Spells in Pathfinder: Wrath of the Righteous are the magical features chararacters are able to cast to affect themselves, allies, or enemy targets. A spell is a one-time magical effect, but can vary in duration and casting time. Spells come in two types: Arcane (cast by bards, sorcerers, witches, and wizards) and Divine (cast by clerics, druids, oracles, and experienced paladins and rangers).
Each Class has its own set of spells available to them. Common Classes with spell paths include the Sorcerer, Shaman, Cleric, Wizard, Oracle, and Witch classes. The list of availble spells of each class are found on their respective pages. The highest of these spells are classified as Mythic Spells. Each spell, no matter the class, are also categorized into schools, which is determined by its spell properties and effect types. Abjuration Spells, Conjuration Spells, Illusion Spells, Divination Spells, Enchantment Spells, Evocation Spells, Transmutation Spells and Necromancy Spells.
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. Despite these different ways characters use to learn or prepare their spells, when it comes to casting them, the spells are very much alike.
All Spells in Pathfinder: Wrath of the Righteous
Sorcerer Spells in Pathfinder: Wrath of the Righteous covers a list of all Spells available for the Sorcerer Class. Sorcerers use spells in battle. These spells are learned when leveling up and don't need to be prepared, allowing for frequent use. 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 Sorcerer Spell, their effects and level requirements.
Sorcerer Spells
Level 0
Level 1
Burning Hands
Evocation
Color Spray
Illusion
Corrosive Touch
Conjuration
Ear-Piercing Scream
Evocation
Enlarge Person
Transmutation
Expeditious Retreat
Transmutation
Flare Burst
Evocation
Hurricane Bow
Transmutation
Hypnotism
Enchantment
Mage Armor
Conjuration
Magic Missile
Evocation
Protection From Alignment
Abjuration
Ray of Enfeeblement
Necromancy
Ray of Sickening
Necromancy
Grease
Conjuration
Sleep
Enchantment
Snowball
Conjuration
Magic Weapon
Transmutation
Stunning Barrier
Abjuration
Summon Monster I
Conjuration
Reduce Person
Transmutation
Shield
Abjuration
Shocking Grasp
Evocation
Touch of Gracelessness
Transumtation
True Strike
Divination
Vanish
Illusion
Cause Fear
Necromancy
Level 2
Acid Arrow
Conjuration
Bear's Endurance
Transmutation
Blindness
Necromancy
Blur
Illusion
Boneshaker
Necromancy
Burning Arc
Evocation
Cat's Grace
Transmutation
Eagle's Splendor
Transmutation
Command Undead
Necromancy
Fox's Cunning
Transmutation
Frigid Touch
Evocation
Glitterdust
Conjuration
Hideous Laughter
Enchantment
Invisibility
Illusion
Mirror Image
Illusion
Molten Orb
Evocation
Owl's Wisdom
Transmutation
Protection from Alignment, Communal
Abjuration
Protection from Arrows
Abjuration
Resist Energy
Abjuration
Scare
Necromancy
Scorching Ray
Evocation
See Invisibility
Divination
Sense Vitals
Divination
Animal Aspect
Transmutation
Summon Small Elemental
Conjuration
Web
Transmutation
Bull's Strength
Transmutation
Summon Monster II
Conjuration
Pernicious Poison
Necromancy
False Life
Necromancy
Stone Call
Conjuration
Create Pit
Conjuration
Level 3
Beast Shape I
Transmutation
Deep Slumber
Enchantment
Dispel Magic
Abjuration
Displacement
Illusion
Fireball
Evocation
Force Punch
Evocation
Protection from Arrows, Communal
Abjuration
Protection from Energy
Abjuration
Resist Energy, Communal
Abjuration
See Invisibility, Communal
Divination
Slow
Transmutation
Spiked Pit
Conjuration
Haste
Transmutation
Heroism
Enchantment
Hold Person
Enchantment
Lightning Bolt
Evocation
Greater Magic Weapon
Transmutation
Blink
School
Stinking Cloud
Conjuration
Summon Monster III
Conjuration
Vampiric Touch
Necromancy
Rage
Enchantment
Battering Blast
Evocation
Ray of Exhaustion
Necromancy
Level 4
Animate Dead
Necromancy
Beast Shape II
Transmutation
Bestow Curse
Necromancy
Boneshatter
Necromancy
Confusion
Enchantment
Contagion
Necromancy
Controlled Fireball
Evocation
Crushing Despair
Enchantment
Acid Pit
Conjuration
Dragon's Breath
Evocation
Elemental Body I
Transmutation
Enervation
Necromancy
Enlarge Person, Mass
Transmutation
False Life, Greater
Necromancy
Fear
Necromancy
Greater Invisibility
Illusion
Ice Storm
Evocation
Overwhelming Grief
Enchantment
Phantasmal Killer
Illusion
Protection from Energy, Communal
Abjuration
Rainbow Pattern
Illusion
Reduce Person, Mass
Transmutation
Remove Curse
Abjuration
Shout
Evocation
Animal Aspect, Greater
Transmutation
Touch of Slime
Conjuration
Volcanic Storm
Evocation
Stoneskin
Abjuration
Summon Medium Elemental
Conjuration
Summon Monster IV
Conjuration
Obsidian Flow
Transmutation
Dimension Door
Conjuration
Shadow Conjuration
Illusion
Level 5
Acidic Spray
Conjuration
Angelic Aspect
Transmutation
Animal Growth
Transmutation
Baleful Polymorph
Transmutation
Beast Shape III
Transmutation
Break Enchantment
Abjuration
Cloudkill
Conjuration
Life Bubble
Abjuration
Dominate Person
Enchantment
Echolocation
Transmutation
Elemental Body II
Transmutation
Feeblemind
Enchantment
Fire Snake
Evocation
Geniekind
Transmutation
Hold Monster
Enchantment
Hungry Pit
Conjuration
Phantasmal Web
Illusion
Polymorph
Transmutation
Shadow Evocation
Illusion
Stoneskin, Communal
Abjuration
Summon Large Elemental
Conjuration
Summon Monster V
Conjuration
Vampiric Shadow Shield
Necromancy
Wracking Ray
Necromancy
Waves of Fatigue
Necromancy
Dismissal
Abjuration
Icy Prison
Evocation
Mind Fog
Enchantment
Cone of Cold
Evocation
Constricting Coils
Enchantment
Thoughtsense
Divination
Level 6
Acid Fog
Conjuration
Banshee Blast
Necromancy
Bear's Endurance, Mass
Transmutation
Beast Shape IV
Transmutation
Bull's Strength, Mass
Transmutation
Cat's Grace, Mass
Transmutation
Chain Lightning
Evocation
Chains of Light
Conjuration
Create Undead
Necromancy
Cloak of Dreams
Enchantment
Cold Ice Strike
Evocation
Disintegrate
Transmutation
Dispel Magic, Greater
Abjuration
Dragonkind I
Transmutation
Eagle's Splendor, Mass
Transmutation
Elemental Assessor
Evocation
Elemental Body III
Transmutation
Fox's Cunning, Mass
Transmutation
Hellfire Ray
Evocation
Heroism, Greater
Enchantment
Owl's Wisdom, Mass
Transmutation
Phantasmal Putrefaction
Illusion
Serenity
Enchantment
Sirocco
Evocation
Stone to Flesh
Transmutation
Summon Monster VI
Conjuration
Tar Pool
Transmutation
True Seeing
Divination
Undeath to Death
Necromancy
Transformation
Transmutation
Summon Huge Elemental
Conjuration
Eyebite
Necromancy
Circle of Death
Necromancy
Level 7
Banishment
Abjuration
Caustic Eruption
Evocation
True Seeing, Communal
Divination
Dragonkind II
Transmutation
Elemental Body IV
Transmutation
Finger of Death
Necromancy
Walk through Space
Conjuration
Joyful Rapture
Conjuration
Ki Shout
Evocation
Legendary Proportions
Transmutation
Plague Storm
Necromancy
Polymorph, Greater
Transmutation
Insanity
Enchantment
Shadow Conjuration, Greater
Illusion
Umbral Strike
Necromancy
Waves of Ecstasy
Enchantment
Waves of Exhaustion
Necromancy
Summon Monster VII
Conjuration
Firebrand
Transmutation
Circle of Clarity
Transmutation
Hold Person, Mass
Enchantment
Power Word Blind
Enchantment
Prismatic Spray
Evocation
Resonating Word
Transmutation
Summon Greater Elemental
Conjuration
Invisibility, Mass
Ilussion
Ice Body
Transmutation
Level 8
Angelic Aspect, Greater
Transmutation
Death Clutch
Necromancy
Dragonkind III
Transmutation
Euphoric Tranquility
Enchantment
Frightful Aspect
Transmutation
Rift of Ruin
Conjuration
Prediction of Failure
Divination
Protection from Spells
Abjuration
Seamantle
Conjuration
Shadow Evocation, Greater
Illusion
Shout, Greater
Evocation
Bestow Curse, Greater
Necromancy
Horrid Wilting
Necromancy
Mind Blank
Abjuration
Polar Ray
Evocation
Power Word Stun
Enchantment
Scintillating Pattern
Illusion
Soulreaver
Necromancy
Stormbolts
Evocation
Summon Elder Elemental
Conjuration
Summon Monster VIII
Conjuration
Sunburst
Evocation
Iron Body
Transmutation
Level 9
Clashing Rocks
Conjuration
Dominate Monster
Enchantment
Energy Drain
Necromancy
Fiery Body
Transmutation
Hold Monster, Mass
Enchantment
Heroic Invocation
Enchantment
Icy Prison, Mass
Evocation
Mind Blank, Communal
Abjuration
Shapechange
Transmutation
Sorcerer Spells IN PATHFINDER: WRATH OF THE RIGHTEOUS
Quick Search of All Sorcerer 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. This acid disappears after 1 round. | 0 |
Daze | Enchantment | This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected | 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 |
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 |
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 |
Dismiss Spell | Abjuration | After the battle, you can dismiss area spell effect at will. You must be out of combat and within 100-feet range of the spell's effect. Dismissing a spell is a standard action that does not spend spell slots and does not provoke attacks of opportunity. | 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 |
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 for 1 minute unless it makes a successful save | 0 |
Burning Hands | Evocation | Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4) | 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 unconscious. Each creature within the cone is affected according to its HD | 1 |
Corrosive Touch | Conjuration | Your successful melee touch attack deals 1d4 points of acid damage per caster level (maximum 5d4) | 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 |
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. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it–the spell cannot be used to crush a creature by increasing its size. Enlarge person counters and dispels reduce person . |
1 |
Expeditious Retreat | Transmutation | This spell increases your base land 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 |
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 | Hurricane bow signifficantly increase the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, 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 |
Hypnotism | Enchantment | Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total HD of creatures you affect | 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. 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 |
Magic Missile | Evocation | A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile – two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher |
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 |
Ray of Enfeeblement | Necromancy | A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead. | 1 |
Ray of Sickening | Necromancy | The subject is immediatly sickened for the spell's duration. A successful Fortitude save negates the effect. | 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. Among creatures with equal , those who are closest to the spell’s point of origin are affected first. that are not sufficient to affect a creature are wasted. Sleeping creatures are . Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a (an application of the action). Sleep does not target creatures, , or creatures | 1 |
Snowball | Conjuration | 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 |
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 |
Stunning Barrier | Abjuration | You are closely surrounded by a 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 |
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 |
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. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size. A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn’t change the target’s speed. |
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 |
Shocking Grasp | Evocation | Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6) | 1 |
Touch of Gracelessness | Transumtation | With a single touch, you reduce a creature to a fumbling clown. The target takes a penalty to its Dexterity equal to 1d6+1 per two caster levels (maximum 1d6+5). This penalty cannot drop the target’s Dexterity score below 1. A successful Fortitude save halves the penalty to Dexterity |
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. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target. | 1 |
Vanish | Illusion | The touched creature becomes invisible for a short time. If a check is required, an invisible creature has a +20 bonus on its Stealth checks. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area of effect includes a foe. Exactly who is a foe depends of the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in the area. |
1 |
Cause Fear | Necromancy | The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear | 1 |
Acid Arrow | Conjuration | 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 |
Bear's Endurance | Endurance | Grants a +4 enhancement to constitution | 2 |
Blindness | Necromancy | [Curse] Renders target blind | 2 |
Blur | Illusion | Grants a 20% miss chance | 2 |
Boneshaker | Necromancy | Living creature with skeleton takes 3d6 damage plus 1d6 per 2 levels | 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 |
Cat's Grace | Transmutation | Grants a +4 enhancement to dexterity | 2 |
Eagle's Splendor | Transmutation | Grants a +4 enhancement to charisma | 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 |
Fox's Cunning | Transmutation | Grants a +4 enhancement to intelligence | 2 |
Frigid Touch | Evocation | [Cold] 4d6 cold damage and target staggered for 1 round on a touch attack. Target is staggered for 10 rounds on crit | 2 |
Glitterdust | Evocation | All affected creatures suffer -40 to stealth checks and blinded (will negates). Not affected by spell resistance | 2 |
Ghoul Touch | Necromancy | Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack. A paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench. This is a poison effect. |
2 |
Hideous Laughter | Enchantment | Target falls prone and can't take actions. May roll save each round. Creatures with INT<=2 are unaffected | 2 |
Invisibility | Illusion | Grants target total concealment and a +20 bonus to stealth checks. Ends when the target makes an attack. | 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 |
Molten Orb | Evocation | Initial target takes 2d6 fire damage, every other creature in aoe takes 1d6 (reflex halves). Each then take 1d6 fire damage next 1d3 rounds | 2 |
Owl's Wisdom | Transmutation | Grants a +4 enhancement to wisdom | 2 |
Protection from Alignment, Communal | Abjuration | +2 AC (deflection), +2 all saves (resistance). Against specific alignment | 2 |
Protection from Arrows | Abjuration | Subject gains DR10/magic against ranged weapons. Will prevent 10 damage per level up to 100 damage | 2 |
Resist Energy | Abjuration | Resistance 10 (20 at lvl 7, 30 at lvl 11) against selected energy type. | 2 |
Scare | Necromancy | All living targets of less than 6HD are frightened for 1 round per level (shaken for 1 round on will save). Dispels remove fear | 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 |
See Invisibility | Divination | You can now see invisible targets. | 2 |
Sense Vitals | Divination | Allows 1d6 sneak attack + 1d6 per 3 LVL beyond 3rd (max 5d6 at 15LVL). Stacks with other precision damage | 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 | Elemental | This spell summons an extraplanar wolf or 1d3 extraplanar dogs. | 2 |
Web | Transmutation | Creatures in the web become grappled. Web area becomes difficult terrain. Breaking free of the grappled state is possible with a check on Combat Maneuver, Athletics or Mobility. As long as a creature is inside the web area it can become grappled again. Not affected by spell resistance | 2 |
Bull's Strength | Transmutation | Grants a +4 enhancement to strength | 2 |
Summon Monster II | Conjuration | Summons extraplanar wolf or 1d3 extraplanar dogs | 2 |
Pernicious Poison | Necromancy | Target gets -4 on saves against poison. -4 on attempts to cure the target. No save! | 2 |
False Life | Necromancy | Gives 1d10+level temporary hit points (10 maximum) | 2 |
Stone Call | Conjuration | 2d6 bludgeoning damage to all targets. Area becomes difficult terrain. | 2 |
Create Pit | Conjuration | You create an extra-dimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). | 2 |
Animated Dead, Lesser | Necromancy | This spell raises 1d3+1 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. | 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 |
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). | 3 |
Deep Slumber | Enchantment | Causes sleep on up to 10HD of creatures | 3 |
Dispel Magic | Abjuration | Dispel one spell from the target. | 3 |
Displacement | Illusion | Grants total concealment (50% miss chance) | 3 |
Fireball | Evocation | Deal 1d6 fire damage per level (up to 10d6) to all targets | 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 |
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 | Immunity to selected energy type. Up to 12 damage per level (max. 120) | 3 |
Resist Energy, Communal | Abjuration | Mass resistance 10 (20 at lvl 7, 30 at lvl 11) against selected energy type | 3 |
See Invisibility, Communal | Communal | All targets can see invisible | 3 |
Slow | Transmutation | Targets are staggered, get -1 attack rolls, AC and reflex saves, move at half speed | 3 |
Spirit 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 |
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 |
Heroism | Enchantment | Grants a +2 morale bonus to attack rolls, saving throws, skill checks, and ability checks | 3 |
Hold Person | Enchantment | Renders target humanoid paralyzed. Target can attempt a new saving throw each round | 3 |
Lightning Bolt | Evocation | Deal 1d6 electricity damage per level (up to 10d6) to all targets | 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 |
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 |
Stinking Cloud | Conjuration | All targets are nauseated (fort save negates, have to roll save every round in the cloud). Targets stay nauseated for 1d4+1 after leaving the cloud. | 3 |
Summon Monster III | Conjuration | Summons extraplanar monitor lizard or 1d3 extraplanar wolves or 1d4+1 extraplanar dogs | 3 |
Rage (Spell) | 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 |
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 |
Vampiric Touch | Necromancy | Drain 1d6 damage per 2 levels (up to 10d6) from target as temporary hit points. Temporary hit points will disappear in 1 hour | 3 |
Vengeful Comets | Evocation | You conjure a number of miniature comets of ice (up to one per four caster levels) to orbit around you, granting you a circumstance bonus equal to the number of comets on all saving throws against fire effects. Once per round when you are affected by a spell cast by an enemy, you fire one of your comets in retaliation. This is a ranged touch attack that deals 1d6 points of bludgeoning damage and 3d6 points of cold damage + 1 point of cold damage per 2 caster levels (maximum +10.) If the spell you're retaliating against had the fire descriptor, you fire one additional comet. |
3 |
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 |
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 |
Bestow Curse | Necromancy | You place a curse on the subject. Choose one of the following: | 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 |
Confusion | Enchantment | This spell causes confusion in the targets, making them unable to determine their actions. Roll d100 and consult the following table at the start of each subject's turn each round to see what it does in that round. | 4 |
Controlled Fireball | Evocation | Like fireball except that it deals minimum damage to allies. | 4 |
Crushing Despair | Enchantment | Qn 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 |
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 |
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 |
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 |
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. You must make a ranged touch attack to hit. IF you hit, the subject gains 1d4 temporary negative levels. Negative levels stack. Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have. chance of becoming permanent, but the negative levels from generation don't last long enough to do so. An undead creature struck by the ray gains 1d4 x 5 temporary hit points per 1 hour. | 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. The targets gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size | 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 |
Greater Invisibility | Illusion | This spell functions like invisibility, except that it doesn't end if the subject attacks. | 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. For the remaining duration of the spell, heavy snow and sleet rains down in the area. Creatures inside this area take a -4 Pentalty on Perception skill checks and the entire area is treated as difficult terrain. AT the end of the duration, the snow and hail disappear, leaving no aftereffects ( other than the damage dealt)/ | 4 |
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 |
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. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a phantasmal killer. You only see a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed at a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage. | 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). When the spell absorbs 12 points per caster level of energy damage (to a maximum if 120points at 10th level), it is discharged. Once the spell absorbs 12 points of energy damage per caster level (maximum 120 points) for a subject, the spell's effects end for the subject. | 4 |
Rainbow Pattern | Illusion | A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. The rainbow pattern fascinates a maximum of 24 HD of creatures. An affected creature that fails its saves is fascinated by the pattern and becomes dazed. | 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. The targets gain a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to their reduced size. Melee and ranged weapons used by this creature deal less damage. | 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 |
Repulsion | Abjuration | An invisible, mobile field surrounds you and prevents creatures' movement in a 40-foot radius. Any creature within or entering the field must attempt a Will save. If it fails, it becomes unable to move for the duration of the spell or until it leaves the area. Repelled creatures' actions are not otherwise restricted. They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. The creature is not forced back. The creature is free to make melee attacks against you if you come within reach. | 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 |
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 |
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. Freezing, burning, and remove disease destroys this slime. It cannot transfer to creature other than the original target, and it dies if separated from the original target or if the target dies. Only s living creature can be the target of this spell. | 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. For the remaining duration of the spell, heavy ash rains down in the area. Creatures inside this area take a -4 penalty on perception skill checks and the entire area is treated as difficult terrain. At the end of the duration, the rock and ash disappear, leaving no aftereffects (other than the damage dealt). | 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 |
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 |
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 |
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 |
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 |
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 |
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 |
Angelic Aspect | Transmutation | You take on an aspect of an angelic being, including some of its physical characteristics. You gain resistance to acid and cold 10, and DR 5/evil. You also gain a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks made or effects created by evil creatures. In addition, your natural weapons and any weapons you wield are considered good-aligned for the purpose of overcoming damage reduction. | 5 |
Animal Growth | Transmutation | The target animal grows to twice its normal size and eight times its normal weight. | 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 |
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 |
Break Enchantment | Abjuration | This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is equal to the DC of the curse. | 5 |
Cloudkill | Conjuration | 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 |
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 |
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 |
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 |
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 |
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 |
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 |
Hold Monster | Enchantment | Thsi spellfuncitons like hold person, except that it affects any living creature that fails its Will save. | 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 |
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 |
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 |
Shadow Evocation | Illusion | Mimics evocation spell below 5th level, but only 20% real. | 5 |
Stoneskin, Communal | Abjuration | All allies within 30 feet gain resistance to blows, cuts, stabs, and slashes. They gain DR 10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon overcomes the reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.
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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 |
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 |
Vampiric Shadow Shield | Necromancy | This spell wreathes you in shadowy energy and damages those that make melee attacks against you. Any creature that strikes you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of negative energy damage + 1 point per caster level (maximum +15). If the attacker has spell resistance, it applies to this effect. When an attacker takes damage from this spell, you heal a number of hit points equal to 25% of the damage the spell dealt. Creatures with reach weapons are not subject to this damage if they attack you. | 5 |
Wracking Ray | Necromancy | A ray of sickyl greenish-gray negative energy issues forth from the palm of your hand. | 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 |
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 |
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. Whether or not the target saves, it takes 1 point of cold damage per caster level each round it is paralyzed or entangled in the ice. A creature can break the ice with a successful Strength check each round after receiving the effect (DC 15 + your caster level). | 5 |
Mind Fog | Enchantment | Subjects in fog get –10 to Wis and Will checks. | 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 |
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 |
Thoughtsense | Divination | You automatically detect and locate conscious creatures within 60 feet, as if you possessed the blindsight ability. | 5 |
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. 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 |
Banshee Blast | Necromancy | You create a cone of spectral energy resembling screaming elven ghosts that deals 1d4 points of damage per caster level (maximum 15d4); a successful Reflex save halves this damage. Any creature that fails its Reflex save must succeed at a Will save or become panicked for 1 round/level. | 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 |
Beast Shape IV | Transmutation | You become a Large smilodon, a Large shambling mound or a Large wyvern. | 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 |
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 |
Chain Lightning | Evocation | 1d6/level damage and 1 secondary bolt/level. | 7 |
Chains of Light | Conjuration | A creature targeted by this spell is held immobile by glowing golden chains composed of pure light. | 6 |
Create Undead | Necromancy | This spell summons a graveknight or a guardian armor. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 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. Creatures must save each time they begin their turn or end their movement within the cloak of dreams, even if they have previously saved against the effect. Sleeping creatures are helpless but can be awakened with a standard action or after being wounded. | 6 |
Cold Ice Strike | Evocation | You create a shredding flurry of ice slivers, which blast from your hand in a line. The line deals 1d6 points of cold damage per caster level (maximum 15d6). | 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 |
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 |
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 |
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 |
Elemental Body III | Transmutation | When you cast this spell, you can assume the form of a large air elemental, large earth elemental, large fire elemental, or large 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. | 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 |
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). Each ray requires a ranged touch attack to hit deals 1d6 points damage ira fire damage., but the other half results directly form unholy power and is therefore not subject to being reduced by fire resistance | 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 |
Owl's Wisdom, Mass | Transmutation | As owl’s wisdom, affects 1 subject/level. | 6 |
Phantasmal Putrefaction | Illusion | You implant within the minds of your targets the illusion that their skin is rotting away, large rents are appearing all over their bodies, and their internal organs are spilling out into a putrid halfliquid mass at their feet. Those who fail to disbelieve phantasmal putrefaction immediately take 1d4 points of Wisdom damage. | 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. If attacked, affected individuals can defend themselves and may participate in combat by using Combat Expertise, fighting defensively, or taking the total defense action without triggering the spell’s nonlethal damage. | 6 |
Sirocco | Evocation | Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone. | 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 |
Tar Pool | Transmutation | You convert a layer of the ground to hot tar. Creatures in the area when the tar appears take 1d6 points of fire damage per two caster levels (maximum of 10d6) and must succeed at a Reflex save or become entangled. | 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, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet. | 6 |
Undeath to Death | Necromancy | This spell functions like circle of death, except that it destroys undead creatures. | 6 |
Transformation | Transmutation | You become a fighting machine – stronger, tougher, faster, and more skilled in combat. Your mindset changes so that you relish combat and you can't cast spells, even from magic items. 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 |
Summon Huge Elemental | Conjuration | 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 |
Eyebite | Necromancy | Each round, you can target a single living creature, striking it with waves of power. Depending on the target's HD, this attack has as many as three effects | 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. All creatures with 9 or less HD are slain outright, while creatures with more than 9 HD take 100 damage instead. HD that are not sufficient to affect a creature are wasted. | 6 |
Banishment | Abjuration | Banishes 2 HD/level of extraplanar creatures. | 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. On your turn in each of the next 2 rounds, creatures and objects that failed their saves against the initial burst take an additional 1d6 points of acid damage per 2 caster levels (maximum 10d6) unless the acid is neutralized, dispelled, or washed away. | 7 |
True Seeing, Communal | Divination | You and all your allies within 30 feet are under True Seeing spell. | 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. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, immunity to difficult terrain, a breath weapon, damage reduction 5/magic, and resistance to one element. Your movement speed is increased by 10 feet. You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use the breath weapon twice per casting of this spell (when you use it, the duration of your breath weapon ability is reduced by 1/2 caster level minutes), and you must wait 1d4 rounds between uses. All breath weapons deal 8d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 80- foot lines and cones increase to 40-foot cones. | 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 |
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 |
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 |
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 |
Plague Storm | Necromancy | You create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures in the area must save or contract one of the following diseases: blinding sickness, bubonic plague, cackle fever, demon fever, devil chills, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom (the disease is chosen by you when you cast the spell and applies to all creatures that fail the save). The disease is contracted immediately (the onset period does not apply) and is an instantaneous effect. The victim also takes a -2 penalty on saving throws against diseases. | 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 |
Insanity | Enchantment | The affected creature suffers from a continuous confusion effect, as the spell. | 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 |
Symbol of Weakness | Necromancy | This rune is activated by any creatures. Once triggered, a symbol of weakness remains active for 10 minutes per caster level and inflicts crippling weakness that deals 3d6 points of Strength damage to all creatures within 30 feet. A creature can only be affected by this symbol once per day. | 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 |
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 |
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 |
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 |
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. All of the target’s weapons (both natural and manufactured) inflict +1d6 points of fire damage on a hit (this bonus fire damage stacks with any amount of fire damage a creature’s weapons might already inflict). At any point during the spell’s duration, a creature bearing a firebrand can launch a beam of fire at any target within 30 feet as a swift action. This ray requires a ranged touch attack to hit and deals 6d6 points of fire damage. Once a creature uses its firebrand to fire a ray in this manner, the effects of the spell end for that 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 |
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 |
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. Any creature that currently has 201 or more hit points is unaffected. For 50 or less HP, the effect is permanent; for 51-100 HP. the duration is 1d4+1 minutes; for 101-200 HP, the duration is 1d4+1 rounds. | 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 |
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 |
Summon Greater Elemental | Conjuration | Summon Greater Elementals. | 7 |
Invisibility, Mass | Illusion | 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 |
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 |
Create Greater Undead | Necromancy | This spell summons a devourer or an advanced greater shadow. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 8 |
Death Clutch | Necromancy | Chanting an unholy litany, you reach out with a grasping motion toward your target and cause its heart to leap out of its chest and into your hand. 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. If the affected creature receives a regenerate spell before the beginning of your next turn, the creature gains the normal benefits of that spell and, thanks to its heart’s regeneration, it doesn’t immediately die when your next turn begins. If a creature that dies from death clutch is brought back from the dead by a breath of life or raise dead spell, it must also be targeted with regenerate on the following round to restore its missing heart or be unable to return to life. | 8 |
Dragonkind III | Transmutation | This spell functions as dragonkind II save that it also allows you to take the form of a huge dragon-like creature. 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. You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). You can use the breath weapon as often as you like, but you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones. | 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 round. | 8 |
Frightful Aspect | Transmutation | You become a larger, awful version of yourself and take on features that horrify your enemies. You gain the following abilities: a +6 size bonus to Strength, a+4 size bonus to Constitudtion, a +6 natural armor bonus, DR 10 /magic, and spell resistance equial to 10 + half your caster level. You also emit an aura that emanates 30 feet from you. Enemy creatures within the aura are shaken. Each time a creature shaken by this aura hits you with a melee attack. that creature becomes frightened for 1d4 rounds, though at the end of that duration it is no longer affected by this aura. The aura's effect is a fear and mind-affecting effect. | 8 |
Rift of Ruin | Conjuration | This spell tears a rift in reality, creating an extradimensional hole with a depth of 60 feet. | 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 |
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 |
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. You gain improved cover (+8 cover bonus to AC, +4 bonus on Reflex saves) against foes that do not have freedom of movement effects. You also gain immunity to fire. 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. |
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 |
Shout, Greater | Evocation | You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save. A shout spell cannot penetrate a silence spell. | 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 |
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 |
Mind Blank | Abjuration | This spell grants a +8 resistance bonus on saving thws against all mind-affecting spells and effects. | 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 |
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. The duration of the spell depends on the target's current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun. For 50 or less HP, the duration is 4d4 rounds; for 51-100 HP, the duration is 2d4 rounds; for 101-150 HP, the duration is 1d4 rounds. | 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 |
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 |
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. Any other creatures within the area take 1d8 points of electricity damage per caster level (maximum 20d8) and are stunned for 1 round. A successful Saving Throw halves the damage and negates the stun effect. | 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 |
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 |
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 |
Iron Body | Transmutation | This spell transforms your body into living iron, which grants you several powerful resistances and abilities. | 8 |
Clashing Rocks | Conjuration | 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. A creature struck by the clashing rocks takes 20d6 points of bludgeoning damage and is knocked prone. | 9 |
Dominate Monster | Enchantment | This spell functions like dominate person, except that the spell is not resprticted by creature type. | 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 |
Fiery Body | Transmutation | This spell transforms your body into living flame. You and your equipment are immune to fire damage. In fact, every time you would normally take damage from fire, you are instead healed of damage at a rate of 1 point per 3 points of damage the fire attack would have normally inflicted. You are immune to blindness, critical hits, ability score damage, disease, electricity, poison, and stunning. You have acid resistance 30. You take 150% as much damage from cold as normal. | 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. | 9 |
Meteor Swarm | Evocation | When you cast meteor swarm, you call a rain of meteors down upon an area, dealing 8d6 points of bludgeoning damage and 24d6 points of fire damage to every creature within it. A successful Reflex save halves this damage. Meteor swarm ignores spell resistance. | 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 |
Symbol of Vulnerability | Abjuration | This rune is activated by any creatures. Once triggered, a symbol of vulnerability remains active for 10 minutes per caster level and saps the defenses of all creatures within 30 feet. Affected creatures receive a -4 penalty to spell resistance and a -4 penalty on saving throws, their damage reduction (if any) is reduced by 10 (to a minimum of 0), and any energy resistances they have are suppressed. The effects last as long as the creature is within the area of effect, and for 1 round per caster level afterward. | 9 |
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. A flying creature incapable of hovering must land immediately in order to prostrate itself. These creatures are considered to be helpless for the duration of the spell. Each round on its turn, a target of this spell may attempt a new saving throw to end the effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this spell early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d4 rounds. A creature that makes the initial save to resist this spell is merely staggered for 1 round. | 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. You are never flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you +2 insight bonus to AC and on Reflex saves. | 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 |
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 |
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 |
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 |
Heroic Invocation | Enchantment | Using worlds of ancient power, you bestow heroic powers on all creatures subject to this spell. They gain a +4 morale bonus on attack and damage rolls, gain 2d8+4 temporary hit points, and become immune to both fear and charm effects for the spell’s duration. At the end of the spell’s duration, the subjects become fatigued. | 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. Whether or not the target saves, it takes 1 point of cold damage per caster level each round it is paralyzed or entangled in the ice. A creature can break the ice with a successful Strength check each round after receiving the effect (DC 15 + your caster level). | 9 |
Mind Blank, Communal | Abjuration | This spell functions like mind blank, except it affects all party members and it lasts for 4 hours. | 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 |
- Anonymous
- Anonymous
Missing spell lists for Magus and Bard.
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