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Blightcaster spells

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Blightcaster Spells List[edit]

Blightcasters cast divine spells (and some arcane spells that deal Acid damage or come from the Necromancy school.)

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

  Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation Innate Attack Total
Level 1 110010171 12
Level 2 160230180 21
Level 3 160120151 17
Level 4 230010210 9
Level 5 150010130 11
Level 6 110040171 15
Level 7 231000400 10
Level 8 040110010 7
Level 9 020010201 6
Total 9 31 1 4 14 0 13 32 4 108

Level 1[edit]

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) and protection from magic missiles.
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Icon Thorn Strike.png
Thorn Strike Conjuration You hurl a magical thorn at your target dealing 5 to 7 points of Piercing damage per caster level (up to a maximum of 50 to 70 damage at caster level 10).
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Icon Intensify Spell.png
Icon Embolden Spell.png
AcidSpray.png
Acid Spray Evocation
(Acid)
A cone of burning acid shoots forth, damaging targets in the area of the spray for 1d6+1 acid damage per caster level (up to a maximum of 5d6+5 damage at caster level 5). 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
Icon Intensify Spell.png
Icon Embolden Spell.png
ChillTouch.png
Chill Touch Necromancy (Negative) Makes a touch echo with the chill of death causing 1d6+2 per caster level (Maximum damage 5d6+10.) 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 Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Icon Intensify Spell.png
Icon Embolden 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 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 takedown.png
Takedown Innate Attack Valid Forms: Wolf, Winter Wolf. This attack deals an extra 20% damage, and you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates. (DC 10 + Half Druid Level + Highest of Wisdom, Dexterity, or Strength + Trip Bonuses)

Level 2[edit]

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.
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 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
MelfsAcidArrow.png
Melf's Acid Arrow Conjuration
(Acid)
Deals 2d4 + 1 per 2 caster level of acid damage to a target for 12 seconds.
PinchOfBullDung.png
Icon Feat Empower Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Sp drd splinterbolt.png
Splinterbolt Conjuration Fires a jagged bolt of wood at your enemies. Deals 1d6+4 piercing damage per caster level.
Icon Feat Empower Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Maximize Spell.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.
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Icon Embolden 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 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
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
Icon Thorn Blade.png
Thorn Blade Evocation Summons a scimitar of blight that does a mix of acid and poison 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
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 Heighten Spell.png
Icon Feat Quicken Spell.png
Icon Embolden 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

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
AcidBlast.png
Acid Blast Conjuration
(Acid)
Creates a gout of acid that explodes on impact, dealing 1d6+3 acid damage per caster level (Maximum damage 10d6+30.) acid damage, in a 20 feet radius. A successful Reflex save reduces the damage by half.
HollowReed.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
Icon Intensify Spell.png
Icon Embolden 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
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.
HollowReed.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Icon Thorn Bloom.png
Thorn Bloom Conjuration Thorns blast out from your body inflicting 5 to 10 points of Piercing damage per caster level (up to a maximum of 50 to 100 damage at caster level 10) to all nearby foes. Reflex save for half.
HollowReed.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
Icon Embolden 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 1d6+6 damage for every caster level up to 15. A successful reflex save reduces 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
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+6 force damage per caster level, for a maximum of 10d6+60 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
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 (Cold) 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 40% 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%.

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
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.
DiamondDust.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 envelops your target dealing 2d6 acid damage + 1d6 for every 3 druid levels every 2 seconds for 16 seconds.
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 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
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
Fear.png
Fear Necromancy An area of effect of terror in the shape of a cone causes each living enemy in an area to become panicked. A successful will save causes enemies to become shaken. Creatures that fail their save are also slowed 35% by necrotic energy.
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
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.
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

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.)
Pouch of Granite and Diamond Dust icon.png
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
Icon Blighted Breath.png
Blighted Breath Conjuration
(Poison/Acid)
Sends out a breath of poisonous gas in a frontal cone dealing 3 to 10 points of Poison damage per caster level (up to a maximum of 30 to 150 damage at caster level 15) with a Reflex save for half damage. They must also make a Fortitude save or be Blinded for 10 seconds. If you are using the Biting Acid Imbue this damage is converted into 3 to 8 Acid damage per caster level (up to a maximum of 30 to 120 damage at caster level 15). D&D Dice: Deals 1d8+2 poison damage per caster level (max 15d8+30) or 1d6+2 acid damage per caster level (max 15d6+30).
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 Intensify Spell.png
Icon Embolden Spell.png
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.
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Icon Embolden 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.
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
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.
Icon Feat Empower Healing Spell.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Icon Thorn Wave.png
Thorn Wave Conjuration You hurl a wave of magical thorns in front of you dealing to all targets in front of you 6 to 11 points of Piercing damage per caster level (up to a maximum of 90 to 165 damage at caster level 15). Reflex save for half.
Icon Feat Quicken Spell.png
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 for 1d6+6 electrical damage per caster level. A successful Reflex save reduces the damage by half.
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Arcane Spell Negative Energ.png
Negative Energy Burst Necromancy Negative energy expands from the caster, doing 1d6+4 negative damage per caster level (Maximum damage 10d6+40.) to all living enemies caught in the blast. A successful Fortitude save reduces the damage by half. Undead are instead healed by the attack.
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Death Ward Transmutation Grants a friendly creature immunity to death spells and effects, Energy Drained, and negative energy effects.
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Plant Growth Transmutation Grants any Plant or Plant like creature a +4 Size Bonus to Strength, a +4 Size Bonus to Constitution, and a -2 penalty to Dexterity.
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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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Level 6[edit]

Icon Name School Description S.C. Metamagic Feats
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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 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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Icon Blighted Bite.png
Blighted Bite Evocation This spell enhances the power of Biting Acid or Biting Poison Imbue by 3 Imbue dice. This spell can be used in any wolf form.
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Fire Shield (Cold) Evocation
(Cold)
Wreaths the caster in cold flames. Any creature striking you in melee takes 1d3+3 plus 1 per caster level (Maximum caster level 15.) damage. The cold version of this spell deals cold damage and reduces damage the caster takes from fire by half.

Note: Blightcasters cannot cast the Fire version of this spell.

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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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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 1d6+12 bane damage for every 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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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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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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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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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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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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Icon Grasping Thorns.png
Grasping Thorns Transmutation Powerful thorny vines rip out of the ground seizing all enemies in the area. Enemies save vs Reflex or become entangled, with a reoccurring Strength save to break free. Targets also take 1d6 in piercing damage every 2 seconds. All enemy movement through the area is slowed by 30%, no save. Area of effect fire spells with destroy these vines and free any entangled creatures. Incorporeal creatures and oozes are naturally immune. Fire elemental and other fire creatures are immune because they burn through he plants.
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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 Jaws of Doom.png
Jaws of Doom Innate Attack Valid Forms: Wolf. As your jaws close over your enemies, they feel their life end. This attack deals an extra +100% damage, +1 bonus to critical threat and multiplier, and your for must save vs Fortitude or dies as if slayed by a vorpal weapon (Does not affect Oozes, Undead, Constructs or Elementals). Death vs Fortitude DC: 10 + Druid Level + Highest of Wisdom, Dexterity or Strength + Necromancy Bonuses.
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Necrotic Ray Necromancy A negative energy ray that does 1d6+12 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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Level 7[edit]

Icon Name School Description S.C. Metamagic Feats
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Freedom of Movement, Mass Abjuration This spell enables you and nearby allies 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.
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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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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.
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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 acid damage, plus 1 to 10 per 3 caster levels, every 2 seconds for 16 seconds. A successful reflex save halves the damage.
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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.
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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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Finger of Death Necromancy Attempts to slay one living enemy. Deals 7 to 12 negative energy damage per caster level up to caster level 25 against any living target and hits the target with a death effect that they must save against or die.
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Horrid Wilting Necromancy Deals 4 to 6 damage per caster level (up to a max of 80 to 120 at caster level 20) to living targets by evaporating moisture from their bodies. Deals 5 to 8 damage per caster level (max 100 to 160) to water type outsiders and plants. D&D Dice: Deals 1d3+3 damage per caster level (max 20d3+60). Deals 1d4+4 damager per caster level against water type outsiders and plants (max 20d4+80).
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Insidious Spores Necromancy Target enemy becomes contaminated with spores for 12 seconds. Every 2 seconds the target takes 1d10 Poison, 1d10 Rust, 1d2 Wisdom, and 1d2 Intelligence damage. Additional castings increase the duration.
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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.
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Level 8[edit]

Icon Name School Description S.C. Metamagic Feats
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Black Dragon Bolt Conjuration
(Acid)
Deals 1 to 10 acid damage per caster level (up to a max of 25 to 250 at caster level 25) to an enemy with a powerful bolt of corrosive acid. This damage will reapply 3 additional times over 8 seconds. This spell has double range.
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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.
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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.
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Icon Thorn Lance.png
Thorn Lance Conjuration You hurl a great thorn lance at your target dealing 9 to 14 points of Piercing damage per caster level (up to a maximum of 180 to 280 damage at caster level 20). The lance will damage all enemies in front or behind the target.
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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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Stormrage Transmutation You gain featherfall and gain the Deflect Arrows feat. When you damage an enemy with attacks or spells, they are also struck by lightning. For each enemy, lightning only strikes once. Duration: 12 seconds.
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Level 9[edit]

Icon Name School Description S.C. Metamagic Feats
AcidWell.png
Acid Well Conjuration (Acid) A huge geyser of Acid erupt near your target, dealing 19 to 24 acid damage per caster level (max 380 to 480). A successful fortitude save reduces damage by half.
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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 1d6+6 electricity damage per caster level(a successful reflex save halves). The storm lasts 3 seconds per caster level.
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Tsunami Evocation (Cold) Call forth a wave of water, knocking enemies down and dealing 1d6+9 Cold damage and 1d6+9 Bludgeoning damage per caster level, halved on successful Fortitude save.
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Wail of the Banshee Necromancy You emit a terrible scream, creating a deadly area around yourself for 6 seconds. Every 2 seconds, two nearby enemies must make a fortitude save or die. On a successful fortitude save, the target takes 1 to 4 negative levels. You are free to perform other actions while Wail of the Banshee is active.
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Icon Rend the Soul.png
Rend the Soul Necromancy Twists unholy energies around a single foe, causing it significant negative damage over time. Deals 4 to 10 damage every two seconds for 10 seconds for every caster level up to 20. A successful fortitude save reduces the damage by half.
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Icon Blighted Charge.png
Blighted Charge Innate Attack You leap forward with the speed and ferocity spewing blight around you as you pass. You attack enemies in your path, dealing an extra 50% damage, with a +1 bonus to critical threat & multiplier, and targets caught in your wake are Blinded and Helpless for 8 seconds. A successful reflex save negates this effect. For 10 seconds after the charge you gain +3 Imbue Dice. Stun vs Reflex DC: 10 + Druid Level + Highest of Wisdom, Dexterity or Strength + Necromancy Bonuses.