caster level (maximum 20d6) to living creatures in the area of effect. | 8 |
Overwhelming Presence | Enchantment | Your presence inspires incredible awe in those nearby. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence. | 9 |
Icy Prison, Mass | Evocation | You trap the target in solid ice. If the creature fails its save, it is paralyzed, if the target makes its save, it gains the entangled condition but can otherwise act normally. | 9 |
Shades | Illusion | This spell functions like shadow conjuration, except that it mimics conjuration spells of 8th level or lower. The illusory conjurations created deal four-fifths (80%) damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers. | 9 |
Tsunami | Conjuration | You create a massive wave of water that then moves in a straight line across land at a speed of 50 feet per round. Creatures struck by a tsunami take 24d6 points of bludgeoning damage (a Fortitude save halves this damage). | 9 |
Power Word Kill | Enchantment | You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by power word kill. | 9 |
Wail of the Banshee | Necromancy | When you cast this spell, you emit a terrible, soul-chilling scream that possibly kills creatures that hear it (except for yourself). The spell affects up to one creature per caster level, inflicting 10 points of damage per caster level. Creatures closest to the point of origin are affected first. | 9 |
Clashing Rocks | Conjuration | You create two Colossal-sized masses of rock, dirt, and stone and slam them together against a single creature between them. | 9 |
Shapechange | Transmutation | This spell allows you to take the form of a wide variety of creatures. This spell can function as beast shape IV, elemental body IV and dragonkind III depending on what form you take. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. | 9 |
Heroic Invocation | Enchantment | Using worlds of ancient power, you bestow heroic powers on all creatures subject to this spell. | 9 |
Energy Drain | Necromancy | You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains 2d4 temporary negative levels. Negative levels stack. | 9 |
Weird | Illusion | This spell functions like Phantasmal Killer, except it can affect more than one creature. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes. | 9 |
Summon Monster IX | Conjuration | This spell summons 1d3 extraplanar frost giants if you are evil and 1d3 extraplanar movanic devas if you are not, 1d4+1 bogeymen, or one than a daemon if you are evil and one ghaele azata if you are not. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 9 |
Fiery Body | Transmutation | This spell transforms your body into living flame. You and your equipment are immune to fire damage. | 9 |
Dominate Monster | Enchantment | This spell functions like dominate person, except that the spell is not restricted by creature type. | 9 |
Hold Monster, Mass | Enchantment | This spell functions like Hold Person, except it targets all hostile livin' creatures within a 30-foot radius from the target and holds and living creature that fails it's Will save. The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round, the subject may attempt a new saving throw to end the effect. |
9 |
Foresight | Divination | This spell grants you a powerful sixth sense. Once foresight is cast, you receive instantaneous warning of impending danger or harm to the subject of the spell. | 9 |
Mind Blank, Communal | Abjuration | This spell functions like mind blank, except it affects all party members and it lasts for 4 hours. | 9 |