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Warlock spells

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This is the list of spells available to Warlocks as they level up. (This also serves as the spell list for Acolytes of the Skin, as their base spell list is unchanged from the base class.) Reminder that you can gain at most two spells from each level!

Warlocks automatically prepare one additinal specific spell per level, which is exclusive to their Pact. These spells are granted at class levels 1, 5, 9, 14, 17, and 19 respectively, and to their corresponding spell level. This spell does not take up a traditional spell slot. Spells with a value in the "Pact" column of the below tables can only be unlocked and prepared by Warlocks who choose that pact. (Acolytes of the Skin don't get to choose a Pact, and their True Fiend pact doesn't grant access to any spells, so they can't use any spell with a value in the "Pact" column.) All other spells listed in the table can be prepared by any Warlock.

The core enhancements of the Tainted Scholar tree all grant one unique spell to each level of the spellbook (once you are of level to cast them). Similarly to pact spells, these use their own standalone spell slot, rather than traditional ones. These spells are Feather Fall, Web, Crushing Despair, Death Ward, Greater Heroism, and Energy Drain.

Warlock Spells List[edit]

Warlocks cast arcane spells.

Consult the table below to know the number of Warlock spells available per spell level, and per spell school. (Note that no Warlock will be able to learn all the spells on this list, as some are only unlocked by certain pacts.)

  Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation Total
Level 1 32360143 22
Level 2 24020241 15
Level 3 22020142 13
Level 4 33120021 12
Level 5 22030261 16
Level 6 12041020 10
Total 13 15 4 19 1 6 22 8 88

Level 1[edit]

Warlock Level 1

Name School PactA value in this column indicates the spell is exclusive to the specified Warlock Pact. Description S.C. Metamagics
                     
Bane Enchantment Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. Bane counters and dispels Bless.
Embolden
Embolden
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Enlarge
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Eschew
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Bless Enchantment Celestial You and any allies near you are filled with courage and gain +1 morale bonuses to attack rolls and saving throws against fear, with an additional +1 per 5 caster levels, max 5 at caster level 20. Bless counters and dispels Bane.
Extend
Extend
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Quicken
Cause Fear Necromancy An enemy becomes frightened. Necrotic energy slows the target slightly (-35% run speed). A successful will save causes the target to become shaken instead and negates the slow effect.
Embolden
Embolden
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Enlarge
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Heighten
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Quicken
Charm Person Enchantment Charms an enemy humanoid, which then fights as an ally. Charmed humanoids get an additional saving throw every 3d6+12 seconds.
Embolden
Embolden
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Enlarge
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Heighten
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Quicken
Color Spray Illusion Enemies are sprayed with illusions of color, and must make a Will save or be Dazed, Blinded, and/or Silenced. The target must make a saving throw for each effect.
Embolden
Embolden
Empower
Empower
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Heighten
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Intensify
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Maximize
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Command Enchantment Fiend You give the target a single command, causing it to fall to the ground and become Prone for 6 seconds. A successful Will save negates.
Embolden
Embolden
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Enlarge
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Heighten
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Quicken
Daze Enchantment Clouds the mind of an enemy humanoid so that it takes no actions for 6 seconds.
Pinch of Fine Sand
Pinch of Fine Sand
Embolden
Embolden
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Enlarge
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Eschew
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Heighten
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Detect Secret Doors Divination Allows you to find secret and hidden doors with a DC 5 or less. This increases by 3 for every two caster levels.
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Extend
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Doom Necromancy This spell fills a single living creature with a feeling of horrible dread that causes it to become shaken, penalizing all saves, attack rolls, and skill rolls by -2. A successful Will save negates this effect. This is a fear effect.
Embolden
Embolden
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Enlarge
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Dread Mist Conjuration The Dark Powers Create a small area of Mist that lasts for 20 seconds. Enemies inside the mist have their movement slowed by 20%, -2 to Will Saving Throws, and take 1d2 Evil Damage per Caster Level (max 20d2 at Caster Level 20) every 2 seconds.
Empower
Empower
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Entangle Transmutation Great Old One 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.
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Embolden
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Expeditious Retreat Transmutation You gain +25% enhancement bonus to run speed for 1 minute per caster level.
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Extend
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False Life Necromancy Harnesses the power of unlife granting to the caster 10 plus 1 per caster level temporary hit points. Maximum caster level 10, for a total of 20.
Pinch of Fine Sand
Pinch of Fine Sand
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Grease Conjuration 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 2d6 damage per two caster levels (no max caster level) 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.
Pinch of Fine Sand
Pinch of Fine Sand
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Hypnotism Enchantment Gestures and droning incantation fascinate nearby enemies, causing them to stop and stare blankly for 6 seconds or until damaged. A successful Will save negates this effect. Creatures targeted by this effect have their will save momentarily weakened (-3 to will) for 8 seconds (Applies Weakened - Will effect).
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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.
Pinch of Fine Sand
Pinch of Fine Sand
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Mage Armor Conjuration Abyss 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.
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Master's Touch Divination Enchants the items currently equipped in the target's right and left hands to grant their wielder proficiency if the items are simple or martial weapons or shields, and lasts until the target rests.
Merfolk's Blessing Transmutation Carceri Storm 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.
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Eschew
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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.
Extend
Extend
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Obscuring Mist Conjuration Fey Creates an obscuring, misty vapor around the caster, giving creatures inside the mist a 20% chance of missing any attack they make due to concealment. This does not apply to attacking misted targets from outside.
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Ooze Puppet Transmutation Telekinetically controls the actions of an enemy Ooze, forcing it to change sides for 1 minute plus 6 seconds per caster level (No maximum). The ooze tries Fortitude saves every 60 seconds to break free. While under the effect of this spell, the Ooze can't split. This spell is incredibly useful in Enter the Kobold and other areas with abundant amounts of living spells, like The Subterrane - Central. (It is also useful as a situation Charm spell for casters that don't have very good Enchantment DCs, as Oozes typically have terrible saves.)
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Otto's Resistible Dance Enchantment At your touch, the enemy feels an undeniable urge to dance, that prevents it from doing anything else. A successful Will save negates this effect.
Embolden
Embolden
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Ray of Enfeeblement Necromancy A coruscating ray springs towards the target, inflicting a 1d6 Strength penalty plus 1 additional per 2 caster levels. Maximum Strength penalty 1d6+5 at caster level 10. This spell has double range.
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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.
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See Invisibility Divination You can see any objects or creatures that are Invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, Invisible, and ethereal creatures.
Pinch of Fine Sand
Pinch of Fine Sand
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Shield Abjuration Grants a +4 shield bonus to Armor Class, and protection from Magic Missiles, Chain Missiles and Force Missiles.
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Sleep Enchantment Induces an area of effects magical slumber, sending creatures to sleep (which renders them helpless) until attacked. Ineffective on Elves, Undead, Constructs, Ooze or other creatures that do not sleep. A successful Will save negates this effect. Special spell DC = spell's save DC - creature's HD + your caster level.
Pinch of Fine Sand
Pinch of Fine Sand
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Embolden
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Summon Monster Conjuration 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.
Quicken
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Touch of Idiocy Enchantment Reduces an enemy's mental faculties, giving a 1d6 penalty to Intelligence, Wisdom and Charisma scores. Also briefly renders your target vulnerable to future mental attacks (Will -5) for 15 seconds. Target's Abilities scores may not be reduced to less than 1.
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Level 2[edit]

Warlock Level 4

Name School PactA value in this column indicates the spell is exclusive to the specified Warlock Pact. Description S.C. Metamagics
                     
Blindness Necromancy Fey The power of unlife renders an enemy blinded for 30 seconds per caster level. A successful Fortitude save negates this effect.
Embolden
Embolden
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Heighten
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Blur Illusion The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance).
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Extend
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Command Undead Necromancy Control is granted over the enemy Undead, forcing it to fight for you. Mindless Undead are controlled for 1 to 4 minutes. Other Undead can be controlled for a maximum of 10 minutes but get an additional Will save every 20 seconds.
Eyelash in Gum Arabic
Eyelash in Gum Arabic
Embolden
Embolden
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Eschew
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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.
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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).
Eyelash in Gum Arabic
Eyelash in Gum Arabic
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Ghoul Touch Necromancy This spell imbues your hand with negative energy, allowing you to paralyze any single living Humanoid that you touch. A successful Fortitude save negates this effect and targets get a new save to break free every 6 seconds. Humanoids include player Races except for Warforged, Kobolds, Goblinoids, Bugbears, Troglodytes, and more. See the Humanoid page for a full list.
Eyelash in Gum Arabic
Eyelash in Gum Arabic
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Embolden
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Eschew
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Gust of Wind Evocation Carceri Storm 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.
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Invisibility Illusion
Knock Transmutation Great Old One Unlocks locked doors and chests as if a Rogue with an Open Lock skill of caster level+casting ability modifier (Intelligence for Wizards, and Charisma for Sorcerers) was attempting to pick the lock.
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Lesser Death Aura Necromancy The Dark Powers Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 1d4 negative damage every 2 seconds as long as they remain within it. A successful Fortitude save reduces the damage by half. Friendly Undead are instead healed by the aura. This aura can affect up to one target per caster level.
Embolden
Embolden
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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.
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Rage Enchantment Fiend Each affected creature in the area of effect gains a +2 morale bonus to Strength and to Constitution, a +1 morale bonus on Will saves, and a -2 penalty to Armor Class. This is a standard aoe spell.
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Ray of Exhaustion Necromancy A black ray projects from your pointing finger. The target is immediately exhausted for the spell’s duration. Exhausted creatures take a -6 penalty on Strength and Dexterity, and suffer a -25% penalty to movement speed. A successful Fortitude save means the creature is only fatigued.
Duration of the Ray is 60 seconds base+6 seconds per caster level.
Eyelash in Gum Arabic
Eyelash in Gum Arabic
Embolden
Embolden
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Eschew
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Scare Necromancy This spell functions as Cause Fear on multiple targets. Affected enemies become frightened. A successful will save causes the target to become shaken instead. Targets subject to the full fear effect will be slowed slightly by necrotic energy.
Eyelash in Gum Arabic
Eyelash in Gum Arabic
Embolden
Embolden
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Eschew
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Silence Creature Enchantment Attempt to magically silence one enemy, who must succeed on a Will saving throw or be rendered unable to cast spells for 6 seconds, plus an additional second per caster level. (Maximum Caster Level: 20). Creatures that have been silenced in this manner may attempt to save again every two seconds. Does not affect Bosses or Raid Bosses.
Embolden
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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.
Eyelash in Gum Arabic
Eyelash in Gum Arabic
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Soundburst Evocation Celestial Blasts an area of effect with a tremendous cacophony, dealing 1d6+1 points of sonic damage per caster level (max 15d6+15 at caster level 15). Each creature must succeed on a fortitude save to avoid being stunned for 6 seconds. A failed Spell Resistance check negates both the stun and damage, while creatures that cannot hear are not stunned but are still damaged.
Embolden
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Spawn Screen Necromancy Abyss Prevents 1 ally per caster level from rising as Undead. Certain rare, extremely powerful Undead can circumvent this protection.
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Suggestion Enchantment Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 30+2 seconds per caster level. A successful will save negates this effect.
Eyelash in Gum Arabic
Eyelash in Gum Arabic
Embolden
Embolden
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Eschew
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Summon Monster III Conjuration 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.
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Water Breathing Transmutation Grants the ability to breathe water to you and your allies.
Eyelash in Gum Arabic
Eyelash in Gum Arabic
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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.
Eyelash in Gum Arabic
Eyelash in Gum Arabic
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Level 3[edit]

Warlock Level 7

Name School PactA value in this column indicates the spell is exclusive to the specified Warlock Pact. Description S.C. Metamagics
                     
Banishment Abjuration Allows casting a more powerful version of the Dismissal spell on multiple targets. A successful Will save negates this effect. (DC = spell's save DC - creature's Hit Die + caster level.) In addition banishment deals 1d3+3 untyped damage per caster level to all targets on a successful will save.
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Bestow Curse Necromancy The target is cursed, inflicting a -4 penalty to attack rolls, skill rolls and saves. A successful Will save negates this effect.
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Embolden
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Charm Monster Enchantment This spell functions like Charm Person, except that the effect is not restricted by creature type. Monsters that fail its Will save are charmed and get additional saves every 3d6+12 seconds. A successful Will save negates this effect.
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Embolden
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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 SicknessBlinding Sickness: Infects a living enemy with Blinding Sickness which blinds targets and deals 1d4 Strength and Dexterity damage., Cackle FeverCackle Fever: Infects a living enemy with Cackle Fever, whose symptoms include high fever, disorientation, and frequent bouts of hideous laughter. Target is stunned for 6 seconds and takes 1d6 Wisdom damage., and Slimy DoomSlimy Doom: Infects a living enemy with Slimy Doom, which causes an enemy to turn into an infectious goo from the inside out and deals 4d6 acid damage + 1 per caster level every 3 seconds.
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Creeping Cold Evocation Carceri Storm 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).
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Dark Discorporation Transmutation You turn into a swarm of batlike shadows. In this form, you gain Invisibility, 25% Incorporeality, and damage from all sources (except for Untyped/Bane damage) is reduced by 50%. Attacking enemies or interacting with objects will revert you to normal form.
Ball of Bat Guano and Sulfur
Ball of Bat Guano and Sulfur
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Deep Slumber Enchantment This area of effect spell functions like Sleep (spell), inducing a magical slumber, sending a group of enemies to sleep (which renders them helpless) until damaged or for a duration of 20 seconds + 2 per caster level (no maximum). Ineffective on Undead, Constructs, Elves and other creatures immune to sleep. A successful will save negates this effect. Also allows a recurring will save to negate the effect every 12 seconds.
Ball of Bat Guano and Sulfur
Ball of Bat Guano and Sulfur
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Dimension Door Conjuration 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.
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Displacement Illusion Your appearance becomes extremely blurred, giving enemies a 50% concealment miss chance when attacking.
Ball of Bat Guano and Sulfur
Ball of Bat Guano and Sulfur
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Enervation Necromancy You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. The subject hit suffers 1d4 negative levels and applying a stacking Negative damage over time.
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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.
Ball of Bat Guano and Sulfur
Ball of Bat Guano and Sulfur
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Fire Shield Evocation Fiend 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.
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Halt Undead Necromancy Abyss This spell renders as many as three Undead creatures immobile. A non-intelligent Undead creature gets no saving throw, and an intelligent Undead creature can attempt a Will save to negate the effects. If the spell is successful, it renders the Undead creature immobile and helpless for the duration of the spell. Intelligent Undead also break free upon taking any damage, non-intelligent undead do not.
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Haste Transmutation Creatures in the area are quickened and gain a 32% enhancement bonus to run speed, and a 15% enhancement bonus to attack speed. In addition, the recipient gains a +1 enhancement bonus to attack rolls, a +1 bonus to reflex saving throws, and +1% Dodge. Dispels and counters Slow.
Ball of Bat Guano and Sulfur
Ball of Bat Guano and Sulfur
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Magic Circle Against Evil Abjuration Celestial Casts Protection from Evil on multiple targets, granting a +2 deflection bonus to Armor Class, and a +2 resistance bonus to saves against attacks from Evil creatures. The target is also warded from magical mental controls and compulsions (immunity to the majority of Charm spells, Dominate spells, Command and Greater Command regardless of the caster's alignment).
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Negative Energy Burst Necromancy The Dark Powers 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.
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Phantasmal Killer Illusion Great Old One You create a phantasmal image of the most fearsome creature imaginable by forming the fears of the enemy's subconscious mind into something that its conscious mind can visualize. Enemies can make a Will save to disbelieve the spell and suffer no ill effects. If that save fails, they then must make a Fortitude save or die from fear. A successful Fortitude save still results in 1d3+1 points of bane damage per caster level.
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Slow Transmutation Fey Creatures in the affected area of effect are slowed. Slowed creatures get 25% penalty to movement speed, a 30% penalty to attack speed, a -10 penalty to Jump skill, a -1 penalty to Attack rolls, Armor Class, and Reflex saves. A successful will save negates this effect.
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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.
Pouch of Granite and Diamond Dust
Pouch of Granite and Diamond Dust
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Summon Monster IV Conjuration 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.
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Level 4[edit]

Warlock Level 10

Name School PactA value in this column indicates the spell is exclusive to the specified Warlock Pact. Description S.C. Metamagics
                     
Binding Chain Evocation Fiend Causes an enemy to move at 50% speed and attack at a 50% slowed rate and have a -1 penalty on attack rolls, AC, and Reflex saves. Does not affect bosses.
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Death Aura Necromancy Abyss,
The Dark Powers
Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 2d4 damage plus 1 per 2 caster levels (max 2d4+10 at caster level 20) every 2 seconds as long as they remain within it. A successful Fortitude save reduces the damage by half. Friendly Undead are instead healed by the aura. This aura can affect up to one target per caster level.
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Embolden
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Dismissal Abjuration This spell forces an extraplanar creature back to its proper plane if it fails a special Will save. (DC = spell’s save DC - creature’s Hit Die + your caster level.) Even on a successful save, the target still suffers 1d6+10 untyped damage per caster level.
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Dominate Person Enchantment Great Old One Telepathically controls the actions of a humanoid enemy, causing it to change sides. Dominate acts like Charm Person, except the creature will have blue graphic above it's head, and will follow you throughout the dungeon. This spell allows a recurring Will saves every 15 to 30 seconds to break free.
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Evard's Black Tentacles Conjuration 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 (max 20d4 at caster level 20) 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.
Heart of a Hen
Heart of a Hen
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Flesh to Stone Transmutation Turns a single fleshy target into a mindless, inert statue in a Petrified condition. In stone form, creatures are much more difficult to damage (Damage Reduction 10/Adamantine), but are Helpless and receive 50% more damage because of it. Only creatures made of flesh are affected by this spell. This effect lasts 60 seconds plus 10 seconds per caster level, but the target has a chance to remake its Fortitude save every 24 seconds.
Heart of a Hen
Heart of a Hen
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Greater Dispel Magic Abjuration Fey 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.
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Hold Monster Enchantment This spell functions like Hold Person affecting any living creature that fails its Will save. The enemy is aware, but it can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds.
Heart of a Hen
Heart of a Hen
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Ice Storm Evocation Carceri Storm 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.
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Lesser Globe of Invulnerability Abjuration An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 3 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe.
Heart of a Hen
Heart of a Hen
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Prayer Enchantment Celestial Gives special favor to you and any allies near you, giving a +1 luck bonus to allies and a -1 penalty to enemies attack rolls, weapon damage rolls, saves, and skill checks, with this buff and debuff increasing in magnitude by 1 every 5 caster levels - max total of 5 at caster level 20.
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Protection from Elements Abjuration Grants temporary immunity to five forms of energy damage for 1 minute per caster level, or until 12 points of energy per caster level (Maximum 120 points at caster level 10) for each energy type has been absorbed. Protects against: Acid, Cold, Lightning, Fire and Sonic.
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Summon Monster VI Conjuration Summons 1 Monster from 3 choices: Eladrin Bralani, Fiendish Troll, Large Water Elemental to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time.
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Symbol of Fear Necromancy You create a purple symbol of power in the air, and it's activated by an enemy who comes into range of it. It applies the condition panicked to all nearby opponents for 6 seconds per caster level or until the symbol expires. Each enemy can make a Will save to negate this condition. The symbol dissipates in 20 seconds after being triggered, or in 5 minutes otherwise.
Heart of a Hen
Heart of a Hen
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Symbol of Persuasion Enchantment You create a pinkish symbol of power in the air, and it's activated by an enemy who comes into range of it, applying a charm effect to all nearby targets for 6 seconds per caster level. Each target can make a Will save to negate the effect. The symbol dissipates 20 seconds after being triggered, or in 5 minutes otherwise.
Heart of a Hen
Heart of a Hen
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Teleport Conjuration 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.
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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.
Heart of a Hen
Heart of a Hen
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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.
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Level 5[edit]

Warlock Level 13

Name School PactA value in this column indicates the spell is exclusive to the specified Warlock Pact. Description S.C. Metamagics
                     
Circle of Death Necromancy Rains dark energy into an area. Living Creatures are subject to a death effect; getting a reflex save and then a fortitude save to avoid death. Targets who succeed against the reflex save suffer no ill effect, but creatures who succeed on the fortitude save still suffer 1d4 negative levels.
Crystal Cone
Crystal Cone
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Control Undead Necromancy Control is granted over the enemy undead, forcing it to fight for you. A successful will save negates this effect. Controlled undead get an additional will save every 2 minutes.
Crystal Cone
Crystal Cone
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Create Undead Necromancy This evil spell allows you to create one of three types of undead: a wight priest, a dread wraith, or a mummy lord. Created undead are automatically under the control of their creator. They are subject to the same restrictions as summons conjured by summoning spells.
Black Onyx
Black Onyx
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Dust to Dust Necromancy The Dark Powers A thin, green ray springs from your pointing finger. Any creature struck by the ray takes 2d3+6 points of untyped damage per caster level (max 40d3+120 at caster level 20). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A successful fortitude save reduces this damage to 5d3+15.
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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).
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Globe of Invulnerability Abjuration An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 4 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe.
Crystal Cone
Crystal Cone
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Greater Teleport Conjuration Confers to the Player Characters in the area of effect the option to be transported to 1 of a variety of locations. This spell has self and group option for each location.
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Hold Person, Mass Enchantment Casts Hold Person on multiple targets. Affected enemies that fail his will save become held and can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new will save every 3 seconds.
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Holy Aura Abjuration Celestial Wards allies and blinds nearby enemies. Allies gain a +4 Sacred bonus to AC, a +4 Sacred bonus to saves (for 1 minute per caster level), and immunity to enchantment and charm spells (for 6 seconds per caster level). A successful fortitude save by enemies negates the blindness effect.
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Invisibility, Mass Illusion Casts Invisibility on multiple allied creatures, rendering the creatures Invisible for 1 minute per caster level. This spell simply considers the creatures are hidden with a Hide score of 20, but it isn't a bonus to Hide. Attacking a target, or using an object (Door, lever, etc.) removes this condition.
Crystal Cone
Crystal Cone
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Mass Suggestion Enchantment Great Old One Casts Suggestion on multiple enemies. The actions of affected enemies are influenced by you, allowing you to suggest that they fight as your allies for 30 + 2 seconds per caster level (no maximum). A successful Will save negates this effect.
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Mind Fog Enchantment Mind Fog produces a bank of mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a -10 competence penalty on Will saves. A successful Will save negates this effect. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog.
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Niac's Biting Cold Evocation Carceri Storm A deep and chilling cold settles into the target's body, dealing 1d6 cold damage + 1 per caster level every 2 seconds for a duration of 16 seconds. Up to a maximum of 1d6 + 20 at caster level 20. This spell can stack on the target up to 3 times, increasing the damage with each stack.
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Otto's Sphere of Dancing Enchantment Fey A magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect.
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Power Word: Blind Enchantment Fiend A single word of power is uttered, causing your target to become Blinded. Creatures are Blinded for at least 6+6d4 seconds, and players are Blinded for at least 4+1d6 seconds. Creatures with more than 100,000 Hit Points are unaffected by Power Word: Blind.
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Protection from Elements, Mass Abjuration Casts Protection from Elements on multiple targets, granting targets temporary immunity to all forms of energy for 1 minute per caster level, or until 12 points of energy per caster level (max 120) for each energy type has been absorbed.
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Shadow Walk Illusion Transports you to the edge of the Material Plane where it borders the Plane of Shadow. While this spell is active, you move much faster than normal (40% enhancement bonus to run speed), your outline appears faint, and you are harder to hit (50% Concealment). Attacking another creature, or otherwise interacting with objects, shunts you back to the Material Plane.
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Summon Monster VIII Conjuration Summons 1 Monster from 3 choices: Bezekira, Greater Air Elemental, Orthon to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
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Symbol of Pain Necromancy Abyss You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets suffer wracking pain that imposes a -4 penalty on attack rolls, ability checks, skill checks, and saving throws for a duration of 30 seconds plus 12 seconds per caster level (No maximum). Each enemy can make a Fortitude save to negate the effect each time they pass through the symbol.
The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise.
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Symbol of Stunning Enchantment You create a symbol of power in the air, and it's activated by a target approaching. All targets entering the area of effect are Dazed (effect may be called stunned, but unlike a real stun this effect does not make the targets helpless) for 6d6 seconds. A successful Will save negates this condition. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise.
Crystal Cone
Crystal Cone
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Tenser's Transformation Transmutation Causes the caster to become a virtual fighting machine becoming stronger, tougher, faster, and more skilled in combat. You gain a +4 alchemical bonus to Strength, Dexterity, and Constitution, a +6 alchemical bonus to Armor Class, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level. Your spellcasting ability is reduced, resulting in a -2 penalty to all spell DCs, -2 to your rolls to bypass enemy Spell Resistance, and doubling the cooldown of your spells.
Potion of Bull's Strength
Potion of Bull's Strength
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Undeath to Death Necromancy Destroys undead creatures in an area of effect. This spell affects 1 undead and an additional undead target for every 4 caster levels after the first (for a maximum of 4 undead at caster level 13). A successful Will save negates this effect.
Crystal Cone
Crystal Cone
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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.
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Level 6[edit]

Warlock Level 16

Name School PactA value in this column indicates the spell is exclusive to the specified Warlock Pact. Description S.C. Metamagics
                     
Arcane Tempest Evocation You create a storm of arcane energy that rains shards of force energy upon your foes. Any creatures caught within the storm take 1d6+6 force damage per caster level (max 15d6+90) every 2 seconds for a duration of 8 seconds. Targets first entering the storm may take a reflex save for half, but remaining in the storm they take damage with no saving throw.
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Dominate Monster Enchantment Telepathically controls the actions of a living enemy that fails its Will save, causing it to change sides. Dominate acts like Charm Monster, but the target only gains an additional Will saving throw every 15 to 30 seconds. The creature has less chance to break free and will follow you throughout the dungeon.
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Freedom of Movement Abjuration Celestial 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.
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Greater Creeping Cold Evocation Carceri Storm 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).
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Greater Death Aura Necromancy The Dark Powers Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 3d4 negative energy damage plus 1 additional point per 2 caster levels (max 3d4+10 at caster level 20) every three seconds as long as they remain within it. A successful Fortitude save reduces the damage by half. Friendly Undead are instead healed by the aura.
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Hold Monster, Mass Enchantment As Hold Monster, but for multiple targets. Enemies that fail its Will save become held in place and are thus considered helpless for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds.
Crushed Black Pearl
Crushed Black Pearl
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Howl of Terror Enchantment Fiend 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.
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Mass Charm Monster Enchantment A group of enemy monsters are charmed and will fight as trusted friends and allies. Charmed monsters get additional saves every 3d6+12 seconds. A successful Will save negates this effect.
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Mordenkainen's Disjunction Abjuration A powerful force disrupts magical effects on the target, removing ongoing spells that have been cast on a target. You must make a caster level check of 1d20+your caster level (No maximum) versus 11+the spell's caster level to remove a spell effect, and your target must make a Will save for each equipped item or all magical properties on them are temporarily disabled for 2 minutes.

If cast on a Spell Ward trap, this spell will reduce the trap by 50 levels. If the level of the trap is reduced to 0, the trap is disabled.
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Otto's Irresistible Dance Enchantment Fey The Foe feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the Foe to do anything other than caper and prance in place. It lasts for 5d3+12 seconds (17 to 27 seconds).
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Power Word: Kill Enchantment Great Old One You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not.
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Power Word: Stun Enchantment A single word of power is uttered, causing your target to become stunned. Creatures with 150 or fewer current HP are stunned for 12 to 24 seconds, creatures with 151 to 300 HP are stunned for 10 to 16 seconds, and creatures with 301 HP or more are stunned for 8 seconds.
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Rend the Soul Necromancy Abyss 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.
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Summon Monster IX Conjuration 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.
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Symbol of Death Necromancy You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all targets inside the symbol will suffer a single negative level.
Crushed Black Pearl
Crushed Black Pearl
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Trap the Soul Conjuration Forces a creature's life force and its material body into a gem on a failed Will save.
Khyber Dragonshard
Khyber Dragonshard
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Wail of the Banshee Necromancy You emit a terrible scream, creating a deadly area around yourself for 6 seconds. Every 2 seconds, two nearby enemies must make a fortitude save or die. On a successful fortitude save, the target takes 1 to 4 negative levels. You are free to perform other actions while Wail of the Banshee is active.
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