Warpriest Spells in Pathfinder: Wrath of the Righteous covers a list of all Spells available for the Warpriest Class. 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.
Warpriest Spells
Lvl 1
Lvl 2
Lvl 3
Lvl 4
Lvl 5
Lvl 6
Level 1
Divine Favor
Evocation
Doom
Necromancy
Firebelly
Abjuration
Inflict Light Wounds
Necromancy
Magic Weapon
Transmutation
Protection from Alignment
Abjuration
Ray of Sickening
Necromancy
Remove Fear
Abjuration
Remove Sickness
Conjuration
Shield of Faith
Abjuration
Stunning Barrier
Abjuration
Summon Monster I
Conjuration
Unbreakable Heart
Enchantment
Haze of Dreams
Enchantment
Level 2
Arrow of Law
Evocation
Aid
Enchantment
Align Weapon
Transmutation
Bear's Endurance
Transmutation
Blessing of Courage and Life
Conjuration
Blessing of Luck and Resolve
Enchantment
Boneshaker
Necromancy
Bull's Strength
Transmutation
Cure Moderate Wounds
Conjuration
Delay Poison
Conjuration
Eagle's Splendor
Transmutation
Effortless Armor
Transmutation
Find Traps
Divination
Grace
Abjuration
Inflict Moderate Wounds
Necromancy
Owl's Wisdom
Transmutation
Protection from Alignment, Communal
Abjuration
Remove Paralysis
Conjuration
Resist Energy
Abjuration
Restoration, Lesser
Conjuration
Sound Burst
Evocation
Summon Small Elemental
Conjuration
Summon Monster II
Conjuration
Hold Person
Enchantment
Level 3
Blindness
Necromancy
Archon's Aura
Evocation
Bestow Curse
Necromancy
Contagion
Necromancy
Cure Serious Wounds
Conjuration
Delay Poison, Communal
Conjuration
Dispel Magic
Abjuration
Inflict Serious Wounds
Necromancy
Magical Vestment
Transmutation
Prayer
Enchantment
Protection From Energy
Abjuration
Remove Blindness
Conjuration
Remove Curse
Abjuration
Remove Disease
Conjuration
Resist Energy, Communal
Abjuration
Searing Light
Evocation
Summon Monster III
Conjuration
Animate Dead
Necromancy
Level 4
Greater Magic Weapon
Transmutation
Neutralize Poison
Conjuration
Poison
Conjuration
Spit Venom
Transmutation
Chaos Hammer
Evocation
Crusader's Edge
Transmutation
Cure Critical Wounds
Conjuration
Death Ward
Necromancy
Divine Power
Evocation
Freedom of Movement
Abjuration
Holy Smite
Evocation
Inflict Critical Wounds
Necromancy
Order's Wrath
Evocation
Protection from Energy, Communal
Abjuration
Restoration
Conjuration
Shield of Dawn
Evocation
Summon Medium Elemental
Conjuration
Summon Monster IV
Conjuration
Symbol of Revelation
Divination
Unholy Blight
Evocation
Dismissal
Abjuration
Level 5
Angelic Aspect
Transmutation
Boneshatter
Necromancy
Break Enchantment
Abjuration
Breath of Life
Conjuration
Burst of Glory
Enchantment
Cleanse
Evocation
Greater Command
Enchantment
Constricting Coils
Enchantment
Cure Light Wounds, Mass
Conjuration
Disrupting Weapon
Transmutation
Flame Strike
Evocation
Geniekind
Transmutation
Inflict Light Wounds, Mass
Necromancy
Pillar of Life
Conjuration
Profane Nimbus
Evocation
Raise Dead
Conjuration
Righteous Might
Transmutation
Sacred Nimbus
Evocation
Slay Living
Necromancy
Spell Resistance
Abjuration
Summon Large Elemental
Conjuration
Summon Monster V
Conjuration
True Seeing
Divination
Vinetrap
Conjuration
Level 6
Blessing of Luck and Resolve, Mass
Enchantment
Chains of Light
Conjuration
Eaglesoul
Conjuration
True Seeing, Communal
Divination
Bear's Endurance, Mass
Transmutation
Blade Barrier
Evocation
Bull's Strength, Mass
Transmutation
Cold Ice Strike
Evocation
Dispel Magic, Greater
Abjuration
Cure Moderate Wounds, Mass
Conjuration
Eagle's Splendor, Mass
Transmutation
Elemental Assessor
Transmutation
Harm
Necromancy
Heal
Conjuration
Hellfire Ray
Evocation
Inflict Moderate Wounds, Mass
Necromancy
Inspiring Recovery
Conjuration
Owl's Wisdom, Mass
Transmutation
Plague Storm
Necromancy
Summon Huge Elemental
Conjuration
Summon Monster VI
Conjuration
Undeath to Death
Necromancy
Banishment
Abjuration
Create Undead
Necromancy
Joyful Rapture
Conjuration
Warpriest Spells IN PATHFINDER: WRATH OF THE RIGHTEOUS
Quick Search of All Warpriest Spells
Spell |
School |
Description |
Level |
Bane | Enchantment | Bane fills your enemies with fear and doubt. Each affected creature takes a –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects. Bane counters and dispels bless. | 1 |
Bless | Enchantment | Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane. |
1 |
Cause Fear | Necromancy | The affected creature becomes frightened. If the subject succeeds at a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear dispels remove fear. | 1 |
Command | Enchantment | You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options. | 1 |
Cure Light Wounds | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since the undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. | 1 |
Divine Favor | Evocation | Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The damage bonus doesn't apply to spell damage. | 1 |
Doom | Necromancy | The spell fills single subject with a feeling of horrible dread that causes it to become shaken. | 1 |
Firebelly | Abjuration | A magical fire warms your belly, granting you fire resistance 5 and making your gut hot to the touch (but not enough to damage you or anything else). | 1 |
Inflict Light Wounds | Necromancy | When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
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 |
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 Sickening | Necromancy | The subject is immediately sickened for the spell's duration. a successful Fortitude save negates the effect. | 1 |
Remove Fear | Abjuration | You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell. | 1 |
Remove Sickness | Conjuration | You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against disease, nausea, and sickened effects. If the subject is already under the influence of one these effects when receiving the spell, that effect is suppressed for the duration of the spell. |
1 |
Shield of Faith | Abjuration | This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an addition +1 to the bonus for every six levels you have (maximum +5 deflection bonus 18 level). | 1 |
Stunning Barrier | Abjuration | You are closely surrounded by barely visible magical field. The field provides a +1 deflection bonus to AC and a +1 resistance bonus on saves. Any creature that strikes you with a melee attack is stunned for 1 round ( Will negates). Once the field has stunned an opponent, the spell is discharged. | 1 |
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 |
Unbreakable Heart | Enchantment | The target creature gains a +4 morale bonus on saving throws against mind-affecting effects that rely on negative emotions (such as crushing despair, rage or dear effects) or that would force them to harm an ally (such as confusion)/ If the target is already under such an effect when receiving this spell, that effect is suppressed for the duration of this spell. | 1 |
Haze of Dreams | Enchantment | You fill an enemy's head with waking dreams, a reminder of the pleasures, delights, and terrors to be found in the dream world. While in this strange dream state, the target ,moves at half its normal speed. Multiple haze of dreams effects do not stack, nor does this spell's effect stack with slow. | 1 |
Arrow of Law | Evocation | You fire a shimmering arrow of pure order from your holy symbol at any one target in range as a ranged touch attack. | 2 |
Aid | Enchantment | Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th). | 2 |
Align Weapon | Transmutation | A weapon that is aligned can bypass the damage reduction of certain creatures. | 2 |
Bear's Endurance | Transmutation | Grants a +4 enhancement to constitution | 2 |
Blessing of Courage and Life | Conjuration | With this prayer you provide long-lasting succor to a wounded creature. For as long as the effect last, the target receives a +2 morale bonus on saving throws against fear and death effects. | 2 |
Blessing of Luck and Resolve | Enchantment | A favored blessing of halfing clerics, this spell grants its target a +2 morale bonus on saving throws against fear efffects. | 2 |
Boneshaker | Necromancy | You take control of a target living creature's skeleton. A creature has its skeleton rattle within its flesh causing grievous harm. The target takes 3d6 points of damage, plus 1d6 additional points of damage per 2 caster levels. | 2 |
Bull's Strength | Transmutation | Grants a +4 enhancement to strength | 2 |
Cure Moderate Wounds | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10). Since undead are powered of curing their wounds. An undead creature can apply spell resistance and can attempt a Will save to take half damage. | 2 |
Delay Poison | Conjuration | The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done. | 2 |
Eagle's Splendor | Transmutation | The transmuted creature becomes more poised, articulate, and personally forceful. | 2 |
Effortless Armor | Transmutation | Armor you wear no longer reduces your speed. You also reduce the armor's armor check penalty by 1 + 1 per five caster levels (maximum 5). | 2 |
Find Traps | Divination | You gain intuitive insight into the workings of traps. You gain an insight bonus equal to 1/2 your caster level (maximum +10) on Perception checks while the spell is in effect. | 2 |
Grace | Abjuration | Until the end of the round, your movement does not provoke attacks of opportunity. | 2 |
Inflict Moderate Wounds | Necromancy | When laying your hand upon a creature, you channel negative energy that deals 2d8 points of damage +1 point per caster level (maximum +10). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
2 |
Owl's Wisdom | Transmutation | Grants a +4 enhancement to wisdom. | 2 |
Protection from Alignment, Communal | Abjuration | All allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by creatures with corresponding alignments. | 2 |
Remove Paralysis | Conjuration | Removes paralysis from target creature. | 2 |
Resist Energy | Abjuration | The subject gains resist energy 10 against the energy type chosen, meaning that each the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. | 2 |
Restoration, Lesser | Conjuration | Lesser restoration dispels any temporary magical effects reducing one of the subject's ability scores ( it does not remove permanent effects such as curses or diseases) or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It does not restore permanent ability drain. | 2 |
Sound Burst | Evocation | You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed at a Fortitude save to avoid being stunned for 1 round. | 2 |
Summon Small Elemental | Conjuration | This spell summons an extraplanar wolf or 1d3 extraplanar dogs. | 2 |
Summon Monster II | Conjuration | This spell summons an extraplanar wolf or 1d3 extraplanar dogs. The summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 2 |
Hold Person | Enchantment | The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round, the subject may attempt a new saving throw to end the effect. | 2 |
Blindness | Necromancy | You call upon the powers of unlife to render the subject blinded. | 3 |
Archon's Aura | Evocation | You gain a powerful aura, similar to an archon's aura of menace. Amu hostile creature within a 20-foot radius of you must succeed at a Will save to resist the effects of this aura. | 3 |
Bestow Curse | Necromancy | You place a curse on the subject. Curse of Feeble Body, Curse of Weakness, Curse of Idiocy. | 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 |
Cure Serious Wounds | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage +1 point per caster level (maximum +15). | 3 |
Delay Poison, Communal | Conjuration | Any ally within 30 feet becomes temporarily immune to poison. | 3 |
Dispel Magic | Abjuration | You can use dispel magic to end one ongoing spell that has been cast on a creature or one area effect from a spell in the selected point. | 3 |
Inflict Serious Wounds | Necromancy | When laying your hand upon a creature, you channel negative energy that deals 3d8 points of damage + 1point per caster level (maximum +15). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
3 |
Magical Vestment | Transmutation | You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels ( maximum +5 at 20th level). An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell. |
3 |
Prayer | Enchantment | You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls. saves, and skill checks, while each of your foes takes a -1 penalty on such rolls. | 3 |
Protection from Energy | Abjuration | Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire or sonic). When the spell absorbs 12 points per caster level of energy damage ( to a maximum of 120 points at 10 levels), it is discharged. | 3 |
Remove Blindness | Conjuration | Remove blindness cures blindness, whether the effect is normal or magical in nature. | 3 |
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. | 3 |
Remove Disease | Conjuration | Remove disease can cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. | 3 |
Resist Energy, Communal | Abjuration | This abjuration grants all allies within a 25-foot radius limited protection from danger of whichever one of five energy types you select: acid, cold, electricity, fire or sonic. | 3 |
Searing Light | Evocation | Focusing divine power like a ray of the sun, you protect a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. | 3 |
Summon Monster III | Conjuration | This spell summons an extraplanar monitor lizard, 1d3 extraplanar wolves, or 1d4+1 extraplanar dogs. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 3 |
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 |
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. | 4 |
Neutralize Poison | Conjuration | You detoxify any sort of venom in the creature or object touched. | 4 |
Poison | Conjuration | Call upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a succsesful melee touch atack. | 4 |
Spit Venom | Transmutation | You spit a stream of venom at a target using ranged touch attack. If the venom hits, it causes blindness for one round. The target must also save or be poisoned by black adder venom; the DC in successive rounds of the poison is equal to the spell's DC. | 4 |
Chaos Hammer | Evocation | You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of chaotic) leaping, ricocheting energy. only lawful and neutral (not chaotic) creatures are harmed by the spell. | 4 |
Crusader's Edge | Transmutation | When you cast this spell on a melee weapon in your primary hand, you imbue it with a powerful holy energy, granting your primary weapon the bane weapon quality against evil outsiders. | 4 |
Cure Critical Wounds | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 4d8 points of damage +1 point per caster level (maximum +20). | 4 |
Death Ward | Necromancy | The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is immune to energy drain and any negative energy effects, including channeled negative energy. | 4 |
Divine Power | Evocation | Calling upon the diving power of your patron, you imbue yourself with strength and skill in combat. You gain a+1 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength- based skill | 4 |
Freedom of Movement | Abjuration | This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combats maneuver checks made to grapple the target automatically fail. | 4 |
Holy Smite | Evocation | Deals 1d8 points per 2 caster levels (5d8 max) causing target to become blinded for 1 round | 4 |
Inflict Critical Wounds | Necromancy | When laying your hand upon a creature, you channel negative energy that deals 4d8 points of damage +1 point per caster level (maximum +20). Since undead area powered by negative energy, this spells cures such a creature of a like amount of damage, rather than harming it. |
4 |
Order's Wrath | Evocation | You channel lawful power to smite enemies. The power takes the form of a three-dimentsional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell. | 4 |
Protection from Energy, Communal | Abjuration | Protection from energy grants all allies within a 25-foot radius temporary immunity to the type of energy you specify when you cast it (acid, cold electricity, fire, or sonic). | 4 |
Restoration | Conjuration | This spell functions lik ea lesser restoration, except that it also dispels temporary negative levels or one permanent negative level. | 4 |
Shield of Dawn | Evocation | Any creature that strikes yo uwith a melee attack deals normal damage, but also takes 1d6 points of fire damage +1 point per caster level (maximum +15). Creatures with reach weapons are not subject to this damage if they attack you. | 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 |
Symbol of Revelation | Divination | This rune is only activated by invisible creatures, creatures affected by an illusion effect, creatures with the shapechanger subtype, or creatures that have magically changed their shape. | 4 |
Unholy Blight | Evocation | You call up unholy power to smite your enmeies. The power takes the forma of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell. | 4 |
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 |
Angelic Aspect | Transmutation | You take on an aspect of an angelic being, including some of its physical characteristics. | 5 |
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. | 5 |
Break Enchantment | Abjuration | This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. | 5 |
Breath of Life | Conjuration | This spell cures 5d8 points of damage + 1 point per caster level (maximum +25). | 5 |
Burst of Glory | Enchantment | Allies in the area of this spell at the time of casting gain a +1 sacred bonus on attack rolls and saves against fear effects, plus 1 temporary hit point per caster level (maximum 20). | 5 |
Cleanse | Evocation | This spell cures 4d8 points of damage + 1 point per caster level (maximum +25) and ends any and all of the following adverse conditions affecting you: ability damage, blinded, confused, dazzled, diseased, exhausted, fatigued, nauseated, poisoned, and sickened. | 5 |
Greater Command | Enchantment | This spell functions like Command, except this spell affects multiple enemies in 30 feet radius, and the activities continue beyond 1 round. | 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 |
Cure Light Wounds, Mass | Conjuration | You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) on each creature in the radius. | 5 |
Disrupting Weapon | Transmutation | This spell makes a main-hand melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed at a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction effect. | 5 |
Flame Strike | Evocation | A flame strike evokes a vertical column of divine fire. The spell deals 1d6 points of 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 |
Inflict Light Wounds, Mass | Necromancy | Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage + 1 point per caster level (maximum +25) to nearby living enemies. | 5 |
Pillar of Life | Conjuration | You conjure a pillar of positive energy in a single 5-foot square within range that radiates light as if it were a sunrod. | 5 |
Profane Nimbus | Evocation | You are surrounded by a nimbus of shadow. Any good creature striking you with unarmed strikes, natural weapons, or a handheld weapon deals normal damage, but at the same time, the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15). | 5 |
Raise Dead | Conjuration | You restore life to a deceased party member. A raised creature has a number of hit points equal to its current HD. Raise dead also removes the death's door condition. | 5 |
Righteous Might | Transmutation | Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one. | 5 |
Sacred Nimbus | Evocation | You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a fireball, lightning bolt, shout, volcanic storm, or ice storm spell. | 5 |
Slay Living | Necromancy | You can attempt to slay anyone living creature. When you cast this spell, your hand seethes with eerie dark fire. You must succeed on a melee touch attack to touch the target. | 5 |
Spell Resistance | Abjuration | The target gains spell resistance equal to 12 + your caster level. | 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 |
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. | 5 |
Vinetrap | Conjuration | Vines choked with thorns, blossoms, leaflets, and other floral debris burst to life on and around the subject of this spell. | 5 |
Blessing of Luck and Resolve, Mass | Enchantment | This spell functions like Blessing of luck and resolve, except that it affects multiple creatures. | 6 |
Chains of Light | Conjuration | A creature targeted by this spell is held immobile by glowing golden chains composed of pure light. | 6 |
Eaglesoul | Conjuration | You call forth a surge of holy power, which grants you the following benefits: a +2 sacred bonus to AC, a +4 sacred bonus to Strength, resistance 5 to acid and fire, a +5 sacred bonus on all Persuasion (when used to intimidate) checks made against evil creatures, a +2 bonus on Initiative checks, and fast healing 2. Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed. | 6 |
True Seeing, Communal | Divination | You and all your allies within 30 feet are under True Seeing spell. | 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 |
Blade Barrier | Evocation | An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. | 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 |
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 |
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 |
Cure Moderate Wounds, Mass | Conjuration | You channel positive energy to cure 2d8 points of damage +1 point per caster level (maximum +30) on each creature in the radius. Like other cure spells, mass cure moderate wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage. | 6 |
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 |
Harm | Necromancy | Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount. If used on an undead creature, harm acts like heal | 6 |
Heal | Conjuration | Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzles, diseased, exhausted, fatigued, nauseated, poisoned, sickened, and stunned. | 6 |
Hellfire Ray | Evocation | A blast of hellfire blazes from your hands. You can fire one ray, plus on additional ray for every 4 caster levels beyond 11th (to a maximum of three rays at 19th level). | 6 |
Inflict Moderate Wounds, Mass | Necromancy | Negative energy spreads out in all directions from the point of origin, dealing 2d8 points of damage +1 point per caster level (maximum +30) to nearby living enemies. | 6 |
Inspiring Recovery | Conjuration | You can heal a creature, harm an undead creature, or call upon a very recently dead creature to fight beyond death's reach. The target creature regains 1d8 hit points per 2 caster levels (maximum 10d8). | 6 |
Owl's Wisdom, Mass | Transmutation | As owl’s wisdom, affects 1 subject/level. | 6 |
Plague Storm | Necromancy | You create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-smelling bolts of sickly green lightning. | 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 |
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 |
Undeath to Death | Necromancy | This spell functions like circle of death, except that it destroys undead creatures. | 6 |
Banishment | Abjuration | Banishes 2 HD/level of extraplanar creatures. | 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 |
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. | 6 |
Load more