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Conjuration

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Conjuration[edit]

Each conjuration spell belongs to one of four subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.

A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

The creature or object must appear within the spell’s range, but it does not have to remain within the range.

Calling[edit]

A calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can’t be dispelled.

Creation[edit]

A creation spell manipulates matter to create an object or creature in the place the spellcaster designates (subject to the limits noted above). If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.

Healing[edit]

Certain divine conjurations heal creatures or even bring them back to life.

Summoning[edit]

A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower.

When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have.

Spells per Class and Level[edit]

Artificer Bard Cleric Favored Soul Paladin Ranger Sorcerer/Wizard Total
Level 1 3 3 3 3 3 1 5 21
Level 2 1 3 7 6 1 2 5 25
Level 3 3 2 4 4 2 4 4 23
Level 4 1 4 5 5 3 2 4 24
Level 5 1 2 3 3 0 0 3 12
Level 6 0 3 6 6 0 0 2 17
Level 7 0 0 5 5 0 0 2 12
Level 8 0 0 2 2 0 0 4 8
Level 9 0 0 3 3 0 0 2 8
Total 9 17 38 37 9 9 31 150

Spells[edit]

Name Description Classes
Alc Art Brd Clr Drd FvS Pal Rgr Sor Wiz War
AcidBlast.png
Acid Blast 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. Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Icon Vial of Acid.png
Acid Concentration Conjuring a bottle of caustic liquid, you throw a projectile at a single foe that deals 1d6 Acid damage, plus 1 per caster level, max caster level 20. The acid continues to eat away, dealing its damage every 2 seconds for 16 seconds. You may stack this up to three times.

DND Dice: Deals 1d6 Acid damage, plus one per caster level (max caster level 20). A successful reflex save reduces damage by half.

Icon Feat Past Life Alchemist.png
AcidFog.png
Acid Fog A billowing mass of misty vapors causes several effects:
  • Slows movement (~-5%).
  • Obscures sight, giving all creatures in the fog concealment (Attackers have 20% miss chance).
  • Deals 2d6 acid damage every 2 seconds to targets within the cloud.
  • Enemies within this cloud also suffer a -4 penalty to their armor class.
Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
AcidRain.png
Acid Rain 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) 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. Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
AcidWell.png
Acid Well Acid bursts forth from the ground in an area of effect. This area Conjuration spell does 1d6+18 damage per Caster Level. A successful fortitude save reduces damage by half.

D&D Dice: Deals 1d6+18 acid damage per caster level, max 20d6+360.

Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Icon Bitter Frost Burst.png
Bitter Frost Burst Throw a bottle that shatters among your enemies, causing a huge spike of cold damage. Deals 1d6+3 Cold damage per caster level, max caster level 15, in an area.

DND Dice: Deals 1d6+3 cold damage per caster level in an area (max 15d6+45 at caster level 15). A successful fortitude save reduces damage by half.

Icon Feat Past Life Alchemist.png
Blackdragonbolt.png
Black Dragon Bolt 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. Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Icon Blighted Breath.png
Blighted Breath 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 Past Life Druid.png
Icon Caustic Solvent.png
Caustic Solvent Toss a bottle of acrid liquid at a group of enemies, causing caustic acid to eat away at their flesh for significant Acid damage. This deals 1d6+3 Acid damage per caster level, max caster level 15, to all affected enemies.

DND Dice: Deals 1d6+3 acid damage per caster level in an area (max 15d6+45 at caster level 15). A successful fortitude save reduces damage by half.

Icon Feat Past Life Alchemist.png
Icon Cindersmoke.png
Cindersmoke Throw a bottle at a targeted foe that explodes into a fiery cloud. Enemies caught in the blast take 5 to 10 Fire damage per caster level to enemies caught within the initial blast, and must make a Reflex save or be Blinded for 12 seconds.

DND Dice: Deals 1d6+4 Fire damage per caster level, max 20d6+80. A successful Reflex save reduces the damage by half and negates the Blind.

Icon Feat Past Life Alchemist.png
CloseWounds.png
Close Wounds Positive energy is quickly channeled to heal light wounds of your target or damage Undead for 1d3+1 Hit Points plus 1 per caster level. (Maximum caster level 5.) Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Cloudkill.png
Cloudkill A bank of heavy yellowish green, poisonous fog rises up, slaying weak targets within the cloud, or inflicting damage on stronger targets:

Additionally this fog obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance). This portion of the spell affects all enemies, including red and purple named.

Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Icon Cold Spike.png
Cold Spike Lob a vial of freezing liquid at a single flot that deals heavy damage and slows the movement of whatever it strikes. Deals 5 to 10 Cold damage per caster level, max caster level 10, to a single foe, and reduces their movement speed by 30% and damage by 4 for 15 seconds +2 seconds per Caster Level.

DND Dice: Deals 1d6+4 Cold damage per caster level, max 10d6+40. A successful Reflex save reduces the damage by half.

Icon Feat Past Life Alchemist.png
Cometfall.png
Cometfall You conjure a bright, glowing comet, which appears in midair above your target, then strikes the ground with tremendous force. This area of effect spell does 1d6+3 points of bludgeon damage per caster level (Maximum 20d6+60 at caster level 20). A successful Reflex save reduces the damage by half.

Duration: 8 seconds for the knockdown portion, allows a re-ocurring balance check every 2 seconds to get up, DC equal to the spells DC.

Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
ConjureBolts.png
Conjure Bolts Conjures a stack of 1000 bolts for use with a crossbow. These bolts will remain until expended, or until you log out for an extended period of time.

These bolts begin with a +1 enhancement bonus to attack and damage and scale up as your caster level increases:

  • +2 at caster level 4
  • +3 at caster level 8
  • +4 at caster level 12
  • +5 at caster level 16
  • +6 at caster level 20 (maximum)

These bolts cannot be traded, and dissolve into nothingness after logout.

Icon Feat Past Life Artificer.png
Icon Converter (spell).png
Converter You apply a small machine to your targeted ally, which temporarily sets their base healing taken from Repair effects to 100%.
Icon Corrode Weapons.png
Corrode Weapons Lob a vial of caustic liquid at a single foe that deals heavy damage and corrodes the weapons of whatever it strikes. Deals 5 to 10 Acid damage per caster level, max caster level 10, to a single target and reduces their accuracy and Melee and Ranged Power by 4 for 15 seconds + 2 seconds per Caster Level.

DND Dice: Deals 1d6+4 Acid damage per caster level, max 10d6+40. A successful Reflex save reduces the damage by half.

Icon Feat Past Life Alchemist.png
Icon Corrosive Dust.png
Corrosive Dust Scatter a corrosive dust in front of you, causing significant Rust damage on contact. Deals 9 to 14 Rust damage per caster level, max caster level 20. Note that Rust damage only affects Constructs and some Inanimate Objects.

DND Dice: Deals 1d6+8 Rust damage per caster level, max 20d6+160. A successful Fortitude save reduces the damage by half

Icon Feat Past Life Alchemist.png
Icon Creeping Doom.png
Creeping Doom 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. Icon Feat Past Life Druid.png
Icon Curative Admixture Cure Critical Wounds.png
Curative Admixture: Cure Critical Wounds The potion explodes in a small AOE that deals 4d6 + 8 + 1 per caster level (max +20) positive energy damage to nearby living allies and enemy undead. Icon Feat Past Life Alchemist.png Icon Feat Past Life Artificer.png Icon Feat Past Life Ranger.png
CurativeAdmixture CureLightWounds.png
Curative Admixture: Cure Light Wounds Infuse a Cure Light Wounds potion with magical energy and hurl it towards your target in an arc. The potion explodes in a small AOE that deals 1d6+2 plus 1 per caster level (max +5) positive energy damage to nearby living allies and enemy undead. Icon Feat Past Life Alchemist.png Icon Feat Past Life Artificer.png Icon Feat Past Life Ranger.png
CurativeAdmixture CureModerateWounds.png
Curative Admixture: Cure Moderate Wounds Infusing a Cure Moderate Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 2d6+4 + 1 per caster level (max +10) positive energy damage to nearby living allies and enemy undead. Icon Feat Past Life Alchemist.png Icon Feat Past Life Artificer.png Icon Feat Past Life Ranger.png
CurativeAdmixture CureSeriousWounds.png
Curative Admixture: Cure Serious Wounds Infusing a Cure Serious Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 3d6+6 +1 per caster level (max 15) positive energy damage to nearby living allies and enemy undead. Icon Feat Past Life Alchemist.png Icon Feat Past Life Artificer.png Icon Feat Past Life Ranger.png
Icon Curative Admixture Harm.png
Curative Admixture: Harm Infuses a Heal potion with magical energy, hurling it towards your target in an arc. This channel powerful positive energy into targets to wipe away injury and afflictions, restore 10 hit points per caster level (up to a max of 150 hit points at caster level 15), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half. Icon Feat Past Life Alchemist.png
Icon Curative Admixture Heal.png
Curative Admixture: Heal Infuses a Heal potion with magical energy, hurling it towards your target in an arc. This channels powerful positive energy into targets to wipe away injury and afflictions, restore 10 hit points per caster level (up to a max of 150 hit points at caster level 15), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.

D&D Dice: Heals 10 hp per caster level (max 150).

Icon Feat Past Life Alchemist.png
Icon Curative Admixture Inflict Critical Wounds.png
Curative Admixture: Inflict Critical Wounds Infuse a Inflict Critical Wounds potion with magical energy and hurl it towards your target in an arc. The potion explodes in a small AOE that dealing 4d6+8 plus 1 per caster level (max +20) negative energy damage to nearby undead allies and living enemies. (who may make a Will save for half damage). Icon Feat Past Life Alchemist.png
Icon Curative Admixture Inflict Light Wounds.png
Curative Admixture: Inflict Light Wounds Infuse a Inflict Light Wounds potion with magical energy and hurl it towards your target in an arc. The potion explodes in a small AOE that dealing 1d6+2 plus 1 per caster level (max +5) negative energy damage to nearby undead allies and living enemies (who may make a Will save for half damage). Icon Feat Past Life Alchemist.png
Icon Curative Admixture Inflict Moderate Wounds.png
Curative Admixture: Inflict Moderate Wounds Infuse a Inflict Moderate Wounds potion with magical energy and hurl it towards your target in an arc. The potion explodes in a small AOE that dealing 2d6+4 plus 1 per caster level (max +10) negative energy damage to nearby undead allies and living enemies. (who may make a Will save for half damage). Icon Feat Past Life Alchemist.png
Icon Curative Admixture Inflict Serious Wounds.png
Curative Admixture: Inflict Serious Wounds Infuse a Inflict Serious Wounds potion with magical energy and hurl it towards your target in an arc. The potion explodes in a small AOE that dealing 3d6+6 plus 1 per caster level (max +15) negative energy damage to nearby undead allies and living enemies. (who may make a Will save for half damage). Icon Feat Past Life Alchemist.png
CurativeAdmixture RemoveCurse.png
Curative Admixture: Remove Curse Infuses a Remove Curse potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes curses from nearby allies. Icon Feat Past Life Alchemist.png Icon Feat Past Life Artificer.png
CurativeAdmixture Remove Disease.png
Curative Admixture: Remove Disease Infuses a Remove Disease potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes diseases from nearby allies. Icon Feat Past Life Alchemist.png Icon Feat Past Life Artificer.png
Icon Curative Admixture Remove Paralysis.png
Curative Admixture: Remove Paralysis Infuses a Remove Paralysis potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes magical Paralysis from everyone hit. Icon Feat Past Life Alchemist.png
CurativeAdmixture RemovePoison.png
Curative Admixture: Remove Poison Infuses a potion of Poison Neutralization with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that removes poisons from nearby allies. (It does not confer immunity to poisons.) Icon Feat Past Life Alchemist.png Icon Feat Past Life Artificer.png
CureCriticalWoundsMass.png
Cure Critical Wounds, Mass Casts Cure Critical Wounds on multiple targets. Positive energy is channeled to heal critical wounds of allies or damage undead for 4d6+8 plus 1 per caster level (Maximum caster level 40.) hit points. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
CureCriticalWounds.png
Cure Critical Wounds Positive energy heals an ally for 4d6+8 plus 1 per caster level (Maximum caster level 20.) hit points, or deals the same amount of damage to an Undead creature. Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png
CureLightWoundsMass.png
Cure Light Wounds, Mass Casts Cure Light Wounds on multiple targets. Positive energy is channeled to heal light wounds of allies for 1d6+2 plus 1 per caster level (Maximum caster level 25.) hit points. Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Cure Light Wounds icon.png
Cure Light Wounds Positive energy heals an ally for 1d6+2 plus 1 per caster level (Maximum caster level 5.) hit points, or deals the same amount of damage to an Undead creature.

A successful Will save takes half damage (undead only).

Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png Icon Feat Past Life Ranger.png
CureModerateWoundsMass.png
Cure Moderate Wounds, Mass Casts Cure Moderate Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies for 2d6+4 plus 1 per caster level (Maximum caster level 30.) hit points. Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Sp curemoderatewounds.png
Cure Moderate Wounds Positive energy heals an ally for 2d6+4 plus 1 per caster level (Maximum caster level 10.) hit points, or deals the same amount of damage to an Undead creature. Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png Icon Feat Past Life Ranger.png
CureSeriousWoundsMass.png
Cure Serious Wounds, Mass Casts Cure Serious Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies for 3d6+6 plus 1 per caster level (Maximum caster level 35.) hit points. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Sp cureseriouswounds.png
Cure Serious Wounds Positive energy heals an ally for 3d6+6 plus 1 per caster level (maximum caster level 15) hit points, or deals the same amount of damage to an Undead creature. (a will save reduces this damage by half) Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png Icon Feat Past Life Ranger.png
DeificVengeance.png
Deific Vengeance The divine power of an angry deity imposes a punishment in the form of a sharp, spiritual blow to the target, dealing 1d6+4 points of good damage per caster level (maximum damage 10d6+40), or 2d6+8 damage per caster level (max 20d6+80), if the target is Undead. A successful Will save reduces this damage by half. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
DimensionDoor.png
Dimension Door Dimension door (also known as DDoor or simply DD) creates a white, translucent door in a dungeon or wilderness. Players can click it to return to the location where they actually entered the dungeon or wilderness. Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png Icon Feat Past Life Warlock.png
Icon Elemental Combination.png
Elemental Combination Throw a single bottle of a volatile magical concoction that deals an intense combination of Poison, Fire, Cold, Acid, and Electric damage, with 3 effects chosen randomly each time.

DND Dice: Deals 1d3+3 damage of a random 3 selections among Poison, Fire, Cold, Acid, and Electric damage per caster level, max 20d3+60 per element. A successful Reflex save reduces the damage by half.

Icon Feat Past Life Alchemist.png
Icon Empty Bottle.png
Empty Bottle Throw an empty bottle at a single foe that deals 3 to 8 Bludgeoning damage per caster level, max caster level 10.

DND Dice: Deals 1d6+2 Bludgeoning damage per caster level (max 10d6+20 at caster level 10). A successful reflex save reduces damage by half.

Icon Feat Past Life Alchemist.png
Icon Enveloping Swarm.png
Enveloping Swarm 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 Past Life Druid.png
Evard's Black Tentacles.png
Evard's Black Tentacles Conjures a zone filled with many rubbery black tentacles for 10 seconds. While inside the zone, enemies are Slowed (no save). Every 2 seconds, enemies within the zone must make a successful Strength save or become Entangled by the tentacles for 10 seconds. All enemies within the zone take 1d4 Bludgeoning damage per caster level (Scales with Force/Impulse Spell Power) every 2 seconds as the tentacles try to grab them, and an additional 1d4 per caster level if Entangled. A successful Fortitude save reduces the damage by half. Tentacles may continue to hold enemies after the zone fades, though they will not deal damage. Icon Feat Past Life Warlock.png
Icon Vial of Flame.png
Flame Concentration Conjuring a bottle of burning liquid, you throw a projectile at a single foe that deals 1d6 Fire damage, plus 1 per caster level, max caster level 20. The fire will burn over time, dealing its damage every 2 seconds for 16 seconds. You may stack this up to three times.

DND Dice: Deals 1d6 Fire damage, plus one per caster level (max caster level 20). A successful reflex save reduces damage by half.

Icon Feat Past Life Alchemist.png
FlameTurret.png
Flame Turret Conjures a destroyable turret that fires jets of flame at nearby enemies. You can have only one summoned creature at a time. Icon Feat Past Life Artificer.png
FogCloud.png
Fog Cloud 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). Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png Icon Feat Past Life Warlock.png
Icon Vial of Frost.png
Frost Concentration Conjuring a bottle of freezing liquid, you throw a projectile at a single foe that deals 1d6 Cold damage, plus 1 per caster level, max caster level 20. The cold continues to deal damage over time every 2 seconds for 16 seconds. You may stack this up to three times.

DND Dice: Deals 1d6 Cold damage, plus one per caster level (max caster level 20). A successful reflex save reduces damage by half.

Icon Feat Past Life Alchemist.png
Glitterdust.png
Glitterdust A cloud of golden particles covers everything in an area, causing targets to become blinded and outlining invisible or stealthy creatures (-40 to Hide checks to any creature covered by the dust, and visually affects party members). A successful will save negates blinded. Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Icon Gold Breath.png
Gold Breath You exhale gold through your mouth in a large cone, causing enemies caught within the area to take 3 to 6 Fire and 3 to 6 Bludgeon damage per caster level, max caster level 20. This is a Breath attack.

DND Dice: Deals 1d4+2 Fire and 1d4+2 Bludgeon, max 20d4+40 and 20d4+40. A successful Fortitude save reduces the damage by half.

Icon Feat Past Life Alchemist.png
Grease.png
Grease Covers the ground with a layer of slippery grease, forcing targets to make a Reflex save or fall. Grease slicks will sometimes be set ablaze by area of effect fire effects, dealing 2 to 12 damage per two caster levels fire damage to all enemies of the caster in the slick every few seconds, as well as the caster of the grease spell. A successful (DC 10+spell level+ability modifier+items+feats) Reflex save will reduce this damage by half. Slicks that have been set ablaze will quickly burn away. Icon Feat Past Life Artificer.png Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png Icon Feat Past Life Warlock.png
HunterOfTheDeadGreaterRestoration.png
Greater Restoration Restores all negative levels suffered, eliminates the conditions: Ability damage, Confused, Exhausted, Fatigued, and all forms of Insanity suffered by the Ally. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Icon Greater Restorative Draught.png
Greater Restorative Draught Throw a small vial of magical liquid at a single target that grants the effect of the Greater Restoration spell: Cures all temporary ability damage, restores all negative levels suffered from Energy Drain, and eliminates fatigue, exhaustion, confusion, and insanity effects on you. Icon Feat Past Life Alchemist.png
Icon Greater Stoneskin.png
Greater Stoneskin Turn your skin to durable and magical stone. Gain a resistance to physical damage of 20/Adamantine for the duration. Once this potion has prevented 20 points of damage per caster level, it is discharged. Icon Feat Past Life Alchemist.png
GreaterTeleport.png
Greater Teleport Confers to the Player Characters in the area of effect the option to be transported to 1 of a variety of locations. This spell has self and group option for each location. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png Icon Feat Past Life Warlock.png
Icon Greater Venom Vial.png
Greater Venom Vial Conjuring a bottle of magical poison, you throw a projectile that explodes on impact, dealing 3 to 8 Poison damage per caster level, max caster level 10, to all foes caught within the area. The poison will leave enemies struck Contaminated.

DND Dice: Deals 1d6+2 Poison damage per caster level in an AOE, (max 10d6+20 at caster level 10). A successful Fortitude save reduces damage by half.

Icon Feat Past Life Alchemist.png
Icon Greater Vigor Mass.png
Greater Vigor, Mass Casts Greater Vigor on multiple targets. A positive energy conjuration that heals 1d8, +1 per 3 caster levels (max +13 at caster level 39), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is applied.

Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.

Icon Feat Past Life Druid.png
Icon Greater Vigor.png
Greater Vigor A positive energy conjuration that heals 1d8, +1 per 3 caster levels (max +4 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. Icon Feat Past Life Druid.png
HealMass.png
Heal, Mass Casts Heal on multiple targets. Channels powerful positive energy into allies to wipe away injury and afflictionsIcon tooltip.pngThis includes: Ability damage, Blinded, Confused, Dazed, Dazzled, Deafened, Diseased, Exhausted, Fatigued, Feebleminded, Insanity, Nauseated, Poisoned and Stunned and restoring 10 hit points per caster level (up to a maximum of 250).

Against Undead acts like Harm. Charges the foe Undead with positive energy dealing 10 points of damage per caster level. A successful Will save reduces the damage by half. Heal, Mass cannot reduce the Undead's hit points to less than 1.

Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Heal.png
Heal Channels positive energy into a target to wipe away injury and afflictions, restores 10 hit points per caster level (up to a max of 150 hit points at caster level 15), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned. Undead who make a successful Will save reduce the damage by half. Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png
Icon Heartstopper Poison.png
Heartstopper Poison Throw a vial of deadly poison that explodes on impact, dealing 1d6+3 Poison damage per caster level, max caster level 15, to a small cluster of enemies. This poison will leave the enemies Contaminated.

DND Dice: Deals 1d6+3 poison damage per caster level in an area (max 15d6+45 at caster level 15). A successful reflex save reduces damage by half. Applies Contaminated.

Icon Feat Past Life Alchemist.png
HeroesFeast.png
Heroes Feast Brings forth a great feast for all nearby allies. While this spell is active on someone, the next time they use a rest shrine they consume the feast. The nectar-like beverage which is part of the feast cures them of all Diseases, Nausea, Sickness and makes them immune to Poison for 1 minute per caster level. Also grants 1d8 temporary hit points plus 1 per 2 caster levels. Maximum 1d8 plus 10 hit points at caster level 20. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on Attack rolls, Will saves, and immunity to fear for 1 minute per caster level. Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
IncendiaryCloud.png
Incendiary Cloud An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. This spell deals 2d4 +1 per level fire damage every 2 seconds (no initial tic). Creatures entering the cloud save vs reflex or become blind until they leave the cloud.

Casting Ice Storm eliminates Incendiary Cloud (just like with Wall of Fire).

Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Icon lesserrestoration.png
Lesser Restoration 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. Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png
Icon Lesser Restorative Draught.png
Lesser Restorative Draught Throw a small vial of magical liquid at a single target that provides the effects of the Lesser Restoration spell: Dispells magical effects reducing your ability scores, eliminates fatigue, and improves exhaustion to fatigue Icon Feat Past Life Alchemist.png
Icon Lesser Vigor Mass.png
Lesser Vigor, Mass 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,the duration is extended.

Icon Feat Past Life Druid.png
Sp drd lesservigor.png
Lesser Vigor 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 Past Life Druid.png
MageArmor.png
Mage Armor An invisible, but tangible field of force surrounds an ally, providing a +4 armor bonus to AC for 5 minutes plus 1 minute per caster level. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
MelfsAcidArrow.png
Melf's Acid Arrow Deals 1d6 acid damage per caster level (max 10d6) 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. Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Icon Melt Armor.png
Melt Armor Lob a vial of burning liquid at a single foe that deals heavy damage and melts the armor of whatever it strikes. Deals 5 to 10 Fire damage per caster level, max caster level 10, to a single target, and reduces their Armor Class and Physical Resistance Rating by 4 for 15 seconds + 2 seconds per Caster Level.

DND Dice: Deals 1d6+4 Fire damage per caster level, max 10d6+40. A successful Reflex save reduces the damage by half.

Icon Feat Past Life Alchemist.png
Icon Molotov Cocktail.png
Molotov Cocktail Lob a glass bottle full of reactive chemicals that shatters and then ignites in a large area, dealing damage to all enemies struck. Enemies are ignited, dealing 1d6+3 Fire damage per caster level, max caster level 15.

DND Dice: Deals 1d6+3 fire damage per caster level in an area (max 15d6+45 at caster level 15). A successful fortitude save reduces damage by half.

Icon Feat Past Life Alchemist.png
Icon Multivial of Acid.png
Multivial of Acid Conjuring many bottles of caustic liquid, you throw 4 projectiles that explode on impact, with each dealing 1d4+3 Acid damage per caster level to all nearby foes, max caster level 20. Shares a cooldown with all other Multivial spells.

DND Dice: Deals 1d4+3 acid damage per caster level per projectile (max 20d4+60 per projectile at caster level 20). A successful reflex save reduces damage by half.

Icon Feat Past Life Alchemist.png
Icon Multivial of Flame.png
Multivial of Flame Conjuring many bottles of burning liquid, you throw 4 projectiles that explode on impact, with each dealing 1d4+3 Fire damage per caster level to all nearby foes, max caster level 20. Shares a cooldown with all other Multivial spells.

DND Dice: Deals 1d4+3 fire damage per caster level per projectile (max 20d4+60 per projectile at caster level 20). A successful reflex save reduces damage by half.

Icon Feat Past Life Alchemist.png
Icon Multivial of Frost.png
Multivial of Frost Conjuring many bottles of freezing liquid, you throw 4 projectiles that explode on impact, with each dealing 1d4+3 Cold damage per caster level to all nearby foes, max caster level 20. Shares a cooldown with all other Multivial spells.

DND Dice: Deals 1d4+3 cold damage per caster level per projectile (max 20d4+60 per projectile at caster level 20). A successful reflex save reduces damage by half.

Icon Feat Past Life Alchemist.png
Icon Multivial of Poison.png
Multivial of Poison Conjuring many bottles of poisonous liquid, you throw 4 projectiles that explode on impact, with each dealing 1d4+3 Poison damage per caster level to all nearby foes, max caster level 20. Shares a cooldown with all other Multivial spells. Applies Contaminated.

DND Dice: Deals 1d4+3 poison damage per caster level per projectile (max 20d4+60 per projectile at caster level 20). A successful fortitude save reduces damage by half. Applies Contaminated.

Icon Feat Past Life Alchemist.png
Icon Multivial of Sparks.png
Multivial of Sparks Conjuring many bottles of voltaic liquid, you throw 4 projectiles that explode on impact, with each dealing 1d4+3 Electric damage per caster level to all nearby foes, max caster level 20. Shares a cooldown with all other Multivial spells.

DND Dice: Deals 1d4+3 electric damage per caster level per projectile (max 20d4+60 per projectile at caster level 20). A successful reflex save reduces damage by half.

Icon Feat Past Life Alchemist.png
Sp rgr summonnaturesally 2.png
Nature's Ally II Summons a Challenge Rating 2 Hyena to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. Icon Feat Past Life Druid.png Icon Feat Past Life Ranger.png
Sp neutralizepoison.png
Neutralize Poison You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the Poison, and any temporary effects are ended, but 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.

The creature is immune to any Poison effects it is exposed to during the duration of the spell, e.g. Troglodyte Stench, but not damage.

Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png Icon Feat Past Life Ranger.png
NiacsColdRay.png
Niac's Cold Ray A ray of freezing ice and air projects from your finger dealing 1d5+5 cold damage per caster level (Maximum damage 5d5+25 at caster level 5). This ray has double spell range. A successful Reflex save negates damage. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
ObscuringMist.png
Obscuring Mist Creates a Standard Spherical AOE fog at point of casting, and obscures vision of those trapped inside.

Creatures inside the mist suffer a 20% chance of missing any attack they make due to concealment. This does not apply to attacking misted targets from outside.

Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Panacea.png
Panacea Channels powerful positive energy into a target to wipe away afflictionsIcon tooltip.pngThis includes:
Blinded, Confused, Dazed, Dazzled, Deafened, Diseased, Exhausted, Fatigued, Feebleminded, Insanity, Nauseated, Poisoned and Stunned
and restores 1d6+2 Hit Points plus 1 per caster level (Maximum caster level 20.).
Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png
Icon Poison Breath.png
Poison Breath You exhale poison through your mouth in a large cone, causing enemies caught within the area to take 6 to 11 Poison damage per caster level, max caster level 20. This is a Breath attack. This poison will leave enemies struck Contaminated.

DND Dice: Deals 1d5+5 Poison damage per caster level, max 20d6+100 Poison damage. A successful Fortitude save reduces the damage by half.

Icon Feat Past Life Alchemist.png
RaiseDead.png
Raise Dead You restore life to a deceased Player Character or Hireling. The revived Character appears wherever his "ghost" was standing, restores 10% of the target's Hit Points, and preserves current Spell Points. Ability score damage is cured, nearly every buff and debuff will have been removed by being dead, and a death penalty will be suffered. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Icon Regenerate Mass.png
Regenerate, Mass Casts Regenerate on multiple targets. A positive energy conjuration that heals hitpoints, ability point damage, level drain, and cures bleed effects. It heals 1d6 hitpoints, +1 per caster levels (max +25), every 2 seconds for 8 seconds. Every two seconds 2 ability point damage is healed, and every three seconds one drained level and 1 bleed effect are removed. When the initial effect expires, a smaller healing effect that heals 2 HP every 5 seconds for 30 seconds is applied.

Only one heal-over-time spell can be active at a time, with most beneficial taking priority. If multiple Regenerate spells are cast on the same target, then the duration is extended.

Icon Feat Past Life Druid.png
Icon Regenerate.png
Regenerate A positive energy conjuration that heals hitpoints, ability point damage, level drain, and cures bleed effects. It heals 1d6 hitpoints, +1 per caster levels (max +25), every 2 seconds for 8 seconds. Every two seconds 2 ability point damage is healed, and every three seconds one drained level and 1 bleed effect are removed. When the initial effect expires, a smaller healing effect that heals 2 HP every 5 seconds for 30 seconds is applied.

Only one heal-over-time spell can be active at a time, with most beneficial taking priority. If multiple Regenerate spells are cast on the same target, then the duration is extended.

Icon Feat Past Life Druid.png
Sp removeblindness.png
Remove Blindness Cures the condition Blinded in 1 ally. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png
Sp rgr removedisease.png
Remove Disease Cures all diseases on an ally and grants immunity to disease for 6 seconds per caster level. Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Ranger.png
Icon removeparalysis.png
Remove Paralysis You can free one or more creatures from the effects of the temporary condition Paralyzed, Ghoul Touch, Slow, Hold Monster/Person, Lich's paralysing touch and several more. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png
RestorationMass.png
Restoration, Mass Casts Restoration on multiple targets, curing the conditions: ability damage, exhausted, or fatigued on the target, and restores 1 single negative level to a creature in the area of effect. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Sp restoration.png
Restoration Cures all the following conditions: ability damage, restores a single negative level suffered, and eliminates fatigue or exhaustion suffered by the ally. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png
Icon Restorative Draught.png
Restorative Draught Throw a small vial of magical liquid at a single target that grants the effect of the Restoration spell: Cures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue and exhaustion. Icon Feat Past Life Alchemist.png
Resurrection.png
Resurrection You restore life to a deceased creature or Hireling. The revived creature appears wherever his "ghost" was standing, has 50% of his total Hit Points, and preserves current spell points. Ability score damage is cured, nearly every buff and debuff will have been removed by being Dead, and in addition a death penalty will be suffered. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Icon Sanctified Vial.png
Sanctified Vial Casting this spell requires levels in Cleric, Paladin, or Favored Soul, or for you to be in a Divine Epic Destiny. Throw a bottle that splashes Holy Water when it breaks, dealing 1d4+4 Bane Damage per Caster Level to Undead and Extraplanar creatures nearby. (This damage scales with Force Spell Power). This Holy Water will attempt to force all extraplanar creatures in the bottle's plash back to the home plane with the effect of the Banishment spell. A successful Will save negates this effect. (DC = spell's save DC - creature's Hit Dice or Level + your caster level). Icon Feat Past Life Alchemist.png
Icon seeketernalrest.png
Seek Eternal Rest Grants the caster +4 to sacred level for the purpose of turning Undead. Stacks with (+2) sacred items. Icon Feat Past Life Cleric.png Icon Feat Past Life Paladin.png
Icon Shard Storm (spell).png
Shard Storm Summons a cloud of acidic poisonous shards that randomly strike enemies within 15 meters. 6 strikes over 6 seconds. Each shard deals 1d4+2 Poison and 1d4+2 Acid damage per Character Level.
SleetStorm.png
Sleet Storm 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 25%. Also creates a slippery icy surface, which prevents creatures from tumbling or jumping while within it.

Additional, every 6 seconds all creatures within must succeed on a DC 10 Reflex check or be knocked prone for 6 seconds, also allows a recurring balance save every 2 seconds to get up if knocked prone. The DC never scales and remains at 10 regardless of who casts the spell.

Icon Feat Past Life Bard.png Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png Icon Feat Past Life Warlock.png
SolidFog.png
Solid Fog A bank of fog slows movement and attack speed (like the slow spell, aprox -25%) and obscures sight (20% concealment miss chance to all creatures within it.), inflicting a -2 penalty on all melee attack and melee damage rolls. The spell also has a secondary effect called "trapped in fog" which causes enemies within the fog to suffer a -5 penalty to their reflex save. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Icon Vial of Sparks.png
Sparks Concentration Conjuring a bottle of reactive material, you throw a projectile at a single foe that deals 1d6 Electric damage, plus 1 per caster level, max caster level 20. The electricity continues to deal damage over time every 2 seconds for 16 seconds. You may stack this up to three times.

DND Dice: Deals 1d6 Electric damage, plus one per caster level (max caster level 20). A successful reflex save reduces damage by half.

Icon Feat Past Life Alchemist.png
Sp drd splinterbolt.png
Splinterbolt Fires a jagged bolt of wood at your enemies. Deals 1d6+4 Piercing damage per caster level. Max caster lvl 12 Icon Feat Past Life Druid.png
StinkingCloud.png
Stinking Cloud 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.

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.

Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Icon Storm of Vengeance.png
Storm of Vengeance 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 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. Icon Feat Past Life Druid.png
SummonMonsterIII.png
Summon Monster III Summons 1 Monster from 3 choices: Summoned Hellhound, Winter Wolf, Air Mephit to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png Icon Feat Past Life Warlock.png
SummonMonsterII.png
Summon Monster II Summons 1 monster from 3 choices: a Black Widow, a Fiendish Bat, or a 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. Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
SummonMonsterIV.png
Summon Monster IV Summons 1 Monster from 3 choices: Fiendish Monstrous Spider, Greater Ice 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. Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png Icon Feat Past Life Warlock.png
SummonMonsterIX.png
Summon Monster IX Summons one Monster from three choices (Eladrin Ghaele, Elder Fire Elemental, or Hezrou) to fight for you for 10 minutes. You can only have one summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png Icon Feat Past Life Warlock.png
SummonMonsterVIII.png
Summon Monster VIII 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. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png Icon Feat Past Life Warlock.png
SummonMonsterVII.png
Summon Monster VII 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. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
SummonMonsterVI.png
Summon Monster VI 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. Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png Icon Feat Past Life Warlock.png
SummonMonsterV.png
Summon Monster V 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. Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
SummonMonsterI.png
Summon Monster Summons 1 monster from 3 choices: Celestial Dog, Brown Rat, Small Brown Spider, to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png Icon Feat Past Life Warlock.png
Sp rgr summonnaturesally 3.png
Summon Nature's Ally III This spell allows you to summon one of two different creatures: a lioness or a winter wolf. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to it's home plane. Icon Feat Past Life Druid.png Icon Feat Past Life Ranger.png
Sp rgr summonnaturesally 4.png
Summon Nature's Ally IV Summons a Challenge Rating 4 Young Razor Cat to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. Icon Feat Past Life Druid.png Icon Feat Past Life Ranger.png
Icon Summon Natures Ally IX.png
Summon Nature's Ally IX This spell allows you to summon one of two different creatures: a dryad or an elder fire elemental. It will fight for you for a brief time, but you can only have one summoned creatures serving you at a time. Summoning another creature will return this one to its home plane. Icon Feat Past Life Druid.png
Sp rgr summonnaturesally 1.png
Summon Nature's Ally I Summons a Challenge Rating 1 Gray Wolf or a Brown Rat to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. Icon Feat Past Life Druid.png Icon Feat Past Life Ranger.png
Icon Summon Natures Ally VIII.png
Summon Nature's Ally VIII This spell allows you to summon one of two different creatures: a greater air elemental or a dire bear. It will fight for you for a brief time, but you can only have one summoned creatures serving you at a time. Summoning another creature will return this one to its home plane. Icon Feat Past Life Druid.png
Icon Summon Natures Ally VII.png
Summon Nature's Ally VII Summons a Challenge Rating 12 Djinni or Huge Earth Elemental to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. Icon Feat Past Life Druid.png
Icon Summon Natures Ally VI.png
Summon Nature's Ally VI This spell allows you to summon one of two different creatures: a Mudman or a Large Water Elemental. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning anther creature will return this one to its home plane.

Summons 1 monster from 2 choices: Mudman or a 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.

Icon Feat Past Life Druid.png
Icon Summon Natures Ally V.png
Summon Nature's Ally V This spell allows you to summon one of two different creatures: a bear or a medium earth elemental. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. Icon Feat Past Life Druid.png
Teleport.png
Teleport Lets you pick from several destinations (Most public areas in Stormreach, plus The Portable Hole, an area only accessible with Teleportation spells), and instantly transports you there with a 3% failure rate. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png Icon Feat Past Life Warlock.png
Icon Thorn Bloom.png
Thorn Bloom 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.

Bug: The Quicken metamagic applied as individually for spell often causes the spell to miss in many situations. Applied as global not bugged.

Icon Feat Past Life Druid.png
Icon Thorn Lance.png
Thorn Lance 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. Icon Feat Past Life Druid.png
Icon Thorn Strike.png
Thorn Strike 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. Icon Feat Past Life Druid.png
Icon Thorn Wave.png
Thorn Wave You hurl a wave of magical thorns in front of you dealing to all targets in front of you for 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 Past Life Druid.png
Sp trapthesoul selector.png
Trap the Soul Forces a creature's life force and its material body into a gem on a failed Will save. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png Icon Feat Past Life Warlock.png
TrueRessurrection.png
True Resurrection You restore life to a deceased Player Character or Hireling. The revived creature appears wherever his "ghost" was standing, has full Hit Points, and preserves current spell points. Ability score damage is cured, nearly every buff and debuff will have been removed by being Dead, and in addition a death penalty will be suffered. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Icon Vein Freeze.png
Vein Freeze Throw a bottle at a targeted foe that explodes, dealing 5 to 10 Cold damage per caster level, and [slow]s enemies caught within. Some enemies may be required to make Fortitude save or be Frozen for 12 seconds.

DND Dice: Deals 1d6+4 Cold damage per caster level, max 20d6+80. A successful Reflex save reduces the damage by half and negates the debuff.

Icon Feat Past Life Alchemist.png
Icon Vial of Venom.png
Venom Concentration Conjuring a bottle of magical poison, you throw a projectile at a single foe, that deals 1d6 Poison damage, plus 1 per caster level, max caster level 20. This poison will eat away at the enemy, dealing its damage every 2 seconds for 16 seconds. You may stack this poison up to three times. This poison will leave enemies struck Contaminated.

DND Dice: Deals 1d6 Poison damage, plus one per caster level (max caster level 20). A successful fortitude save reduces damage by half. This spell leaves its victims Contaminated.

Icon Feat Past Life Alchemist.png
Icon Vial Smash Acid.png
Vial Smash: Acid Conjuring a bottle of caustic liquid, you throw a projectile at your feet that deals 2 to 7 Acid damage per caster level, max caster level 5.

DND Dice: Deals 1d6+1 acid damage per caster level (max 5d6+5 at caster level 5). A successful reflex save reduces damage by half.

Icon Feat Past Life Alchemist.png
Icon Vial Smash Cold.png
Vial Smash: Cold Conjuring a bottle of frigid liquid, you throw a projectile at your feet that deals 2 to 7 Cold damage per caster level, max caster level 5.

DND Dice: Deals 1d6+1 cold damage per caster level (max 5d6+5 at caster level 5). A successful reflex save reduces damage by half.

Icon Feat Past Life Alchemist.png
Icon Vial Smash Electric.png
Vial Smash: Electric Conjuring a bottle of reactive liquid, you throw a projectile at your feet that deals 2 to 7 Electric damage per caster level, max caster level 5.

DND Dice: Deals 1d6+1 electric damage per caster level (max 5d6+5 at caster level 5). A successful reflex save reduces damage by half.

Icon Feat Past Life Alchemist.png
Icon Vial Smash Fire.png
Vial Smash: Fire Conjuring a bottle of burning liquid, you throw a projectile at your feet that deals 2 to 7 Fire damage per caster level, max caster level 5.

DND Dice: Deals 1d6+1 fire damage per caster level (max 5d6+5 at caster level 5). A successful reflex save reduces damage by half.

Icon Feat Past Life Alchemist.png
Icon Vial Smash Poison.png
Vial Smash: Poison Conjuring a bottle of magical poison, you throw a projectile at your feet that deals 2 to 7 Poison damage per caster level, max caster level 5. Applies Contaminated.

DND Dice: Deals 1d6+1 poison damage per caster level (max 5d6+5 at caster level 5). A successful reflex save reduces damage by half.

Icon Feat Past Life Alchemist.png
Icon Vial of Acid.png
Vial of Acid Conjuring a bottle of caustic liquid, you throw a projectile at a single foe that deals 3 to 8 Acid damage per caster level, max caster level 10.

DND Dice: Deals 1d6+2 acid damage per caster level (max 10d6+20 at caster level 10). A successful reflex save reduces damage by half.

Icon Feat Past Life Alchemist.png
Icon Vial of Flame.png
Vial of Flame Conjuring a bottle of burning liquid, you throw a projectile at a single target foe that deals 3 to 8 Fire damage per caster level, max caster level 10.

DND Dice: Deals 1d6+2 fire damage per caster level (max 10d6+20 at caster level 10). A successful relfex save reduces damage by half.

Icon Feat Past Life Alchemist.png
Icon Vial of Frost.png
Vial of Frost Conjuring a bottle of freezing liquid, you throw a projectile at a single target foe that deals 3 to 8 cold damage per caster level, max caster level 10.

DND Dice: Deals 1d6+2 cold damage per caster level (max 10d6+20 at caster level 10). A successful relfex save reduces damage by half.

Icon Feat Past Life Alchemist.png
Icon Vial of Sparks.png
Vial of Sparks Conjuring a bottle of reactive material, you throw a projectile at a single target foe that deals 3 to 8 electric damage per caster level, max caster level 10.

DND Dice: Deals 1d6+2 electric damage per caster level (max 10d6+20 at caster level 10). A successful reflex save reduces damage by half.

Icon Feat Past Life Alchemist.png
Icon Vial of Venom.png
Vial of Venom Conjuring a bottle of magical poison, you throw a projectile at a single target foe that deals 3 to 8 poison damage per caster level, max caster level 10. Applies Contaminated.

DND Dice: Deals 1d6+2 poison damage per caster level (max 10d6+20 at caster level 10). A successful fortitude save reduces damage by half.

Icon Feat Past Life Alchemist.png
Icon Vigor Mass.png
Vigor, Mass Casts Vigor on multiple targets. A positive energy conjuration that heals 1d6, +1 per 3 caster levels (max +11 at level 33), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is applied.

Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.

Icon Feat Past Life Druid.png
Icon Vigor.png
Vigor 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 Past Life Druid.png
Icon Voltaic Backlash.png
Voltaic Backlash Lob a vial of volatile liquid at a single foe that deals heavy damage and disrupts the offensive spellcasting capacity of whatever it strikes. Deals 5 to 10 Electric damage per caster level, max caster level 10, and reduces Universal Spell Power by 10 for 15 seconds + 2 seconds per Caster Level.

DND Dice: Deals 1d6 + 4 Electric damage per caster level, max 10d6+40. A successful Reflex save reduces the damage by half.

Icon Feat Past Life Alchemist.png
Icon Voltaic Burst.png
Voltaic Burst Throw a bottle at a targeted foe that explodes dealing 5 to 10 Electric damage per caster level to enemies caught in the blast. In addition, enemies must make a Fortitude saving throw or take -5 Magical Resistance Rating for 12 seconds.

DND Dice: Deals 1d6+4 Electric damage per caster level, max 20d6+80. A successful Reflex save reduces the damage by half and negates the debuff.

Icon Feat Past Life Alchemist.png
Icon Voltaic Induction.png
Voltaic Induction Toss a small bottle of volatile mixtures, causing it to smash and lightning to arc among all nearby enemies. This causes a powerful jolt of 1d6+3 Electric damage per caster level, max caster level 15, to all targets hit.

DND Dice: Deals 1d6+3 electric damage per caster level in an area (max 15d6+45 at caster level 15). A successful fortitude save reduces damage by half.

Icon Feat Past Life Alchemist.png
Web.png
Web 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.

Enemies in the web’s area must make a Reflex save. If the save fails, the creature is Entangled and can’t move until they either make their Strength check, or the duration expires. The Reflex save must be repeated each time a creature enters the web.

Enemies that make their save gain 6 seconds of web immunity, but after that will need to make a new save if they leave and re-enter the web. The buffs Freedom of Movement and Fire Shield will make you immune to this spell.

Icon Feat Past Life Druid.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
WordOfRecall.png
Word of Recall Teleports you to the Temple of the Sovereign Host in House Deneith. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png

See also[edit]