| Level 1
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| Cause Fear
| If the target fails a will save it flees for up to 30 seconds, otherwise it becomes shaken for 5 seconds. Creatures with 6 or more Hit Dice are immune to this effect.
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| Charm Person
| Charms an enemy humanoid, which will fight as a trusted friend and ally. Charmed humanoids get an additional saving throw every 3d6+12 seconds. A successful will save negates this effect. Humanoids include kobolds, goblinoids, player races except for warforged, and more creatures.
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| Cure Light Wounds
| Heals an ally for 1d6 + 2 + max(caster level, 5) hit points, or deals the same amount of damage to an undead creature. (A will save reduces this damage by half.)
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| Detect Secret Doors
| Reveals hidden doors within 60 ft.
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| Expeditious Retreat
| Increases base run speed by 25%.
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| Feather Fall
| Causes an ally to fall slowly, although faster than feathers typically do.
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| Focusing Chant
| You gain a +1 circumstance bonus to attack rolls and skill checks.
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| Grease
| Covers the ground with a 10-ft square layer of slippery grease, forcing targets to make a reflex save or fall.(Affects party members.) Sometimes it deals 2 to 12 damage per two caster levels fire damage to all enemies of the caster in the grease every few seconds, as well as the caster of the grease spell. A successful reflex save will reduce damage by half.
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| Hypnotism
| Gestures and droning incantation fascinate nearby enemies, causing them to stop and stare blankly until damaged. A successful will save negates this effect.
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| Master's Touch
| Touch ranged spell grants the caster or allies proficiency with simple or martial weapons, or shields and lasts until rest.
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| Merfolk's Blessing
| Gives an ally a +10 enhancement bonus on Swim checks, plus one for every 2 caster levels.
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| Otto's Resistible Dance
| At your touch, forces one enemy to dance, preventing it from doing anything else. A successful will save negates this effect.
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| Remove Fear
| Instills courage in an ally, granting a +4 morale bonus against fear effects for 10 minutes. The spell counters and dispels Cause Fear.
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| Sleep
| Induces a magical slumber to come upon 4 Hit Dice of enemies within a 10-ft radius, rendering them helpless until attacked. Ineffective on undead, constructs or oozes.
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| Sonic Blast
| Blasts an enemy with loud, high-pitched sounds, deals 1d4 sonic damage per two caster levels. (Maximum 5d4.) The target must make a successful will save or be dazed for a short period of time or until they take damage.
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| Summon Monster I
| Summons a celestial dog to fight for you for 10 minutes. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
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| Level 2
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| Blindness
| Renders an enemy blinded. A successful Fortitude save negates this effect.
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| Blur
| An ally's outline becomes slightly blurred, granting a 20% miss chance.
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| Cat's Grace
| An ally gains a +4 enhancement bonus to Dexterity for 1 min./level.
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| Cure Moderate Wounds
| Heals an ally for 2d6 + 4 + max(caster level, 10) hit points, or deals the same amount of damage to an undead creature. (A will save reduces this damage by half.)
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| Daze Monster
| Clouds the mind of an enemy so that it takes no actions for 6 seconds. Creatures of 7 or more Hit Dice are not affected. A successful Will save negates this effect.
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| Eagle's Splendor
| An ally gains a +4 enhancement bonus to Charisma for 1 min./level.
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| Fox's Cunning
| An ally gains a +4 enhancement bonus to Intelligence for 1 min./level.
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| Glitterdust
| A cloud of golden particles covers everything in an area, causing targets to become blinded and outlining invisible creatures. (-40 to hide checks, and visually affects party members.) A successful Will save negates the blindness portion of the spell.
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| Heroism
| Heroism imbues a single ally with great bravery and morale in battle. The ally gains a +2 morale bonus on attacks, saves and skill checks.
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| Hold Person
| The enemy humanoid becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. Humanoids include kobolds, goblinoids, player races except for warforged, and more creatures.
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| Hypnotic Pattern
| A twisting pattern of subtle, shifting colors weaves through the air, fascinating targets within it. A successful Will save negates this effect.
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| Invisibility
| The recipient of the spell becomes invisible for 1 min./level, vanishing from sight including darkvision. Attacking a target or using an object (Door, lever.) removes this effect.
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| Rage
| Subjects gains +2 morale bonus to Str and Con, +1 morale bonus on Will saves, and a -2 penalty to AC.
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| Scare
| Casts Cause fear on multiple targets of less than 6 Hit Dice. A successful Will save causes the target to become shaken instead.
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| Soundburst
| Blasts an area with a tremendous cacophony, dealing 1d8 sonic damage and potentially stunning enemies within the area of effect for 6 seconds. A successful Fortitude save negates the stun.
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| Suggestion
| Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 6 seconds per caster level. A successful Will save negates this effect.
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| Summon Monster II
| Summons a fiendish scorpion to fight for you for 10 minutes. You can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
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| Level 3
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| Charm Monster
| An enemy monster is charmed and will fight as a trusted friend and ally. Charmed monsters get additional saves every 15 to 30 seconds. A successful Will save negates this effect.
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| Crushing Despair
| An invisible cone of despair gives the targets -2 penalties to attack, saving throws, skill checks and weapon damage. A successful Will save negates this effect.
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| Cure Serious Wounds
| Heals an ally for 3d6 + 6 + max(caster level, 15) hit points, or deals the same amount of damage to an undead creature. (A will save reduces this damage by half.)
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| Deep Slumber
| Induces a magical slumber to come upon 10 Hit Dice of targets, rendering them helpless until attacked. The spell is ineffective against undead and constructs. A successful Will save negates this effect.
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| Dispel Magic
| Removes ongoing spells that have been cast on a target, on a successful caster level check (1d20 + max(caster level, 10).) of DC 11 + the spell's caster level.
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| Level 4
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| Level 5
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| Level 6
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