Conjuration Spells in Pathfinder Wrath of the Righteous is one of the school classes of magical spells that are featured in the game. These spells cause materials, creatures or energy to the caster and can also be reversed to send creatures to other places, either over long distances or even to a whole different plane of existence. A spell is a one-time magical effect. Other school categories include Abjuration Spells, Conjuration Spells, Illusion Spells, Divination Spells, Enchantment Spells, Evocation Spells, Transmutation Spells and Necromancy Spells.
Spells come in two types: Arcane (cast by bards, sorcerers, and wizards) and Divine (cast by clerics, druids, and experienced paladins and rangers) Some spellcasters select their spells from a limited list of spells known, while others have access to a wide variety of options.Most spellcasters prepare spells in advance-whether from a spellbook or through prayers-while some cast spells spontaneously without preparation.
Conjuration Spells
Level 1
Level 2
Acid Arrow
Conjuration
Blessing of Courage and Life
Conjuration
Create Pit
Conjuration
Cure Moderate Wounds
Conjuration
Delay Poison
Conjuration
Fish Missile
Conjuration
Rejuvenating Poem
Conjuration
Remove Disease
Conjuration
Remove Paralysis
Conjuration
Restoration, Lesser
Conjuration
Stone Call
Conjuration
Summon Monster II
Conjuration
Summon Nature's Ally II
Conjuration
Summon Small Beer Elemental
Conjuration
Summon Small Elemental
Conjuration
Level 3
Cape of Wasps
Conjuration
Cure Serious Wounds
Conjuration
Delay Poison, Communal
Conjuration
Grant Repose
Conjuration
Summon Medium Beer Elemental
Conjuration
Summon Monster III
Conjuration
Summon Nature's Ally III
Conjuration
Level 4
Acid Pit
Conjuration
Chaotic Healing
Conjuration
Cure Critical Wounds
Conjuration
Dimension Door
Conjuration
Neutralize Poison
Conjuration
Poison
Conjuration
Pure Form
Conjuration
Restoration
Conjuration
Slowing Mud
Conjuration
Summon Greasly Bear
Conjuration
Summon Large Beer Elemental
Conjuration
Summon Medium Elemental
Conjuration
Summon Monster IV
Conjuration
Summon Nature's Ally IV
Conjuration
Level 5
Rain of Halberds
Conjuration
Raise Dead
Conjuration
Summon Greater Beer Elemental
Conjuration
Summon Large Elemental
Conjuration
Level 6
Acid Fog
Conjuration
Bolt of Justice
Conjuration
Chains of Light
Conjuration
Cure Light Wounds, Mass
Conjuration
Summon Elder Beer Elemental
Conjuration
Summon Huge Elemental
Conjuration
Summon Monster VI
Conjuration
Summon Nature's Ally VI
Conjuration
Summon Perpetually Annoyed Wizard
Conjuration
Winds of the Fall
Conjuration
Level 7
Creeping Doom
Conjuration
Cure Moderate Wounds, Mass
Conjuration
Heal
Conjuration
Joyful Rapture
Conjuration
Radiant Ground
Conjuration
Ray of Halberds
Conjuration
Restoration, Greater
Conjuration
Resurrection
Conjuration
Summon Greater Air Elemental
Conjuration
Summon Greater Elemental
Conjuration
Summon Hog of Desolation
Conjuration
Level 8
Storm of Justice
Conjuration
Summon Elder Elemental
Conjuration
Summon Elder Fire Elemental
Conjuration
Level 9
Bring back
Conjuration
Clashing Rocks
Conjuration
Cure Critical Wounds, Mass
Conjuration
Elemental Swarm
Conjuration
Pathfinder Conjuration Spells
Quick Search of All Conjuration Spells
Click each header to sort the table
Spell |
Description |
Level |
Acid Arrow |
An arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round. | 2 |
Acid Fog |
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. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it. | 6 |
Acid Pit |
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 |
Acid Splash |
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. This acid disappears after 1 round. | 0 |
Acidic Spray |
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 |
Blessing of Courage and Life |
With this prayer you provide long-lasting succor to a wounded creature. For as long as the effect last, the target receives a +2 morale bonus on saving throws against fear and death effects. At any time while the spell is in effect, the target can choose to end the spell as a swift action for for a burst of healing energy. The target loses the saving throw bonus, but is healed of 1d8 points of damage +1 points per caster level (maximum +10) | 2 |
Bolt of Justice |
You release a powerful stroke of energy that deals 1d6 points of holy damage per caster level. The target needs to make a successful Reflex saving throw, or become prone.nIf the target is evil, the spell instead deals 1d8 points of holy damage per caster level. | 6 |
Breath of Life |
This spell cures 5d8 points of damage + 1 point per caster level (maximum +25). | 5 |
Bring back |
is spell restores 10 HP per caster level.nUnlike other spells that heal damage, bring back can bring recently slain creatures back to life. | 9 |
Cape of Wasps |
You summon a wasp swarm, which does not attack you. The dense cloud of vermin gives you partial concealment against ranged attacks. Any creature that makes a successful melee attack against you takes 2d6 points of sward damage and poison from the wasp swarm, but is not affected by the swarm's distraction ability. | 3 |
Chains of Light |
A creature targeted by this spell is held immobile by glowing golden chains composed of pure light. The creature is paralyzed and held in place, but may attempt a new saving throw each round to end the effect. While held by the golden chains, a creature cannot use any sort of extradimensional travel, such as astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spells and spell-like abilities. The spell does not affect creatures that are already in ethereal or astral form when the spell is cast. | 6 |
Chaotic Healing |
Azata channels positive energy that cures all allies in 30 feet area for 2d8 +1 point per caster level points of damage, and grants them randomly an effect from one of her following spells: Rejuvenating Poem, Optimistic Smile or Believe in Yourself. | 4 |
Clashing Rocks |
You create two Colossal-sized masses of rock, dirt, and stone and slam them together against a single creature between them. The clashing rocks appear up to 30 feet away from the target on opposite sides and rush toward it with a mighty grinding crash. You must make a ranged touch attack to hit the target with the rocks. The clashing rocks ignore concealment and cover, and if there is a solid barrier between the target and either of the clashing rocks, the spell has a +28 bonus on the Strength check to burst through the barrier and continue unimpeded to the target. A creature struck by the clashing rocks takes 20d6 points of bludgeoning damage and is knocked prone. If the target fails a Reflex Saving Throw, it is also buried under the resulting rubble as if by a cave-in. | 0 |
Cleansing Flames |
Every enemy in the radius of the spell is dealt 1d6 holy damage per caster level. Allies are dealt 1 holy damage per caster level, but are automatically healed from any ability score damage, blindness, confusion, and dazzled, exhausted, fatigued, nauseated and sickened conditions. Additionally, it tries to dispel all diseases, poisons and curses from the allies. | 5 |
Cloudkill |
This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud). A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one’s breath doesn’t help, but creatures immune to poison are unaffected by the spell. |
5 |
Corrosive Touch |
Your successful melee touch attack deals 1d4 points of acid damage per caster level (maximum 5d4) | 1 |
Create Pit |
You create an extra-dimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). | 2 |
Creeping Doom |
This spell summons to your side 4 centipede swarms. The summoned swarms appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 7 |
Cure Light Wounds |
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since the undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. | 1 |
Cure Light Wounds, Mass |
You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) on each creature in the radius. Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage. | 6 |
Cure Moderate Wounds |
When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10). Since undead are powered of curing their wounds. An undead creature can apply spell resistance and can attempt a Will save to take half damage. | 2 |
Cure Moderate Wounds, Mass |
You channel positive energy to cure 2d8 points of damage +1 point per caster level (maximum +30) on each creature in the radius. Like other cure spells, mass cure moderate wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage. | 6 |
Cure Serious Wounds |
When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage +1 point per caster level (maximum +15). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance and can attempt a Will save to take half damage. | 3 |
Cure Serious Wounds, Mass |
You channel positive energy to cure 3d8 points of damage +1 point per caster level (maximum +350) on each creature in radius. Like other cure spells, mass cure serious wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage. | 8 |
Cure Critical Wounds |
When laying your hand upon a living creature, you channel positive energy that cures 4d8 points of damage +1 point per caster level (maximum +20). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance and can attempt a Will save to take half damage. | 4 |
Cure Critical Wounds, Mass |
Spell Effect: You channel positive energy to cure 4d8 points of damage +1 point per caster level (maximum +40) on each creature in the radius. Like other cure spells, mass cure critical wounds deals damage to undead in it s are rather than curing them. Each affected undead may attempt a Will save for half damage. | 9 |
Delay Poison |
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done. | 2 |
Delay Poison, Communal |
Any ally within 30 feet becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already caused. | 3 |
Dimension Door |
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 |
Domain of the Hungry Flesh |
You create a terrible abomination in an area. It attacks everything inside, trying to trip (using caster's level instead of BAB and spellcasting ability score instead of Strength), dealing 2d6 plus caster level damage, entangling and dealing 1d4 damage to a random physical ability score. The area lasts for 1 round per caster level. | 8 |
Eaglesoul |
You call forth a surge of holy power, which grants you the following benefits: a +2 sacred bonus to AC, a +4 sacred bonus to Strength, resistance 5 to acid and fire, a +5 sacred bonus on all Persuasion (when used to intimidate) checks made against evil creatures, a +2 bonus on Initiative checks, and fast healing 2. Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed. | 6 |
Elemental Swarm |
This spell opens a portal to an Elemental Plane and summons elementals from it. When the spell is complete, 2d4 large elementals appear. Five rounds later, 1d4 huge elementals appear. Five rounds after that, one greater elemental appears. The summoned elementals appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability | 9 |
Elemental Swarm: Air |
This spell opens a portal to an Elemental Plane and summons elementals from it. When the spell is complete, 2d4 large elementals appear. Five rounds later, 1d4 huge elementals appear. Five rounds after that, one greater elemental appears. The summoned elementals appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 9 |
Elemental Swarm: Earth |
This spell opens a portal to an Elemental Plane and summons elementals from it. When the spell is complete, 2d4 large elementals appear. Five rounds later, 1d4 huge elementals appear. Five rounds after that, one greater elemental appears. The summoned elementals appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 9 |
Elemental Swarm: Fire |
This spell opens a portal to an Elemental Plane and summons elementals from it. When the spell is complete, 2d4 large elementals appear. Five rounds later, 1d4 huge elementals appear. Five rounds after that, one greater elemental appears. The summoned elementals appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 9 |
Fish Missile |
You launch a smelly, slimy, putrid fish at your enemy as a ranged touch attack. The fish deals 1d6 points of bludgeoning damage, plus and additional 1d6 per two caster levels you have above the first. On a successful hit, the target must make a Fortitude save or be sickened for 1d4+1 rounds. | 2 |
Gale of life |
This spell works as Breath of Life, but affects all allies in 20 feet radius. | 8 |
Grant Repose |
You make a touch attack against any undead creature. If it fails a Will saving throw, it is immediately destroyed. If the target succeeds, it is dealt 2d6 damage plus 1 damage per 2 caster levels. | 3 |
Grease |
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 |
Heal |
Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzles, diseased, exhausted, fatigued, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level. Heal does not remove negative levels or restore permanently drained ability score points. If used against an undead creature, heal instead acts like harm. |
7 |
Heal, Mass |
This spell functions like Heal, except it targets all creatures within a 30-foot radius. The maximum number of hit points restored to each creature is 250. | 9 |
Hungry Pit |
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 |
Inspiring Recovery |
You can heal a creature, harm an undead creature, or call upon a very recently dead creature to fight beyond death's reach. The target creature regains 1d8 hit points per 2 caster levels (maximum 10d8). | 8 |
Joyful Rapture |
Your inspired words overwhelm others with transcendental bliss. All allies within the area of effect are freed from any harmful emotion effects. The spell also cures 1d4 points of Intelligence, Wisdom, or Charisma damage (your choice) to all allies in the area. | 7 |
Litany of Entanglement |
Your litany conjures chains of energy that lash upward from the ground and hamper the target's movement. The target is entangled. | 3 |
Mage Armor |
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor. | 1 |
Nature's Grasp |
An enemy has to pass a Reflex saving throw or be ensnared in tree roots. While in this state, the enemy cannot move, and has a 50% miss chance on all attacks, as if all their opponents had total concealment. Each round enemy tries to pass another Reflex saving throw to break free. If the save fails, the enemy suffers 1d6 + half the Azata's caster level bludgeoning damage | 3 |
Neutralize Poison |
You detoxify any sort of venom in the creature or object touched. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success meant that the poison is neutralized. A cured creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own. | 4 |
Phantasmal Healer |
You summon a Phantasmal Healer, who stays in place for a number of rounds, equal one per every four caster levels. Each round it heals every living creature in 30 feet radius for 1d6 per four caster levels. The creatures make a Will saving throw to halve the amount. | 5 |
Pillar of Life |
You conjure a pillar of positive energy in a single 5-foot square within range that radiates light as if it were a sunrod. | 5 |
Poison |
Call upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a succsesful melee touch atack. This poison deals 1d3 Constitution damage per round for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the affliction. | 4 |
Pure Form |
You heal yourself for 1d8 hit points per caster level and automatically dispel any negative effects on yourself. | 4 |
Radiant Ground |
You create a 20 feet radius area for a number of rounds equal to your caster level. Each round every creature in the area is healed for 1d6 hit points per two caster levels. | 7 |
Rain of Halberds |
You create a rain of halberds, making an attack roll against every creature in 10 feet radius. A successful attack deals 1d10 points of slashing and piercing damage per caster level, and can critically strike. | 5 |
Raise Dead |
You restore life to a deceased party member. A raised creature has a number of hit points equal to its current HD. Raise dead also removes the death's door condition. Coming back from the dead is an ordeal. The subject of th spell gains two permanent negative levels when it is raised, just as if it had been hit by an energy-draingin creature, thought it can not gain a number of negative levels qual to or greater than its total Hit Dice this way. A creature whose permanent negative levels already equal its Hit Dice cannot be brought back to life through raise dead. |
5 |
Ray of Halberds |
You blast your enemies with a stream of halberds. You fire one halberd per two caster levels. Each halberds requires a ranged attack to hit and deals 1d10 + Charisma modifier damage. |
7 |
Recreational Pit |
You create an extra-dimensional comfy hole with a depth of 10 feet per two caster levels (maximum 30 feet) and a trampoline at the bottom. Since the pit extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. |
6 |
Rejuvenating Poem |
This spell removes fatigue and exhausted effects from all party members. |
2 |
Remove Blindness |
Remove blindness cures blindness, whether the effect is normal or magical in nature. | 3 |
Remove Disease |
Remove disease can cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. | 2 |
Remove Paralysis |
Removes paralysis from target creature. | 2 |
Remove Sickness |
You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against disease, nausea, and sickened effects. | 1 |
Restoration |
This spell functions like a lesser restoration, except that it also dispels temporary negative levels or one permanent negative level. | 4 |
Restoration, Greater |
This spell functions like Restoration, Lesser, except that it dispels all permanent and temporary negative levels afflicting the healed creature. Greater restoration also dispels all magical effects penalizing the creature's abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects. | 7 |
Restoration, Lesser |
Lesser restoration dispels any temporary magical effects reducing one of the subject's ability scores ( it does not remove permanent effects such as curses or diseases) or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It does not restore permanent ability drain. | 2 |
Resurrection |
This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature, even the ones killed by death effect or disintegration | 7 |
Rift of Ruin |
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 fit on the deck of a ship as easily as in a dungeon floor or the ground of a forest. | 7 |
Seamantle |
Sheathes you in protective water, You gain improved cover (+8 cover bonus to AC, +4 bonus on Reflex saves) against foes that do not have freedom of movement effects. The cover granted by the seamantle does not enable you to make Stealth checks or prevent attacks of opportunity. Magical attacks against you are unaffected unless they require attack rolls or state that they do not function underwater (such as cloudkill). | 8 |
Slowing Mud |
ou coat the targets in thick, sticky mud. The mud acts as a slow spell and also makes targets dazed for one round as they clean their eyes. A haste effect cast on a creature slowed by the mud allows it to act normally for the duration of the haste right after it cleans its eyes. Slow does not stack with the effects of slowing mud. This spell cannot dispel haste. | 4 |
Snowball |
You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round | 1 |
Solar Chains |
A creature targeted by this spell is held immobile by glowing golden chains composed of pure sunlight. For a number of rounds equal to your caster level, the creature is paralyzed, held in place, and is dealt 4d6 damage plus 1 damage per caster level every round. It may attempt a new saving throw each round to end the effect. If the initial saving throw is successful, the target is staggered for one round and is dealt the same amount of damage. | 8 |
Soothing Mud |
You create an area of healing mud. The mud functions as difficult terrain. When a creature enters the mud, it is healed of 1d4 points of ability damage. A creature can be healed of ability damage this way only once per day. Also, each round after, the mud restores 1 hit point to the creature; this healing is unaffected by effects that increase a creature's healing. | 3 |
Spiked Pit |
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 |
Stabilize |
Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally. | 0 |
Stinking Cloud |
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. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round. This is a poison effect. | 3 |
Stone Call |
2d6 bludgeoning damage to all targets. Area becomes difficult terrain. | 2 |
Storm of Justice |
This spell functions like bolt of justice, except it affects multiple creatures. | 8 |
Summon Elder Beer Elemental |
This spell summons an Elder Beer Elemental for one round per caster level. The summoned creature appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 6 |
Summon Elder Elemental |
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 |
Summon Elder Fire Elemental |
This spell summons to your side an elder fire 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 |
Summon Elder Worm |
This spell summons to your side a purple worm with the advanced creature template. The summoned ally appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability | 9 |
Summon Greasly Bear |
This spell summons a Greasly Bear for one round per caster level. The summoned creature appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 4 |
Summon Greater Air Elemental |
This spell summons to your side a greater air 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. | 7 |
Summon Greater Beer Elemental |
This spell summons a Greater Beer Elemental for one round per caster level. The summoned creature appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 5 |
Summon Greater Elemental |
This spell summons to your side greater fire, water, air, or eartch elemental. | 7 |
Summon Hog of Desolation |
This spells summons a cute little piglet for one round per caster level. The summoned creature appears where you designate and acts according to its initiative check results. It attacks its opponents to the best of its ability. | 7 |
Summon Huge Elemental |
This spell summons to your side a huge 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. | 6 |
Summon Large Elemental |
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 |
Summon Large Beer Elemental |
This spell summons a Large Beer Elemental for one round per caster level. The summoned creature appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 4 |
Summon Medium Beer Elemental |
This spell summons a Medium Beer Elemental for one round per caster level. The summoned creature appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 3 |
Summon Medium Elemental |
Summons medium fire, water, air, or earth elemental. | 4 |
Summon Monster I |
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 |
Summon Monster II |
Summons extraplanar wolf or 1d3 extraplanar dogs. | 2 |
Summon Monster III |
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 |
Summon Monster IV |
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 |
Summon Monster V |
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 |
Summon Monster VI |
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. | 6 |
Summon Monster VII |
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. | 7 |
Summon Monster VIII |
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 | 8 |
Summon Monster IX |
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 |
Summon Monster Zero |
This spell summons an extraplanar murder pony to your side for one minute. | 1 |
Summon Nature's Ally I |
This spell summons to your side a natural mite. The summoned ally appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 1 |
Summon Nature's Ally II |
This spell summons to your side a natural giant frog or 1d3 natural mites. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 3 |
Summon Nature's Ally III |
This spell summons to your side a natural leopard, 1d3 natural giant frogs, or 1d4+1 natural mites. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 3 |
Summon Nature's Ally IV |
This spell summons to your side a natural dire boar, 1d3 natural leopards, or 1d4+1 natural giant frogs. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 4 |
Summon Nature's Ally V |
This spell summons to your side a natural manticore, 1d3 natural dire boars, or 1d4+1 natural leopards. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 5 |
Summon Nature's Ally VI |
This spell summons to your side a natural smilodon, 1d3 natural manticores, or 1d4+1 natural dire boars. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 6 |
Summon Nature's Ally VII |
This spell summons to your side a natural mastodon, 1d3 natural smilodons, or 1d4+1 natural manticores. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 7 |
Summon Nature's Ally VIII |
This spell summons to your side a natural nereid, 1d3 natural mastodons, or 1d4+1 natural smilodons. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 8 |
Summon Nature's Ally IX |
This spell summons to your side a natural hamadryad, 1d3 natural nereids, or 1d4+1 natural mastodons. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 9 |
Summon Perpetually Annoyed Wizard |
This spell summons a powerful Wizard, who is, for some mysterious reason, perpetually annoyed. The summoned wizard appears where you designate and acts according to his initiative check results. He attacks his opponents to the best of his ability. | 6 |
Summon Small Elemental |
This spell summons to your side a small 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. | 2 |
Summon Small Beer Elemental |
This spell summons a Small Beer Elemental for one round per caster level. The summoned creature appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 2 |
Teleport |
As a move action, you teleport to any point up to long distance. | 4 |
Tidal Surge |
You create an onrushing surge of water 10 feet high in either a 30-foot cone or a 60-foot line that deals 1d10 points of bludgeoning damage for every 2 caster levels you have (maximum 10d10 at 20th level). In addition to taking damage, creatures that fail their Reflex saves are pushed 1d4x5 feet away from you and are knocked prone. Magical effects with fire descriptor on targets in the area of a tidal surge and similar area effects in the selected point are affected as if you had cast dispel magic. | 5 |
Touch of Slime |
Living target receives 1d3 CON damage per round after successful touch attack (fort negates). Can be removed by remove disease, burning or freezing. | 4 |
Tsunami |
You create a massive wave of water that then moves in a straight line, Creatures struck by a tsunami take 8d6 points of bludgeoning damage (a Fortitude save halves this damage). | 9 |
Uncertainty Principle |
For 1 round per caster level you gain 50 miss chance. Additionally, while the spell is in effect, you can teleport to any point in close range as a swift action. | 4 |
Vinetrap |
Vines choked with thorns, blossoms, leaflets, and other floral debris burst to life on and around the subject of this spell. | 5 |
Walk through Space |
When under the effects of this spell, you can teleport up to 30 feet as a move action. You must end this movement in an unoccupied space that you can stand on within line of sight. Alternatively, you can spend a move action to teleport to a standing position from lying prone. Teleporting does not provoke attacks of opportunity. | 7 |
Waterfall |
Azata creates a waterfall, the affected creature suffers a 1d10 bludgeoning damage per 4 Azata's caster levels and has to pass a Fortitude saving throw or be knocked down for 1 round and become weak to cold for 1 minute per Azata's caster level. | 4 |
Winds of the Fall |
Azata creates a 30-feet cone of leaves that deals 1d10 slashing damage per 2 caster levels to all creatures within the cone. A creature who suffers damage from this spell has to pass a Will saving throw or become intoxicated for 1 round per caster level. Whenever the creature under this effect makes a roll, it rolls twice and chooses the worst result. A successful saving throw reduces the duration of this effect to 1 round. | 6 |
Winter's Grasp |
Ice encrusts the ground, radiating supernatural cold and making it hard for creatures to maintain their balance. This icy ground is treated as difficult terrain. When the spell is cast and every round after that, creatures in the area must make a successful Reflex save or fall prone. Creatures in the area take 1d6 points of cold damage each round and suffer a -2 penalty on saving throws against spells with the cold descriptor until they leave the area. | 2 |
Wrath of the Righteous |
All demons in 40 feet radius around the caster make a Will saving throw. If it's failed, the demon is dealt 10 damage per caster level. If the saving throw is successful, the demon is dealt 1d6 damage per caster level. | 9 |