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Druid spells

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Druid Spells List[edit]

Druids cast divine spells.

Consult the table below to know the number of Druid spells available per spell level, and per spell school.

  Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation Total

Level 1 0 2 0 2 1 0 0 8 13
Level 2 2 5 0 3 4 0 0 9 23
Level 3 1 6 0 1 2 0 2 5 17
Level 4 2 4 0 0 2 0 0 3 11
Level 5 1 4 0 0 2 0 0 4 11
Level 6 1 3 0 0 4 0 0 7 15
Level 7 0 4 1 0 6 0 0 0 11
Level 8 0 2 1 3 0 0 1 2 9
Level 9 0 3 0 0 3 0 0 0 6
Total 7 33 2 9 24 0 3 38 116

Level 1[edit]

Icon Name School Description S.C. Metamagic Feats
Sp drd lesservigor.png
Lesser Vigor Conjuration (Healing) A positive energy conjuration that heals 1d2, +1 per 3 caster levels (max +2 at caster level 6), every 2 seconds for 8 seconds. Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.
Icon Feat Empower Healing Spell.png
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Sp rgr summonnaturesally 1.png
Summon Nature's Ally I Conjuration Summons a Challenge Rating 1 Gray Wolf or Brown Rat to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
Icon Feat Quicken Spell.png
Sp drd charmanimal.png
Charm Animal Enchantment Charms a hostile Animal, Magical Beast or Vermin which will fight as a trusted friend and ally. Charmed animals get an additional save every 15 to 30 seconds. A successful Will save negates this effect. Mindless targets cannot save, but the duration is halved.
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Sp drd faeriefire.png
Faerie Fire Evocation Arcs a flare of fairy fire through the air, bursting outward to affect all enemies near it. Targets are dazzled and take -1 penalty to attack, spot and search. Targets that fail a Reflex check are illuminated by faerie fire, dispelling stealth, invisibility, blur and displacement for 30 seconds and giving a -40 penalty to hide. Sightless enemies are immune to the dazzle effect.
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Sp drd produceflame.png
Produce Flame Evocation Flames as bright as a torch appear in your open hand and launch towards your foes. They deal 1d2+2 fire damage per caster level, up to 15d2+30 at caster level 15.
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Sp drd entangle.png
Entangle Transmutation Primal magic awakens plants and vines to grasp at the caster's enemies. Entangled creatures suffer a 90% penalty to movement speed, a 50% attack speed penalty, and a -1 penalty to attack rolls, AC and Reflex. A successful Reflex save negates this effect. Entangled creatures may leave the affected area to escape it's effects, or attempt to make a Strength check every 2 seconds to negate. Area of effect fire spells will destroy these vines and free any entangled creatures. Incorporeal creatures and oozes are natually immune. Fire elementals and other fire creatures are immune because they burn through the plants.
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Sp rgr jump.png
Jump Transmutation Gives an allied creature a +10 enhancement bonus to Jump skill for 1 minute per caster level. This bonus increases to +20 at 5th level, and +30 at 9th level. However creatures will see no improvement after obtaining a Jump skill of 40.
SmallCandle.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Sp rgr longstrider.png
Longstrider Transmutation Longstrider increases the caster's base run speed by 15%. This is a self buff, and cannot be cast on others.
SmallCandle.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Sp drd magicfang.png
Magic Fang Transmutation Increases the Enhancement Bonus of the target's natural weapon by 1, plus 1 per five caster levels. An item can have only one temporary item enhancement at a time. Only works on players, hirelings, or pets, and only if they are Animals, Vermin, Magical Beasts, Dragons or Fey.
SmallCandle.png
Sp rgr merfolksblessing.png
Merfolk's Blessing Transmutation Gives an ally a +10 enhancement bonus on Swim plus 1 for every 2 caster levels beyond 1st.
SmallCandle.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Sp drd passwithouttrace.png
Pass Without Trace Transmutation Your feet touch the ground, but leave no trace. Gives an ally +5 enhancement bonus on Move Silently checks, plus 1 per 2 caster levels to a maximum of 20.
SmallCandle.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Sp rgr ramsmight.png
Ram's Might Transmutation Your hands increase in size, granting a +2 size bonus to Strength and damage.
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Sp drd shillelagh.png
Shillelagh Transmutation Enchants your wooden melee weapons to do additional base weapon damage, and converts their damage type to bludgeoning. Weapons with this enchantment deal an additional 0.5[W] damage. Quarterstaves with this enchantment deal an additional 1.0[W] damage. A weapon can only have one item enhancement at a time.
SmallCandle.png
Icon Feat Quicken Spell.png
Sp drd maul.png
Maul Innate Attack This attack deals an extra 2[W] to the target, and applies a bleeding effect that deals 1d4 slash damage every 2 seconds for 8 seconds. Striking the target successfully may also intimidate the target based on the player's intimidate skill.
Sp drd takedown.png
Takedown Innate Attack This attack deals an extra 2[W] damage, and you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 11 + WIS mod. Any effects that improve the DC for the Trip feat also improve Takedown.)

Level 2[edit]

Icon Name School Description S.C. Metamagic Feats
FireTrap.png
Fire Trap Abjuration
(Fire)
Creates a trap that wards an area. When an enemy triggers the spell by entering the area, a fiery explosion does 1d3 + 3 fire damage per caster level. (Maximum caster level 20.) A successful Reflex save reduces the damage by half.
PinchOfBullDung.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Icon resistenergy.png
Resist Energy Abjuration Gives an ally limited resistance from one chosen energy type, reducing damage or attack by 10. (20 at caster level 7th, 30 at 11th.) Energy types available are: acid, cold, electricity, fire, or sonic.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Icon curelightwounds.png
Cure Light Wounds Conjuration (Healing) Positive energy heals an ally for 1d6+2 plus 1 per caster level (Maximum caster level 5.) hit points, or deals the same amount of damage to an undead creature. (A Will save reduces this damage by half.)
Icon Feat Empower Healing Spell.png
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
FogCloud.png
Fog Cloud Conjuration A bank of fog billows out, obscuring the sight of all targets within its effect and giving all creatures in the fog concealment (Attackers have 20% miss chance.), similar to a targetable ranged version of Obscuring Mist. Affects party members.
PinchOfBullDung.png
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
Icon lesserrestoration.png
Lesser Restoration Conjuration Dispels magical effects reducing 1 of an ally’s Ability scores, it also eliminates the condition Fatigued suffered by the creature, and improves the Exhausted condition to Fatigued.
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
Sp drd splinterbolt.png
Splinterbolt Conjuration Fires a jagged bolt of wood at your enemies. Deals 4d6 piercing damage, plus 4d6 per 6 caster levels, to a maximum of 12d6 at caster level 12.
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Sp rgr summonnaturesally 2.png
Summon Nature's Ally II Conjuration Summons a Challenge Rating 2 Hyena or Black Widow to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
Icon Feat Quicken Spell.png
Sp drd animaltrance.png
Animal Trance Enchantment Fascinates nearby Animals, Magical Beasts, and Vermin, causing them to stop and stare blankly until damaged. A successful Will save negates this effect. Creatures targeted by this effect have their will save momentarily weakened (-3 to will). Mindless targets cannot save, but the duration is halved.
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Sp rgr holdanimal.png
Hold Animal Enchantment An Animal becomes Paralyzed and freezes in place. It is aware, but it can take no actions for a maximum of 6 seconds per caster level. A successful Will save negates. The Animal may attempt to make a new Will save every 3 seconds.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Sp drd roar.png
Roar Enchantment Valid Forms: Bear, Dire Bear. You let out a menacing roar, drawing the attention of your foes. You generate 50% more hate for the duration of the spell.
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Sp drd creepingcold.png
Creeping Cold Evocation
(Cold)
Deals on-going cold damage to the target every 2 seconds for 12 seconds. The damage starts small, and grows larger as the spell continues. Each phase lasts 4 seconds. First phase: 1d4 damage +2 per 3 caster levels (max +12 at caster level 18). Second phase: 2d4 damage +4 per 3 caster levels (max +24 at caster level 18). Third Phase: 3d4 damage +6 per 3 caster levels (max +36 at caster level 18).
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Sp drd flameblade.png
Flame Blade Evocation Summons a scimitar of fire that does fire damage, instead of slashing damage, and uses the wielder's Wisdom instead of Strength for determining attack and damage bonuses. The user can choose to summon one-handed or two-handed versions, and the swords are automatically equipped when created. At caster level 1, it has a +1 enhancement bonus and the flaming effect. Every five caster levels the summoned swords improve. Because they are an extension of the caster's will, monks may use these weapons without becoming uncentered. The flame blade is not a physical weapon, but rather pure flame shaped by the caster's will; because of this, it is snuffed out if unequipped.
PinchOfBullDung.png
Icon Feat Quicken Spell.png
FlamingSphere.png
Flaming Sphere Evocation
(Fire)
Creates a rolling ball of fire, dealing 2d6 fire damage. A successful Reflex save negates the damage.
PinchOfBullDung.png
Icon Feat Quicken Spell.png
Arcane Spell Gust Of Wind.png
Gust of Wind Evocation This spell creates a severe blast of air that originates from you, and passes through all enemies in its path. Small or smaller enemies must make a Strength check or Dexterity check to negate be knocked prone, and medium or smaller enemies are slowed by the winds unless they make a Reflex save equal to 12+your casting Ability's modifier, but large or larger enemies are unaffected. The spell also clears away all lingering effects in its path, such as clouds and Wall of Fire.
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Sp drd alignfang.png
Align Fang Transmutation Your target's natural weapons gain the ability to bypass alignment based damage reduction of your choice. Lasts 1 minute per caster level. Only works on players, hirelings, or pets, and only if they are Animals, Vermin, Magical Beasts, Dragons, or Fey. An item can have only one temporary item enchantment at a time.
PinchOfBullDung.png
Icon Feat Quicken Spell.png
Sp rgr barkskin.png
Barkskin Transmutation Toughens the skin of an ally, giving a +2 natural armor bonus to AC with an additional +1 for every 3 caster levels above 3rd level, to a maximum of +5 at level 12.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Sp rgr bearsendurance.png
Bear's Endurance Transmutation An ally gains a +4 enhancement bonus to Constitution for 1 minute per caster level.
PinchOfBullDung.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Icon bullsstrength.png
Bull's Strength Transmutation An ally gains a +4 enhancement bonus to Strength for 1 minute per caster level.
PinchOfBullDung.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Sp rgr catsgrace.png
Cat's Grace Transmutation An ally gains a +4 enhancement bonus to Dexterity for 1 minute per caster level.
PinchOfBullDung.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Icon eaglessplendor.png
Eagle's Splendor Transmutation An ally gains a +4 enhancement bonus to Charisma for 1 minute per caster level.
PinchOfBullDung.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
FoxsCunning.png
Fox's Cunning Transmutation An ally gains a +4 enhancement bonus to Intelligence for 1 minute per caster level.
PinchOfBullDung.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Sp rgr owlswisdom.png
Owl's Wisdom Transmutation An ally gains a +4 enhancement bonus to Wisdom for 1 minute per caster level.
PinchOfBullDung.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Sp drd packpresence.png
Pack Presence Transmutation Forms a link between a leader and his or her pack. The caster chooses to reduce or increase his or her minions' hate generation by 75%. The spell affects all of the target's hirelings, pets, summoned creatures, and charmed creatures. The more hate a creature generates, the more likely that its enemies will choose to attack it. If the caster chooses to increase hate generation, then casting the spell causes the caster's hirelings and pets to do an intimidate check with a +20 circumstance bonus to creatures around them.
PinchOfBullDung.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png

Level 3[edit]

Icon Name School Description S.C. Metamagic Feats
Sp rgr protectionfromenergy selector.png
Protection from Energy Abjuration Protection from Energy grants temporary immunity to one chosen type of energy you specify when you cast it, or until 12 points of energy per caster level (Maximum caster level 10.) from the chosen kind of energy type has been absorbed. Energy types available are: acid, cold, electricity, fire, and sonic.
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
Sp rgr curemoderatewounds.png
Cure Moderate Wounds Conjuration (Healing) Positive energy heals an ally for 2d6+4 plus 1 per caster level (Maximum caster level 10.) hit points, or deals the same amount of damage to an undead creature. (A Will save reduces this damage by half.)
Icon Feat Empower Healing Spell.png
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Sp rgr neutralizepoison.png
Neutralize Poison Conjuration Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the Poison. Additionally, it immunizes the ally from any Poison he is exposed to during the duration of the spell.
HollowReed.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Sp rgr removedisease.png
Remove Disease Conjuration This spell cures all diseases on an ally. The spell does not prevent re-infection after a new exposure to the disease.
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
SleetStorm.png
Sleet Storm Conjuration
(Cold)
Driving sleet blocks all sight (Attackers are Blinded.), and causes the ground around the target to become icy, slowing targets within it by 50%. This spell affects party members too.
HollowReed.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Sp rgr summonnaturesally 3.png
Summon Nature's Ally III Conjuration Summons a Challenge Rating 3 Lioness or Challenge Rating 4 Winter Wolf to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
Icon Feat Quicken Spell.png
Icon Vigor.png
Vigor Conjuration (Healing) A positive energy conjuration that heals 1d6, +1 per 3 caster levels (max +3 at caster level 9), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is applied. Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.
Icon Feat Empower Healing Spell.png
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Icon Dominate Animal.png
Dominate Animal Enchantment Telepathically controls the actions of an Animal, Magical Beast, or Vermin, causing it to change sides. Dominate acts like Charm, with additional Will saves every 15 to 30 seconds, but the creature will follow you throughout the dungeon. Mindless targets cannot save, but the duration is halved.
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Icon Call Lightning.png
Call Lightning Evocation (Electricity) Calls forth a bolt of lightning, which strikes your chosen target for 1d10 damage for every caster level up to 15. A successful reflex save reduces damage by half. D&D Dice: Deals 1d5+5 electricity damage per caster level.
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Icon Salt Ray.png
Salt Ray Evocation A thin shaft of whirling salt crystals lances out from your crooked finger to strike and shred your foe. Your target takes 1d6 force damage per 2 caster levels, for a maximum of 5d6 at caster level 10. Targets are also stunned. Fortitude save negates the stun.
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Contagion.png
Contagion Necromancy Infects a living enemy with the chosen disease, which strikes immediately and deals damage every minute to one or more attributes. A successful Fortitude save negates the damage. Affected creatures can only recover if they make two consecutive Fortitude saves.
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
Poison.png
Poison Necromancy Calls upon the venomous powers of natural predators to infect the enemy with a horrible Poison. Deals 1d10 temporary Constitution damage, and another 1d10 temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save.
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Icon Quench.png
Quench Transmutation A burst of water quenches flames. Lingering fire spells, such as Wall of Fire, are dispelled. Your allies are cured of any lingering fire damage effects, and receive a +15 enhancement bonus to fire resistance. Your enemies receive a -20 penalty to cold and electricity resistance. The resistance bonuses and penalties increase to 25 at caster level 8, and 35 and caster level 12. They last one minute. Fiery enemies, such as fire elementals, take 27 to 33 cold damage per 4 caster levels, to a maximum of 108 to 132. A successful fortitude save halves the damage, and negates the resistance penalties. D&D Dice: Deals 2d4+25 cold damage per 4 caster levels.
Icon Feat Empower Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Sp rgr snare.png
Snare Transmutation Creates a snare that when triggered entangles a single enemy. An Entangled creature may attempt to make a Strength check every 2 seconds to escape. Incorporeal creatures, and Oozes cannot be caught in the snare.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Icon Spiderskin.png
Spiderskin Transmutation Your target gains a +2 enhancement bonus to saves against poison, a bonus to the hide skill equal to your caster level, and a +2 Natural Armor bonus to AC, with an additional +1 for every six of your caster levels
HollowReed.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Sp rgr spikegrowth.png
Spike Growth Transmutation Creates hard and pointed vegetation that injures the feet and legs of enemies that pass over it, slowing movement and causing 1d4 piercing damage every 2 seconds. A successful Reflex save negates the slow effect.
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
WaterBreathing.png
Water Breathing Transmutation Grants the ability to breathe water to you and your allies.
HollowReed.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Icon Baiting Bite.png
Baiting Bite Innate Attack Valid Forms: Wolf, Winter Wolf. Your jaws seems to come from every direction. This attack deals an extra 4[W] damage to the target, and also performs a bluff check, which may leave your opponent open to sneak attacks and flanking, and temporarily reduces your threat generation by 25%.
Icon Shred.png
Shred Innate Attack Valid Forms: Bear, Dire Bear. This attack deals an extra 3[W] damage to the target, and you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 13 + WIS mod) Any effects that improve the DC for the Sunder feat also improve Shred)

Level 4[edit]

Icon Name School Description S.C. Metamagic Feats
Sp dispelmagic.png
Dispel Magic Abjuration Removes ongoing spells that have been cast on a target, on a successful caster level check 1d20+caster level (Maximum caster level 10.) of DC 11+spell's caster level. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner.
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
Sp rgr freedomofmovement.png
Freedom of Movement Abjuration This spell enables an ally to move and attack normally for the duration of the spell, even under the influence of magic or conditions that normally impedes movement, such as Entangled, Paralyzed**, or Solid Fog **Earthgrab is no longer a Paralyzed effect, so is no longer cured or prevented by Freedom of Movement (As of U12, tested on Lamannia).
DiamondDust.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Sp cureseriouswounds.png
Cure Serious Wounds Conjuration (Healing) Positive energy heals an ally for 3d6+6 plus 1 per caster level (Maximum caster level 15.) hit points, or deals the same amount of damage to an undead creature. (A Will save reduces this damage by half.)
Icon Feat Empower Healing Spell.png
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Icon Enveloping Swarm.png
Enveloping Swarm Conjuration A swarm of voracious insects to envelop your body. Enemies that strike you in battle attract their ire, and have a 50% change of being swarmed in turn. Enemies with this effect take 3 untyped damage, and an additional 3 every 2 seconds
Icon Feat Extend Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Icon Lesser Vigor Mass.png
Lesser Vigor, Mass Conjuration (Healing) Casts Lesser Vigor on multiple targets. A positive energy conjuration that heals 1d2, +1 per 3 caster levels (max +8 at caster level 24), every 2 seconds for 8 seconds. Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.
Sp rgr summonnaturesally 4.png
Summon Nature's Ally IV Conjuration Summons a Challenge Rating 4 Young Razor Cat or Glass Spider to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
Icon Feat Quicken Spell.png
FlameStrike.png
Flame Strike Evocation
(Fire)
A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d3+1d3 points of damage per caster level. (Maximum caster level 15.) 1d3 of the damage is fire damage, but the other 1d3 results directly from divine power and is therefore not subject to being reduced by resistance to fire based attacks. A successful Reflex save reduces the damage by half.
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
IceStorm.png
Ice Storm Evocation
(Cold)
Hail creates a lingering area of effect for 30 seconds that deals 2d6 of bludgeon damage and 1d6 of cold damage plus 1 per caster level (up to a maximum caster level of 15) every 2 seconds to each creature inside the area.
DiamondDust.png
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Icon Harrowing Pack.png
Harrowing Pack Transmutation Valid Forms: Wolf, Winter Wolf. The wolf pack hounds their prey, attacking from all sides. Grants the caster and all of his or her hirelings, pets, summoned creatures, and charmed creatures a +2 enhancement bonus to flanking attacks, and granting them a knockdown effect when they roll a 20 on attack rolls.
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Sp rgr longstridermass.png
Longstrider, Mass Transmutation Casts Longstrider on multiple targets, increasing base run speed of allies by +15%. (Duration: 30 minutes)
DiamondDust.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Icon Rising Fury.png
Rising Fury Transmutation Valid Forms: Bear, Dire Bear. With each blow, your fury rises. For the duration of this spell, every time an enemy hits you, you gain a +2 morale bonus to Strength and Constitution. This stacks up to 5 times.
Icon Feat Quicken Spell.png

Level 5[edit]

Icon Name School Description S.C. Metamagic Feats
Stoneskin.png
Stoneskin Abjuration The warded creature gains resistance to base melee damage granting Damage Reduction 10/Adamantine. Once the spell has prevented a total of 10 points damage per caster level it is discharged. Otherwise it lasts 1 minute per caster level. (Special material component: Granite and Diamond Dust.)
PouchOfGraniteAndDiamondDust.png
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
CureCriticalWounds.png
Cure Critical Wounds Conjuration (Healing) Positive energy heals an ally for 4d6+8 plus 1 per caster level (Maximum caster level 20). hit points, or deals the same amount of damage to an Undead creature. (A Will save reduces this damage by half).
Icon Feat Empower Healing Spell.png
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Icon Greater Vigor.png
Greater Vigor Conjuration (Healing) A positive energy conjuration that heals 1d8, +1 per 3 caster levels (max +4 at caster level 12), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 2 HP every 5 seconds for 30 seconds is applied. Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.
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Panacea.png
Panacea Conjuration (Healing) Channels powerful positive energy into a target to wipe away afflictions, restores 1d6+2 Hit Points plus 1 per caster level (Maximum caster level 20.), removes the conditions or effects: Ability Damaged, Blinded, Confused, Dazed, Dazzled, Deafened, Diseased, Exhausted, Fatigued, Feebleminded, Insanity, Nauseated, and Poisoned. Against Undead this spell will damage 1d6+2 Hit Points plus 1 per caster level (Maximum caster level 20). Undead who make a successful Will save reduce the damage by half.
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Icon Summon Natures Ally V.png
Summon Nature's Ally V Conjuration Summons a Challenge Rating <?> Bear or Medium Earth Elemental to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
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Icon Call Lightning Storm.png
Call Lightning Storm Evocation
(Electricity)
Creates a stormcloud that persists for some time and randomly strikes nearby enemies with bolts of lightning of 5 to 50 electrical damage. A successful Reflex save reduces the damage by half.
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Wall of Fire Evocation
(Fire)
This wall deals 2d6 points of fire damage plus 1 point of fire damage per caster level (Maximum caster level 15) to targets within the wall, and deals an additional 2d6 damage to Undead creatures. The duration is 30 seconds regardless of caster level.
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Icon Animal Growth.png
Animal Growth Transmutation Grants an Animal, Magical Beast, or Vermin a +4 size Bonus to Strength, a +4 Size Bonus to Constitution, and a -2 penalty to Dexterity.
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Sp deathward.png
Death Ward Transmutation Grants a friendly creature immunity to death spells and effects, Energy Drained, and negative energy effects.
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Icon Pack Aptitude.png
Pack Aptitude Transmutation Forms a link between a leader and his or her pack, granting all of the target's hirelings, pets, summoned creatures, and charmed creatures a circumstance bonus to an ability score. It grants a +2 bonus per 3 caster levels, with a maximum of +6. The caster chooses which ability score to increase. Only one may be active at a time.
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Icon Reincarnate.png
Reincarnate Transmutation Resurrects the target, restores 50% of the target's hit points, and preserves current spell points. It also randomly applies a set of ability score and/or skill bonuses and penalties to the target as well as other possible benefits or negatives.
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Icon Cold Breath.png
Cold Breath Breath Weapon
(Cold)
Valid Forms: Winter Wolf. Creates an area of extreme cold, originating in front of you and spreaing outward in a cone. It drains heat, dealing 4 to 6 points of cold damage per caster level (up to a maximum of 60 to 90 adage at caster level 15). A successful Reflex save reduces the damage by half. D&D Dice: Deals 1d3+3 cold damage per caster level (max 15d3+45).
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Level 6[edit]

Icon Name School Description S.C. Metamagic Feats
GreaterDispelMagic.png
Greater Dispel Magic Abjuration Removes ongoing spells that have been cast on a target. You must make a caster level check of 1d20+your caster level (Maximum caster level 20.) of DC 11+spell's caster level to remove an effect. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner.
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Icon Fire Seeds.png
Fire Seeds Conjuration
(Fire)
Flings three burning acorns at your target, where they explode into flames. Each acorn does 1d4 fire damage, plus 1d4 per three caster levels (maximum 8d4 per missile at cast level 21). Reflex save halves. You can also place the acorns on the ground to act as a trap, for reduced Spell Point cost.
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Icon Summon Natures Ally VI.png
Summon Nature's Ally VI Conjuration Summons a Challenge Rating <?> IV Mudman or Large Water Elemental to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
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Icon Vigor Mass.png
Vigor, Mass Conjuration (Healing) Casts Vigor on multiple targets. A positive energy conjuration that heals 1d6, +1 per 3 caster levels (max +11 at level 33), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is applied. Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.
Icon Feat Empower Healing Spell.png
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FireShield.png
Fire Shield Evocation
(Fire,Cold)
Wreaths the caster in hot or cold flames. Any creature striking you in melee takes 1d3+3 plus 1 per caster level (Maximum caster level 15.) damage. The Fire version of this spell deals fire damage and reduces damage the caster takes from cold by half. The cold version of this spell deals cold damage and reduces damage the caster takes from fire by half. The flame from the fire version will burn away any webs that attempt to entangle you.
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Icon Frostbite.png
Frostbite Evocation
(Cold)
Valid Forms: Winter Wolf. Your frigid breath and freezing jaws drain the warmth from your enemies. Your melee attacks deal an extra 1d6 cold damage each hit. Critical hits deal an additional 1d10 cold damage if you have a x2 critical multiplier, 2d10 for a x3 critical multiplier and 3d10 for a x4 multiplier.
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Icon Greater Creeping Cold.png
Greater Creeping Cold Evocation
(Cold)
Deals ongoing cold damage to the target every 2 seconds for 12 seconds. The damage starts small, and grows larger as the spell continues. Each phase lasts 4 seconds. First phase: 2d4 damage +4 per 2 caster levels (max +40 at caster level 20). Second phase: 4d4 damage + 6 per 2 caster levels (max +60 at caster level 20). Third Phase: 6d4 damage +8 per 2 caster levels (max +80 at caster level 20).
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Icon Word of Balance.png
Word of Balance Evocation You utter elder words of balance, judging those who stray too far from the path of neutrality. Targets with an alignment one step away from True Neutral, such as Chaotic Neutral, take 5 to 8 bane damage for every two caster levels up to level 20. Targets who are two steps away, such as Chaotic Evil, take that damage again. True Neutral targets are immune to the effects of this spell.
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BearsEnduranceMass.png
Bear's Endurance, Mass Transmutation Casts Bear's Endurance on multiple targets giving a +4 enhancement bonus to Constitution to each of them for 1 minute per caster level.
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BullsStrengthMass.png
Bull's Strength, Mass Transmutation Casts Bull's Strength on multiple targets giving a +4 enhancement bonus to Strength to each of them for 1 minute per caster level.
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CatsGraceMass.png
Cat's Grace, Mass Transmutation Casts Cat's Grace on multiple targets, giving a +4 enhancement bonus to Dexterity to each of them for 1 minute per caster level.
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EaglesSplendorMass.png
Eagle's Splendor, Mass Transmutation Casts Eagle's Splendor on multiple targets, giving a +4 enhancement bonus to Charisma to each of them for 1 minute per caster level.
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FoxsCunningMass.png
Fox's Cunning, Mass Transmutation Casts Fox's Cunning on multiple targets, giving a +4 enhancement bonus to Intelligence to each of them for 1 minute per caster level.
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OwlsWisdomMass.png
Owl's Wisdom, Mass Transmutation Casts Owl's Wisdom on multiple targets, giving a +4 enhancement bonus to Wisdom to each of them for 1 minute per caster level.
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Icon Tenacious Pack.png
Tenacious Pack Transmutation Forms a link between a leader and his or her pack, granting all of the target's hirelings, pets, summoned creatures, and charmed creatures +30 enhancement bonus to fortification and +60 positive healing amplification (enhancement bonus).
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Icon Tremor.png
Tremor Innate Attack Valid Forms: Bear, Dire Bear . The ground trembles beneath your feet. Enemies around fall prone. Fortitude save negates. Save DC is 10 + half Druid level + WIS bonus.

Level 7[edit]

Icon Name School Description S.C. Metamagic Feats
Icon Creeping Doom.png
Creeping Doom Conjuration Summons a cloud of voracious insects and unleashes them on your enemies. The insect cloud will slowly home on the target, and when it strikes insects will burst outward, affecting every enemy within the area of effect. Enemies hit by the insects take 2 to 20 poison damage, plus 1 to 10 per 3 caster levels, every 2 seconds for 16 seconds. A successful reflex save halves the damage.
Icon Feat Empower Spell.png
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Icon Greater Vigor Mass.png
Greater Vigor, Mass Conjuration (Healing) Casts Greater Vigor on multiple targets. A positive energy conjuration that heals 1d8, +1 per 3 caster levels (max +13 at caster level 39), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is applied. Only one vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.
Icon Feat Empower Healing Spell.png
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Icon Regenerate.png
Regenerate Conjuration (Healing) A positive energy conjuration that heals Hit points, ability point damage, and level drain, and cures bleed effects. It heals 1d6, +1 per cast levels (max +17), every 2 seconds for 8 seconds. Every two seconds 2 ability point damage is healed, and every three seconds 1 drained level and 1 bleed effect are removed. When the initial effect expires, a smaller healing effect that heals 2 HP every 5 seconds for 30 seconds is applied. Only one heal-over-time spell can be active at a time, with the most beneficial taking priority. If multiple Regenerate spells are cast on the same target, then the duration is extended.
Icon Feat Empower Healing Spell.png
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Icon Summon Natures Ally VII.png
Summon Nature's Ally VII Conjuration Summons a Challenge Rating <?> Djinni or Huge Earth Elemental to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
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TrueSeeing.png
True Seeing Divination You confer on the ally the ability to see things as they actually are. This allows the target to notice secret doors hidden by magic, see the exact location of creatures hidden by Blur or Displacement effects, and see Invisible creatures or objects normally.
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Icon Body of the Sun.png
Body of the Sun Evocation
(Fire)
Valid Forms: Fire Elemental. Your body draws on the power of the sun and emanates intense heat, burning nearby enemies. Nearby enemies take 1d6 fire damage per caster level (to a maximum of 20d6 at level 20) every 3 seconds. Fortitude save halves.
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Icon Elemental Toughness.png
Elemental Toughness Evocation Valid Forms: Fire Elemental, Water Elemental. Draw elemental matter into your form, toughening your body and gaining 5/- DR.
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FireStorm.png
Fire Storm Evocation
(Fire)
Deals 1d3+3 fire damage per caster level for targets in the storm area.
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Icon Freezing Spray.png
Freezing Spray Evocation
(Cold)
Valid Forms: Water Elemental . Douses an opponent in freezing spray, giving the target 25% cold vulnerability. Targets with this vulnerability will take 25% extra damage from all sources of cold damage. Once this effect wears off, it cannot be reapplied for 30 seconds.
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Icon Jaws of Winter.png
Jaws of Winter Evocation
(Cold)
Valid Forms: Winter Wolf. As your jaws close over your enemies, they feel the deep cold of winter's heart close around them. This attack deals an extra 6[W], and if it counts as a sneak attack, your foe is frozen solid for 30 seconds. Frozen creatures gain DR 5/Adamantine, but are considered helpless. Fortitude save negates, and the creature gets an additional save attempt every two seconds. (DC 17 + WIS mod).
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Icon Sunbeam.png
Sunbeam Evocation
(Light)
Deals 4 to 6 light damage per caster level with a mighty beam of sunlight, and temporarily blinds the target. Against Undead or Oozies, it does double damage. A successful Reflex save halves the damage and negates the blind effect. This spell has double range. D&D Dice: Deals 1d3+3 light damage per caster level.
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Icon Relentless Onslaught.png
Relentless Onslaught Innate Attack Valid Forms: Dire Bear. Perform a melee attack that deals an extra 5[W] and knocks your target down for 4 seconds. For up to 20 seconds afterwards, as long as the target stays down, every successful hit against the target has a 30% chance of knocking it down again.

Level 8[edit]

Icon Name School Description S.C. Metamagic Feats
Heal.png
Heal Conjuration (Healing) Channels powerful positive energy into allies to wipe away injury and afflictions, restore 10 Hit Points per caster level (Maximum caster level 15.), removes the conditions or effects: Ability Damaged, Blinded, Confused, Dazed, Dazzled, Deafened, Diseased, Exhausted, Fatigued, Feebleminded, Insanity, Nauseated, and Poisoned. Against Undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.
Icon Feat Empower Healing Spell.png
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Icon Summon Natures Ally VIII.png
Summon Nature's Ally VIII Conjuration Summons a Challenge Rating <?> Greater Air Elemental or Dire Bear to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
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Icon Howl of Terror.png
Howl of Terror Enchantment Valid Forms: Wolf, Winter Wolf. You utter a terrifying howl, filling your foes with a paralyzing fear. Foes around you are paralyzed for 6 to 24 seconds. Will save negates.
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Icon Earthquake.png
Earthquake Evocation Summons an earthquake beneath your enemies' feet. Enemies within the area of effect have an additional 30% spell failure chance, and every three seconds they are knocked down and take 2 to 16 points of damage. A successful reflex save vs. the damage halves the damage, and a reflex save vs. the knockdown negates it. Flying enemies are immune. D&D Dice: Deals 2d8 level bludgeoning damage.
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Icon Fires of Purity.png
Fires of Purity Evocation
(Fire)
Valid Forms: Fire Elemental. Enchants your target's weapons with fires of purity. They deal an extra 2d4 fire damage, and enemies that strike them take a -10 penalty to their fire resistance. An item can have only one temporary item enchantment at a time.
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Sunburst.png
Sunburst Evocation
(Light)
Sunburst causes a globe of searing radiance to explode silently from a point you select dealing to all creatures 6d6 points of light damage in addition to blinding them. Oozes and Undead take 1d3+3 light damage per caster level. A successful Reflex save reduces the damage by half and negates the condition Blinded. Light fearing Undead may be instantly destroyed by this spell if it fails its save.
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FingerOfDeath.png
Finger of Death Necromancy Slays one living enemy. Those that succeed on a Fortitude save instead are dealt 8 to 12 negative energy damage per caster level (Maximum caster level 25.).
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Icon Ice Flowers.png
Ice Flowers Transmutation
(Cold)
Valid Forms: Water Elemental . Lances of ice burst from the ground where you point, dealing 1d3 piercing and 1d3 cold damage per caster level, to a maximum of 15d3 cold and 15d3 piercing.
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Icon Unstoppable.png
Unstoppable Transmutation Valid Forms: Dire Bear . You expend your body's ability to heal to fuel a burst of determination. You gain 15 temporary hit points per caster level, and +5 damage, but your positive damage vulnerability becomes 0%, preventing healing. You are also immune to fear, enchantment, sleep, energy drain, paralysis, exhaustion and death effects, though any effects already active remain unchanged. Lasts 15 seconds.

Level 9[edit]

Icon Name School Description S.C. Metamagic Feats
Icon Anger of the Noonday Sun.png
Anger of the Noonday Sun Evocation (Fire) Valid Forms: Fire Elemental. You are enveloped in the anger of the noonday sun. The targets of your fire spells suffer a 2% fortification penalty, and a -5 penalty to fire resistance.
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Icon Mantle of the Icy Soul.png
Mantle of the Icy Soul Evocation (Cold) Valid Forms: Water Elemental. You are shrouded in the mantle of the icy soul. The targets of your cold spells take a 25% penalty to movement speed, a 10% penalty to attack speed, and a -4 penalty to reflex and fortitude saves.
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Icon Snowslide.png
Snowslide Evocation (Cold) Valid Forms: Winter Wolf. You leap forward with the speed and ferocity of a sudden avalanche. You attack enemies in your path, dealing an extra 2[W], and targets caught in your wake are frozen solid for 20 seconds. A successful reflex save negates the effect, and creatures caught in the ice can attempt fortitude saves to escape every 3 seconds. Creatures frozen are considered helpless, but they also gain DR/Adamantine 5. (DC 19 + WIS mod)
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Icon Regenerate Mass.png
Regenerate, Mass Conjuration (Healing) Casts Regenerate on multiple targets. A positive energy conjuration that heals hit points, ability point damage, and level drain, and cures bleed effects. It heals 1d6 hit points, +1 per caster levels (max +25), every 2 seconds for 8 seconds. Every two seconds 2 ability point damage is healed, and every three seconds one drained level and 1 bleed effect are removed. When the initial effect expires, a smaller healing effect that heals 2 HP every 5 seconds for 30 seconds is applied. Only one heal-over-time spell can be active at a time, with the most beneficial taking priority. If multiple Regenerate spells are cast on the same target, then the duration is extended.
Icon Feat Empower Healing Spell.png
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Icon Storm of Vengeance.png
Storm of Vengeance Conjuration (Electricity) Conjures a storm with a massive thunderclap, deafening enemies, dousing them in acid rain, and lancing them with lightning bolts. Enemies within the cloud when it is first conjured are deafened for 3 seconds per caster level. Enemies within the storm take 8d6 acid damage every two seconds. Every 4 seconds, a random enemy within the storm takes 5d10 electricity damage (a successful reflex save halves). The storm lasts 3 seconds per caster level.
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Icon Summon Natures Ally IX.png
Summon Nature's Ally IX Conjuration Summons a Challenge Rating 16? Dryad or Elder Fire Elemental to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
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