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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 | 1 | 1 | 0 | 0 | 1 | 0 | 1 | 7 | 1 | 12 |
| Level 2 | 1 | 6 | 0 | 2 | 3 | 0 | 1 | 8 | 0 | 21 |
| Level 3 | 1 | 6 | 0 | 1 | 2 | 0 | 1 | 5 | 1 | 17 |
| Level 4 | 2 | 3 | 0 | 0 | 1 | 0 | 2 | 1 | 0 | 9 |
| Level 5 | 1 | 5 | 0 | 0 | 1 | 0 | 1 | 3 | 0 | 11 |
| Level 6 | 1 | 1 | 0 | 0 | 4 | 0 | 1 | 7 | 1 | 15 |
| Level 7 | 2 | 3 | 1 | 0 | 0 | 0 | 4 | 0 | 0 | 10 |
| Level 8 | 0 | 4 | 0 | 1 | 1 | 0 | 0 | 1 | 0 | 7 |
| Level 9 | 0 | 1 | 0 | 0 | 2 | 0 | 2 | 0 | 1 | 6 |
| Total | 9 | 30 | 1 | 4 | 15 | 0 | 13 | 32 | 4 | 108 |
Level 1[edit]
Blightcaster Level 1
| Name | School | Description | S.C. | Metamagics | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Acid Spray | Evocation | 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. | |||||||||||||
| Chill Touch | Necromancy | Makes a touch echo with the chill of death causing 1d6+2 negative energy damage per caster level (Max 5d6+10 at caster level 5) and 1 point of Strength damage. A successful Fortitude save negates the Strength damage. Chill Touch causes fear in the undead instead of damage. Undead who make a successful Will save negate this fear effect. Undead who fail their Will save will be feared as if panicked for 6d4 seconds. | |||||||||||||
| 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 its 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 creature. Incorporeal creatures and oozes are naturally immune. Fire elementals and other fire creatures are immune because they burn through the plants. | |||||||||||||
| 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. This stacks with the typical competence bonus found on items. | |||||||||||||
| Longstrider | Transmutation | You gain a +15% enhancement bonus to run speed and ignore the effects of shallow water. | |||||||||||||
| Merfolk's Blessing | Transmutation | Grants nearby allies +10 enhancement bonus in the Swim skill plus 1 for every 2 caster levels. This stacks with the typical competence bonus found on items. | |||||||||||||
| Nightshield | Abjuration | Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th) and protection from Magic Missiles, Force Missiles and Chain Missiles. | |||||||||||||
| Pass Without Trace | Transmutation | Your feet touch the ground, but leave no trace. Gives an ally a +5 enhancement bonus on Move Silently checks, plus 1 per 2 caster levels to a maximum of 20. | |||||||||||||
| Ram's Might | Transmutation | Your hands increase in size, granting a +2 size bonus to Strength and damage. | |||||||||||||
| 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 .5[W] damage (a weapon that deals 1d6 damage will gain +1d3 damage). Quarterstaves with this enchantment deal an additional 1[W] damage (one that deals 1d6 damage will gain an additional +1d6 damage). A weapon can only have one item enchantment at a time. | |||||||||||||
| Takedown | Innate Attack | 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) | |||||||||||||
| Thorn Strike | Conjuration | You hurl a magical thorn at your target dealing 5 to 7 (1d3+4) points of Piercing damage per caster level, up to a maximum of 50 to 70 (10d3+40) damage at caster level 10. | |||||||||||||
Level 2[edit]
Blightcaster Level 3
| Name | School | Description | S.C. | Metamagics | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 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 time can have only one temporary item enchantment at a time. | |||||||||||||
| 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. | |||||||||||||
| Barkskin | Transmutation | Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th. | |||||||||||||
| Bear's Endurance | Transmutation | An ally gains a +4 enhancement bonus to Constitution for 1 minute per caster level. | |||||||||||||
| Bull's Strength | Transmutation | An ally gains a +4 enhancement bonus to Strength for 1 minute per caster level. | |||||||||||||
| Cat's Grace | Transmutation | An ally gains a +4 enhancement bonus to Dexterity for 1 minute per caster level. | |||||||||||||
| 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. The choices are: Blinding Sickness |
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| Creeping Cold | Evocation | 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 Cold damage + 2 per 3 caster levels (max +12 at caster level 18). Second phase: 2d4 Cold damage + 4 per 3 caster levels (max +24 at caster level 18). Third phase: 3d4 Cold damage + 6 per 3 caster levels (max +36 at caster level 18). Total damage over entire 12-second duration: 12d4 + 24 per 3 caster levels (max +72 at caster level 18). | |||||||||||||
| Eagle's Splendor | Transmutation | An ally gains a +4 enhancement bonus to Charisma for 1 minute per caster level. | |||||||||||||
| 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 due to creatures enhancement bonus to concealment). | |||||||||||||
| Fox's Cunning | Transmutation | An ally gains a +4 enhancement bonus to Intelligence for 1 minute per caster level. | |||||||||||||
| 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 tiny enemies must make a STR or DEX check (whichever is higher) against a DC equal to 12 + your casting Ability's modifier or be knocked prone for 6 seconds. Medium enemies are slowed (-25% movement, -30% attack) by the winds for 10 seconds on a failed save. Large or larger enemies are unaffected. This spell clears away all lingering effects in its path (even friendly/useful ones), such as Cloudkill, Otto's Sphere of Dancing and Wall of Fire. | |||||||||||||
| Hold Animal | Enchantment | An Animal, Magical Beast, or Vermin 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 enemy may attempt to make a new Will save every 6 seconds. Mindless targets cannot save, but the duration is halved. | |||||||||||||
| Lesser Restoration | Conjuration | Cures all the following conditions: 1d4 points of ability damage, eliminates fatigue or exhaustion suffered by the ally and dispels most magical effects reducing an ally's ability scores. | |||||||||||||
| Lesser Vigor | Conjuration | A positive energy conjuration that heals 1d2 hp + 1 per 3 caster levels (max +2 at caster level 6), every 2 seconds for 10 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. | |||||||||||||
| Melf's Acid Arrow | Conjuration | Deals 1d6 acid damage per caster level (max 18d6 at caster level 18) to a target with a magical arrow of acid, and the damage ticks twice again over 6 seconds (3 times in total). The arrow has double spell range. | |||||||||||||
| Owl's Wisdom | Transmutation | An ally gains a +4 enhancement bonus to Wisdom for 1 minute per caster level. | |||||||||||||
| Resist Energy | Abjuration | Gives an ally an Enhancement bonus against an elemental damage type (acid, cold, electricity, fire, or sonic), reducing that type of damage taken by 10. The bonus increases to 20 at caster level 7 and 30 at caster level 11. | |||||||||||||
| Splinterbolt | Conjuration | Fires a jagged bolt of wood at your enemies. Deals 1d6+4 Piercing damage per caster level. Max caster lvl 12 | |||||||||||||
| 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 acidic 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 thorn blade is not a physical weapon, but rather pure nature shaped by the caster's will; because of this, it withers away if unequipped. | |||||||||||||
| Web | Conjuration | Creates a many-layered mass of strong, sticky strands that entangle targets within and those who enter 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. | |||||||||||||
Level 3[edit]
Blightcaster Level 5
| Name | School | Description | S.C. | Metamagics | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Acid Blast | Conjuration | Creates a gout of acid that explodes on impact, dealing 1d6+3 acid damage per caster level. Maximum damage 10d6+30 at caster level 10. | |||||||||||||
| Baiting Bite | Innate Attack | Your jaws seem to come from every direction. This attack deals an extra +40% damage to the target, and also performs a bluff check using your spot skill [DDO Forums ARCHIVE ME!], which may leave your opponent open to sneak attacks and flanking, and temporarily reduces your threat generation by 25%. | |||||||||||||
| Call Lightning | Evocation | 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 this damage by half. | |||||||||||||
| 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 receive no save, but the duration is halved. | |||||||||||||
| Neutralize Poison | Conjuration | Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the Poison. The spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own. Target is immune to any Poison effects he is exposed to during the duration of the spell, e.g. Troglodyte Stench, but not to poison damage. | |||||||||||||
| Poison | Necromancy | Calling upon the venomous powers of natural predators, you infect the foe with a horrible poison. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save. | |||||||||||||
| Protection from Energy | Abjuration | Protection from Energy grants temporary immunity to one chosen type of energy you specify when you cast it (Acid, cold, electricity, fire, or sonic.) for 1 minute per caster level, or until 12 points of energy per caster level (Maximum caster level 10.) from the chosen kind of energy type has been absorbed. | |||||||||||||
| Quench | Transmutation | A burst of water quenches flames. Lingering fire spells, such as Wall of Fire, are dispelled. Your allies are cured of any linger 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 at caster level 12. They last one minute. Fiery enemies, such as Fire Elementals, take 2d4+25 cold damage per 4 caster levels, to a maximum of 8d4+100. A successful fortitude save halves the damage, and negates the resistance penalties. |
|||||||||||||
| Remove Disease | Conjuration | Cures all diseases on an ally and grants immunity to disease for 6 seconds per caster level. | |||||||||||||
| 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 that fail a fortitude save are also stunned (and helpless). | |||||||||||||
| Sleet Storm | Conjuration | Driving sleet blocks all sight (attackers are blinded, even those with darkvision) within it and causes the ground in the area to be icy, slowing targets within it by 50%. Also creates a slippery icy surface, which creatures within (including allies) must succeed on a DC 10 Reflex check or be knocked prone for 6 seconds. It also prevents creatures from tumbling or jumping while within it. | |||||||||||||
| 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. | |||||||||||||
| 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 caster levels. | |||||||||||||
| 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 per caster level (max. 10d4) every 2 seconds. A successful Reflex save negates the slow effect and halves the damage. | |||||||||||||
| Stinking Cloud | Conjuration | Stinking Cloud creates a bank of fog like that created by Fog Cloud, except that the vapors are nauseating. Living creatures in the cloud become Nauseated. A successful Fortitude save negates the Nauseated condition. This condition lasts as long as the creature remain in the cloud, and offers a recurring save every 6 seconds to negate the effects. Nauseated creatures experience stomach distress. They are unable to attack, cast spells or do anything else requiring attention. The only thing a Nauseated creature may do is move about or block. The cloud also obscures sight, giving all creatures in the fog concealment. Attackers have 20% miss chance. This occurs regardless of if the creature makes it's fortitude saving throw. |
|||||||||||||
| Thorn Bloom | Conjuration | Thorns blast out from your body inflicting 5d2 points of Piercing damage per caster level (max 50d2 at caster level 10) to all nearby foes. Reflex save for half. | |||||||||||||
| Water Breathing | Transmutation | Grants the ability to breathe water to you and your allies. | |||||||||||||
Level 4[edit]
Blightcaster Level 7
| Name | School | Description | S.C. | Metamagics | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Acid Rain | Conjuration | You create a storm that sends down a single torrent of caustic rain. Any creatures that are hit with the rain take 1d4 per caster level (max 15d4 at caster level 15) in acid damage every 2 seconds for a duration of 8 seconds. Targets first entering the rain may make a reflex save for half, but remaining in the rain they will take damage with no saving throw. | |||||||||||||
| 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. This check is made per spell, for every ongoing spell on a target. | |||||||||||||
| Enveloping Swarm | Conjuration | A swarm of voracious insects envelops your target dealing 2d6 acid damage + 1d6 for every 3 druid levels (max 8d6 at caster level 20) every 2 seconds for 16 seconds. | |||||||||||||
| 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. | |||||||||||||
| 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. | |||||||||||||
| Ice Storm | Evocation | Great magical hailstones pound down creating a persistent area of effect, slowing enemies movement speed by -50% and deals 1d6 cold damage + 1 per level, (maximum 1d6+10 at caster level 10), with an additional 2d6 of bludgeoning damage. Deals damage every 2 seconds, for a total of 30 seconds. 15 total tics as there is no initial tic. | |||||||||||||
| Longstrider, Mass | Transmutation | Casts Longstrider on multiple targets, increasing base run speed of allies by +15%, plus all ignore the effects of shallow water. | |||||||||||||
| Vigor | Conjuration | A positive energy conjuration that heals 1d6, +1 per 3 caster levels (max 1d6+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. | |||||||||||||
| Waves of Fatigue | Necromancy | Waves of negative energy render all living creatures in the spell’s area fatigued. A fatigued creature takes a -2 penalty to Strength and Dexterity, and suffers a -10% penalty to movement speed. | |||||||||||||
Level 5[edit]
Blightcaster Level 9
| Name | School | Description | S.C. | Metamagics | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Blighted Breath | Conjuration | Sends out a breath of poisonous gas in a frontal cone dealing 1d8+2 Poison damage per caster level (max 15d8+30 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 1d6+2 Acid damage per caster level (max 15d6+30 at caster level 15). | |||||||||||||
| Call Lightning Storm | Evocation | Creates a stormcloud that persists for some time and randomly strikes nearby targets with bolts of lightning for 1d6+6 electrical damage per caster level. A successful Reflex save reduces the damage by half. | |||||||||||||
| Cloudkill | Conjuration | A bank of heavy yellowish green, poisonous fog rises up, slaying weak targets within the cloud while inflicting on stronger targets 1d4 Constitution damage and 2d6 acid damage plus an additional 1 acid damage for every caster level (no max caster level). Successful Fortitude save reduces the Constitution and Acid damage by half. 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. | |||||||||||||
| Death Ward | Transmutation | Grants a friendly creature immunity to death spells and effects, energy drain, and negative energy effects. | |||||||||||||
| Lesser Vigor, Mass | Conjuration | Casts Lesser Vigor on multiple targets. A positive energy conjuration that heals 1d2 hp + 1 per 3 caster levels (max +8 at caster level 24), every 2 seconds for 10 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,the duration is extended. | |||||||||||||
| Negative Energy Burst | Necromancy | Negative energy expands from the caster, doing 1d6+4 negative energy damage per caster level (Maximum damage 10d6+40 at CL:10) to all living enemies and friendly undead caught in the blast. A successful fortitude save reduces the damage by half. Undead are instead healed by the attack. Undead don't make the fortitude save for half healing. | |||||||||||||
| Panacea | Conjuration | Channels powerful positive energy into a target to wipe away temporary ability damage and afflictions |
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| Plant Growth | Transmutation | Grants any Plant or Plant-like creature a +4 Size bonus to Strength, +4 Size bonus to Constitution, and a -2 penalty to Dexterity. | |||||||||||||
| 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 bonuses and penalties to the target for 20 minutes. | |||||||||||||
| Stoneskin | Abjuration | The warded creature gains resistance to physical damage granting Damage Reduction 10/Adamantine. Once the spell has prevented a total of 10 points damage per caster level (no maximum) it is discharged. Otherwise it lasts 1 minute per caster level. | |||||||||||||
| Thorn Wave | Conjuration | You hurl a wave of magical thorns in front of you dealing to all targets in front of you for 6 to 11 (1d6+5) points of Piercing damage per caster level (up to a maximum of 90 to 165 damage at caster level 15). Reflex save for half. | |||||||||||||
Level 6[edit]
Blightcaster Level 11
| Name | School | Description | S.C. | Metamagics | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 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. | |||||||||||||
| 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. [[[Bug:]]] Only lasts 10 minutes no matter what caster level. | |||||||||||||
| Bull's Strength, Mass | Transmutation | Casts Bull's Strength on multiple targets, giving a +4 enhancement bonus to Strength to each of them. | |||||||||||||
| Cat's Grace, Mass | Transmutation | Casts Cat's Grace on multiple targets, giving a +4 enhancement bonus to Dexterity to each target for 1 minute per caster level. | |||||||||||||
| Eagle's Splendor, Mass | Transmutation | Casts Eagle's Splendor on multiple targets, giving a +4 enhancement bonus to Charisma to each target for 1 minute per caster level. | |||||||||||||
| Fire Shield | Evocation | Wreaths the caster in hot or cold flames. Any creature striking you in melee takes 1d3+3 damage plus an additional 1 for every caster level up to caster level 15. The Fire version of this spell deals fire damage and reduces the damage the caster takes from cold by half. The cold version of this spell deals cold damage and reduces incoming fire damage by half. The flame from this spell will burn away any webs that attempt to entangle you. | |||||||||||||
| Fox's Cunning, Mass | Transmutation | Casts Fox's Cunning on multiple targets, giving a +4 enhancement bonus to Intelligence to each target for 1 minute per caster level. | |||||||||||||
| 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 (actually 1d6 per caster level) 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 the plants. | |||||||||||||
| Greater Creeping Cold | Evocation | 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: 2d4 Cold damage + 4 per 2 caster levels (max +40 at caster level 20). Second phase: 4d4 Cold damage + 6 per 2 caster levels (max +60). Third phase: 6d4 Cold damage + 8 per 2 caster levels (max +80). Total damage over entire twelve-second duration: 24d4 + 36 damage per two caster levels (max +360 at level 20). | |||||||||||||
| Greater Dispel Magic | Abjuration | Removes ongoing spell effects that are on a target. You must make a caster level check of 1d20 + your caster level (max caster level 20) versus 11 + spell's caster level to remove an effect. If cast on a spell ward trap, this spell will reduce the trap's level by 10d3 levels. If the level of the trap is reduced to 0, the trap is disabled. 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. | |||||||||||||
| Greater Vigor | Conjuration | A positive energy conjuration that heals 1d8+1 + 1 per 3 caster levels (max 1d8+5 at caster level 12), every 2 seconds for 10 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. | |||||||||||||
| Jaws of Doom | Innate Attack | 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 foe 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. | |||||||||||||
| Necrotic Ray | Necromancy | Blast a living enemy with 1d6+12 negative energy damage per caster level up to 25d6+300 at caster level 25. 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. | |||||||||||||
| 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. | |||||||||||||
| 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 level up to level 20. Targets who are two steps away, such as Chaotic Evil, take that damage twice. True Neutral targets are immune to this spells. | |||||||||||||
Level 7[edit]
Blightcaster Level 13
| Name | School | Description | S.C. | Metamagics | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Acid Fog | Conjuration | A billowing mass of misty vapors slows movement (-40%), 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. Enemies within this cloud also suffer a -4 penalty to their armor class. | |||||||||||||
| 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 2d10 acid damage, plus 1d10 per 3 caster levels (max 8d10 at caster level 20), every 2 seconds for 16 seconds. A successful reflex save halves the damage. | |||||||||||||
| Finger of Death | Necromancy | You can slay any one living creature within range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 2d3+6 negative energy damage per caster level (max 50d3+150 at caster level 25). | |||||||||||||
| 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. | |||||||||||||
| 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.) | |||||||||||||
| 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. | |||||||||||||
| 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 (max 120) for each energy type has been absorbed. | |||||||||||||
| True Seeing | Divination | You confer on the subject the ability to see things as they actually are. This allows the target to find secret doors that have a Search DC of 30 or less, see the exact location of creatures hidden by Blur or Displacement effects, and see Invisible creatures or objects normally. | |||||||||||||
| Vigor, Mass | Conjuration | Casts Vigor on multiple targets. A positive energy conjuration that heals 1d6, +1 per 3 caster levels (max 1d6+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. | |||||||||||||
| Waves of Exhaustion | Necromancy | Waves of negative energy cause all living creatures to become Exhausted. Exhausted creatures take a -25% penalty to movement speed, -6 penalty to Strength and Dexterity, and cannot tumble. | |||||||||||||
Level 8[edit]
Blightcaster Level 15
| Name | School | Description | S.C. | Metamagics | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Black Dragon Bolt | Conjuration | A powerful green bolt of corrosive acid springs from your hand. The bolt deals 1d10 acid damage per caster level, (Maximum 25d10 at caster level 25). Applies damage and ticks three times again over 8 seconds. | |||||||||||||
| 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 2d8 points of damage per caster level (max 40d8 at caster level 20). A successful reflex save halves the damage and a reflex save vs the knockdown negates it. The earthquake lasts for 30 seconds. Flying enemies are immune. | |||||||||||||
| Greater Vigor, Mass | Conjuration | Casts Greater Vigor on multiple targets. A positive energy conjuration that heals 1d8+1 + 1 per 3 caster levels (max 1d8+14 at caster level 39), every 2 seconds for 10 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. | |||||||||||||
| Howl of Terror | Enchantment | You utter a terrifying howl, filling your foes with a paralyzing fear. Foes around you are paralyzed for 6 to 24 seconds. Does not cause helplessness. Will save negates. | |||||||||||||
| Regenerate | Conjuration | A positive energy conjuration that heals hitpoints, ability point damage, level drain, and cures bleed effects. It heals 1d6 hitpoints, +1 per caster level (max 1d6+17 at caster level 17), every 2 seconds for 8 seconds. Every two seconds 2 ability point damage is healed, and every three seconds one drained level and 1 bleed effect are removed. When the initial effect expires, a smaller healing effect that heals 2 HP every 5 seconds for 30 seconds is applied. Only one heal-over-time spell can be active at a time, with most beneficial taking priority. If multiple Regenerate spells are cast on the same target, then the duration is extended. |
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| Stormrage | Transmutation | You gain feather fall and 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. | |||||||||||||
| Thorn Lance | Conjuration | You hurl a great thorn lance at your target dealing 9 to 14 (1d6+8) 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. | |||||||||||||
Level 9[edit]
Blightcaster Level 17
| Name | School | Description | S.C. | Metamagics | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Acid Well | Conjuration | Acid bursts forth from the ground in an area of effect. This area Conjuration spell does 1d6+18 damage per Caster Level (max 20d6+360). A successful fortitude save reduces damage by half. | |||||||||||||
| 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. | |||||||||||||
| Rend the Soul | Necromancy | Twists unholy energies around a single foe, causing it significant negative damage over time. Deals 1d6+4 damage every 2 seconds for 10 seconds (max 20d6+80 at caster level 20). A successful fortitude save reduces damage by half. | |||||||||||||
| Storm of Vengeance | Evocation | 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 1d3 acid damage per caster level for 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 for 3 seconds per caster level. | |||||||||||||
| Tsunami | Evocation | 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. | |||||||||||||
| 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. | |||||||||||||







































































































































