New Arcane Spells
NEWLY REDISCOVERED SPELLS
(CANTRIPS)
Caltrops: Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).
Electric Jolt: Ranged touch attack deals 1d3 electricity damage.
Sonic Snap: Subject takes 1 point of sonic damage and is deafened 1 round.
Silent Portal: Negates sound from door or window.
Amanuensis: Copy nonmagical text.
Launch Bolt: Launches a crossbow bolt up to 80 ft. Launch Item: Hurls Fine item up to Medium range.
Repair Minor Damage: Repairs 1 point of damage to any construct.
Stick: Glues an object weighing 5 pounds or less to another object.
1ST-LEVEL SPELLS
Abjuration:
Dispel Ward: As dispel magic, but affects only wards.
Ectoplasmic Armor: Gain armor bonus against incorporeal touch attacks.
Ironguts: Subject gains +5 bonus on saving throws against poison.
Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage.
Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Conjuration:
Benign Transposition: Two willing subjects switch places.
Blades of Fire: Your melee weapons deal +1d8 fire damage for 1 round.
Buzzing Bee: Bee gives subject –10 penalty on Move Silently and hinders Concentration checks.
Corrosive Grasp: 1 touch/level deals 1d8 acid damage.
Deep Breath: Your lungs are filled with air.
Hail of Stone: Stones deal 1d4 points of damage/ level to creatures in the area (max 5d4).
Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/2 levels beyond 1st (max 5d8).
Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/2 levels beyond 1st (max 5d8).
Orb of Electricity, Lesser: Ranged touch attack deals 1d8 electricity damage + 1d8/2 levels beyond 1st (max 5d8).
Orb of Fire, Lesser: Ranged touch attack deals 1d8 fire damage + 1d8/2 levels beyond 1st (max 5d8).
Orb of Sound, Lesser: Ranged touch attack deals 1d6 sonic damage + 1d6/2 levels beyond 1st (max 5d6).
Summon Undead I: Summons undead to fight for you.
Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through.
Divination:
Appraising Touch: Gain +10 bonus on Appraise checks.
Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks of opportunity.
Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats.
Golem Strike: You can sneak attack constructs for 1 round.
Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks for 1 round.
Insightful Feint: Gain +10 on your next Bluff check to feint in combat.
Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action.
Instant Search: Make Search check at +2 as free action.
Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level.
Sniper’s Shot: No range limit on next ranged sneak attack.
Spontaneous Search: Instantly Search area as if having taken 10.
Targeting Ray: You and allies are +1 to hit/3 levels against subject.
Enchantment:
Distract: Subjects take –4 on Concentration, Listen, Search, and Spot.
Distract Assailant: One creature is flat-footed for 1 round.
Incite: Subjects can’t ready actions or delay.
Inhibit: Subject delays until next round.
Shock and Awe: Flat-footed creatures get –10 oninitiative.
Evocation:
Blood Wind: Subject uses natural weapons at range.
Guiding Light: +2 on ranged attacks against creatures in illuminated area.
Ice Dagger: Grenadelike weapon deals subject 1d4/level cold damage, plus area damage.
Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.
Luminous Gaze: Your eyes emit light, dazzle creatures.
Persistent Blade: Blade of force attacks subject, automatically flanks.
Ray of Flame: Ray deals 1d6/2 levels fire damage, ignites subject.
Sonic Blast: Subject takes 1d4/2 levels sonic damage plus deafness.
Thunderhead: Small lightning bolts deal 1 damage/round.
Illusion:
Dead End: Removes spoor of one creature/level.
Net of Shadows: Ordinary shadows provide concealment to all in the area.
Serene Visage: Gain insight bonus on Bluff checks equal to half your level.
Necromancy:
Backbiter: Weapon strikes wielder.
Spirit Worm: Subject takes 1 point Con damage every round for 1 round/level.
Transmutation:
Accelerated Movement: Balance, Climb, or Move Silently at normal speed with no penalty on skill check.
Babau Slime: Secrete a body-covering acid that damages attacking foes.
Breath Flare: Your breath weapon dazzles subjects.
Cheat: Caster rerolls when determining the success of a game of chance.
Cutting Hand: Your hand gains a +2 enhancement bonus and deals 1d6 damage.
Ebon Eyes: Subject can see through magical darkness.
Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round.
Fist of Stone: Gain +6 Str and natural slam attack.
Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
Low-Light Vision: See twice as far as a human in poor illumination.
Mage Hand, Greater: As mage hand, but medium range and up to 40 lb.
Nerveskitter: Subject gains +5 bonus on initiative checks.
Portal Beacon: You grant others knowledge of a magic portal’s location.
Raging Flame: Fires burn twice as hot, half as long.
Ray of Clumsiness: Victim takes 1d6 Dexterity penalty +1/2 levels.
Remove Scent: Hides touched creature’s scent.
Repair Light Damage: Repairs 1d8 damage +1/ level (max +5) to any construct.
Scatterspray: Group of small objects flies apart in a burst.
Shieldbearer: Shield floats near subject to offer protection.
protection.
Slow Burn: Fires burn twice as long.
Spell Flower: Hold the charge on one touch spell per forelimb.
Weapon Shift: Touched weapon changes form.
Wings of the Sea: +30 ft. to subject’s swim speed.
Universal:
Familiar Pocket: Garment or container becomes extradimensional safe haven for your familiar.
2ND-LEVEL SPELLS
Abjuration:
Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.
Alarm, GreaterF: As alarm, and it works on coexistent planes.
Daggerspell Stance: You gain +2 insight bonus on attack rolls and damage rolls if you make a full attack, SR 5 + caster level if you fight defensively, and DR 5/magic if you use the total defense action.
Dissonant Chant: Concentration checks more difficult within area of spell.
Distracting Ray: Ray forces spellcaster to make Concentration check.
Earth LockM: Constricts tunnel, preventing access.
Ectoplasmic Feedback: Incorporeal attackers take 1d6 damage + 1/level.
Portal Alarm: You are alerted when a creature passes through a warded portal.
Scintillating Scales: Your natural armor bonus turns into a deflection bonus.
Conjuration:
Baleful Transposition: Two subjects switch places.
Cloud of Bewilderment: Generates a nauseating 10-ft. cube.
Create Magic Tattoo: Subject receives a magic tattoo with various effects.
Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.
Inky Cloud: Obscures sight underwater beyond 5 ft.
Malevolent Miasma: Cloud of fog deals 1d4 nonlethal damage/level.
Summon Undead II: Summons undead to fight for you.
Divination:
Balancing Lorecall: You gain a +4 bonus on Balance checks and can balance on difficult surfaces if you have 5 or more ranks in Balance.
Chain of Eyes: See through other creatures’ eyes.
Discern ShapechangerM: Penetrates disguises and identifies shapechanging creatures.
Marked Object: You gain bonus to track a specific being.
Enchantment:
Entice Gift: Subject gives caster what it’s holding.
Mechanus Mind: Reformat subject’s mind to be coldly calculating.
Mindless Rage: Subject compelled to attack you physically for 1 round/level.
Ray of Stupidity: Victim takes 1d4+1 Intelligence damage.
Rebuke: Subject is dazed 1 round, then shaken.
Sting Ray: Subject of ray can take only standard or move action, has –2 AC, and must make Concentration checks to cast spells.
Evocation:
Battering Ram: Deals 1d6 damage plus bull rush.
Blast of Force: Attack deals 1d6 damage/2 levels (max 5d6).
Burning Sword: Weapon gains flaming burst special ability.
Combust: Subject takes 1d8/level fire damage and might catch fire.
Electric Loop: Deals 1d6/2 levels electricity damage plus stunning to a single creature.
Ethereal Chamber: You entrap an ethereal subject in a chamber of force.
Fireburst: Creatures within 10 feet take 1d8/level fire damage.
Flame Dagger: Beam of fire deals 1d4 damage +1/ level.
Force Ladder: Creates an immobile ladder of force.
Frost Breath: Icy breath deals 1d4 damage/2 levels.
Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 1d6 damage, 2d6 against undead and evil outsiders.
Rainbow Beam: Ray dazzles and deals 1d12 damage/ 3 levels of random type.
Ray of Ice: Ray deals 1d6 cold damage/2 levels.
Scorch: Jet of flame deals 1d8/2 levels (max 5d8).
Slapping Hand: Hand makes creature provoke attacks of opportunity.
Snowball Swarm: Snowballs deal 2d6 points of cold damage in 10-ft. burst.
Veil of Shadow: Darkness grants you concealment.
Illusion:
Cloak Pool: Hide a color pool on the Astral Plane from view.
Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level.
Delusions of Grandeur: Subject thinks it is better than it is.
Discolor Pool: Change the color of a color pool on the Astral Plane.
Disguise Undead: Change appearance of one corporeal undead.
Phantasmal Assailants: Nightmare creatures strike subject for 8 Wis damage, 8 Dex damage.
Phantom Foe: Subject is always flanked by one creature.
Reflective Disguise: Viewers see you as their own species and gender.
Shadow Mask: Grants +4 on saves against light spells, protection from gaze attacks.
Shadow Radiance: Area filled with intense light that grows brighter.
Shadow Spray: Deals 4 points of Str damage and dazes.
Wall of Gloom: Shadow barrier obscures vision.
Necromancy:
Bonefiddle: Spectral fiddle bow deals 3d6 damage/round.
Curse of Impending Blades: Subject takes –2 penalty to AC.
Death Armor: Black aura damages creatures attacking you.
Desiccating Bubble: Globe of air damages by evaporating moisture from subject.
Ghoul Glyph: Glyph wards area, paralyzes victims.
Life Bolt: 1 ray/2 levels draws 1 hp from you to deal 1d12 damage to undead.
Ray of Sickness: Subject becomes sickened.
Ray of Weakness: Subject takes –2 on attacks, –10 ft. speed.
Shroud of Undeath: Negative energy shroud makes undead perceive you as undead.
Spawn Screen: Subject resists being transformed into an undead spawn if slain.
Stolen Breath: Subject has wind knocked out of it.
Wracking Touch: Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any.
Trans Augment Familiar: Your familiar becomes more powerful.
Balor Nimbus: Your flaming body damages foes in grapple.
Belker Claws: Touch attack deals 2d12 damage and lingers +1 round/3 levels.
Body of the Sun: Your body emanates fire, dealing 1d4 fire damage/2 levels.
Bristle: Armor spikes attack with wearer.
Earthbind: Subject creature can’t fly.
Earthen Grasp: Arm made of earth and soil grapples foes.
Extend Tentacles: +5 ft. to reach of tentacle attack.
Fearsome Grapple: You grow tentacles that help you grapple.
Fins to Feet: Transforms tails and fins into legs and feet.
Fly, Swift: Gain fly speed of 60 ft. for 1 round.
Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs.
Ghost Touch Armor: Armor works normally against incorporeal attacks.
Heroics: Fighter gains one fighter bonus feat.
Hurl: Thrown weapon returns to thrower.
Infernal Wound: Weapon deals persistent, bleeding wounds.
Ironthunder Horn: Intense vibrations trip those in area.
Lively Step: You and allies gain +10 increase to speed.
Mountain Stance: Subject becomes hard to move.
Quick Potion: Creates a potion that must be used within 1 hour/level.
Razorfangs: Your bite or claw attack threatens a critical hit on a 19 or 20.
Repair Moderate Damage: Repairs 2d8 damage +1/level (max +10) to any construct.
Scale Weakening: Subject’s natural armor weakens.
Slide, Greater: Move subject 20 feet.
Snake’s Swiftness: Subject immediately makes one attack.
Sonic Weapon: Weapon touched deals +1d6 sonic damage with each hit.
Speak to Allies: Subjects can converse at distance without moving lips.
Stone Bones: Corporeal undead gains +3 natural armor bonus.
Surefooted Stride: You can move over rubble as easily as you can over open ground.
Swim: Subject gains swim speed, +8 bonus on Swim checks.
Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line.
Wings of Air: Subject’s flight maneuverability improves by one step.
Wraithstrike: Your melee attacks strike as touch attacks for 1 round.
3RD-LEVEL SPELLS
Abjuration:
Anticipate Teleportation: Predict and delay the arrival of creatures teleporting into range by 1 round.
Antidragon Aura: Allies gain bonus to AC and saves against dragons.
Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.
Earthen Grace: Subject takes only nonlethal damage from stone and earth.
Eradicate Earth: Deals 1d8 points of damage/ level to earth creatures (max 10d8).
Reverse Arrows: As protection from arrows, but negated arrows turn back upon their source.
Sign of Sealing: Magical sigil protects door or chest, deals 1d4/level damage (max 10d4) if opened.
Conjuration:
Acid Breath: Cone of acid deals 1d6 damage/level (max 10d6).
Bands of Steel: Metallic bands immobilize or entangle subject for 1 round/level.
Contagious Fog: 20-ft.-radius cloud of fog inflicts disease.
Corpse Candle: Ghostly hand and candle sheds light, affects incorporeal creatures.
Icelance: Changes ice into lance, which attacks subject for 6d6 damage and stuns for 1d4 rounds.
Mage Armor, Greater: Gives subject +6 armor bonus.
Mage Armor, Mass: As mage armor, but one creature/level.
Nauseating Breath: Exhale a cone of nauseating gas.
Regal Procession: As mount, but you summon several mounts.
Servant Horde: Create 2d6 unseen servants +1/ level (max +15).
Summon Undead III: Summons undead to fight for you.
Vipergout: You spit forth celestial or fiendish vipers that attack your foes.
Divination:
Analyze Portal: Find a nearby portal and discover its properties.
Circle Dance: Indicates direction to known individual.
Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 minutes/level.
Unluck: Subject remakes all rolls, uses worse result for 1 round/level.
Enchantment:
Mesmerizing Glare: Your gaze fascinates creatures.
Miser’s Envy: Subject jealously covets nearby object.
Ray of Dizziness: Subject can take only move or standard actions.
Suppress Breath Weapon: Subject can’t use its breath weapon.
Evocation:
Blacklight: Create an area of total darkness.
Blade of Pain and Fear: Creates blade of gnashing teeth.
Capricious Zephyr: Gale-force winds push creatures.
Chain Missile: Multiple missiles deal 1d4+1 damage each, then strike secondary targets.
Flashburst: Flash of light dazzles and blinds creatures in area.
Glowing Orb: Creates permanent magical light; you control brightness.
Great Thunderclap: Loud noise causes stunning, deafness, and knocks prone in a large area.
Hailstones: Frigid globes deal 5d6 cold damage.
Light of Venya: You radiate pearly light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders.
Manyjaws: One set of jaws/level attacks enemies for 1d6 damage.
Rainbow BlastF: Line deals 1d6 damage of each energy type.
Resonating Bolt: Sonic energy deals 1d4 damage/ level (max 10d4).
Scintillating Sphere: 20-ft.-radius burst deals 1d6 electricity/level.
Shatterfloor: Deals 1d4 sonic/level plus damages floor surface.
Sonorous Hum: Removes need to concentrate tomaintain next spell cast.
Sound Lance: Sonic energy deals 1d8/level damage.
Wall of Light: Creates wall of light, can dazzle creatures.
Illusion:
Claws of Darkness: Claws deal 1d8 cold damage and have reach.
Cone of Dimness: Subjects believe they are engulfed in magical darkness.
Shadow Binding: Ribbonlike shadows entangle creatures in 10-ft.-radius burst.
Shadow Cache: You open a small portal to the Plane of Shadow through which you can put an item for later retrieval.
Spectral Weapon: Use quasi-real weapon to make touch attacks.
Suspended Silence: Object becomes programmed to create an area of silence at your command.
Necroromancy:
Curse of Impending Blades, Mass: Enemies take –2 penalty to AC.
Disrupt Undead, Greater: As disrupt undead, but 1d8 damage/level.
Healing Touch: Heal subject 1d6/2 levels, but take damage equal to half.
Incorporeal Enhancement: Grant bonuses to incorporeal undead.
Junglerazer: Fey, vermin, plants, and animals take1d10 damage/level.
Mind Poison: Your poisonous touch deals Wisdom damage.
Skull Watch: Skull shrieks when creature enters warded area.
Spider Poison: Touch deals 1d6 Str damage, repeats in 1 minute.
Undead Lieutenant: Chosen undead can give orders to undead in your control.
Undead Torch: Undead creature gains blue aura that gives +2d6 damage against living creatures.
Transmutation:
Air Breathing: Subjects can breathe air freely.
Amorphous Form: Subject becomes puddlelike and can slip through cracks quickly.
Bite of the Wererat: You gain the Dexterity and attacks of a wererat.
Deeper Darkvision: Subject can see 90 ft. in magical darkness.
Demon Dirge: Demons are stunned and take 3d6 damage/round for 1d4 rounds.
Devil Blight: Damage and stun baatezu; damage other lawful and evil creatures.
DiamondsteelM: Metal armor provides damage reduction.
Dolorous Blow: Weapon’s threat range is doubled and threats are automatically confirmed.
Dragonskin: You gain a bonus to natural armor plus energy resistance 10.
False Gravity: Travel on a solid surface as if that surface had its own gravity.
Giant’s Wrath: Pebbles you throw become boulders.
Girallon’s Blessing: Subject gains one additional pair of arms.
Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee.
Primal Form: You change into elemental, gain some abilities.
Repair Serious Damage: Repairs 3d8 damage +1/ level (max +15) to any construct.
Rust Ray: Metal objects take 2d6 damage +1/2 levels.
Shadow Phase: Subject becomes partially incorporeal.
Snake’s Swiftness, Mass: Allies each immediately make one attack.
Spell Vulnerability: Reduce creature’s spell resistance by 1/caster level (max reduction 15).
Spiderskin: Subject gains increasing bonus to natural armor, saves against poison, and Hide checks.
Steeldance: Blades hover around you and attack foes.
Stony Grasp: Arm made of soil and rock grapples foes.
Tremorsense: Grants tremorsense to a range of 30 feet.
Weapon of Energy: Weapon deals extra energy damage.
Weapon of Impact: As keen edge, but aids bludgeoning weapons.
Universal:
Enhance Familiar: Your familiar receives +2 bonus on saves, combat rolls, and AC for 1 hour/level.
Fortify Familiar: Your familiar gains 2d8 temporary hp, +2 to armor, 25% chance to avoid extra sneak attack and critical hit damage.
4TH-LEVEL SPELLS
Abjuration:
Dispelling Screen: Targeted dispel magic on any creatures and unattended items, +10 max on caster level check.
Forceward: Creates a sphere of force that protects against force effects and keeps out incorporeal creatures.
Portal Alarm, Improved: Warded portal alerts you or a creature designated by you to creatures passing through it.
Ray Deflection: Ray attacks are reflected away.
Ray of Deanimation: Ray deals 1d6 damage/level to constructs.
Resistance, Greater: Subject gains +3 on saving throws.
Resist Energy, Mass: Creatures ignore damage from specified energy type.
Wall of Chaos/Evil/Good/LawM: Wall blocks creatures of opposite alignment.
Conjuration:
Blast of Flame: 60-ft. cone of fire (1d6/level damage).
Bloodstar: Hovering construct does Con damage each time foe is damaged.
Ethereal Mount: You conjure swift mounts on the Ethereal Plane.
Orb of Acid: Ranged touch, 1d6/level acid damage and subject might be sickened.
Orb of Cold: Ranged touch, 1d6/level cold damage and subject might be blinded.
Orb of Electricity: Ranged touch, 1d6/level electricity damage and subject might be entangled.
Orb of Fire: Ranged touch, 1d6/level fire damage and subject might be dazed.
Orb of Force: Globe of force deals 1d6/level damage (max 10d6).
Orb of Sound: Ranged touch, 1d4/level sonic damage and subject might be deafened.
Summon Undead IV: Summons undead to fight for you.
Translocation Trick: You and subject switch places and appear as each other.
Wall of Sand: Swirling sand blocks ranged attacks, slows movement through.
Wall of Water: Creates shapeable transparent wall of water.
Divination:
Assay Spell Resistance: +10 bonus on caster level checks to defeat one creature’s spell resistance.
Know Vulnerabilities: Determine subject’s vulnerabilities and resistances.
Treasure Scent: You detect valuable metals and gems.
Ench Battle Hymn: Allies can reroll one Will save/ round.
Rebuke, Greater: Subject cowers for 1d4 rounds.
Evocation:
Blistering Radiance: Light dazzles creatures, deals 2d6 fire damage in 50-ft.-radius spread.
Defenestrating SphereF: Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.
Dragon Breath: You choose a dragon type and mimic its breath weapon.
Energy Spheres: Five colored spheres attack with or negate acid, cold, electricity, fire, and sonic energy.
Explosive Cascade: Bouncing flame ball deals 1d6/level fire damage.
Floating Disk, Greater: As floating disk, but you can ride it.
Force Chest: 2-ft-cube chest made of force.
Force Claw: Claw of force guards an area, making opportunity attacks.
Force Missiles: Unerring missiles of force strike for 2d6 damage and explode in a burst.
Forcewave: Bull rushes all creatures within 10 ft. over your enemies.
Stone Sphere: 3-ft.-diameter stone sphere rolls
Sword of Deception: Blade of energy attacks independently, deals 1d4 damage, penalizes subsequent save.
Thunderlance: Lance of force deals 3d6 damage and might dispel force effects.
Vortex of Teeth: 3d8 points of damage due to force per round to all creatures in the area.
Wingbind: A net of force entangles the subject, causing it to fall from the sky.
Illusion:
Sensory Deprivation: All of subject’s senses are blocked.
Shadow Well: Subject enters gloomy pocket plane and emerges frightened.
Necro Burning Blood: Subject takes 1d8 acid damage plus 1d8 fire damage/round.
Rebuking Breath: Your breath weapon rebukes undead.
Transmutation:
Attune Form: Grant creature temporary protection against overtly damaging planar traits.
Backlash: Subject takes damage if it uses spells against another creature.
Bite of the Werewolf: You gain the Strength and attacks of a werewolf.
Blinding Breath: Your breath weapon blinds subjects.
Corporeal Instability: Transform a creature into an amorphous mass.
Darkvision, Mass: As darkvision, but affects one/ level subjects.
Displacer Form: You change into displacer beast, gain some abilities.
Entangling Staff: Quarterstaff can grapple and constrict foes.
Fire Stride: Teleport from one fire to another.
Flame Whips: Your forelimbs deal 6d6 fire damage.
Flight of the Dragon: You grow dragon wings.
Iron Bones: Corporeal undead gains +6 natural armor bonus.
Metal Melt: Melts metal object without heat.
Perinarch: Gain greater control over Limbo’s morphic essence.
Raise from the Deep: Creature or sunken ship made buoyant.
Repair Critical Damage: Repairs 4d8 damage +1/ level (max +20) to any construct.
Ruin Delver’s Fortune: Cast on another creature’s turn and choose one of several benefits.
Scramble Portal: You randomize the destination of a magic portal.
Sharptooth: One of your natural weapons deals damage as if you were one size larger.
Spell Enhancer: Lets you cast another spell in the same round at +2 caster level.
Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.
Wings of Air, Greater: Subject’s flight maneuverability improves by two steps.
5TH-LEVEL SPELLS
Abjuration:
Anticold Sphere: Sphere hedges out cold creatures and protects you from cold.
Contingent Energy Resistance: Energy damage triggers a resist energy spell.
Dispelling Breath: Your breath weapon acts as a targeted dispel magic to all creatures in its area.
Duelward: +4 on Spellcraft checks, counterspell as an immediate action.
Ironguard, Lesser: Subject becomes immune to nonmagical metal.
Indomitability: Subject can’t be reduced below 1 hp.
Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
Reciprocal Gyre: Creature or object takes 1d12 damage/level of spell affecting it (max 25d12).
Refusal: Spellcasters and creatures with spell-like abilities are prevented from entering an area.
Symbol of Spell Loss: Triggered rune absorbs spells yet to be cast.
Wall of Dispel Magic: Creatures passing through a transparent wall becomes subjects of targeted dispel magic.
Zone of Respite: Prevents teleportation and similar effects from functioning in the area.
Conjuration:
Acid Sheath: Sheath of acid damages those who attack you, enhances acid spells.
Arc of Lightning: Line of electricity arcs between two creatures (1d6/level damage).
Call Zelekhut: A zelekhut performs one duty for you.
Dimension Door, Greater: Short-range, multiple use dimension door.
Dragon Ally, Lesser: Exchange services with a 9 HD dragon.
Hidden Lodge: Creates sturdy cottage camouflaged to blend into natural surroundings.
Phantasmal Thief: Creates an unseen force that steals from others.
Summon Undead V: Summons undead to fight for you.
Viscid Glob: Ranged touch attack hurls 5-ft.-diameter glob of glue at subject.
Vitriolic Sphere: Potent acid deals 6d6 acid damage plus possible damage in following 2 rounds.
Evocation:
Ball Lightning: Energy ball deals 1d6/level electricity damage.
Cacophonic Burst: Noise deals 1d6/level sonic damage to all within area.
Cacophonic Shield: Shield 10 ft. from you blocks sounds, deals 1d6 sonic damage +1/level, and deafens creatures passing through.
Cyclonic Blast: Deals 1d6 damage/level, knocks down creatures.
Fire Shield, Mass: Creatures attacking allies take damage; allies are protected from fire or cold.
FirebrandM: One 5-ft. burst/level deals 1d6 fire/ level plus burning for 1 round.
Fireburst, Greater: Subjects within 15 ft. take 1d10/level fire damage.
Moonbow: Three motes of electricity each deal 1d6/2 levels electricity damage to subjects.
Prismatic Ray: Ray of light blinds subject, deals random effect.
Shard Storm: Blast deals 3d6 damage to creatures in area.
Shroud of Flame: Subject bursts into flames, taking 2d6 fire damage/round.
Sonic RumbleF: Cone of sound deals damage.
Wall of Limbs: Whirling limbs deal 5d6 damage and grab creatures passing through.
Illusion:
Illusory Feast: Subjects become dazed by illusory food.
Shadow Form: Gain +4 on Hide, Move Silently, and Escape Artist checks, and concealment; you can move through obstacles if you have ranks in Escape Artist.
Shadow Hand: Medium hand blocks opponents or carries items.
Shadowfade: Opens a portal to the Plane of Shadow.
Necro Death Throes: Your body explodes when you die.
Graymantle: Inhibits creature’s ability to heal and regenerate for 1 round/level.
Miasma of Entropy: Rot all natural materials in 30-ft. cone-shaped burst.
Night’s Caress: Touched foe takes 1d6 points of damage/level plus 1d6+2 Con damage.
Spiritwall: Wall of spirit-forms causes panic, deals 1d10 damage if touched, can bestow negative levels if passed through.
Wrack: Renders creature helpless with pain.
Transmutation:
Bite of the Wereboar: You gain the Strength and attacks of a wereboar.
Blink, Greater: Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level.
Breath Weapon Substitution: Your breath weapon deals a different kind of damage than normal.
Draconic Might: Gain +5 to Str, Con, Cha; +4 natural armor; immunity to magic sleep and paralysis effects.
Draconic Polymorph: As polymorph, but improved.
Dragonsight: Gain low-light vision, darkvision, and blindsense.
Earth Reaver: Eruption deals 7d6 damage to all in area.
Enlarge Person, Greater: Subject remains enlarged for 1 hour/level.
Ethereal Breath: Your breath weapon manifests on the Ethereal Plane.
Fiendform: Assume form and abilities of fiendish creature, demon, or devil.
Fly, Mass: One creature/level flies at speed of 60 ft.
Gutsnake: 10-ft. tentacle grows from your stomach and attacks your enemies.
Lucent Lance: Ambient light forms lance, deals various damage.
Nightstalker’s Transformation: Gain +4 Dex, +3 luck bonus to AC, +5 luck bonus on Ref saves,+3d6 sneak attack, and evasion.
Reduce Person, Greater: Subject remains reduced for 10 minutes/level.
Spell Matrix, Lesser: Magical matrix stores a 3rd-level or lower spell to be cast later as quickened spell.
Stunning Breath: Your breath weapon also stuns creatures for 1 round.
Surefooted Stride, Mass: As surefooted stride but multiple subjects.
Vulnerability: Reduces an opponent’s damage reduction.
Xorn Movement: Touched creature swims through earth like a xorn.
6TH-LEVEL SPELLS
Abjuration:
Anticipate Teleportation, Greater: Predict and delay the arrival of creatures teleporting into range by 3 rounds.
Aura of EvasionM: All within 10 ft. gain evasion against breath weapons.
Ruby Ray of ReversalF: Ray negates magical or mundane hazards.
Seal PortalM: Seal an interplanar portal or gate.
Sign of Sealing, GreaterM: Magical sigil protects door, chest, or open space, deals 1d6/level damage (max 20d6) if opened.
Conjuration:
Resistance, Superior: Subject gains +6 on saving throws.
Transcribe Symbol: Safely moves an untriggered magical symbol to another location.
Tunnel Swallow: Tunnel’s peristaltic convulsions deal 1d6 points of damage/level (max 15d6).
Wall of Gears: Creates wall of moving gears that deals 1d6 damage/2 levels to creatures within 10 ft.
Divination:
Probe Thoughts: Read subject’s memories, one question/round.
Interplanar Telepathic Bond: Link lets allies communicate across planes.
Conjuration:
Acid StormM: Deals 1d6/level acid damage (max 15d6) in a 20-ft. radius.
Fire Spiders: Swarm of Fine fire elementals deals fire damage in an area.
Freezing Fog: Fog slows creatures, obscures vision, hinders movement.
Gemjump: Teleport to the location of a specially prepared gem.
Evcation:
Fires of Purity: Subject bursts into magical flame, becoming a dangerous weapon.
Howling Chain: Chain of force trips and attacks opponents.
Ray of Light: Ray blinds subject.
Illusion:
Dream Casting: Alter subject’s dreams to produce desired effect.
Illusory Pit: Creatures in area are knocked prone while believing they’re falling.
Reflective Disguise, Mass: Viewers see subjects as their own species and gender.
Shadowy Grappler: Illusory force grapples subject.
Necromancy:
Aura of Terror: You gain an aura of fear, or your frightful presence becomes more effective.
Contagion, Mass: As contagion, but 20-ft. radius.
Fleshshiver: Subject is stunned for 1 round, takes 1d6/level damage, and is nauseated for 1d4+2 rounds.
Ghoul Gauntlet: Convert victim to a ghoul under your control.
Imperious Glare: You cause subjects to cower in fear.
Incorporeal Nova: Destroy incorporeal undead.
Opalescent Glare: Kill creatures with a look, or make them very afraid.
Ray of Entropy: Subject takes –4 Strength, Dexterity, and Constitution.
Revive Undead: Restores undeath to undead that was destroyed up to 1 day/level ago.
Spectral Touch: Your touch bestows one negative level/round.
Transmutation:
Bite of the Weretiger: You gain the Strength and attacks of a weretiger.
Brilliant Blade: Weapon or projectiles shed light, ignore armor. Cloak of the Sea: Gain blur, freedom of movement, and water breathing while in water. Extract Water Elemental: Pulls water from victim, forms water elemental. HardeningM: Increases object’s hardness by 1 point/2 levels. Make Manifest: You cause a creature on a coexistent plane to appear on your plane. Ooze Puppet: You telekinetically control an ooze. Stone Body: Your body becomes living stone. Subvert Planar Essence: Reduces subject’s damage reduction and spell resistance.
Universal:
Imbue Familiar with Spell Ability: You transfer spells and casting ability into your familiar.
7TH-LEVEL SPELL
Abjuration:
Antimagic Ray: Subject loses all magical powers.
Dispelling Screen, Greater: Targeted dispel magic on any creatures and unattended items, +20 max on caster level check.
Energy Immunity: Subject and equipment gain immunity to damage of specified energy type.
Ghost Trap: Incorporeal creatures turn corporeal.
Hide from Dragons: Dragons can’t perceive one subject/2 levels.
IronguardF: Subject becomes immune to all metal.
Planar Bubble: Create bubble around creature that emulates its native planar environment.
Conjuration:
Call KolyarutX: A kolyarut performs one duty for you.
Dragon AllyX: As lesser dragon ally, but up to 15 HD.
Stun Ray: Subject stunned 1d4+1 rounds.
Ench Hiss of Sleep: You induce comatose slumber in subjects.
Rebuke, Final: As rebuke, except the subject must save or die.
Symphonic NightmareM: Discordant noise haunts subject’s sleep.
Transfix: Humanoids freeze in place until condition you specify is met.
Evocation:
Emerald Flame Fist: Touch attack deals 3d6 + fire damage 1/level (max +20 subject can be engulfed by flame for additional damage.
Ice Claw: Claw of ice grapples and deals cold damage.
Prismatic Eye: Orb produces individual prismatic rays as touch attacks.
Radiant Assault: 1d6 damage/level, victims dazed or dazzled.
Submerge Ship: You control ship mentally while it travels underwater.
Illusion:
Solipsism: Subject believes it alone exists.
Necromancy:
Arrow of Bone: Missile or thrown weapon gains +4 bonus, subject takes 3d6 damage +1/level (max +20) or is slain.
Avasculate: Reduce foe to half hp and stun.
Awaken UndeadX: Grant sentience to otherwise mindless undead.
Barghest’s Feast: Destroy corpse, potentially preventing its return to life.
Energy Ebb: Give subject one negative level/ round for 1 round/level.
Evil Glare: Paralyze creatures with your glare.
Kiss of the VampireM: You gain vampire-like supernatural abilities, but are vulnerable to attacks that harm undead.
Sword of Darkness: Blade of negative energy bestows one or more negative levels.
Transmutaion:
Animate Breath: Your breath weapon becomes an elemental.
Bite of the Werebear: You gain the Strength and attacks of a werebear.
Brilliant Aura: Allies’ weapons become brilliant energy, ignoring armor.
Elemental Body: You take on the qualities of a type of elemental.
Energy Transformation FieldMX: Area absorbs magic energy to power a predetermined spell.
Glass Strike: Turns subject into glass.
Spell MatrixF: Stores up to two spells of 3rd level or lower to be released later.
Stone Shape, Greater: Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape.
Synostodweomer: Channel a spell into positive energy to cure 1d8/spell level.
8TH-LEVEL SPELLS
Abjuration:
Spell EngineMX: Wizard only. Swap out prepared spells for other spells in your spellbook.
Wall of Greater Dispel Magic: Creatures passing through a transparent wall become subjects of targeted greater dispel magic.
Conjuration:
Fierce Pride of the Beastlands: Summon celestial lions and celestial dire lions to follow your commands.
Plane Shift, Greater: Plane shift accurately to your desired destination.
Ench Maddening Whispers: You induce confusion and madness in subjects.
Wrathful Castigation: Subject dies or is dazed and –4 on saves for 1 round/level.
Evocation:
Field of Icy Razors: Creatures in area take normal and cold damage, might be slowed.
Lightning Ring: Ring of lightning gives you resistance to electricity 20, damages adjacent creatures, and emits two lightning bolts per round.
Illusion:
Shifting Paths: Illusion hides path, creates false new path.
Invisibility, Superior: Subject is invisible to sight, hearing, and scent for 1 minute/level, and can attack.
Necromancy:
Avascular Mass: Reduce foe to half hp and stun, entangle in 20-ft. radius from victim.
Bestow Curse, Greater: As bestow curse, but more severe penalties.
Blackfire: Subject is engulfed in black flame, takes 1d4 Con damage and becomes nauseated; flames and effects can spread to adjacent living creatures.
Heart of StoneFX: Exchange your heart with stone heart to gain damage reduction, resistance to energy for 1 year.
Skeletal GuardM: Create one skeleton/level with turn resistance.
Veil of Undeath: You gain undead traits.
Transmutation:
Excavate: Creates a permanent passage in earth and walls.
Flensing: Pain and trauma deal 2d6 damage, 1d6 Con damage, 1d6 Cha damage for up to 4 rounds.
Ghostform: You assume incorporeal form and gain some incorporeal traits and bonuses.
Make Manifest, Mass: As make manifest but affecting all creatures in the area.
Stunning Breath, Greater: Your breath weapon also stuns creatures for 2d4 rounds.
9TH-LEVEL SPELLS
Abjuration:
Absorption: You absorb spell energy to power spells of your own.
Effulgent Epuration: Creates one sphere/level to negate hostile magic.
Magic Miasma: Solid fog reduces caster level by –4.
Maw of Chaos: Chaotic energy dazes, deals damage, impedes concentration.
Reaving Dispel: On a targeted dispel, steal spell power and effects for yourself.
Unbinding: Frees everyone in range from spells that constrain or bind.
Conjuration:
Abyssal Army: Summons demons to fight for you. Black Blade of Disaster: Floating magic weapon disintegrates subjects.
Call Marut: A marut performs one duty for you.
Dragon Ally, Greater: As lesser dragon ally, but up to 21 HD.
Heavenly Host: Summons archons to fight for you.
Hellish Horde: Summons devils to fight for you.
Obedient Avalanche: Snowy avalanche crushes and buries your foes.
Sphere of Ultimate Destruction: Featureless black sphere does 2d6/level damage, disintegrates.
Summon Elemental Monolith: Calls powerful elemental creature to fight for you.
Vile Death: Undead creature gains fiendish template.
Divination:
Eye of Power: As arcane eye, but you can cast spells of 3rd level or lower through it.
Hindsight: You see into the past.
Enchantment:
Programmed Amnesia: Destroy, alter, or replace memories in subject creature.
Evocation:
Instant Refuge: Transport to a safe location of your choice.
Reality Maelstrom: Hole in reality sends creatures and objects to another plane.
Necro Enervating Breath: Your breath weapon also bestows 2d4 negative levels.
Plague of Undead: Animates horde of undead.
Transmutation:
Awaken Construct: Construct gains humanlike sentience.
Breath Weapon Admixture: Add a second kind of energy to your breath weapon.
Perinarch, Planar: Gain control over a small area of any divinely morphic plane.
Replicate Casting: Duplicate observed spell or spell-like ability.
Spell Matrix, Greater: Stores up to three spells of 3rd level or lower to be released later.
Transmute Rock to Lava: Transforms one 10-ft. cube with subsequent fire damage and effects.
Undermaster: You gain earth-related spell-like abilities.

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