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 SorcererShamanClericWizardOracle, 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 SpellsConjuration Spells, Illusion SpellsDivination SpellsEnchantment SpellsEvocation SpellsTransmutation 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

Lvl0
Lvl 1
Lvl 2
Lvl 3
Lvl 4
Lvl 5
Lvl 6
Lvl 7
Lvl 8
Lvl 9

 

Level 0

acid_splash_spell_pathfinder_kingmaker_wiki_guide_64pxAcid Splash

Conjuration

 

daze_spell_pathfinder_kingmaker_wiki_guide_64pxDaze

Enchantment

 

jolt_spell_pathfinder_kingmaker_wiki_guide_64pxJolt

Transmutation

 

light_spell_pathfinder_kingmaker_wiki_guide_64pxLight

Evocation

 

ray_of_frost_spell_pathfinder_kingmaker_wiki_guide_64pxRay of Frost

Evocation

 

resistance_spell_pathfinder_kingmaker_wiki_guide_64pxResistance

Abjuration

 

touch_of_fatigue_spell_pathfinder_kingmaker_wiki_guide_64pxTouch of Fatigue

Necromancy

 

disrupt_undead_spell_pathfinder_kingmaker_wiki_guide_64pxDisrupt Undead

Necromancy

 

flare_spell_pathfinder_kingmaker_wiki_guide_64pxFlare

Evocation

 

 

 

 

 

Level 1

burning_hands_spell_pathfinder_kingmaker_wiki_guide_64pxBurning Hands

Evocation

 

color_spry_spell_pathfinder_kingmaker_wiki_guide_64pxColor Spray

Illusion

 

corrosive_touch_spell_pathfinder_kingmaker_wiki_guide_64pxCorrosive Touch

Conjuration

 

ear-piercing_scream_spell_pathfinder_kingmaker_wiki_guide_64pxEar-Piercing Scream

Evocation

 

enlarge_person_spell_pathfinder_kingmaker_wiki_guide_64pxEnlarge Person

Transmutation

 

expeditious_retreat_spell_pathfinder_kingmaker_wiki_guide_64pxExpeditious Retreat

Transmutation

 

flare_burst_spell_pathfinder_kingmaker_wiki_guide_64pxFlare Burst

Evocation

 

hurricane_bow_spell_pathfinder_kingmaker_wiki_guide_64pxHurricane Bow

Transmutation

 

hypnotism_spell_pathfinder_kingmaker_wiki_guide_64pxHypnotism

Enchantment

 

mage_armor_spell_pathfinder_kingmaker_wiki_guide_64pxMage Armor

Conjuration

 

magic_missile_spell_pathfinder_kingmaker_wiki_guide_64pxMagic Missile

Evocation

 

protection_from_alignment_spell_pathfinder_kingmaker_wiki_guide_64pxProtection From Alignment

Abjuration

 

ray_of_efeeblement_spell_pathfinder_kingmaker_wiki_guide_64pxRay of Enfeeblement

Necromancy

 

ray_of_sickening_spell_pathfinder_kingmaker_wiki_guide_64pxRay of Sickening

Necromancy

 

grease_spell_pathfinder_kingmaker_wiki_guide_64pxGrease

Conjuration

 

sleep_spell_pathfinder_kingmaker_wiki_guide_64pxSleep

Enchantment

 

snowball_spell_pathfinder_kingmaker_wiki_guide_64pxSnowball

Conjuration

 

stone_fist_spell_pathfinder_kingmaker_wiki_guide_64pxStone Fist

Transmutation

 

stunning_barrier_spell_pathfinder_kingmaker_wiki_guide_64pxStunning Barrier

Abjuration

 

summon_monster_i_spell_pathfinder_kingmaker_wiki_guide_64pxSummon Monster I

Conjuration

 

reduce_person_spell_pathfinder_kingmaker_wiki_guide_64pxReduce Person

Transmutation

 

shield_spell_pathfinder_kingmaker_wiki_guide_64pxShield

Abjuration

 

shocking_grasp_pathfinder_kingmaker_wiki_guide_64pxShocking Grasp

Evocation

 

touch_of_greacelesseness_spell_pathfinder_kingmaker_wiki_guide_64pxTouch of Gracelessness

Transumtation

 

true_strike_spell_pathfinder_kingmaker_wiki_guide_64pxTrue Strike

Divination

 

vanish_spell_pathfinder_kingmaker_wiki_guide_64pxVanish

Illusion

 

cause_fear_spell_pathfinder_kingmaker_wiki_guide_64pxCause Fear

Necromancy

 

 

 

 

Level 2

acid_arrow_spell_pathfinder_kingmaker_wiki_guide_64pxAcid Arrow

Conjuration

 

bear's_endurance_spell_pathfinder_kingmaker_wiki_guide_64pxBear's Endurance

Transmutation

 

blindness_spell_pathfinder_kingmaker_wiki_guide_64pxBlindness

Necromancy

 

blur_spell_pathfinder_kingmaker_wiki_guide_64pxBlur

Illusion

 

boneshaker_spell_pathfinder_kingmaker_wiki_guide_64pxBoneshaker

Necromancy

 

burning_arc_spell_pathfinder_kingmaker_wiki_guide_64pxBurning Arc

Evocation


cat's_grace_spell_pathfinder_kingmaker_wiki_guide_64pxCat's Grace

Transmutation

 

eagle's_splendor_spell_pathfinder_kingmaker_wiki_guide_64pxEagle's Splendor

Transmutation

 

fox's_cunning_spell_pathfinder_kingmaker_wiki_guide_64pxFox's Cunning

Transmutation

 

frigid_touch_spell_pathfinder_kingmaker_wiki_guide_64pxFrigid Touch

Evocation

 

gitter_dust_spell_pathfinder_kingmaker_wiki_guide_64pxGlitterdust

Evocation

 

hideous_laughter_spell_pathfinder_kingmaker_wiki_guide_64pxHideous Laughter

Enchantment

 

invisibility_spell_pathfinder_kingmaker_wiki_guide_64pxInvisibility

Illusion

 

mirror_image_spell_pathfinder_kingmaker_wiki_guide_64pxMirror Image

Illusion


molten_orb_spell_pathfinder_kingmaker_wiki_guide_64pxMolten Orb

Evocation

 

owl's_wisdom_spell_pathfinder_kingmaker_wiki_guide_64pxOwl's Wisdom

Transmutation

 

protection_from_alignment_communal_spell_pathfinder_kingmaker_wiki_guide_64pxProtection from Alignment, Communal

Abjuration

 

protection_from_arrows_spell_pathfinder_kingmaker_wiki_guide_64pxProtection from Arrows

Abjuration

 

resist_energy_spell_pathfinder_kingmaker_wiki_guide_64pxResist Energy

Abjuration

 

scare_spell_pathfinder_kingmaker_wiki_guide_64pxScare

Necromancy

 

scorching_ray_spell_pathfinder_kingmaker_wiki_guide_64pxScorching Ray

Evocation

 

see_invisibility_spell_pathfinder_kingmaker_wiki_guide_64pxSee Invisibility

Divination


sense_vitals_spell_pathfinder_kingmaker_wiki_guide_64pxSense Vitals

Divination

 

summon_small_elemental_spell_pathfinder_kingmaker_wiki_guide_64pxSummon Small Elemental

Conjuration

 

web_spell_pathfinder_kingmaker_wiki_guide_64pxWeb

Transmutation

 

bull's_strength_spell_pathfinder_kingmaker_wiki_guide_64pxBull's Strength

Transmutation

 

summon_monster_ii_spell_pathfinder_kingmaker_wiki_guide_64pxSummon Monster II

Conjuration

 

pernicious_poison_spell_pathfinder_kingmaker_wiki_guide_64pxPernicious Poison

Necromancy

 

false_life_spell_pathfinder_kingmaker_wiki_guide_64pxFalse Life

Necromancy

 

stone_call_spell_pathfinder_kingmaker_wiki_guide_64pxStone Call

Conjuration

 

 

 

 

 

Level 3

beast_shape_i_spell_pathfinder_kingmaker_wiki_guide_64pxBeast Shape I

Transmutation

 

deep_slumber_spell_pathfinder_kingmaker_wiki_guide_64pxDeep Slumber

Enchantment

 

dispel_magic_spell_pathfinder_kingmaker_wiki_guide_64pxDispel Magic

Abjuration

 

displacement_spell_pathfinder_kingmaker_wiki_guide_64pxDisplacement

Illusion

 

fireball_spell_pathfinder_kingmaker_wiki_guide_64pxFireball

Evocation

 

protection_from_arrows_communal_spell_pathfinder_kingmaker_wiki_guide_64pxProtection from Arrows, Communal

Abjuration

 

protection_from_energy_spell_pathfinder_kingmaker_wiki_guide_64pxProtection from Energy

Abjuration

 

resist_energy_communal_spell_pathfinder_kingmaker_wiki_guide_64pxResist Energy, Communal

Abjuration

 

see_invisibility_communal_spell_pathfinder_kingmaker_wiki_guide_64pxSee Invisibility, Communal

Divination

 

slow_spell_pathfinder_kingmaker_wiki_guide_64pxSlow

Transmutation

 

haste_spell_pathfinder_kingmaker_wiki_guide_64pxHaste

Transmutation

 

heroism_spell_pathfinder_kingmaker_wiki_guide_64pxHeroism

Enchantment

 

hold_person_spell_pathfinder_kingmaker_wiki_guide_64pxHold Person

Enchantment

 

lightning_bolt_spell_pathfinder_kingmaker_wiki_guide_64pxLightning Bolt

Evocation

 

stinking_cloud_spell_pathfinder_kingmaker_wiki_guide_64pxStinking Cloud

Conjuration


summon_monster_ii_spell_pathfinder_kingmaker_wiki_guide_64pxSummon Monster III

Conjuration

 

vampiric_touch_spell_pathfinder_kingmaker_wiki_guide_64pxVampiric Touch

Necromancy

 

rage_spell_pathfinder_kingmaker_wiki_guide_64pxRage

Enchantment

 

 

 

 

Level 4

animate_dead_spell_pathfinder_kingmaker_wiki_guide_64pxAnimate Dead

Necromancy

 

beast_shape_ii_spell_pathfinder_kingmaker_wiki_guide_64pxBeast Shape II

Transmutation

 

bestow_curse_spell_pathfinder_kingmaker_wiki_guide_64pxBestow Curse

Necromancy

 

boneshatter_spell_pathfinder_kingmaker_wiki_guide_64pxBoneshatter

Necromancy

 

confusion_spell_pathfinder_kingmaker_wiki_guide_64pxConfusion

Enchantment

 

contagion_spell_pathfinder_kingmaker_wiki_guide_64pxContagion

Necromanc

 

controlled_fireball_spell_pathfinder_kingmaker_wiki_guide_64pxControlled Fireball

Evocation

 

crushing_despair_spell_pathfinder_kingmaker_wiki_guide_64pxCrushing Despair

Enchantment

 

dragon's_breath_spell_pathfinder_kingmaker_wiki_guide_64pxDragon's Breath

Evocation

 

elemental_body_i_spell_pathfinder_kingmaker_wiki_guide_64pxElemental Body I

Transmutation

 

enervation_spell_pathfinder_kingmaker_wiki_guide_64pxEnervation

Necromancy

 

enlarge_person_mas_spell_pathfinder_kingmaker_wiki_guide_64pxEnlarge Person, Mass

Transmutation

 

false_life_greater_spell_pathfinder_kingmaker_wiki_guide_64pxFalse Life, Greater

Necromancy

 

fear_spell_pathfinder_kingmaker_wiki_guide_64pxFear

Necromancy


greater_invisibility_spell_pathfinder_kingmaker_wiki_guide_64pxGreater Invisibility

Illusion

 

ice_storm_spell_pathfinder_kingmaker_wiki_guide_64pxIce Storm

Evocation

 

overwhelming_grief_spell_pathfinder_kingmaker_wiki_guide_64pxOverwhelming Grief

Enchantment

 

phantasmal_killer_spell_pathfinder_kingmaker_wiki_guide_64pxPhantasmal Killer

Illusion

 

protection_from_energy_communal_spell_pathfinder_kingmaker_wiki_guide_64pxProtection from Energy, Communal

Abjuration

 

rainbow_pattern_spell_pathfinder_kingmaker_wiki_guide_64pxRainbow Pattern

Illusion

 

reduce_person_mas_spell_pathfinder_kingmaker_wiki_guide_64pxReduce Person, Mass

Transmutation

 

remove_curse_spell_pathfinder_kingmaker_wiki_guide_64pxRemove Curse

Abjuration


shout_spell_pathfinder_kingmaker_wiki_guide_64pxShout

Evocation

 

touch_of_slime_spell_pathfinder_kingmaker_wiki_guide_64pxTouch of Slime

Conjuration

 

volcanic_storm_spell_pathfinder_kingmaker_wiki_guide_64pxVolcanic Storm

Evocation

 

stone_skin_spell_pathfinder_kingmaker_wiki_guide_64pxStoneskin

Abjuration

 

summon_medium_elemental_spell_pathfinder_kingmaker_wiki_guide_64pxSummon Medium Elemental

Conjuration

 

summon_monster_iv_spell_pathfinder_kingmaker_wiki_guide_64pxSummon Monster IV

Conjuration

 

obsidian_flow_spell_pathfinder_kingmaker_wiki_guide_64pxObsidian Flow

Transmutation

 

dimension_door_spell_pathfinder_kingmaker_wiki_guide_64pxDimension Door

Conjuration

 

 

 

 

Level 5

acid_spray_spell_pathfinder_kingmaker_wiki_guide_64pxAcid Spray

Conjuration

 

angelic_aspect_spell_pathfinder_kingmaker_wiki_guide_64pxAngelic Aspect

Transmutation

 

animal_growth_spell_pathfinder_kingmaker_wiki_guide_64pxAnimal Growth

Transmutation

 

baleful_polymorph_spell_pathfinder_kingmaker_wiki_guide_64pxBaleful Polymorph

Transmutation

 

beast_shape_iii_spell_pathfinder_kingmaker_wiki_guide_64pxBeast Shape III

Transmutation

 

break_enchantment_spell_pathfinder_kingmaker_wiki_guide_64pxBreak Enchantment

Abjuration


cloudkill_spell_pathfinder_kingmaker_wiki_guide_64pxCloudkill

Conjuration

 

dominate_person_spell_pathfinder_kingmaker_wiki_guide_64pxDominate Person

Enchantment

 

echolocation_spell_pathfinder_kingmaker_wiki_guide_64pxEcholocation

Transmutation

 

elemental_body_ii_spell_pathfinder_kingmaker_wiki_guide_64pxElemental Body II

Transmutation

 

feeblemind_spell_pathfinder_kingmaker_wiki_guide_64pxFeeblemind

Enchantment

 

fire_snake_spell_pathfinder_kingmaker_wiki_guide_64pxFire Snake

Evocation

 

geniekind_spell_pathfinder_kingmaker_wiki_guide_64pxGeniekind

Transmutation


hold_monster_spell_pathfinder_kingmaker_wiki_guide_64pxHold Monster

Enchantment

 

phantasmal_web_spell_pathfinder_kingmaker_wiki_guide_64pxPhantasmal Web

Illusion

 

polymorph_spell_pathfinder_kingmaker_wiki_guide_64pxPolymorph

Transmutation

 

shadow_evocation_spell_pathfinder_kingmaker_wiki_guide_64pxShadow Evocation

Illusion

 

stoneskin_communal_spell_pathfinder_kingmaker_wiki_guide_64pxStoneskin, Communal

Abjuration

 

summon_large_elemental_spell_pathfinder_kingmaker_wiki_guide_64pxSummon Large Elemental

Conjuration

 

summon_monster_v_spell_pathfinder_kingmaker_wiki_guide_64pxSummon Monster V

Conjuration


vampiric_shadow_shield_spell_pathfinder_kingmaker_wiki_guide_64pxVampiric Shadow Shield

Necromancy

 

waves_of_fatigue_spell_pathfinder_kingmaker_wiki_guide_64pxWaves of Fatigue

Necromancy

 

dismissal_spell_pathfinder_kingmaker_wiki_guide_64pxDismissal

Abjuration

 

icy_prison_spell_pathfinder_kingmaker_wiki_guide_64pxIcy Prison

Evocation

 

mind_fog_spell_pathfinder_kingmaker_wiki_guide_64pxMind Fog

Enchantment

 

cone_of_cold_spell_pathfinder_kingmaker_wiki_guide_64pxCone of Cold

Evocation

 

constricting_coils_spell_pathfinder_kingmaker_wiki_guide_64pxConstricting Coils

Enchantment

 

 

 

 

Level 6

acid_fog_spell_pathfinder_kingmaker_wiki_guide_64pxAcid Fog

Conjuration

 

banshee_blast_spell_pathfinder_kingmaker_wiki_guide_64pxBanshee Blast

Necromancy

 

bear's_endurance_mass_spell_pathfinder_kingmaker_wiki_guide_64pxBear's Endurance, Mass

Transmutation

 

beast_shape_iv_spell_pathfinder_kingmaker_wiki_guide_64pxBeast Shape IV

Transmutation

 

bull's_strength_mass_spell_pathfinder_kingmaker_wiki_guide_64pxBull's Strength, Mass

Transmutation

 

cat's_grace_mass_spell_pathfinder_kingmaker_wiki_guide_64pxCat's Grace, Mass

Transmutation


chain_lightning_spell_pathfinder_kingmaker_wiki_guide_64pxChain Lightning

Evocation

 

chains_of_light_spell_pathfinder_kingmaker_wiki_guide_64pxChains of Light

Conjuration

 

cloak_of_dreams_spell_pathfinder_kingmaker_wiki_guide_64pxCloak of Dreams

Enchantment

 

cold_ice_strike_spell_pathfinder_kingmaker_wiki_guide_64pxCold Ice Strike

Evocation

 

desintegrate_spell_pathfinder_kingmaker_wiki_guide_64pxDisintegrate

Transmutation

 

dispel_magic_greater_spell_pathfinder_kingmaker_wiki_guide_64pxDispel Magic, Greater

Abjuration

 

dragonkind_i_spell_pathfinder_kingmaker_wiki_guide_64pxDragonkind I

Transmutation

 

eagle's_splendor_mass_spell_pathfinder_kingmaker_wiki_guide_64pxEagle's Splendor, Mass

Transmutation


elemental_assessor_spell_pathfinder_kingmaker_wiki_guide_64pxElemental Assessor

Evocation

 

elemental_body_iii_spell_pathfinder_kingmaker_wiki_guide_64pxElemental Body III

Transmutation

 

fox's_cunning_mass_spell_pathfinder_kingmaker_wiki_guide_64pxFox's Cunning, Mass

Transmutation

 

hellfire_ray_spell_pathfinder_kingmaker_wiki_guide_64pxHellfire Ray

Evocation

 

heroism_greater_spell_pathfinder_kingmaker_wiki_guide_64pxHeroism, Greater

Enchantment

 

owl's_wisdom_mass_spell_pathfinder_kingmaker_wiki_guide_64pxOwl's Wisdom, Mass

Transmutation

 

phantasmal_putrefaction_spell_pathfinder_kingmaker_wiki_guide_64pxPhantasmal Putrefaction

Illusion

 

serenity_spell_pathfinder_kingmaker_wiki_guide_64pxSerenity

Enchantment


sirocco_spell_pathfinder_kingmaker_wiki_guide_64pxSirocco

Evocation

 

stone_to_flesh_spell_pathfinder_kingmaker_wiki_guide_64pxStone to Flesh

Transmutation

 

summon_monster_vi_spell_pathfinder_kingmaker_wiki_guide_64pxSummon Monster VI

Conjuration

 

tar_pool_spell_pathfinder_kingmaker_wiki_guide_64pxTar Pool

Transmutation

 

true_seeing_spell_pathfinder_kingmaker_wiki_guide_64pxTrue Seeing

Divination

 

undeath_to_death_spell_pathfinder_kingmaker_wiki_guide_64pxUndeath to Death

Necromancy

 

transformation_spell_pathfinder_kingmaker_wiki_guide_64pxTransformation

Transmutation

 

summon_huge_elemental_spell_pathfinder_kingmaker_wiki_guide_64pxSummon Huge Elemental

Conjuration

 

eyebite_spell_pathfinder_kingmaker_wiki_guide_64pxEyebite

Necromancy

 

circle_of_death_spell_pathfinder_kingmaker_wiki_guide_64pxCircle of Death

Necromancy

 

 

 

 

 

Level 7

banishment_spell_pathfinder_kingmaker_wiki_guide_64pxBanishment

Abjuration

 

caustic_eruption_spell_pathfinder_kingmaker_wiki_guide_64pxCaustic Eruption

Evocation

 

great_undead_spell_pathfinder_kingmaker_wiki_guide_64pxGreater Undead

Necromancy

 

dragonkind_ii_spell_pathfinder_kingmaker_wiki_guide_64pxDragonkind II

Transmutation

 

elemental_body_iv_spell_pathfinder_kingmaker_wiki_guide_64pxElemental Body IV

Transmutation

 

finger_of_death_spell_pathfinder_kingmaker_wiki_guide_64pxFinger of Death

Necromancy

 

joyful_rapture_spell_pathfinder_kingmaker_wiki_guide_64pxJoyful Rapture

Conjuration

 

ki_shout_spell_pathfinder_kingmaker_wiki_guide_64pxKi Shout

Evocation

 

legendary_proportions_spell_pathfinder_kingmaker_wiki_guide_64pxLegendary Proportions

Transmutation

 

plague_storm_spell_pathfinder_kingmaker_wiki_guide_64pxPlague Storm

Necromancy

 

polymorph_greater_spell_pathfinder_kingmaker_wiki_guide_64pxPolymorph, Greater

Transmutation

 

insanity_spell_pathfinder_kingmaker_wiki_guide_64pxInsanity

Enchantment

 

umbral_strike_spell_pathfinder_kingmaker_wiki_guide_64pxUmbral Strike

Necromancy

 

waves_of_ecstacy_spell_pathfinder_kingmaker_wiki_guide_64pxWaves of Ecstasy

Enchantment

 

waves_of_exhaustation_spell_pathfinder_kingmaker_wiki_guide_64pxWaves of Exhaustion

Necromancy

 

summon_monster_vii_spell_pathfinder_kingmaker_wiki_guide_64pxSummon Monster VII

Conjuration

 

firebrand_spell_pathfinder_kingmaker_wiki_guide_64pxFirebrand

Transmutation

 

power_word_blind_spell_pathfinder_kingmaker_wiki_guide_64pxPower Word Blind

Enchantment


prismatic_spray_spell_pathfinder_kingmaker_wiki_guide_64pxPrismatic Spray

Evocation

 

resonating_word_spell_pathfinder_kingmaker_wiki_guide_64pxResonating Word

Transmutation

 

summon_greater_elemental_spell_pathfinder_kingmaker_wiki_guide_64pxSummon Greater Elemental

Conjuration

 

invisibility_mass_spell_pathfinder_kingmaker_wiki_guide_64pxInvisibility, Mass

Ilussion

 

 

 

 

 

Level 8

angelic_aspect_greater_spell_pathfinder_kingmaker_wiki_guide_64pxAngelic Aspect, Greater

Transmutation

 

death_clutch_spell_pathfinder_kingmaker_wiki_guide_64pxDeath Clutch

Necromancy

 

dragonkind_iii_greater_spell_pathfinder_kingmaker_wiki_guide_64pxDragonkind III

Transmutation

 

euphoric_tranquility_aspect_greater_spell_pathfinder_kingmaker_wiki_guide_64pxEuphoric Tranquility

Enchantment

 

frightful_aspect_spell_pathfinder_kingmaker_wiki_guide_64pxFrightful Aspect

Transmutation

 

prediction_of_failure_spell_pathfinder_kingmaker_wiki_guide_64pxPrediction of Failure

Divination

 

protection_from_spells_spell_pathfinder_kingmaker_wiki_guide_64pxProtection from Spells

Abjuration

 

sea_mantle_spell_pathfinder_kingmaker_wiki_guide_64pxSeamantle

Conjuration

 

shadow_evocation_greater_spell_pathfinder_kingmaker_wiki_guide_64pxShadow Evocation, Greater

Illusion

 

shout_greater_spell_pathfinder_kingmaker_wiki_guide_64pxShout, Greater

Evocation

 

horrid_wilting_spell_pathfinder_kingmaker_wiki_guide_64pxHorrid Wilting

Necromancy


mind_blank_spell_pathfinder_kingmaker_wiki_guide_64pxMind Blank

Abjuration

 

polar_ray_spell_pathfinder_kingmaker_wiki_guide_64pxPolar Ray

Evocation

 

power_word_stun_spell_pathfinder_kingmaker_wiki_guide_64pxPower Word Stun

Enchantment

stormbolts_spell_pathfinder_kingmaker_wiki_guide_64pxStormbolts

Evocation


summon_elder_elemental_spell_pathfinder_kingmaker_wiki_guide_64pxSummon Elder Elemental

Conjuration

 

summon_monster_viii_spell_pathfinder_kingmaker_wiki_guide_64pxSummon Monster VIII

Conjuration

 

sunburst_spell_pathfinder_kingmaker_wiki_guide_64pxSunburst

Evocation

 

 

 

 

Level 9

clashing_rocks_spell_pathfinder_kingmaker_wiki_guide_64pxClashing Rocks

Conjuration

 

dominate_monster_spell_pathfinder_kingmaker_wiki_guide_64pxDominate Monster

Enchantment

 

energy_drain_spell_pathfinder_kingmaker_wiki_guide_64pxEnergy Drain

Necromancy

 

fiery_body_spell_pathfinder_kingmaker_wiki_guide_64pxFiery Body

Transmutation

 

weird_spell_pathfinder_kingmaker_wiki_guide_64pxWeird

Illusion

 

summon_monster_ix_spell_pathfinder_kingmaker_wiki_guide_64pxSummon Monster IX

Conjuration

 

overwhelming_presence_spell_pathfinder_kingmaker_wiki_guide_64pxOverwhelming Presence

Enchantment

 

foresight_spell_pathfinder_kingmaker_wiki_guide_64pxForesight

Divination

 

power_word_kill_spell_pathfinder_kingmaker_wiki_guide_64pxPower Word Kill

Enchantment

 

tsunami_spell_pathfinder_kingmaker_wiki_guide_64pxTsunami

Conjuration

 

wailing_banshee_spell_pathfinder_kingmaker_wiki_guide_64pxWail of the Banshee

Necromancy

 

heoric_invocation_spell_pathfinder_kingmaker_wiki_guide_64pxHeroic Invocation

Enchantment

 

icy_prison_mass_spell_pathfinder_kingmaker_wiki_guide_64pxIcy Prison, Mass

Evocation

 

mind_blank_communal_spell_pathfinder_kingmaker_wiki_guide_64pxMind Blank, Communal

Abjuration

 

 

 

Wizard Spells IN PATHFINDER: WRATH OF THE RIGHTEOUS

Quick Search of All Wizard Spells

Name 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
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 Spry 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
Stone Fist Transmutation This spell transforms your hands into living stone. While this spell is in effect, your unarmed strikes do not provoke attacks of opportunity and deal 1d6 points of lethal bludgeoning damage (1d4 if you are Small) 1
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
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
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
Summon Small Elemental Elemental Summon Small Elemental 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
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
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
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
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
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
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
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. 3
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
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
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
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
Shout Evocation You emit an ear-splitting yell that stuns and damages creatures in its path. Any creature within the area is stunned for 1 round and takes 5d6 points of sonic damage. A successful save negates the stun and reduces the damage by half.  4
Touch of Slime Conjuration You create a coating of slime on your hand. When you make a successful melee touch attack with the slime, it pulls free of you and sticks to the target, at which point it acts like green slime, dealing 1s3 points of Constitution damage per round. 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
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
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
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
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.

 

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
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.  4
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
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
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
Greater Undead Necromancy A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create are based on your caster level, as shown on the table below. 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
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
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
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
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
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
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
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
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
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
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. 8
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
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
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
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




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