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Sorcerer / Wizard spells

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Warning: numerical effects may not coincide with DDO's exact implementation. See here for details.

Contents: Sorcerer/Wizard Spells List Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9



[edit] Sorcerer/Wizard Spells List

Sorcerers and Wizards cast arcane spells.

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

Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation Total
Level 1 3 5 2 3 5 0 4 6 28
Level 2 1 5 1 3 6 3 7 9 35
Level 3 3 4 0 5 5 1 2 4 24
Level 4 4 4 0 2 6 1 7 1 25
Level 5 3 3 0 4 6 0 2 1 19
Level 6 2 2 1 3 2 1 5 12 28
Level 7 2 2 0 4 2 1 4 1 16
Level 8 0 4 0 3 3 0 2 1 13
Level 9 1 2 0 2 1 0 2 0 8
Total 19 31 4 29 36 7 35 35 196

Check here if you're looking for a list of spells affected by the elemental savant prestige enhancements.

[edit] See Also

The Rare Arcane Scroll List

[edit] Level 1

Icon Name School Description S.C. Metamagic Feats
Nightshield.png
Nightshield Abjuration Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th level), and protection from Magic Missiles for 1 minute per caster level. Minimum duration 5 minutes.
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Icon protectionfromevil.png
Protection from Evil Abjuration Creates a magical barrier that wards a target from attacks by Evil creatures. It grants a +2 deflection bonus to Armor Class, and a +2 resistance bonus to saves versus attacks from Evil creatures. The target is also warded from Evil magical controls and compulsions.
Eq comp wiz level 01.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Shield.png
Shield Abjuration Grants a +4 shield bonus to Armor Class, and protection from Magic Missile for 1 minute per caster level.
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Grease.png
Grease Conjuration 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 2d6 fire damage per 2 caster levels 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 this damage by half.
Eq comp wiz level 01.png
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
MageArmor.png
Mage Armor Conjuration An invisible, but tangible field of force surrounds an ally, providing a +4 armor bonus to Armor Class for 5 minutes plus 1 minute per caster level.
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
NiacsColdRay.png
Niac's Cold Ray Conjuration
(Cold)
Shoots a ray of ice inflicting 1d5+5 cold damage per caster level (Maximum damage 5d5+25.) to a single target. A successful Reflex save negates damage.
Eq comp wiz level 01.png
Icon Feat Empower Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
ObscuringMist.png
Obscuring Mist Conjuration A misty vapor arises around the caster obscuring all sight, giving all creatures in the fog concealment. (Attackers have 20% miss chance.) Obscuring Mist can be burned away with fire spells that hit the area of the mist.
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
SummonMonsterI.png
Summon Monster I Conjuration Summons 1 Monster from 3 choices: Brown Spider, Celestial Dog, Giant 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.
Eq comp wiz level 01.png
Icon Feat Quicken Spell.png
DetectSecretDoors.png
Detect Secret Doors Divination Reveals secret and hidden doors.
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
MastersTouch.png
Master's Touch Divination Enchants the items currently equipped in the target's right and left hands to grant their wielder proficiency if the items are simple or martial weapons, or shields, and lasts until the target rests.
CharmPerson.png
Charm Person Enchantment 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
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Hypnotism.png
Hypnotism Enchantment Gestures and droning incantation fascinate nearby enemies, causing them to stop and stare blankly until damaged. A successful Will save negates this effect. Hypnotism confers a -3 Will Save on all targets for 15 seconds, even if the targets make their save.
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Sleep.png
Sleep Enchantment Induces a magical slumber, rendering creatures Helpless until attacked. Ineffective on Undead, Constructs, or Oozes. A successful Will save negates this effect. (DC = spell's save DC - creature's HD + your caster level)
Eq comp wiz level 01.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
AcidSpray.png
Acid Spray Evocation
(Acid)
A harmful cone of burning acid shoots forth, damaging targets in the area of the flames for 1d2+2 acid damage per caster level. (Maximum damage 5d2+10.) A successful Reflex save reduces the damage by half.
Icon Feat Empower Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
BurningHands.png
Burning Hands Evocation
(Fire)
A harmful cone of searing flame shoots forth, damaging targets in the area of the flames for 1d2+2 fire damage per caster level. (Maximum damage 5d2+10.) A successful Reflex save reduces the damage by half.
Icon Feat Empower Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
ArcaneArcherImbueForceArrows.png
Magic Missile Evocation
(Force)
A missile of magical energy darts forth and unerringly strikes its target inflicting 1d2+3 force damage. For every 2 caster levels beyond first you gain an additional missile, up to a maximum of 5 missiles at 9th level and higher.
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
ShockingGrasp.png
Shocking Grasp Evocation (Electricity) Delivers a jolt of 1d3+3 electricity damage per caster level (Maximum damage 5d3+15.) to any enemy you touch.
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
SonicBlast.png
Sonic Blast Evocation
(Sonic)
Blasts an enemy with loud high-pitched sounds, dealing 1d2+2 sonic damage per 2 caster levels. (Maximum damage 5d2+10.) The target must make a successful Will save to avoid be Dazed for a short period of time, or until they take damage.
Icon Feat Empower Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
CauseFear.png
Cause Fear Necromancy If the target fails a Will save acquires the condition Cowering, otherwise it becomes Shaken. Creatures with 6 or more Hit Dice are immune to this spell. This spell counters and dispels Remove Fear.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
ChillTouch.png
Chill Touch Necromancy (Negative) Makes a touch echo with the chill of death causing 1d3+3 per caster level (Maximum damage 5d3+15.) of negative damage and one point of Strength damage to 1 living creature. A successful Fortitude save negates the Strength damage. Chill Touch causes Undead to become Panicked instead of taking damage. Undead who make a successful Will save negate this Panicked condition.
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 DisruptUndead.jpg
Disrupt Undead Necromancy This ray deals 2d3+6 positive energy damage plus an additional 1d3+3 damage per two caster levels to an enemy undead. This spell has nearly unlimited range.
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
RayOfEnfeeblement.png
Ray of Enfeeblement Necromancy A coruscating ray springs towards the target, inflicting a 1d6 Strength penalty plus 1 additional per 2 caster levels. (Maximum Strength penalty 1d6+5.)
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
ExpeditiousRetreat.png
Expeditious Retreat Transmutation Increases base run speed by 25% for 1 minute per caster level.
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
FeatherFall.png
Feather Fall Transmutation Causes an ally to fall slowly, although faster than feathers typically do.
Icon Feat Enlarge Spell.png
Icon Feat Extend 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.
Eq comp wiz level 01.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.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.
Eq comp wiz level 01.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
RepairLightDamageMass.png
Repair Light Damage Transmutation (Repair) Transmutes the structure of a living Construct ally to repair 1d6+2 Hit Points plus 1 per caster level. (Maximum caster level 5.)
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Sp rgr tumble.png
Tumble Transmutation Gives an ally a +10 enhancement bonus to the Skill Tumble.
Eq comp wiz level 01.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png

[edit] Level 2

Icon Name School Description S.C. Metamagic Feats
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
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.
EyelashInGumArabic.png
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
Glitterdust.png
Glitterdust Conjuration 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 Blinded.
EyelashInGumArabic.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
MelfsAcidArrow.png
Melf's Acid Arrow Conjuration
(Acid)
Deals 2d4 + 1 per 2 caster level of acid damage to a target for 12 seconds.
EyelashInGumArabic.png
Icon Feat Empower Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
SummonMonsterII.png
Summon Monster II Conjuration Summons 1 Monster from 3 choices: Black Widow, Fiendish Bat, Fiendish Monstrous Scorpion 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.
EyelashInGumArabic.png
Icon Feat Quicken Spell.png
Web.png
Web Conjuration Creates a many-layered mass of strong, sticky strands that entangle targets within them. A successful Reflex save negates this effect. Entangled creatures may attempt to make a Strength check every 2 seconds to escape. Area of effect fire spells will destroy these webs and free any entangled creatures. Incorporeal creatures, oozes, and spiders are naturally immune. Fire elementals and other fire creatures are immune because they burn through the webs. The duration is a fixed 30 seconds.
EyelashInGumArabic.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
SeeInvisibility.png
See Invisibility Divination Reveals Invisible creatures, or objects.
EyelashInGumArabic.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
DazeMonster.png
Daze Monster Enchantment Dazes an enemy so that it takes no actions for 6 seconds. A successful Will save negates this effect.

Targets of this spell have their will save affected by weaken will - minor or vulnerable.

EyelashInGumArabic.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
TouchOfIdiocy.png
Touch of Idiocy Enchantment Target takes 1d6 points of Charisma, Intelligence, and Wisdom damage.
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
OttosResistibleDance.png
Otto's Resistible Dance Enchantment At your touch forces one Foe to dance, preventing it from doing anything else. A successful Will save negates this effect.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
ElectricLoop.png
Electric Loop Evocation
(Electricity)
Zap one or more targets for 1d3+3 electrical damage per two caster levels (Maximum damage 5d3+15.), then may leap erratically about to other nearby targets hitting each of them with a similar shock. A successful Reflex save reduces the damage by half. On a failed Reflex save, the target must make a successful Will save to avoid be Dazed for a short period of time or until takes damage.
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
FlamingSphere.png
Flaming Sphere Evocation
(Fire)
Creates a rolling ball of fire, dealing 2d6 fire damage. A successful Reflex save negates the damage.
EyelashInGumArabic.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
Scorch.png
Scorch Evocation
(Fire)
A jet of roaring flame bursts from your outstretched hand, dealing 1d4+4 fire damage per 2 caster levels (max 5d4+20) to targets in its path. A successful Reflex save reduces the damage by half.
Icon Feat Empower Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
ScorchingRay.png
Scorching Ray Evocation
(Fire)
Blasts a target with fiery rays, each doing 4d3+12 fire damage on impact. You may fire 1 ray, plus 1 additional ray for every 4 caster levels beyond 3rd. (Maximum rays 3.)
Icon Feat Empower Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
SnowballSwarm.png
Snowball Swarm Evocation
(Cold)
A flurry of magical snowballs erupt near your target, dealing 1d3+3 cold damage per 2 caster levels. (Maximum damage 5d3+15.) A successful Reflex save reduces the damage by half.
EyelashInGumArabic.png
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
Blur.png
Blur Illusion An ally's outline becomes slightly blurred, granting a 20% miss chance on attacks against the ally.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
HypnoticPattern.png
Hypnotic Pattern Illusion A twisting pattern of subtle, shifting colors weaves through the air, fascinating targets within it. A successful Will save negates this effect.
EyelashInGumArabic.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Invisibility.png
Invisibility Illusion This spell renders a creature Invisible for 1 minute per caster level. Attacking a target, or using an object (Door, lever, etc.) removes this condition.
EyelashInGumArabic.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Blindness.png
Blindness Necromancy Renders an enemy blinded. A successful Fortitude save negates this effect.
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
CommandUndead.png
Command Undead Necromancy Control is granted over the enemy Undead, forcing it to fight for you. Mindless undead are controlled for 1 to 4 minutes, while other Undead can be controlled for a maximum of 10 minutes but get an additional Will saving throw every 20 seconds.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
FalseLife.png
False Life Necromancy Harnesses the power of unlife granting to the caster 10 plus 1 per caster level (Maximum caster level 10, for a total of 20.) temporary hit points.
EyelashInGumArabic.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
GhoulTouch.png
Ghoul Touch Necromancy This spell imbues your hand with negative energy, allowing you to paralyze 1 living Humanoid that you touch. A successful Fortitude save negates. Humanoids include Kobolds, Goblinoids, player Races except for Warforged, Troglodytes, and more.
EyelashInGumArabic.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Arcane Spell Lesser Death A.png
Lesser Death Aura Necromancy Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 1d4 negative damage every 2 seconds as long as they remain within it. Undead are instead healed by the aura.
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Scare.png
Scare Necromancy This spell functions like Cause Fear on multiple targets. Creatures with 6 or more Hit Die are immune to this effect. Affected enemies become frightened. A successful Will save causes the target to become Shaken instead.
EyelashInGumArabic.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
SpawnScreen.png
Spawn Screen Necromancy Prevents 1 ally per caster level from rising as Undead. Certain rare, extremely powerful Undead can circumvent this protection.
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.
EyelashInGumArabic.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.
EyelashInGumArabic.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.
EyelashInGumArabic.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.
EyelashInGumArabic.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.
EyelashInGumArabic.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Knock.png
Knock Transmutation Unlocks locked doors and chests as if a Rogue with a Open Lock skill of caster level+casting ability modifier (Intelligence for Wizards, and Charisma for Sorcerers) was attempting to pick the lock.
Icon Feat Quicken Spell.png
OozePuppet.png
Ooze Puppet Transmutation Telekinetically controls the actions of an enemy Ooze, forcing it to change sides. The target is slowed by this spell, but gains additional Fortitude saves every 60 seconds to break free. While under the effect of this spell, the Ooze can't split.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten 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.
EyelashInGumArabic.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
RepairModerateDamageMass.png
Repair Moderate Damage Transmutation (Repair) Transmutes the structure of a living Construct ally to repair 2d6+4 Hit Points plus 1 per caster level. (Maximum caster level 10.)
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png

[edit] Level 3

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 magiccircleagainstevil.png
Magic Circle Against Evil Abjuration
(Good)
Casts Protection from Evil on multiple targets for 1 minute per caster level, granting a +2 deflection bonus to Armor Class, and a +2 resistance bonus to saves against attacks from Evil creatures. Targets are also warded from magical mental control and compulsions.
BallOfBatGuanoAndSulfur.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
ProtectionFromEnergy.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
AcidBlast.png
Acid Blast Conjuration
(Acid)
Creates a gout of acid that explodes on impact, dealing 1d3+3 acid damage per caster level (Maximum damage 10d3+30.) acid damage, in 20 feet radius. A successful Reflex save reduces the damage by half.
BallOfBatGuanoAndSulfur.png
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
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.
BallOfBatGuanoAndSulfur.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
StinkingCloud.png
Stinking Cloud Conjuration Creates a bank of fog that nauseates living targets and obscures sight, giving all creatures in the fog concealment. (Attackers have 20% miss chance.) A successful Fortitude save negates the condition Nauseated.
BallOfBatGuanoAndSulfur.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
SummonMonsterIII.png
Summon Monster III Conjuration Summons 1 Monster from 3 choices: Winter Wolf, Air Mephit, Hellhound 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.
BallOfBatGuanoAndSulfur.png
Icon Feat Quicken Spell.png
DeepSlumber.png
Deep Slumber Enchantment This spell functions like Sleep (spell), inducing a magical slumber, sending creatures to sleep (which renders them helpless) until attacked or for a duration of 20 seconds + 2 per caster level (No maximum). Ineffective on Undead, Constructs, Elves and other creatures immune to sleep. A successful Will save negates this effect.
BallOfBatGuanoAndSulfur.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Heroism.png
Heroism Enchantment This spell imbues a single ally creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saving throws, and skill checks.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
HoldPerson.png
Hold Person Enchantment The enemy humanoid 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 this effect. 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. All attacks against a held opponent result in critical hits.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Rage.png
Rage Enchantment This area of effect spell grants multiple Party targets +2 morale bonus to Strength and to Constitution, +1 morale bonus on Will saves, and a -2 penalty to Armor Class.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Suggestion.png
Suggestion Enchantment 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.
BallOfBatGuanoAndSulfur.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Arcane Spell Chain Missiles.png
Chain Missiles Evocation
(Force)
A missile of magical energy darts forth and unerringly strikes its target inflicting 1d2+3 force damage. For every 2 caster levels beyond first you gain an additional missile, up to 10 missiles. (At level 19.) After striking your target, the missiles explode outwards, striking other creatures near the primary target.
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Fireball.png
Fireball Evocation
(Fire)
Creates a ball of fire dealing 1d3+3 per caster level (Maximum damage 10d3+30.) fire damage, to targets around it. A successful Reflex save reduces the damage by half.
BallOfBatGuanoAndSulfur.png
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FlameArrow.png
Flame Arrow Evocation
(Fire)
Creates 50 flaming ammo within the caster's inventory, each ammo deals an additional 1d6 fire damage. This spell requires and consumes 1 normal ammo of that type. Ammo drop when leaving instance.
Icon arrow.png
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FrostLance.png
Frost Lance Evocation
(Cold)
Freezing lances strike a target for 4d5+20 cold damage per lance. (A Fortitude save reduces the damage by half.) 1st lance at 3rd level, a 2nd lance at 7th level, and a 3rd lance at 11th.
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LightningBolt.png
Lightning Bolt Evocation (Electricity) Deals 1d3+3 per caster level (Maximum damage 10d3+30.) electricity damage to each target in its path. A successful Reflex save reduces the damage by half. Has a 50% chance to fork, hitting affected targets a second time with another reflex save allowed to halve the damage from the second bolt.
BallOfBatGuanoAndSulfur.png
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Displacement.png
Displacement Illusion An ally creature's outline becomes blurred, giving enemies a 50% miss chance when attacking.
BallOfBatGuanoAndSulfur.png
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HaltUndead.png
Halt Undead Necromancy Immobilizes Undead targets in range immobile for 6 seconds per caster level. A successful Will save negates this effect. Non-intelligent Undead do not get a Will save.
BallOfBatGuanoAndSulfur.png
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RayOfExhaustion.png
Ray of Exhaustion Necromancy A ray causes 1 target become exhausted. Exhausted creatures take a -6 penalty on Strength and Dexterity, and move at 50% speed. A successful Fortitude save means the creature is only fatigued.
BallOfBatGuanoAndSulfur.png
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Haste.png
Haste Transmutation Quickens allies (32% enhancement bonus to run speed), causing them to attack 15% faster than normal (15% enhancement bonus to attack speed). In addition the recipient gains a +1 enhancement bonus to attack rolls, plus a +1 dodge bonus to AC and Reflex saves.
BallOfBatGuanoAndSulfur.png
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RepairSeriousDamageMass.png
Repair Serious Damage Transmutation
(Repair)
Transmutes the structure of a living Construct ally to repair 3d6+6 Hit Points plus 1 per caster level. (Maximum caster level 15.)
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Slow.png
Slow Transmutation One target moves at 50% run speed, attacks at a 30% slowed rate, -1 on Attack rolls, Armor Class, and Reflex saves. A successful Will save negates this effect.
BallOfBatGuanoAndSulfur.png
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WaterBreathing.png
Water Breathing Transmutation Grants the ability to breathe water to you and your allies.
BallOfBatGuanoAndSulfur.png
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[edit] Level 4

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.
HeartOfAHen.png
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LesserGlobeOfInvulnerability.png
Lesser Globe of Invulnerability Abjuration An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 3 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe.
HeartOfAHen.png
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Sp removecurse.png
Remove Curse Abjuration Removes all curses on an ally. Counters and dispels Bestow Curse.
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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
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AcidRain.png
Acid Rain Conjuration
(Acid)
You create a storm that sends down a single torrent of caustic rain. Creatures that are hit by the rain take 1d4 acid damage per caster level (up to a maximum of 15 to 60 damage at caster level 15) every 2 seconds for a duration of 8 seconds. Creatures first entering the rain are allowed a reflex save for half damage but any creatures remaining in the rain will take damage with no saving throw.
HeartOfAHen.png
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DimensionDoor.png
Dimension Door Conjuration Creates a door of magical energy in a dungeon or adventure area. Any member of your party may use the door to return to the inside entrance of the area. The magical door disappears once the caster passes through it.
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SolidFog.png
Solid Fog Conjuration Obscures vision like Fog Cloud (20% concealment miss chance to all creatures within it.), but additionally slows movement, gives -2 penalty on melee Attack rolls and Damage rolls. Enemies in the cloud suffers a -5 penalty to their reflex save.
HeartOfAHen.png
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SummonMonsterIV.png
Summon Monster IV Conjuration Summons 1 Monster from 3 choices: Fiendish Monstrous Spider, Greater Air Mephit, Lantern Archon 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.
HeartOfAHen.png
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CharmMonster.png
Charm Monster Enchantment An enemy monster is charmed and will fight as a trusted friend and ally. Charmed monsters get additional saves every 3d6+12 seconds. A successful Will save negates this effect.
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CrushingDespair.png
Crushing Despair Enchantment 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. This spell also applies a Weaken Will effect on all targets (-5 to will save for 15 seconds) whether they succeed or fail their saving throw.
HeartOfAHen.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.
HeartOfAHen.png
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ArcaneArcherImbueForceBurstArrows.png
Force Missiles Evocation
(Force)
A powerful missile of magical force darts from your fingertips and unerringly strikes its target, inflicting 2d3+8 points of force damage. You gain one additional missile for every four caster levels.
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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.
HeartOfAHen.png
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Shout.png
Shout Evocation
(Sonic)
Emits an ear-splitting yell that does 5d3+15 sonic damage to all targets in its path. A successful Fortitude save halves the damage.
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SymbolOfFlame.png
Symbol of Flame Evocation
(Fire)
You scribe a potent rune of power in the air, and it's activated by an enemy who comes into range of it dealing 5d3+15 fire damage to that target. A successful Reflex save reduces damage by half. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise.
HeartOfAHen.png
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WallOfFire.png
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.
HeartOfAHen.png
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PhantasmalKiller.png
Phantasmal Killer Illusion A target who fails a Will saving throw followed by a failed Fortitude saving throw dies from fear. A successful Fortitude save still results in 1d3 + 1 damage per caster level. A Will save disbelieves the spell and negates ill effects.
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BestowCurse.png
Bestow Curse Necromancy The target is cursed, giving a -4 penalty to attack rolls, skill rolls and saves. A successful Will save negates this effect.
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BurningBlood.png
Burning Blood Necromancy
(Acid,Fire)
You taint a living creature's blood with a hot, corrosive infusion, dealing 2d4 + 1 per 2 caster level of acid damage and 2d4 + 1 per 2 caster level of fire damage every 2 seconds for 10 seconds.
HeartOfAHen.png
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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.
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Arcane Spell Death Aura.png
Death Aura Necromancy Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 2d4 damage plus 1 per caster level every 2 seconds as long as they remain within it. Undead are instead healed by the aura, and friendly Undead don't trigger spell resistance.
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Enervation.png
Enervation Necromancy A black ray of crackling negative energy suppresses the life force of any living creature it strikes, granting an enemy 1d4 negative levels. If the target has as many negative levels as its Hit Die, it dies. Each negative level gives a creature a -2 penalty to attack rolls, saving throws, Skill checks, Ability checks and a -1 to effective level. Negative levels stack.
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Fear.png
Fear Necromancy An area of effect of terror in the shape of a cone causes each living creature in the area to become Cowering, unless it succeeds on a Will save. If the Will save succeeds, the creature is Shaken.
HeartOfAHen.png
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Arcane Spell Negative Energ.png
Negative Energy Burst Necromancy Negative energy expands from the caster, doing 1d4+4 negative damage per 2 caster levels (Maximum damage 5d4+20.) to all living enemies caught in the blast. A successful Fortitude save reduces the damage by half. Undead are instead healed by the attack.
HeartOfAHen.png
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RepairCriticalDamageMass.png
Repair Critical Damage Transmutation
(Repair)
Transmutes the structure of a living Construct ally to repair 4d6+8 Hit Points plus 1 per caster level. (Maximum caster level 20.)
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[edit] Level 5

Icon Name School Description S.C. Metamagic Feats
Sp breakenchantment.png
Break Enchantment Abjuration Affected allies in an area are freed from enchantments, transmutations, and curses. Enemies have beneficial effects removed. Must succeed on a check of 1d20+your caster level (Maximum caster level 15.) versus 11+the spell's caster level to remove an effect.
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Dismissal.png
Dismissal Abjuration Instantly forces an extraplanar enemy back to its proper plane of existence. A successful Will save negates this effect. (DC=spell's save DC-creature's Hit Die+your caster level).
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ProtectionFromElements.png
Protection from Elements Abjuration Grants temporary immunity to all forms of energy for 1 minute per caster level, or until 12 points of energy per caster level (Maximum caster level 10.) for each energy type has been absorbed.
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Cloudkill.png
Cloudkill Conjuration
(Acid)
Slow moving poisonous cloud dealing 2d6 acid damage plus 1 damage per caster level (Maximum damage 2d6+20.), and slays creatures with 3 or less Hit Dice, creatures with Hit Dice between 4 and 6 must succeed on a Fortitude save or die, creatures with 6 or over Hit Dice take 1d4 Constitution damage. Constitution damage and Acid damage is halved on a successful Fortitude save. This fog obscures sight, giving all creatures in the fog concealment. (Attackers have 20% miss chance.) Creatures immune to poison are undamaged by this spell.
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SummonMonsterV.png
Summon Monster V Conjuration Summons 1 Monster from 3 choices: Bearded Devil, Medium Earth Elemental, Umbral Worg 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.
CrystalCone.png
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Teleport.png
Teleport Conjuration Lets you pick from several destinations (In town only.) useful to Wizards and Sorcerers. (The marketplace, your class trainers, etc.)
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DominatePerson.png
Dominate Person Enchantment You can control the actions of any humanoid creature that fails its Will save through a telepathic link that you establish with the subject’s mind. Dominate acts like Charm Person, with additional Will saves every 15 to 30 seconds, but the creature will follow you throughout the dungeon.
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Feeblemind.png
Feeblemind Enchantment Creature’s Intelligence and Charisma drops to 1. A successful Will saving throw negates this effect.
CrystalCone.png
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HoldMonster.png
Hold Monster Enchantment This spell functions like Hold Person, except that it affects any living creature that fails its Will save. The enemy is aware, but it 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.
CrystalCone.png
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MindFog.png
Mind Fog Enchantment Produces a bank of thin mist that weakens the mental resistance of those caught in it, giving a -10 competence penalty to Will saves. A successful Will save negates this effect.
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BallLightning.png
Ball Lightning Evocation
(Electricity)
Launches one 3 feet sphere of lightning, dealing 1d3+3 electricity damage per caster level. (Maximum damage 15d3+45.) A successful Reflex save reduces the damage by half.
CrystalCone.png
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ConeOfCold.png
Cone of Cold Evocation
(Cold)
Creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d3+3 points of cold damage per caster level. (Maximum damage 15d3+45.) A successful Reflex save reduces the damage by half.
CrystalCone.png
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Arcane Spell Cyclonic Blast.png
Cyclonic Blast Evocation You send a twisting torrent of wind toward your enemies that deals 1d3+3 damage per caster level (Maximum damage 80 to 120 at caster level 20) to targets in its path. A successful Reflex save reduces the damage by half. If the target fails its Reflex save, it must make a Strength check or Dexterity check to negate be knocked Prone. The spell also clears away all lingering effects in its path, such as clouds and Wall of Fire of both friends and foes.
CrystalCone.png
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Arcane Spell Eladars Electric Surge.png
Eladar's Electric Surge Evocation
(Electricity)
The target's body is wracked with powerful electric shocks, dealing 1 to 6 electric damage + 1 per caster level every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 3 times, increasing the damage with each stack.
CrystalCone.png
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NiacsBitingCold.png
Niac's Biting Cold Evocation
(Cold)
A deep and chilling cold settles into the target's body, dealing 1 to 6 cold damage + 1 per caster level every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 3 times, increasing the damage with each stack.
CrystalCone.png
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Arcane Spell Prismatic Ray.png
Prismatic Ray Evocation
(Acid, Electricity, Fire)
A shining ray of multicolored light blinds creatures with 8 Hit Die or less for 12 to 48 seconds, and does 1 of 7 harmful effects at random to one target, with a 12.5% of inflicting a second different effect from that 7. For Complete Description
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SymbolOfPain.png
Symbol of Pain Necromancy
(Evil)
You create a reddish symbol of power in the air, and it's activated by an enemy who comes into range of it inflicting severe pain on all nearby enemies. The pain causes -4 penalty on Attack rolls, Saving throws, and Skill checks, lasts 30 seconds plus 12 seconds per caster level. Each enemy can make a Fortitude save to negate the effect. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise.
CrystalCone.png
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WavesOfFatigue.png
Waves of Fatigue Necromancy Waves of negative energy cause all living creatures to become Fatigued. Fatigued creatures take a -2 penalty to Strength and Dexterity.
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RepairLightDamageMass.png
Repair Light Damage, Mass Transmutation
(Repair)
Transmutes the structure of living Construct allies to repair 1d6+2 Hit Points plus 1 per caster level. (Maximum caster level 25.)
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[edit] Level 6

Icon Name School Description S.C. Metamagic Feats
GlobeOfInvulnerability.png
Globe of Invulnerability Abjuration As Lesser Globe of Invulnerability, but spells of level 4 and under fail to target anyone located within the globe, meanwhile any type of spell can be cast through or out of the magical globe.
CrushedBlackPearl.png
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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.

If cast on a spell ward trap, this spell will reduce the level of the trap by 1 to 4 (1d4 levels). If the level of the trap is reduced to 0, the trap is disabled.

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AcidFog.png
Acid Fog Conjuration
(Acid)
A billowing mass of misty vapors slows movement, obscures sight, giving all creatures in the fog concealment (Attackers have 20% miss chance.), and causes 2d6 acid damage every 2 seconds to targets within the cloud. Creature entering the cloud also suffers a -4 penalty to their Armor Class.
CrushedBlackPearl.png
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SummonMonsterVI.png
Summon Monster VI Conjuration Summons 1 Monster from 3 choices: Eladrin Bralani, Fiendish Troll, 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.
CrushedBlackPearl.png
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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.
CrushedBlackPearl.png
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GreaterHeroism.png
Greater Heroism Enchantment This spell imbues a single ally creature with great bravery and morale in battle. The target gains a +4 morale bonus on attack rolls, saves, and skill checks. The target also receives temporary hit points equal to the caster level and immunity to fear.
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SuggestionMass.png
Suggestion, Mass Enchantment Casts Suggestion on multiple enemies. The actions of affected enemies are influenced by you, allowing you to suggest that they fight as your allies for 6 seconds per caster level. A successful Will save negates this effect.
CrushedBlackPearl.png
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SymbolOfPersuasion.png
Symbol of Persuasion Enchantment You create a pinkish symbol of power in the air, and it's activated by an enemy who comes into range of it, applying a charm effect to all nearby targets for 6 seconds per caster level or until the symbol expires. Each target can make a Will save to negate the effect. The symbol dissipates 20 seconds after being triggered, or in 5 minutes otherwise.
CrushedBlackPearl.png
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ChainLightning.png
Chain Lightning Evocation
(Electricity)
An electrical discharge strikes a primary target for 1d3+3 per caster level electrical damage, then arcs to other nearby targets hitting each of them with a similar lightning bolt. A successful Reflex save reduces the damage by half.
CrushedBlackPearl.png
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OtilukesFreezingSphere.png
Otiluke's Freezing Sphere Evocation
(Cold)
A frigid globe of cold energy streaks towards a target. On impact it explodes, causing 1d3+3 cold damage per caster level (Maximum damage of 80 to 120 at caster level 20) to targets in the area. A successful Reflex save reduces the damage by half.
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ShadowWalk.png
Shadow Walk Illusion Transports you to the edge of the Material Plane where it borders the Plane of Shadow. While this spell is active, you move 50% faster than normal, and your outline appears faint and you are harder to hit. Attacking another creature, or otherwise interacting with objects shunts you back to the Material Plane.
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CircleOfDeath.png
Circle of Death Necromancy Snuffs out the life force of living creatures in the area. Creatures can avoid this effect by making a successful Reflex save. Creatures that fail the Reflex save make another Fortitude save. They are killed immediately if the Fortitude save is failed or suffer 1d4 negative levels if they succeed on the second saving throw.
CrushedBlackPearl.png
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CreateUndead.png
Create Undead Necromancy Create undead minions to do your bidding.
BlackOnyx.png
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Necroticray.png
Necrotic Ray Necromancy A negative energy ray that does 1d4+4 negative damage per caster level to a living enemy. A successful Fortitude save reduces the damage by half. The ray also suppresses the life force of any living creature it strikes, granting it 1 negative level.
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SymbolOfFear.png
Symbol of Fear Necromancy You create a purple symbol of power in the air, and it's activated by an enemy who comes into range of it. It applies the condition Cowering to all nearby opponents for 6 seconds per caster level or until the symbol expires. Each enemy can make a Will save to negate this condition. The symbol dissipates in 20 seconds after being triggered, or in 5 minutes otherwise.
CrushedBlackPearl.png
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UndeathToDeath.png
Undeath to Death Necromancy Destroys undead creatures in the area of effect. A successful Will save negates this effect.
CrushedBlackPearl.png
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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.
CrushedBlackPearl.png
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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.
CrushedBlackPearl.png
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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.
CrushedBlackPearl.png
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Disintegrate.png
Disintegrate Transmutation A sickly green ray emanates forth, doing 2d3+6 damage per caster level to the target. (Maximum damage 40d3+120.) Anything reduced to 0 hit points is disintegrated. A successful Fortitude save reduces this damage to 6d3+12.
CrushedBlackPearl.png
Icon Feat Empower Spell.png
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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.
CrushedBlackPearl.png
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FleshToStone.png
Flesh to Stone Transmutation Turns a single fleshy target into a mindless, inert statue in a Petrified condition. In stone form, creatures are much more difficult to damage (Damage Reduction 10/Adamantine.), but are Helpless. Only creatures made of flesh are affected by this spell. This effect lasts 60 seconds plus 10 seconds per caster level, but the target has a chance to remake its Fortitude save every 24 seconds.
CrushedBlackPearl.png
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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.
CrushedBlackPearl.png
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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.
CrushedBlackPearl.png
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Reconstruct.png
Reconstruct Transmutation
(Repair)
Repairs the ally Construct, restoring 10 Hit Points per caster level (Maximum caster level 15.), while simultaneously granting the Construct an increase in attack speed for a short time.
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RepairModerateDamageMass.png
Repair Moderate Damage, Mass Transmutation
(Repair)
Transmutes the structure of living Construct allies to repair 2d6+4 Hit Points plus 1 per caster level. (Maximum caster level 30.)
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StoneToFlesh.png
Stone to Flesh Transmutation Restores a Petrified creature, such as 1 affected by the Flesh to Stone spell to its normal state.
CrushedBlackPearl.png
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Icon Spell Tenser's Transformation.png
Tenser's Transformation Transmutation Causes the caster to become a virtual fighting machine becoming stronger, tougher, faster, and more skilled in combat. You gain a +4 Alchemical bonus to Strength, Dexterity, and Constitution, a +6 Alchemical bonus to Armor Class, and proficiency with all simple and martial weapons. Your Base Attack Bonus equals your character level. (Which may give you multiple attacks.). Your spellcasting ability is reduced, resulting in a -2 penalty to all spell DC's, -2 to your rolls to bypass enemy Spell Resistance, and doubling the cooldown of your spells.
PotionOfBullsStrength.png
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[edit] Level 7

Icon Name School Description S.C. Metamagic Feats
Banishment.png
Banishment Abjuration Allows casting a more powerful version of the Dismissal spell on multiple targets. A successful Will save negates this effect. (DC=spell's save DC-creature's Hit Die+caster level.)
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ProtectionFromElementsMass.png
Protection from Elements, Mass Abjuration Casts Protection from Elements on multiple targets, granting targets temporary immunity to all forms of energy for 1 minute per caster level, or until 12 points of energy per caster level (Maximum caster level 10) for each energy type has been absorbed.
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GreaterTeleport.png
Greater Teleport Conjuration Confers to the Player Characters in the area of effect the option to be transported to 1 of a variety of locations.
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SummonMonsterVII.png
Summon Monster VII Conjuration Summons 1 Monster from 3 choices: Djinn, Efreet, 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.
PowderedRuby.png
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HoldPersonMass.png
Hold Person, Mass Enchantment Casts Hold Person on multiple targets. Affected enemies that fail his Will save become paralyzed and 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. All attacks against a held opponent result in critical hits.
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OttosSphereOfDancing.png
Otto's Sphere of Dancing Enchantment A magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect.
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PowerWordBlind.png
Power Word: Blind Enchantment A single word of power is uttered, causing your target to become Blinded. Creatures with 150 or fewer current Hit Points are permanently Blinded, creatures with 151 to 300 Hit Points are Blinded for 1 to 5 minutes, and creatures with 301 Hit Points or more are Blinded for 10 to 30 seconds.
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SymbolOfStunning.png
Symbol of Stunning Enchantment You create a symbol of power in the air, and it's activated by a target approaching. All targets entering the area of effect are Stunned for 6d6 seconds or until the symbol expires. A successful Will save negates this condition. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise.
PowderedRuby.png
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DelayedBlastFireball.png
Delayed Blast Fireball Evocation
(Fire)
Creates a ball of fire that detonates on impact, causing an explosion of flame that does 1d3+3 fire damage per caster level (Maximum damage 20d3+60.) to targets around it. A successful Reflex save reduces the damage by half.
PowderedRuby.png
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PrismaticSpray.png
Prismatic Spray Evocation
(Acid, Electricity, Fire)
Prismatic Spray is a conical version of Prismatic Ray so area of effect and able to strike multiple targets. A shining blast of multicolored light blinds creatures with 8 Hit Die or less for 12 to 48 seconds, and does 1 of 7 harmful effects at random to one target, with a 12.5% of inflicting a second different effect from that 7. For Complete Description
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InvisibilityMass.png
Invisibility, Mass Illusion Casts Invisibility on multiple allied creatures, rendering the creatures Invisible for 1 minute per caster level. Attacking a target, or using an object (Door, lever, etc.) removes this condition.
PowderedRuby.png
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ControlUndead.png
Control Undead Necromancy You bring a single undead under your control for a long time. A Will save negates this effect. Controlled undead gets an additional Will save every 2 minutes.
PowderedRuby.png
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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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SymbolOfWeakness.png
Symbol of Weakness Necromancy You create a greenish symbol of power in the air, and it's activated by an enemy who comes into range of it, weakening all nearby enemies by inflicting a 3d6 penalty to Strength. Each enemy can make a Fortitude save to negate the effect. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise.
PowderedRuby.png
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WavesOfExhaustion.png
Waves of Exhaustion Necromancy Waves of negative energy cause all living creatures to become Exhausted. Exhausted creatures take a -6 penalty to Strength and Dexterity, and move at 50% speed.
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RepairSeriousDamageMass.png
Repair Serious Damage, Mass Transmutation
(Repair)
Transmutes the structure of living Construct allies to repair 3d6+6 Hit Points plus 1 per caster level. (Maximum caster level 35.)
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[edit] Level 8

Icon Name School Description S.C. Metamagic Feats
Blackdragonbolt.png
Black Dragon Bolt Conjuration
(Acid)
Deals 1 to 3 acid damage per caster level (up to a max of 25 to 75 at caster level 25) every 2 seconds for 6 seconds to an enemy with a powerful bolt of corrosive acid. This spell has double range.
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IncendiaryCloud.png
Incendiary Cloud Conjuration
(Fire)
A cloud of roiling smoke and white-hot embers, obscuring the sight of all targets within its effect and dealing 2d4 + 1 per caster level of fire damage every 2 seconds. Creatures entering the cloud must save vs reflex or become blinded until they leave the cloud.
Icon Feat Empower Spell.png
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SummonMonsterVIII.png
Summon Monster VIII Conjuration Summons 1 Monster from 3 choices: Bezekira, Greater Air Elemental, Orthon 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.
BitOfSunstone.png
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Sp trapthesoul selector.png
Trap the Soul Conjuration Forces a creature's life force and its material body into a gem on a failed Will save. Although this essentially 'kills' the target, it is not a Death effect and functions on creatures such as Undead. (But not most Constructs.) This spell requires a Khyber Dragonshard as a special material component, and has 3 versions which use different sizes of dragonshards depending on the Hit Die of the target. (1-10, 11-20, and 20-30.)
QuestionIcon.png
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CharmMonsterMass.png
Charm Monster, Mass Enchantment A group of enemy monsters are charmed and will fight as trusted friends and allies. Charmed monsters get additional saves every 3d6+12 seconds. A successful Will save negates this effect.
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OttosIrresistibleDance.png
Otto's Irresistible Dance Enchantment This spell makes it impossible for the enemy to do anything other than caper and prance in place.
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PowerWordKill.png
Power Word: Stun Enchantment Stuns a target, according to its Hit Points. Creatures with 150 or fewer current Hit Points are stunned for 4 to 32 seconds, creatures with 151 to 300 Hit Points are stunned for 2 to 16 seconds, and creatures with more than 301 hp are stunned for 8 seconds.
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GreaterShout.png
Greater Shout Evocation
(Sonic)
Emits an ear-splitting yell that deafens and deals 5d6+30 sonic damage and stuns targets in its path. A successful Fortitude save halves the damage and negates stun.
Icon Feat Empower Spell.png
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PolarRay.png
Polar Ray Evocation
(Cold)
Strikes a creature for 1d3+3 cold damage per caster level. (Maximum caster level 25.)
Icon Feat Empower Spell.png
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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.
BitOfSunstone.png
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HorridWilting.png
Horrid Wilting Necromancy This spell evaporates moisture from the body of each subject living creature, dealing 1d3+3 points of damage per caster level. (Maximum damage 20d3+60.) This spell is especially devastating to water type outsiders like Water Elementals, and to Plants which instead take 1d4+4 points of damage per caster level. (Maximum damage 20d4+80.)
BitOfSunstone.png
Icon Feat Empower Spell.png
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SymbolOfDeath.png
Symbol of Death Necromancy You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all targets inside the symbol will suffer a single negative level. You can cause your enemies to run out and back in the symbol several times to stack up consecutive negative levels upon them, they will suffer one additional one each time they run through. A symbol will persist for around 5 minutes until triggered. Once triggered a symbol's powere begin to wane. A symbol will dissipate 20 seconds after first being triggered. Symbols are volatile when placed together.
BitOfSunstone.png
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RepairCriticalDamageMass.png
Repair Critical Damage, Mass Transmutation (Repair) Transmutes the structure of living Construct allies to repair 4d6+8 Hit Points plus 1 per caster level. (Maximum caster level 40.)
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[edit] Level 9

Icon Name School Description S.C. Metamagic Feats
MordenkainensDisjunction.png
Mordenkainen's Disjunction Abjuration A powerful force disrupts magical effects on the target, removing ongoing spells that have been cast on a target. You must make a caster level check of 1d20+your caster level (No maximum.) versus 11+the spell's caster level to remove a spell effect, and your target must make a Will save for each equipped item or all magical properties on them are temporarily disabled. Very slow cast time.
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PowerWordKill.png
Power Word: Kill Conjuration A single word causes the death of a single enemy with no saving throw allowed. Cooldown timer of 210 seconds.
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SummonMonsterIX.png
Summon Monster IX Conjuration Summons 1 Monster from 3 choices: Eladrin Ghaele, Elder Fire Elemental, Hezrou 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.
SnakeskinGlove.png
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DominateMonster.png
Dominate Monster Enchantment Telepathically controls the actions of a living enemy that fails its Will save, causing it to change sides. Dominate acts like Charm Monster, but the target only gains an additional Will saving throw every 15 to 30 seconds. The creature has less chance to break free and will follow you throughout the dungeon.
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HoldMonsterMass.png
Hold Monster, Mass Enchantment As Hold Monster, but for multiple targets. Enemies that fail its Will save become paralyzed and 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.
SnakeskinGlove.png
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MeteorSwarm.png
Meteor Swarm Evocation
(Fire + Force)
Chunks of flaming stone crush and burn your enemies causing 4 spheres of 2 ft. diameter explode on impact, each meteor deals 6d3+18 fire damage (A successful Reflex save reduces the damage by half.), and 2d3+6 bludgeoning damage (No save.) to targets in the area.
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EnergyDrain.png
Energy Drain Necromancy A black ray of crackling negative energy suppresses the life force of any living creature it strikes, granting an enemy 2d4 negative levels. If the target has as many negative levels as its Hit Die, it dies. Each negative level gives a creature -2 penalty on attack rolls, saving throws, Skill checks, Ability checks and -1 to effective level. Negative levels stack.
Icon Feat Quicken Spell.png
WailOfTheBanshee.png
Wail of the Banshee Necromancy Your ghastly scream creates an area of effect based on yourself that kills nearby enemies. Fortitude save negates Death.
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