Difference between revisions of "3.5e Spells"
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− | ===Spells=== | + | ==Spell Lists By Class== |
+ | |||
+ | * [[3.5e Arcane Pyrotechnician Spells|Arcane Pyrotechnician]] | ||
+ | * '''[[3.5e Bard Spells|Bard]]''' | ||
+ | * '''[[3.5e Blackguard Spells|Blackguard]]''' | ||
+ | * '''[[3.5e Cleric Spells|Cleric]]''' | ||
+ | * [[3.5e Diplomat Spells|Diplomat]] | ||
+ | * '''[[3.5e Druid Spells|Druid]]''' | ||
+ | * [[3.5e Elementalist Spells|Elementalist]] | ||
+ | * [[3.5e Ki Master Spells|Ki Master]] | ||
+ | * '''[[3.5e Paladin Spells|Paladin]]''' | ||
+ | * '''[[3.5e Ranger Spells|Ranger]]''' | ||
+ | * '''[[3.5e Sorcerer/Wizard Spells|Sorcerer/Wizard]]''' | ||
+ | |||
+ | ==Complete Spell List== | ||
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; [[3.5e Epic Spells, Seeds, and Powers|Epic Spells]] | ; [[3.5e Epic Spells, Seeds, and Powers|Epic Spells]] |
Revision as of 20:07, 11 November 2009
Add your own spell to Dungeons & Dragons Wiki by clicking the link and following the instructions. |
Spell Lists By Class
- Arcane Pyrotechnician
- Bard
- Blackguard
- Cleric
- Diplomat
- Druid
- Elementalist
- Ki Master
- Paladin
- Ranger
- Sorcerer/Wizard
Complete Spell List
Name | School | Level | Description |
---|---|---|---|
3.5e Spell Preload | |||
A Life For A Life | Necromancy | Sylvan Occultist 4, Death Delver 4 | You sacrifice one life for another. |
Aarnott's Epidemic | Transmutation | Blackguard 1, Cleric 1, Druid 1, Sorcerer/Wizard 1, Plague 1 | The target comes down with a disease of your choice, which with some coaxing can be accelerated rapidly. |
Ablative Jacket | Conjuration | Cleric 2, Paladin 1, Sorcerer/Wizard 2, Artificer 1 | Create a magical vest which grants a bit of temporary hit points. |
Abolishing Flames | Evocation | Cleric 7 | You hurl a mass of divine fire at your enemy that expands into an explosive burst. |
Abominable Form | Transmutation | Dark Insight 8 | Turn into an eldritch abomination. |
Absorb Undead | Necromancy | Cleric 5, Sorcerer/Wizard 5 | Absorb your undead minions into your body, empowering you, or dismiss it to summon your army back to your command. Also serves as a form of death throes. |
Accelerate Time | Transmutation | Bard 3, Sorcerer/Wizard 3, Psychic 3 | A more powerful version of haste, but limited to a single creature. |
Acceleration Ring | Transmutation | Sorcerer/Wizard 3 | You create a barrier which accelerates allies and projectiles passing through, and hampers opponents moving through it. With time, you can use it to launch yourself far distances. |
Accept Soul | Illusion | Druid 5, Cleric 5, Sylvan Occultist 4 | Like Reincarnate, but all in your head. The target is reincarnated as a Sentient Illusion. |
Acid Bomb | Conjuration | Sorcerer/Wizard 1, Warmage 1 | This spell creates a sphere of acid that flies towards the target. |
Acid Rain | Conjuration | Sorcerer/Wizard 3, Acid 3 | You conjure a cloud of acidic precipitation that melts down whatever is caught inside. |
Acid Sheath | Evocation | Acid 2, Sorcerer/Wizard 2 | Cover yourself in acid, resist acid damage, hurt attackers. |
Adam's Apple Agony | Necromancy | Sorcerer/Wizard 0 | Adam's Apple expands suddenly, causing damage. |
Adipose Armor | Transmutation | Druid 3, Sorcerer/Wizard 3, Ki Master 3, Gastronomy 3 | Gain great defenses, but become heavily encumbered. |
Advancing Beast | - | - | Advance Animal Companions and Familiars |
Aetherion Blast | Conjuration | Sorcerer/Wizard 5 | Blast of aetherion detonates in a 20-ft.-radius spread |
Aetherion Burst | Conjuration | Sorcerer/Wizard 3 | Burst of aetherion deals damage in a 15-ft. cone |
Aetherion Orb | Conjuration | Sorcerer/Wizard 2 | Blast of aetherion energy that targets a single creature |
Aethernova | Conjuration | Sorcerer/Wizard 9 | Nova of generated aetherion detonates in a 40-ft.-radius spread and deals massive damage. |
Agony Pin | Necromancy | Blackguard 1, Cleric 1 | Stab a creature with a magic pin which causes pain to the user. |
Air Dry | Transmutation | Sorcerer 0, Wizard 0, Cleric 0, Psychic 0, Druid 0, Bard 0 | Wet clothes are such a drag. Dry clothes are where it's at. |
Airtight Architecture | Abjuration | Sorcerer/Wizard 4 | Render a structure airtight and free from the hazards outside. Just don't open the door. |
Albedo Armor | Abjuration | Druid 2, Ranger 2, Sorcerer/Wizard 2 | Gain snow armor which reflects light and ablates fire. |
Alchemyst | Conjuration, Transmutation | Alchemy 2 | Turn a potion, oil or alchemical item into a cloud of mist. |
Alestorm | Conjuration | Bard 6, Beer 9 | Throw down the sky an hell of a party. |
Alhazarde Lance | Abjuration | Cleric 3, Sorcerer/Wizard 4 | A bolt of energy which only harms extraplanar beings and outsiders. On a critical hit, it might dismiss them as well. |
Alhazarde's Sword | Transmutation | Cleric 3 | Your weapon gains the properties similar to starmetalCW, becoming super-effective against creatures not native to your plane. |
Alien Limb | Transmutation | Blackguard 2, Cleric 3, Sorcerer/Wizard 3, Vivisection 3 | The enemy grows a violent tentacle which immediately attempts to slaughter its unwilling host. |
Aligned Water Bomb | Transmutation | Blackguard 1, Cleric 1, Paladin 1 | Convert thrown water into the appropriate aligned water on the fly. Cheaper, but costs spell slots. |
Alignment Aura Dowsing | Divination | Sylvan Occultist 1 | You use a stick to find alignment auras. |
All in the Family | Universal | Cleric 4, Family 4, Sorcerer/Wizard 4 | Spread a condition, buff, or debuff to all members of the same type closeby. |
Alter Form | Transmutation | Transmogrification 3 | This spell transforms the target's minor and significant physical qualities at the caster's choosing… perhaps forever. |
Alter Gravity | Transmutation | Druid 1, Sorcerer/Wizard 1, Duskblade 1, Ki Master 1 | Increase or decrease gravity on a target. |
Alter Memory | Enchantment | Assassin 4, Bard 4 | A different version of modify memory. |
Alter Physiognomy | Transmutation | Druid 2, Hairbinder 2 | A more powerful transmutation version of disguise self. |
Alter Spell | Universal | Sorcerer/Wizard 1 | You alter a spell with a metamagic effect. |
Alternative | Enchantment | Bard 2 | Your music inspires desperate action in allies. |
Altimeter | Divination | Cleric 0, Druid 0, Sorcerer/Wizard 0 | You always know what altitude you are at compared to sea level. |
Amphibiate | Transmutation | Sylvan Occultist 3 | You turn someone into a toad. |
An Eternal Curse Upon Thee | Necromancy | Sorcerer/Wizard 9, Cleric 9 | Dying curses are feared for good reason; this spell is an exceptionally powerful and permanent one. |
Analyze Event | Divination, Illusion | Assassin 4, Bard 4, Cleric 5, Sorcerer/Wizard 5 | You enhance a crystal orb to record a 360 scene for you in full detail. |
Analyze Object | Divination | Bard 1, Cleric 2, Druid 1, Sorcerer/Wizard 2 | A greater form of identify which works on non-magical objects and delivers a more detailed mundane information. |
Analyze Teleportation | Divination | Sorcerer/Wizard 5 | Learn details of where your foes teleported to, without going there yourself. |
Ancestral Armory | Conjuration | Duskblade 3 | You create multiple weapon which you can change between or fire them at targets. |
Ancestral Weapon | Conjuration | Cleric 1, Family 1, Sorcerer/Wizard 1, Duskblade 1 | You create a weapon wielded by your ancestors and imbued with their strength. |
Aneis's Blood Cone | Evocation | Blood Magus 6 | Deal damage and knock creatures out with a cone of blood. |
Aneis's Blood Revolt | Transmutation | Blood Magus 5 | Cause target blood to revolt, paralyzing it. |
Angelic Lance | Evocation | Cleric 6 | A powerful lance of holy light strikes down through all enemies. |
Animal Cohort | Transmutation | Druid 3, Wizard 3, Sorcerer 3 | They laughed at your chicken animal companion, but then he turned into a ninja and they never laughed again. |
Animal Convoking | Transmutation | Druid 4, Ranger 3 | Like animal messenger, but rather than send a message it seeks out a target and brings them to you. |
Animate Blessed Dead | Necromancy | Cleric 4, Afterlife 3 | Raise an undead a nonhostile servant of good. |
Animate Body Pillow | Transmutation | Bard 0, Sorcerer 1, Wizard 1 | Are you missing your beloved while gone on an adventure? Here's a solution! Kind of. |
Animate Graft | Transmutation | Sorcerer/Wizard 5, Sylvan Occultist 4 | Animated graft attacks its owner. |
Animate Jelly | Transmutation | Sorcerer/Wizard 6 | Target jelly gains semblance of life and mobility. |
Animate Objects, Variant | Transmutation, Necromancy | Cleric 3, Sorcerer/Wizard 3, Bard 2 | A remake of the animate objects spell. |
Animate Scarecrow | Transmutation | Sorcerer/Wizard 2 | Infuse a spark of life in ragged scarecrows. |
Animate Statues | Transmutation | Sylvan Occultist 5 | You turn some statues into your minions. |
Annihilation | Conjuration | Sorcerer/Wizard 10 | The power of nothing, in the palm of my hands! |
Anthropomorphize Animal | Transmutation | Druid 3, Sorcerer/Wizard 3 | Make an animal more humanoid. |
Anti-Technology Field | Abjuration | Druid 6, Patron Witch 6, Sorcerer/Wizard 8 | This spell create a field which cause technological equipment to fail. |
Antibite | Transmutation | Sorcerer/Wizard 6 | You imbue your fangs with disintegrative power. |
Antimagic Field | Abjuration | Cleric 8, Magic 6, Protection 6, Sorcerer/Wizard 6 | A version of the spell without as many questionable cases. |
Antimagic Ward | Abjuration | Sorcerer/Wizard 4 | Shields a creature from magic at the expense of denying its own magic. |
Antimaneuver Field | Abjuration | Cleric 8, Sorcerer/Wizard 6 | Like antimagic field, for maneuvers. |
Apocalypse | Evocation | Sorcerer/Wizard 8 | Channels dark power to damage and inflict incredible feelings of futility. |
Apocalypse From The Sky | Evocation | Cleric 9, Corrupt 9, Sorcerer/Wizard 9, Voltage 9, Gun 9 | Call down destruction on a wide radius. |
Apocalyptic Swarm | Conjuration | Cleric 9, Druid 9 | Recreate divine plagues, and ravage the land with an endless swarm of insects. |
Aqua Snake | Conjuration | Druid 5, Shugenja (Water) 5, Wu Jen (Water) 5 | Create a water snake which runs into enemies on the ground and tries to knock them down. |
Arboreal Imprisonment | Abjuration, Necromancy | Druid 7, Witch 7 | A limited version of trap the soul, which imprison the target within a tree. |
Arcane Aura | Evocation | Sorcerer/Wizard 7, Warmage 7, Sacrifice 7, Viewtiful Monarch 7 | You encase yourself in raw arcane power to injure foes that you grapple. |
Arcane Bane | Abjuration | Sorcerer/Wizard 3 | Ray weakens ability for creature to use magical abilities. |
Arcane Grace | Transmutation | Sorcerer/Wizard 3 | Armor interrupts your casting less. |
Arcane Key | Transmutation | Sorcerer/Wizard 2 | Create a key that can automatically open an arcane lock for its holder. |
Arcane Mallet | Evocation | Sorcerer/Wizard 3 | This spell creates a hammer made of force, which can be used in melee or thrown. |
Arcane Psionics | Divination | Sorcerer/Wizard 9 | Convert spell slots into psionic powers. |
Arcane Ray | Evocation | Sorcerer 3, Ki Master 3 | Projects a beam of raw arcana that intensifies when focused over time. |
Arcane Sentry | Evocation | Sorcerer/Wizard 6 | Creates a floating magical sentry that attacks your enemies with elemental power. |
Arcane Space Program | Abjuration, Evocation | Sorcerer/Wizard 4, Ki Master 4 | Launch yourself into orbit, traveling long distances rapidly. |
Arcane Stasis | Conjuration | Wizard 5 | |
Arcane Theft | Abjuration | Sorcerer/Wizard 4 | Touch attack steals magical capabilities. |
Archangelic Lance | Evocation | Cleric 9 | A blazing storm of holy lances of light rain down and strike through all enemies. |
Area Teleport | Conjuration | Sorcerer/Wizard 9 | Teleport an entire ship, castle, or town. |
Area Ward | Abjuration | Sorcerer/Wizard 6 | You construct a mystical diagram that imposes a permanent spell effect on either an area or any creature which enters it. |
Armor of Helplessness | Enchantment | Druid 1, Sorcerer 1, Wizard 1, Wu Jen 1 | A spell that makes you seem like a less threatening opponent on purpose, making it hard for foes to attack you. |
Arms of the Tyrant Lizard | Transmutation | Druid 5, Sorcerer/Wizard 6 | Not quite what you were expecting, this dual use spell either acts as a curse, or a strange blessing. Wither enemy arms and bolter the strength of your own! |
Arrow of Inevitability | Divination, Transmutation | Ranger 2 | Fire an arrow that flies slowly but will surely hit its target. |
Arrow of White Bloom | Conjuration | Cleric 7, Druid 6, Ranger 3 | Imbues an arrow drawn with the clearest frost. |
Art of the Gigantes | Transmutation | Cleric 8, Dragon 8, Druid 8, Gluttony 8, Sorcerer/Wizard 8 | You cause the target of the spell to grow one size category per five caster levels. |
Art of the Lilliputian | Transmutation | Sorcerer/Wizard 8, Trickery 8 | You cause the target of the spell to shrink one size category per five caster levels. |
Artificial Life | Necromancy | Clr 3, Sor/Wiz 4 | Create positive energy undead |
Ascended Form | Transmutation | Wu Jen 8, Ki Master 8 | You release your inner ki and become extremely powerful for a short time. |
Asepsis | Abjuration | Cleric 2, Organic 1, Paladin 1, Ranger 1 | Creature touched becomes immune to non-magical diseases. |
Asepsis, Mass | Abjuration | Cleric 6, Paladin 4 | As asepsis, with multiple targets and improved protection. |
Ashe's Mind Lance | Evocation | Sorcerer/Wizard 1, Ki Master 2 | Deal damage, interrupt spell. |
Ashe's Spell Seizure | Abjuration | Anarchy 2, Magic 2, Sorcerer/Wizard 2 | Ray that strips away spells. |
Ashe's Transformative Counterspell | Abjuration | Magic 3, Sorcerer/Wizard 3 | You create a barrier that dispels magical effects. |
Assassin's Escape | Conjuration | Assassin 2, Bard 4, Sorcerer/Wizard 5 | When you attack, you teleport back to safety. |
Asterfete's Return Scrying | Divination | Bard 1, Sorcerer/Wizard 1 | One scrying sensor that appears in the area also becomes a window back to its source. |
Asterfete's Scry Trace | Divination | Bard 2, Sorcerer/Wizard 2 | Hijack a divination sensor to see who sent it. |
Astral Assistance | Conjuration | Cleric 7, Sorcerer/Wizard 7 | Protect an area, so that if it is ever invaded you can summon yourself to protect it without threat of death. |
Astral Fugue | Necromancy | Cleric 1, Sorcerer/Wizard 1 | Travel to the astral in your sleep, allowing you to continue activities such as crafting while resting. |
Astral Invader | Conjuration | Cleric 8, Sorcerer/Wizard 8 | Summon yourself into the area of your target so you may assassinate him, without the threat of death of yourself. |
Astral Protector | Conjuration | Druid 8, Ranger 4, Sorcerer/Wizard 9 | Protect an area, so that if it is ever invaded, you can summon yourself to protect it without threat of death. |
Asura | Transmutation | Sorcerer/Wizard 7, Ki Master 7 | You transform your likeness into the six-armed, three headed form of a fierce god. |
Atmospheric Press | Evocation | Druid 9, Shugenja (Air) 9 | Crush the opponent with the weight of the entire atmosphere. |
Atmospheric Visualizer | Divination, Illusion | Bard 1, Druid 1, Ranger 1, Sorcerer/Wizard 1 | You can visualize the sky as if it was clear and at any time. |
Atomic Blaster | Evocation, Transmutation | Sorcerer/Wizard 7 | You mix evocation and transmutation to create a sphere of nuclear fire, dealing high-amounts of fire damage as well as subjecting your target to heavy radiation. |
Aura Pressure | Evocation | Psychic 6 | You radiate an aura which make it difficult for creatures weaker than you from approaching, and might debilitate those much weaker. |
Aura Pulse | Evocation | Cleric 1, Paladin 1 | You fire a ray made of your aura, dealing magic bludgeoning damage. |
Aura of Doom | Divination | Bard 2, Blackguard 2, Cleric 2 | Enemies that approach you take a -2 penalty on their saving throws. |
Aurora Assault | Evocation | Druid 9, Sorcerer/Wizard 9, Shugenja (Air) 9 | Conjure the aurora borealis to shock foes into submission. |
Authoritative Word | Evocation | Law 7, Cleric 7 | A replacement for the dictum spell, which invokes divine power words to punish the opposing alignment. |
Avasculate | Transmutation | Blood 6, Druid 6, Sorcerer/Wizard 6, Vivisection 6 | You purge the enemy's blood vessels from their body, causing them to become violent, hostile tentacles. |
Avasculate, Greater | Transmutation | Blood 9, Cleric 9, Druid 9, Sorcerer/Wizard 9, Vivisection 9 | You purge the enemy's blood vessels from their body even more violently, potentially killing them and causing the blood vessels to attempt to kill their former hosts. |
Avian Observers | Divination | Druid 2 | Compel a small flock of birds to report on something specific occurring in the area, but only after the effect has happened. |
Awaken Construct, Variant | Transmutation | Sorcerer/Wizard 7 | You grant the target construct intelligence and its own free will. |
Awaken Mediocrity | Transmutation | Druid 5, Sorcerer/Wizard 5 | Turn one target into an ordinary peasant. |
Awaken Warrior Spirit | Divination | Sorcerer/Wizard 8 | Awaken a creature's fighting abilities, granting several beneficial buffs. |
Awakened Seal | Abjuration | Shaman 8, Sorcerer/Wizard 8, Witch 8 | Seals away the target’s power permanently with a cursed seal. |
Awesome Light | Evocation | Cleric 3, Ki Master 5 | Show your opponents the light of your god, inspiring awe... or fear. |
Axe of Perun | Evocation | Blade 8, Cleric 9, Druid 8, Sorcerer/Wizard 9 | An electrical supreme variant of ice axe that draws upon the power of Perun, leader of the Slavic pantheon and deity of thunder and lightning. |
Azore's Invisible Ink | Illusion | Beguiler 0, Sorcerer/Wizard 0 | This spell renders nonmagical writing invisible for the duration of the spell. |
Azore's Speaking Tome | Illusion | Bard 0, Beguiler 0, Cleric 0, Sorcerer/Wizard 0 | Targeted book or scroll reads its contents aloud. |
Azore's Trick Candle | Transmutation | Bard 0, Beguiler 0, Sorcerer/Wizard 0 | This spell alters a small source of flame so that it resists being put out. |
Azure Light | Universal | Azure Sorcery 1 | Create a sourceless azure light, which diminishes the effect of spells. |
Babble | Enchantment | Bard 2, Cleric 4, Sorcerer/Wizard 3 | Curse a creature to never be understood again. |
Backup Construct | Conjuration | Sorcerer/Wizard 8 | Clone for constructs. |
Bacon | Conjuration | Sor/Wiz 0 | Get them bacon... |
Baleform Burst | Transmutation | Cleric 5, Druid 5, Sorcerer/Wizard 5 | This spell transforms several nearby targets into an animal of the caster's choosing for a short time. |
Baleform Chain | Transmutation | Druid 5, Sorcerer/Wizard 5 | Channel polymorph magic through a cascade of enemies! |
Baleform Transmogrification | Transmutation | Transmogrification 8 | Disfigures the target in many possible ways. |
Baleful Polyray | Transmutation | Druid 4, Sorcerer/Wizard 4, Witch 4 | A variant of the Baleful Polymorph spell. |
Baleful Reduce Person | Transmutation | Sorcerer/Wizard 1, Witch 1 | A particularly disadvantageous version of reduce person, but with a reduced duration. |
Ball Lightning | Evocation | Druid 8, Sorcerer/Wizard 8 | You create a massive ball of electricity that damages foes it crosses. |
Bamf | Conjuration | Sorcerer/Wizard 2 | Lets you teleport short distances once per round. |
Bang Rounds | Evocation | Bard 2, Cleric 3, Druid 2, Shugenja (Fire) 2, Sorcerer/Wizard 2, Wu Jen (Fire) 2, Ki Master 2 | Create cherrybomb-like caltrops to either throw out immediately as explosives, or set as a trap. |
Beam of Radiance | Evocation | Paladin 1 | The Paladin shoots bright lasers from his eyes, causing discomfort. |
Bear's Endurance, Greater | Transmutation | Sorcerer/Wizard 5 | Subject gains a great boost to constitution. |
Bearpocalypse | Conjuration | Druid 9 | Infinite bear works! Summon ALL of the bears in a swarm within a huge area. |
Bel's Ambush | Transmutation | Blackguard 1, Cleric 1, Sorcerer/Wizard 1 | Reduce a creature's initiative so you and your allies can go first. |
Belarpithorpe's Self-Illusion | Illusion | Bard 0, Sorcerer/Wizard 0 | There is a disappointing lack of illusions that affect the caster. This seeks to remedy that some. |
Belladone's Curse of Inconvenience | Necromancy | Sorcerer/Wizard 0, Patron Witch 0 | Minor curses which are really annoying, and mostly temporary. |
Belladone's Curse of Stolen Boons | Necromancy | Blackguard 2, Patron Witch 3, Sorcerer/Wizard 3 | You curse a creature so that the next beneficial spell that is cast upon them affects you instead. |
Belladone's Death Curse of Snakes | Transmutation | Sorcerer/Wizard 6, Patron Witch 6 | A bolt of killing green light reduces the target to snakes. |
Belladone's Fiendish Defender | Conjuration | Cleric 3, Sorcerer/Wizard 3, Patron Witch 3 | Summon a fiendish warrior, though they are contained to an area. |
Belladone's Shared Fortune/Misfortune | Divination | Sorcerer/Wizard 5, Patron Witch 5 | If you have bad luck on your rolls, you can share it with others. Or share your good luck instead. |
Belladone's Spore Wind | Conjuration | Druid 4, Patron Witch 4 | Release a wind which spreads a cloud of spores that carry random baneful effects. |
Bend Fate | Divination | Bard 2, Cleric 2, Sorcerer/Wizard 2 | Sometimes you just need that little push. Increase or decrease a result by 1d4 for any d20 roll which affects or is initiated by you. |
Bestow Flaw | Transmutation | Bard 3, Beguiler 3, Cleric 3, Sorcerer 4, Wizard 4 | If you can't find an exploitable flaw in your enemy, then give them one. |
Bestow Sentience | Transmutation | Sorcerer/Wizard 9 | Target animate object, golem, or similar creature gains sentience. |
Bestow Voice | Divination | Druid 5, Sylvan Occultist 4 | You grant a touched object the ability to think, feel, and speak. |
Big Head Mode | Transmutation | Sorcerer/Wizard 2 | The subject's head grows disproportionately large, granting sensory bonuses, but also encumbering them. |
Bind Elemental | Conjuration | Sorcerer/Wizard 5, Gem 5 | You condense elemental energy into a gem usable for crafting. |
Bind Thrall | Enchantment | Sorcerer/Wizard 9, Lust 9 | You bind a creature to yourself, altering its will so that it willingly serves as if dominated until the end of its days. |
Binding Contract | Conjuration, Enchantment | Cleric 3, Sorcerer/Wizard 3 | Make a powerful magical contract between two creatures. |
Binding Pact | Divination | Cleric 3 | Create a magical alliance between sentient creatures that informs all pact members when you defect, or die. |
Bio | Conjuration | Blackguard 2, Cleric 3, Druid 3, Organic 2, Sorcerer/Wizard 3 | Target takes 1d6 damage/level (max 10d6), 2 Constitution damage. |
Bio, Mass | Conjuration | Cleric 5, Druid 4, Sorcerer/Wizard 5 | As bio, but 20d6 maximum damage and affects all creatures in a spread and it deals 4 Con damage. |
Biogel Mimic | Conjuration | Cleric 1, Sorcerer/Wizard 1 | Create a biogel mimic, a harmless creature that duplicates organic flesh to the point of being an effective simulacrum for it. |
Biting Mist | Conjuration | Cleric 2, Druid 2, Sorcerer/Wizard 2 | A fog bank that slowly digests everything inside it. |
Black Blood Chains | Conjuration | Blackguard 2, Cleric 5, Entrapment 5, Shugenja (Earth) 5 | Create strands of black hooks and chains to latch onto and pull opponents out of the sky or closer towards you. |
Black Chains of Durance | Conjuration | Sorcerer/Wizard 6, Cleric 6, Blackguard 4 | Chains of shadowstuff ensnare the target, preventing it from fleeing. |
Black Iron Stormdust Dragon's Body | Conjuration | Sorcerer/Wizard 5 | Summon part of the Black Iron Stormdust Dragon's Body, later you will be able to summon him as a whole. |
Black Thorns | Conjuration, Necromancy | Druid 5 | As eruption of thorn, but inflict greater bleed and inflict a curse wound. |
Blacksun Arrow Blessing | Transmutation | Sorcerer/Wizard 5 | You turn arrows into powerful magical arrows. Alternatively, you may bless a bow to only fire powerful magic arrows. |
Blacksun Midnight Blade | Conjuration | Sorcerer/Wizard 4, Ki Master 4 | You create a blade made of darklight, a powerful weapon dealing magical damage and especially damage to creatures weak to light. |
Blazestorm | Evocation | Cleric 6, Druid 6 | You summon a storm of fiery blaze, which scorch everything in it way. |
Blessing of the Nine | Transmutation | Diabolic 5, Sorcerer/Wizard 5 | You turn someone into a devil-like creature. |
Blinking Mirror Image | Transmutation | Sorcerer/Wizard 7 | Combination of blink and mirror image. |
Blizzard | Conjuration | Sorcerer/Wizard 8, Boreal 8, Hellrime 8, Druid 8 | You bring about a giant blizzard. |
Blood Brotherhood | Necromancy | Organic 6, Sylvan Occultist 5 | Creatures permanently share a life total. |
Blood Brothers | Transmutation | Blood 2, Cleric 2, Druid 2, Family 2, Sorcerer/Wizard 2 | You take the target's blood and transform into a creature of his type and vice versa. |
Blood Jorum | Necromancy | Sorcerer/Wizard 7 | Remove your blood from your body, rendering yourself immune to several effects. Keep the location of your blood safe, or you may die. |
Blood Melt | Transmutation | Sorcerer/Wizard 8 | Transform your opponent's blood into acid, killing them and leaving a caustic pool in its wake. |
Blood Storm | Necromancy | Cleric 6, Druid 6, Sorcerer/Wizard 6 | Fills an area with a horrible downpour of dark red, necromantic blood. |
Bloodied Chains of Pyrrhos | Evocation, Necromancy | Blackguard 3, Sorcerer/Wizard 5 | Nefarious cursed energy chains tether you physically, mentally and spiritually to another creature, sharing all pain, afflictions and even death. |
Bloodless Decapitation | Transmutation | Sorcerer/Wizard 5 | Pull someone's head off and they won't die, reattach later or put on some other body. |
Bloody Spirit | Necromancy | Phantasmagoria 2 | Summon a spectral and bloodied claw from a mirror to inflict bleeding wounds. |
Blossom of Razors | Transmutation | Cleric 1, Sorcerer/Wizard 1, Vivisection 1 | Your foe's organs cut them apart from the inside. |
Blue Fire | Evocation | Druid 5 | You unleash a bout of terrible blue flame which deal high fire damage and causes affected creature to catch on fire. |
Blue Flare | Conjuration, Evocation | Sorcerer/Wizard 5 | You cause a conflagration of blue flame, damaging and staggering all caught inside. |
Boiling Sphere | Conjuration | Cleric 1, Druid 1, Sorcerer/Wizard 1 | You conjure a hovering, superheated, steaming, boiling sphere of water that occupies a 5 foot square. |
Bolster Spirit | Enchantment | Bard 3, Ki Master 3, Sorcerer/Wizard 3, Cleric 3 | Bravery and morale surges through you, carrying you towards victory in battle. |
Bolster Spirit, Greater | Enchantment | Bard 5, Ki Master 6, Sorcerer/Wizard 6, Cleric 6 | Yet more bravery and morale surges through you, carrying faster you towards victory in battle. |
Bolt of Azter | Evocation | Dark Insight 3 | Summon a bolt of horrifying unholy energy that reap the blood out of your targets. |
Bolt of Bones | Necromancy | Sorcerer/Wizard 4, Cleric 4 | You conjure a line of bone, which damages creatures and creates skeletons. |
Bolt of Creation | Conjuration | Cleric 5 | Create a bolt of lightning that forms into a commoner. |
Bolt of Indra | Evocation | Sorcerer/Wizard 6 | Conjures an intense bolt of black lightning that staggers and cripples its targets, arcing to nearby creatures. |
Bond of the Harden Crusader | Divination | Assassin 2, Blackguard 2, Cleric 3, Paladin 3, Sorcerer/Wizard 2, Warmage 2 | Learn to model your martial techniques with magic. |
Bond of the Obnoxious Commander | Divination | Assassin 1, Blackguard 1, Cleric 2, Paladin 2, Sorcerer/Wizard 1, Warmage 1 | A spirit of an ancient legend of war guides your martial maneuvers. |
Bone Shape | Transmutation | Cleric 4, Sorcerer/Wizard 5, Blackguard 4 | Morph bone into any shape you desire, or use it to fuse a skeleton solid and paralyze your victim. |
Bone Spear | Necromancy | Sorcerer/Wizard 3, Spiritualist 3 | You fire a spear of bone, either in a line or against a single target. |
Bone Spurs | Necromancy | Blackguard 1, Cleric 2, Sorcerer/Wizard 2 | Generate painful bone spurs over your body. They hurt you, but they hurt the enemy more. |
Bonesplinter | Necromancy | Sorcerer/Wizard 7 | Weakens a creature's skeleton so that the next hit it takes will be fatal. |
Bonetitan Frame | Necromancy | Sorcerer/Wizard 7 | Encase yourself in bone power armor and crush your opponents with melee might. |
Bonfire's Rest | Transmutation | Bard 1, Cleric 2, Druid 2, Paladin 1, Ranger 1, Shugenja 2, Sorcerer/Wizard 2, Wu Jen 2 | Magically infuse a bonfire or larger fires to increase rest's effectiveness. |
Bookworm | Divination | Sor/Wiz 6 | You curse a spellbook with a magic worm that tells you what spells the owner memorizes and allows you to siphon their magic. |
Boomshine | Evocation | Cleric 4, Shugenja (Fire) 4, Ki Master 4 | A burst of light damages opponents and leaves them blinded and deafened. |
Borrowed Life | Necromancy | Sorcerer/Wizard 2, Cleric 3, Blackguard 4, Druid 3 | Temporarily raises one creature from the dead as a pseudo-zombie using the caster's own life force. |
Borrowed Life, Greater | Necromancy | Sorcerer/Wizard 4, Cleric 5, Druid 5 | Temporarily raises one creature from the dead as a pseudo-vampire using the caster's own life force. |
Bot Interface | Illusion | Bard 1, Sorcerer/Wizard 1 | Conjure a phantom console which you can use to interact with the Bot subtype. |
Boulder Cannon | Conjuration | Druid 3, Sorcerer/Wizard 4, Wu Jen 3 | Fire a large high speed boulder that knocks everything in its way down. |
Bouncy Jelly Boots | Conjuration | Sorcerer/Wizard 2 | Target's feet are covered with jelly, providing a boost to movement and jumps. |
Brain Overload | Divination | Mesmerist 4, Psychic 5 | You fill the target’s brain with useless information, preventing them from acting and inflicting intelligence drain. |
Brainwash Wave | Enchantment | Mesmerist 5, Sorcerer/Wizard 5, Psychic 5, Witch 5 | You send a wave of mental energy, which turns enemies into allies. |
Brambleroot | Conjuration | Druid 3 | Thorny bushes spring up, damaging and providing difficult terrain. If damaged, they explode into needles. |
Brand Heretic | Universal | Cleric 2, Paladin 2, Templar 2 | You mark a target creature as an alignment of your choosing. |
Brand of Sacrifice | Conjuration, Necromancy | Patron Witch 7, Sorcerer/Wizard 8 | Use a powerful necromancy spell to slay a creature and summon a fiend under you control. |
Brand of the Dark Sigil | Necromancy | Cleric 5 | Gain a dark symbol that revives you from the dead endlessly, at the low cost of your sanity. |
Braveheart | Enchantment | Beguiler 6, White Mage 6 | Provides a morale bonus to attack rolls, save DCs, and damage rolls. |
Braveheart, Mass | Enchantment | Beguiler 8, White Mage 8 | As braveheart, but affects up to one creature per caster level. |
Break Morale | Enchantment | Bard 6, Cleric 7 | The target takes as many daunt levels as their HD. |
Brick Break | Transmutation | Ki Master 0 | Focus yourself, so that your next attack against an object ignores some hardness. |
Brief Dismissal | Abjuration | Cleric 2, Sorcerer/Wizard 3 | This functions as dismissal, but only for a short period of time. |
Brilliant Blade | Evocation | Paladin 2 | The Paladin blesses a melee weapon with bonus damage against armored targets. |
Brilliant Blade, Greater | Evocation | Paladin 4 | The Paladin gives his weapons Brilliant Energy. |
Brooke's Lupine Transformation | Transmutation | Druid 2, Hairbinder 1, Ranger 1 | This spell transform the user into a terrible wolf-like creature. |
Brown Note | Evocation | Bard 2, Sorcerer/Wizard 3 | It was only a matter of time before someone devised a spell to make people crap themselves. |
Bubble Shield | Abjuration | Cleric 3 | Create a barrier which absorbed damage going through it. |
Burden | Transmutation | Sorcerer/Wizard 4, Bard 3 | Weighs the target down with a magical load. |
Burden of Sin | Transmutation | Cleric 3, Paladin 2 | Your opponent's sins weight them down. |
Burning Sunlight Greatblade | Conjuration | Cleric 4, Ki Master 4 | You conjure a blade of pure sunlight. |
Burst of Decay | Necromancy | Druid 2 | Deal damage to a single target and stagger them. A single target version of the explosion of rot spell, with lesser effect. |
Bury the Dead | Transmutation | Cleric 3 | If you die, you are automatically buried and given blessings. |
Cain's Curse of Covetousness | Enchantment | Bard 2, Envy 2, Sorcerer/Wizard 2, Antitheist 2 | Designate an object, which attracts creatures and causes them to fight over it. |
Call Minion | Conjuration | Blackguard 1, Cleric 1, Sorcerer/Wizard 1 | Call a humanoid with 1 HD or less to perform a task for you. |
Call from Afar | Enchantment | Druid 5, Sorcerer/Wizard 5, Beguiler 5 | Send a phantasmal figure to draw a target towards you. |
Call of the Reaper | Conjuration | Cleric 6, Sorcerer/Wizard 6 | Calling forth a Reaper, a mystical being beyond time, you bargain for a soul. |
Call the Shadow Wilds | Conjuration, Illusion | Druid 4 | You summon twisted unnatural terrain that torment your foes. |
Came Back Wrong | Conjuration | Cleric 7 | You briefly return the target to the living... but they've come back wrong. |
Candy Beam | Transmutation | Sorcerer/Wizard 6, Witch 6 | A version of disintegrate which turn the target into delicious candy. |
Cat Pile | Conjuration, Enchantment | Druid 4, Ranger 3, Sorcerer/Wizard 4 | So many kittens! They're all so adorable! Crush your opponents under kittens, and make them fascinated. |
Cat's Grace, Greater | Transmutation | Sorcerer/Wizard 5 | Subject gains a great boost to dexterity. |
Catalyst Ray | Evocation | Bard 0, Sorcerer/Wizard 0 | Channel through a wand, rod, or staff to produce a simple bolt of energy. |
Catch Breath | Conjuration | Ranger 1, Druid 2 | Dispels caster’s fatigue or reduces caster’s exhaustion. |
Cautious Reposition | Universal | Sorcerer/Wizard 1, Bard 1, Psychic 1 | Cautiously reposition yourself out of (or into) a more dangerous position. |
Celestial Lance | Evocation | Cleric 2 | A piercing lance of light rains down and strikes through all enemies. |
Cerebral Invasion | Divination | Psychic 7, Mesmerist 6 | You extract information directly from a target's brain, but damaging them if you don't allow them to lie to you. |
Cerulean Ward | Abjuration | Azure Sorcery 2 | A swirling blue protection which offers an higher touch AC. |
Chain Solar Bolt | Evocation | Paladin 3, Cleric 5 | You fire a bolt of harmful positive energy that roast people alive and hurt undead a lot more. Arc to other targets. |
Challenging Hand | Evocation | Sorcerer/Wizard 0 | A sharp, resounding slap to challenge any opponent and get their attention while fazing them for a moment. |
Channeled Fireball | Evocation | Sorcerer/Wizard 3 | A channeled version of the fireball. |
Chantry of Goog | Conjuration, Divination | Cleric 4 | Summon an altar to the forgotten deity Goog, gaining divinations based on the public knowledge of others. |
Chaos Beam Blossom | Evocation | Sorcerer/Wizard 3 | You spin around shooting lasers in all directions indiscriminately. |
Chaos Blaze | Evocation | Sorcerer/Wizard 1, Wu Jen (Fire) 1 | A highly random fire spell that can hurt a lot or barely do anything, who knows. |
Chaos Dimension | Conjuration | Dark Insight 5 | Impose the insanity of the Far Realm onto the material plane in an area. |
Chaos Spinner | Illusion | Bard 5, Sorcerer/Wizard 7 | Entrap targets in spinning warped space, causing them to be forcefully moved, sickened, nauseated, or confused. |
Chapalu's Desert Control | Transmutation | Cleric 4, Druid 4 | Manipulate sand to form waves and moving dunes that can attack, reposition, reshape, and bury. |
Charge of Darkness | Transmutation | Cleric 9, Druid 9, Paladin 4, Sorcerer/Wizard 9 | Charge at your enemy cross-country, encountering them harder than a Rhino. |
Charm of Apathy | Enchantment | Bard 0, Sorcerer/Wizard 0 | Makes one person apathetic to you. |
Chicken Scratch | Conjuration | Sorcerer/Wizard 7 | By uttering the ancient chant, you unleash the wrath of a terrible being upon your enemy... "Cock a doodle DAMN YOU!" |
Chill Horde | Conjuration | Sorcerer/Wizard 4, Druid 4 | Summon several Small Ice elementals to freeze something or someone. |
Chill Object | Transmutation | Cleric 4, Druid 2, Sorcerer/Wizard 3 | Can chill cloth, wood, metal, stone, water, earth, air - and fire. |
Choking Death | Necromancy | Sorcerer/Wizard 7, Druid 8 | With a curl of your tail, you cause your victim to gasp for air, their lungs and stomach being crushed to a pulp. |
Clockstopper | Transmutation | Sorcerer/Wizard 6 | Stop time as long as you focus on it. Your options are limited, but it lets you gather your surroundings, and durations continue to run. |
Cloister | Abjuration | Cleric 9, Druid 9, Family 9, Sorcerer/Wizard 9 | Keep out most magical travel and ward creatures except those of a designated type. |
Cloth Shape | Transmutation | Bard 1, Druid 1, Artifice 1, Cleric 2, Sorcerer/Wizard 2 | Like wood shape but for cloth objects. |
Clothes Swap | Conjuration | Bard 0 | Enchant a set of clothing so you can switch quickly between outfits. |
Cloudshape | Transmutation | Air 3, Bard 3, Cleric 4, Druid 3, Shugenja (Air) 3, Sorcerer/Wizard 3, Wu Jen (Water) 3 | Become a fog |
Cocoon of Quick Rest | Evocation | Bard 2, Cleric 3, Druid 3, Ranger 1, Shugenja 3, Sorcerer/Wizard 3, Wu Jen 3 | By manipulating quantum energy you infuse the bed with accelaration that is released into the body of who sleeps in it, allowing a rapid and restful sleep. |
Cold Comfort | Conjuration | Druid 4 | Seal yourself in a protective layer of ice which heals you, but leaves you helpless. |
Cold Gem | Evocation | Sorcerer/Wizard 4, Sylvan Occultist 4 | Gem radiates progressively stronger waves of cold. |
Cold Intolerance | Illusion | Sorcerer/Wizard 3 | Affected creatures are convinced they are freezing to death, taking Dex damage and perhaps dying. |
Cold Touch | Transmutation | Sorcerer/Wizard 0, Duskblade 0 | Cause pain to a touched creature with a cold touch. |
Collect Crystal | Conjuration | Sorcerer/Wizard 5 | Create auracrystal |
Collect Humidity | Transmutation | Druid 1 | Leech the humidity from an area, making it less humid and making water. |
Color Spray | Illusion | Sorcerer/Wizard 1 | A re-balanced version of color spray. |
Color Spray, Eiji | Illusion | Sorcerer/Wizard 1 | Another re-balanced version of color spray. |
Colorize | Transmutation | Sorcerer/Wizard 0 | Change the color of something using a material pigment. |
Colors Trap | Enchantment | Bard 3, Sorcerer/Wizard 4 | Conjures painted symbols of various colours that affect creatures in all sorts of different ways. |
Comet Flight | Evocation | Sorcerer/Wizard 9, Shugenja (Fire) 8, Wu Jen (Fire) 9, Ki Master 9 | You turn into a freaking comet of spellfire. |
Command Will of the Forest | Enchantment | Druid 4 | Cause a number of animals to take on your will and personality, though it does not impart direct control. |
Commune with Spirits | Divination | Wu Jen 3 | A replacement for the wu jen spell commune with lesser spirits, it lets you speak to the world around you (or to things classified as spirits) and learn new things. |
Communication Transmission | Evocation, Transmutation | Sorcerer/Wizard 5 | Pull a Matrix and move through communication channels, both mundane phone lines and magical spell effects. |
Compelling Script | Enchantment | Sorcerer/Wizard 9, Rune 9 | Affected writing is obeyed by all who read it. |
Complete Hypnotism | Enchantment, Illusion | Mesmerist 5, Sorcerer/Wizard 7, Witch 7 | Gain control of the target's every sense. |
Complete Restoration | Conjuration | Cleric 9 | Removes all damage and negative effects from a creature. |
Concealing Sphere | Illusion | Assassin 3, Bard 3, Blackguard 3, Sorcerer/Wizard 4 | Create a bubble where the events inside are unseen by those on the outside. |
Concordant Stream | Conjuration | Sky 9 | You summon an air stream with a will of it own under your control. |
Concussive Blast | Evocation | Cleric 2, Paladin 2, Sorcerer/Wizard 3, Ki Master 2 | Create a shockwave that knocks targets away. |
Condemning Smite | Evocation | Cleric 1, Druid 1, Paladin 1 | You condemn someone to be smote, and smote they shall be if you can hit them. |
Condition | Divination | Cleric 3, Favored Soul 3 | Combines the effects of Status and Deathwatch |
Conductor of Storms | Abjuration, Evocation | Druid 5, Bard 4 | Surround yourself in a protective shield as you rain lightning from above. |
Cone of Cold, Lesser | Evocation | Sorcerer/Wizard 1 | The little brother of cone of cold, a reliable spell for low-level casters. |
Cone of Melted Butter | Conjuration, Evocation | Sorcerer/Wizard 1, Gastronomy 1 | Exactly what it says on the the tin. |
Cone of Pebbles | Evocation | Druid 1, Cleric 2 | Fire pebbles at your foes |
Cone of Rubble | Conjuration | Druid 3, Sorcerer/Wizard 4 | Create a blast of rubble that stays behind as difficult terrain. |
Cone of Rust | Transmutation | Wizard 5, Sorcerer 5, Druid 5 | Create a cone of rust to destroy metal |
Cone of Searing Wax | Conjuration, Evocation | Patron Witch 2, Sorcerer/Wizard 2 | Fire a cone of searing wax to damage your opponents and immobilize them. |
Cone of Steam | Conjuration | Druid 3, Sorcerer/Wizard 3 | Release a burst of superheated steam, leaving a cloud of mist in its wake. |
Congealing Consumption | Necromancy | Sorcerer/Wizard 2 | Creatures within the area of effect become nauseated. |
Conjure Anvil | Conjuration | Sorcerer/Wizard 5 | Summon an anvil, either for its traditional use or to drop upon the heads of your enemies. |
Conjure Ghostly Kamikaze | Necromancy | Death Knight 3, Hairbinder 4, Ki Master 6 | You create a bunch of explosive ghosts. |
Conjure Tools | Conjuration | Sorcerer/Wizard 1 | Summon a masterwork tool for your purposes. |
Constant Lightning | Evocation | Druid 6 | This acts like call lightning, but uncapped and without need for actions to focus on. |
Constant Lightning Storm | Evocation | Druid 8 | This acts like call lightning storm, but uncapped and without need for actions to focus on. |
Consumptive Field | Necromancy | Cleric 6, Greed 6, Sorcerer/Wizard 6 | You radiate an aura that kills wounded people and harvests their souls. |
Consumptive Field, Greater | Necromancy | Cleric 8, Greed 8, Sorcerer/Wizard 8 | As consumptive field, but works even out of turn. |
Contagion, Greater | Necromancy | Cleric 6, Sorcerer/Wizard 6, Druid 5, Infection 4, Paladette 6, Sylvan Occultist 5 | Like contagion, but more spells to choose from. |
Contagious Fireball | Evocation | Sorcerer/Wizard 7 | Those hit by this fireball become explosive, and can detonate into other fireballs as well. |
Contingency Other | Evocation | Sylvan Occultist 4, Sorcerer/Wizard 7 | You set up a spell to be cast as though cast by the target when some trigger occurs. |
Continual Shade | Evocation | Cleric 3, Sorcerer/Wizard 2 | A black continual flame which radiates darkness. |
Contract | Necromancy | Sylvan Occultist 2, Paladette 2 | You write up a contract, and anyone who breaks it feels very guilty. |
Contract Seal | Abjuration | Cleric 4, Druid 5, Paladin 3, Sorcerer/Wizard 5 | Touched creature immediately loses all contracts with called creatures. |
Contract of the Completed Fate | Enchantment, Conjuration | Druid 7, Sorcerer/Wizard 7 | Bind a magical contract with a creature you want. |
Control Undead, GT Variant | Necromancy | Cleric 7, Sorcerer/Wizard 7 | Controlling undead is not, not, NOT LAME! |
Cook | Evocation | Bard 0, Cleric 0, Ranger 1, Sorcerer/Wizard 0, Shugenja (Fire) 0, Wu Jen (Fire) 0, Druid 0 | Cook food to make a delicious meal. |
Corporeal Fission | Necromancy | Sorcerer/Wizard 5 | This spell causes the target's body to divide violently, dealing damage and debilitating the target. |
Corpse Bomb | Necromancy | Sorcerer/Wizard 3 | A nearby corpse or corpse creature explodes for 1d8 damage/caster level. |
Corpse Patrol | Necromancy | Assassin 2, Bard 2, Blackguard 2 | With a few silent gestures, the corpse of the guard you just quietly dispatched gets up and resumes his rounds, fooling casual onlookers into thinking everything's normal. |
Corpse Puppet | Necromancy | Cleric 1, Sorcerer/Wizard 1, Dread Necromancer 1 | Briefly make a skeleton or zombie under your control. Cheaper than animate dead, but only for a short time. |
Corpse Reanimation | Necromancy | Cleric 4, Death Knight 3, Sorcerer/Wizard 5, Dread Necromancer 4, Death Delver 3 | A cheaper necromantic raise dead. |
Countdown | Universal | Blackguard 4, Cleric 6, Sorcerer/Wizard 6 | You mark your words, all your opponents will be dead within 1 minute, so help you... |
Covert Transposition | Conjuration, Illusion | Assassin 2, Bard 2, Sorcerer/Wizard 2 | Two target creatures swap positions and assume each other's likenesses at the same time. |
Coward's Reprieve | Conjuration | Sorcerer/Wizard 3 | Escape into extradimensional maze. |
Cramping Doom | Transmutation | Bard 1, Sorcerer 2, Wizard 2 | Gotta go, gotta go, gotta go right now... |
Crashing Lightning | Evocation | Druid 7 | A massive lightning bolt cracks down, dealing massive electrical damage and a subsequent deafening sonic shockwave. |
Crawl Away Head | Transmutation | Cleric 7, Sorcerer/Wizard 7 | This spell causes the target's head to detach and grow limbs. |
Create Alchemical Items | Conjuration | Chemist 1 | Create mundane alchemical items which last 24 hours. |
Create Anchor Sigil | Universal | Sorcerer/Wizard 4 | Create or strengthen an anchor sigil more quickly than if you used the normal ritual |
Create Corpse | Conjuration | Assassin 2, Bard 3, Sorcerer/Wizard 4 | Creates a fake corpse of a pre-existing creature, which can fool others who do not make the Disguise check. |
Create Hypercube | Conjuration | Geometry 3, Sylvan Occultist 3 | Create a cube of rock that exists on multiple planes. |
Create Jelly | Conjuration | Jelly 1, Sorcerer/Wizard 0 | You create enough jelly to feed one person for one meal, the jelly can have any flavor that you want. |
Create Life | Necromancy | Druid 9, Organic 9, Fleshcraft 9 | You have finally achieved it, the power to create true life through magic. |
Create Plague Kansen | Transmutation | Druid 3, Disease 3 | Transform a disease into a rampaging, malicious spirit. |
Create Shrine | Conjuration | Cleric 1 | This creates a shrine dedicated to your god, which you can use for other things. |
Create Synthetic Soul | Necromancy | Cleric 9, Sorcerer/Wizard 9 | Creates a Synthetic Soul for use within a base creature. |
Create Thrall | Enchantment | Bard 3, Sorcerer/Wizard 4 | Take over the minds of weaker individuals who are obviously possessed by your influence. |
Create Ultimate Undead | Necromancy | Cleric 9, Sorcerer/Wizard 9 | Make basically any undead creature. Then allow it access to its own portion undead followers. |
Create Undead, GT Variant | Necromancy | Cleric 6, Death 6, Evil 6, Sorcerer/Wizard 6 | |
Create Wooden Door | Conjuration | Sorcerer/Wizard 2 | Create a wooden door fit for a hallway, or up against a wall. |
Creeping Chills | Evocation | Hellrime 6, Sorcerer/Wizard 6 | You curse your foe with a slow-killing cold that spreads throughout their body. |
Creeping Darkness | Illusion | Bard 2, Blackguard 1, Cleric 2, Sorcerer/Wizard 2 | Muffle your presence, and phase out within the darkness. |
Crippling Blow | Necromancy | Cleric 8, Sorcerer/Wizard 8 | Reduce a target to 1 hp with extreme vile damage. |
Cross Explosion | Evocation | Sorcerer/Wizard 4 | This spell causes an explosion which creates two lines, damaging foes and knocking them away and off their feet. |
Crush Will | Enchantment | Bard 4, Blackguard 3, Sorcerer/Wizard 5 | You deliver a crushing monologue which affect your opponent based on how many hit points they have. |
Crushing Sphere | Evocation | Sorcerer/Wizard 8 | A horrifying version of resilient sphere. |
Cryospray | Conjuration | Druid 2, Sorcerer/Wizard 2 | Release a constant stream of freezing cold which can ice over your opponents. |
Cryostasis | Necromancy | Cleric 5, Sorcerer/Wizard 5 | Freeze a creature into a state of stasis. It can be used for utility, or offensively. |
Crystal Shape | Transmutation | Sorcerer/Wizard 7, Artifice 6, Druid 6, Gem 7 | Shape glass and precious stones. |
Crystalline Beam | Evocation | Druid 4, Gem 4 | You invoke the power of a gem to create a line of force. |
Cull Undead | Necromancy | Grim 1 | Deal the grim cost to undead creatures. |
Curative Touch | Conjuration, Necromancy | Bard 1, Cleric 1, Druid 1, Healing 1, Paladin 1, Ranger 2 | A rework of cure spells, designed to be more effective in and out of combat. |
Cure Deadly Wounds | Conjuration | Cleric 5 | Fifth level Cure Wounds spell; can heal post-death |
Cure Extended Wounds | Conjuration | Bard 5, Cleric 5, Druid 6, Healer 5 | Cures 5d8 damage +1/level (max +25). |
Cure Fatal Wounds | Conjuration | Bard 8, Cleric 8, Druid 9, Healer 8 | Cures 8d8 damage +1/level (max +40). |
Cure Friendly Fire | Conjuration | Cleric 1, Paladin 1, Paladette 1, Salvation 1 | Heal the target of friendly fire damage incurred since the previous round. |
Cure Light Magic Missile | Conjuration | Bard 2, Cleric 2 | What is magic missile was positive energy instead? |
Cure Massive Wounds | Conjuration | Bard 6, Cleric 6, Druid 7, Healer 6 | Cures 6d8 damage +1/level (max +30). |
Cure Surgical Wounds | Conjuration | Bard 7, Cleric 7, Druid 8, Healer 7 | Cures 7d8 damage +1/level (max +35). |
Cure Wounds | Necromancy | Bard 1, Cleric 1, Druid 2, Paladin 1 | Repair hp damage with a touch. Designed to replace the cure series of spells. |
Cure Wounds - Zhen Variant | Transmutation | Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0, Bard 1, Cleric 1, Druid 1, Ranger 1, Paladin 1, Sorcerer/Wizard 1, Bard 2, Cleric 2, Druid 2, Ranger 2, Paladin 2, Sorcerer/Wizard 2, Bard 3, Cleric 3, Druid 3, Ranger 3, Paladin 3, Sorcerer/Wizard 3, Bard 4, Cleric 4, Druid 4, Ranger 4, Paladin 4, Sorcerer/Wizard 4, Bard 5, Cleric 5, Druid 5, Sorcerer/Wizard 5, Bard 6, Cleric 6, Druid 6, Sorcerer/Wizard 6, Cleric 7, Druid 7, Sorcerer/Wizard 7, Cleric 8, Druid 8, Sorcerer/Wizard 8, Cleric 9, Druid 9, Sorcerer/Wizard 9 | |
Curse Fruit Tree | Enchantment | Cleric 0, Druid 0 | Just like Jesus, you doom a tree to never bear fruit again. |
Curse Object | Necromancy | Cleric 4, Sorcerer/Wizard 5 | Curse an object (or a track of land). Those who touch said object are subject to bestow curse. |
Curse Transfer | Abjuration | Cleric 6, Druid 6, Sorcerer/Wizard 7 | You extract a curse from a creature and cast it on another creature |
Curse of Acting Manually | Necromancy | Bard 2, Cleric 3, Sorcerer/Wizard 3 | Curse your opponent with incompetence, so that they cannot focus on seeing and walking or other multiple tasks at the same time. |
Curse of Aeons | Transmutation | Sorcerer/Wizard 6 | You accelerate a creature's passage through time, causing its body to rapidly age and decay. |
Curse of Cacophonous Chorus | Illusion | Bard 2, Cleric 4, Sorcerer/Wizard 3 | You curse the target to be hounded by a terrible noise almost 24/7. They simply cannot concentrate. |
Curse of Ineptitude | Necromancy | Cleric 3, Sorcerer 4, Wizard 4 | Instead of a penalty to your rolls, this spell forces you to roll smaller dice. |
Curse of Misfortune | Divination, Necromancy | Blackguard 3, Cleric 4, Sorcerer/Wizard 5 | You force the target of this spell to reroll many dices and |
Curse of Qwop | Necromancy | Sorcerer/Wizard 4, Screwball 2 | You make the target unable to control their body right. They will need extreme dexterity just to walk right again. |
Curse of Spell Allergy | Necromancy | Sorcerer/Wizard 4 | Those affected go into sneezing and coughing fits when around magic. |
Curse of the Annoying Speech Impediment | Necromancy | Sylvan Occultist 3, Paladette 3, Dream Lord 3 | You doom someone to speak in an annoying way. |
Curse of the Burned Hands | Transmutation | Cleric 3, Sorcerer/Wizard 4 | A curse that makes the hands of the cursed one hot if he touches metal. |
Curse of the Dust Body | Necromancy | Cleric 5, Sorcerer/Wizard 6 | The body of the target vanishes of fine dust as the time past. |
Curse of the Kender | Conjuration | Bard 4, Cleric 6, Druid 5, Sorcerer/Wizard 6, Screwball 6 | You curse a creature to the most miserable experience of all time: living with a kender. |
Curse of the Silent | Transmutation | Assassin 4, Bard 3, Cleric 4, Ranger 4, Paladin 4, Sorcerer/Wizard 4, knowledge 4, repose 4, trickery 4, madness 4 | The target will lose hp and spells until it casts a spell. |
Curse of the Tortured Sleep | Enchantment | Cleric 4, Sorcerer/Wizard 5 | |
Cursed One | Divination | Bard 6, Blackguard 4, Cleric 9, Sorcerer/Wizard 9 | The target is struck with a terrible streak of bad luck that will never end. |
Cuttlefish Hypnotic Camouflage | Enchantment, Illusion | Druid 2, Ranger 2 | You take the camouflaging properties of a cuttlefish. |
Cyclonic Blast | Evocation | Psychic 9 | A fire a blast of air which damage opponents and reposition them. |
Damnation of the Earth | Necromancy | Cleric 9 | Through an intense rapture, you save the soul of good-aligned creature, punish evil-aligned one and them into walking corpses. |
Dampen Impact | Abjuration | Psychic 1, Sorcerer/Wizard 1 | Gain DR 10/magic and reduce impact damage by 10 per caster level. |
Dangerous Divination | Divination | Sorcerer/Wizard 6 | An arcane divination which is dangerous for the user. |
Dark Chaser | Necromancy | Cleric 3 | Release a line of negative energy that chases down opponents for 3 rounds. |
Dark Edge | Illusion | Assassin 2 | You imbue your weapon with shadow magic, making it deal more damage and allowing it to strike incorporeal creatures. |
Dark Healing | Conjuration | Dark Insight 1 | Use your dark insight for a powerful burst of healing. |
Dark Reckoning | Evocation | Cleric 9 | A massive emanation of purest darkness blinds, deafens and destroys all that you consider as infidels. |
Dark Scholar's Insight | Divination | Dark Insight 1 | Gain a massive bonus to knowledge or dark insight at the cost of your sanity. |
Dark Seeker | Conjuration, Necromancy | Blackguard 2, Cleric 3 | Conjure a unliving mass of negative energy to chase your opponent down. |
Dark Shadows | Evocation | Assassin 1, Blackguard 1, Bard 0, Cleric 0, Druid 0, Sorcerer 0, Wizard 0 | A basic darkness spell that creates non-magical darkness. |
Dark Symmetry | Necromancy | Sorcerer/Wizard 2 | Subject becomes unable to move, unless mimicking caster's movements when the caster desires. |
Darkstorm | Evocation | Shadow Bard 3 | Fire a mote of darkness which damage creature and darken the area. |
Data Form | Transmutation | Sorcerer/Wizard 9 | Turn into a incorporeal form of yourself made of pure information. You cannot die from hit point damage while in this state. |
Data Mine | Enchantment | Bard 3, Sorcerer/Wizard 3 | The more you knoooow.... the more this spell will hurt. |
Daunting Ray | Enchantment | Bard 4, Cleric 4, Paladin 4 | A ray which breaks your opponent's will to fight. |
Daze Dragons | Enchantment | Bard 4, Sorcerer/Wizard 5 | Your magic can give even the most mighty monsters pause, if only for a moment. |
Dazzle Ward | Abjuration | Bard 0, Cleric 0, Sorcerer/Wizard 0 | Ward against bright light with some cool eye protection. |
Dead King's Dance | Necromancy | Bard 4, Sorcerer/Wizard 6 | Perform a magical song and dance that mindless undead join along with. |
Death Field | Necromancy | Cleric 9, Druid 9 | A pulsating zone of negative energy deals 3d6 + CL damage to everyone in a 30 ft radius around you for multiple rounds. |
Death Metal | Enchantment | Bard 2 | Your music creates a destructive darkness in your allies hearts. |
Death Ray | Necromancy | Sorcerer/Wizard 3, Witch 3 | A ray that deals negative energy damage, can be concentrated on, and prevent stabilization. |
Death Throes | Necromancy | Sorcerer/Wizard 5 | Make a creature explode when it dies for 1d10 damage/level. |
Death by Sleep | Enchantment | Cleric 8, Sorcerer/Wizard 8 | The target falls asleep, only to die by nightmares. |
Death's Cloak | Illusion | Grim 2 | You become transparent. |
Death's Door | Necromancy | Cleric 1, Sorcerer/Wizard 1 | Touched creature can survive at up to –20 hit points. |
Deathball | Necromancy | Cleric 6, Ki Master 8, Sorcerer/Wizard 7 | This is a powerful blast of negative energy that animates the creatures that die as the result of this spell |
Deathxtreme! | Evocation, Necromancy | Sorcerer/Wizard 9 | You summon an armageddon of flaming skulls to crash down unto your enemies. |
Decalification | Transmutation | Sorcerer/Wizard 5 | Gives target instant and severe calcium deficiency. |
Decaying Touch | Necromancy | Druid 3, Sorcerer/Wizard 4 | With a single touch you cause decay and destruction. |
Decency | Illusion | Cleric 0, Sorcerer/Wizard 0, Adept 0 | Willing target sees veil over nude creatures. |
Defiance | Abjuration | Cleric 3, Sorcerer/Wizard 3, Paladin 2 | Harden your body against foes, or make them regret outnumbering you. |
Deform Body | Transmutation | Cleric 2 | Acquire the benefits of a Deformity feat you qualify for, ignoring the Willing Deformity requirement. |
Defuse Hostilities | Enchantment | Bard 5, Salvation 6, Peace 6 | Peace out, dude. |
Degenerate | Necromancy | Blackguard 4, Cleric 7, Harming 7, Druid 9 | With a touch you cause a body to start eating away at itself. |
Dehydrating Ray | Transmutation | Sorcerer/Wizard 5 | A spell which dehydrate a creature into powder which can be hydrated to bring back the creature. |
Deific Light | Conjuration, Evocation | Paladin 3, Cleric 4 | You call beams of light from the heaven, allowing you to heal or damage creatures. |
Delilah's Dispersal Current | Evocation | Sorcerer/Wizard 8, Voltage 8 | A massive blast of electricity that cannot be contained by a single target, either spreading to others or causing debilitating side effects. |
Dementia | Enchantment | Dementation 6, Sorcerer/Wizard 7 | Target creature's wisdom is reduced to 1. |
Demise Unseen | Necromancy, Illusion | Cleric 9, Evil 9, Sorcerer/Wizard 9, Trickery 9, Undeath 9 | Destroy a creature and transform it into a controlled ghoul. |
Demonic Megiddo | Evocation | Blighter 9, Cleric 9, Sorcerer/Wizard 9, Warmage 9 | Nuke your surroundings with raw darkness. |
Denial | Abjuration | Bard 4, Cleric 5, Sorcerer/Wizard 5, Assassin 2 | You deny a creature use of its special abilities, or deny an object its intended function. |
Dense Weapon | Transmutation | Ranger 1, Shugenja (Earth) 2, Sorcerer/Wizard 2, Duskblade 1 | Make a weapon very dense, increasing damage but making you unbalanced after attacks. |
Density | Transmutation | Druid 3, Sorcerer/Wizard 3 | Either enlarge and weaken an object, or shrink and harden. |
Density Control | Transmutation | Druid 4, Sorcerer/Wizard 4 | Increase or decrease the density and size of an object. |
Desaturated Spray | Evocation | Cleric 7, Sorcerer/Wizard 7 | A spray of beams bursts forth, ranging in value from white to black, but having no saturation. Each value has a different effect on targets. |
Desiccate | Transmutation | Druid 9 | You destroy plants and dessicate soil within the area of effect. |
Desolate | Evocation | Assassin 4, Bard 4, Blackguard 4, Cleric 4, Druid 4, Ranger 4, Sorcerer/Wizard 4 | |
Desolate, Greater | Evocation | Cleric 8, Blighter 8, Sorcerer/Wizard 8, Death 8, Evil 8, Madness 8, Repose 8 | Enchant a weapon to do increased damage to creatures without any allies. |
Desolate, Lesser | Evocation | Assassin 1, Bard 1, Blackguard 1, Cleric 1, Druid 1, Ranger 1, Paladin 1, Sorcerer/Wizard 1 | |
Destructive Bark | Evocation | Sorcerer/Wizard 3 | You slam your tail downwards, smack the ground, and bark, destroying and deafening all in your path. |
Destructive Disruption | Abjuration | Sorcerer/Wizard 4, Psychic 4 | Dispel magic doesn't make things explode. This does. Obviously the superior option. |
Destructive Teleport | Conjuration, Evocation | Sorcerer/Wizard 9 | You teleport and cause incredible destruction upon arrival. |
Destructo Disc | Conjuration | Ki Master 6 | A golden buzzsaw attacks all targets in a line, potentially decapitating them. |
Detect Alignment | Divination | Cleric 1 | All the alignment detection spells rolled into one. |
Detect Disease | Divination | Cleric 0, Druid 0, Paladin 1, Ranger 1, Sorcerer/Wizard 0 | You determine whether a creature, object, or area is diseased. |
Detect Evil, Variant | Divination | Cleric 2 | You detect the evil inside a creature, divining it strength and possibly exposing evil intentions. |
Detect Heat | Divination | Druid 1, Ranger 1, Sorcerer/Wizard 1, Cleric 1 | You detect heat sources visually. |
Detect Laws | Divination | Cleric 1, Sorcerer/Wizard 1, Paladin 1 | Determine the rules in the nearest settlement. |
Detect Lifeforce | Divination | Cleric 1, Life 1 | See hit dice/hit points of people viewed |
Detect Mineral | Divination | Druid 0, Ranger 1, Shugenja (Earth) 0, Sorcerer/Wizard 0, Wu Jen (Earth) 0 | Detect a particular mineral or element in the ground. |
Detect Parentage | Divination | Bard 1, Cleric 1, Druid 1, Paladin 1, Sorcerer/Wizard 1 | Disc determines if subjects are parent and child. |
Detect Perfect Gift | Divination | Bard 1, ` Cleric 1 | You detect the perfect gift for a creature. |
Detect Power Level | Divination | Bard 1, Blackguard 1, Cleric 1, Paladin 1, Ranger 1, Sorcerer/Wizard 1 | You sense the presence of life force in an area. |
Detect Radiation | Divination | Bard 0, Cleric 0, Sorcerer/Wizard 0 | Detect radioactive material at range. |
Detect Survivors | Divination | Cleric 3, Sorcerer/Wizard 4, Genocide 3, Paladette 3 | You hunt down those pesky little survivors that try to hide from you. |
Detect Virgin | Divination | Cleric 0, Paladin 1, Sorcerer/Wizard 0 | A favorite of princess-kidnapping dragons, suspicious kings with princesses, evil cultists looking for sacrifices, and juvenile wizards in school. Detects if a creature is a virgin. |
Detect Voltage | Divination | Druid 0, Ranger 1, Shugenja (Air) 0, Sorcerer/Wizard 0, Wu Jen (Metal) 0 | You can detect the electrical networks around you. |
Detonating Grasp | Evocation | Ki Master 9, Sorcerer/Wizard 9 | A grasping hand that injures those it grabs, it has high mobility and ultimately explodes at the end. |
Detonation of Blood | Necromancy | Sorcerer/Wizard 7 | You raise the blood pressure of a creature, turning them into an explosive bomb. |
Devastation Inhalation | Evocation | Gluttony 3, Sorcerer/Wizard 3 | With a gigantic breath, you release an earth-shaking belch and a gout of acidic gas. |
Devil's Pact | Conjuration | Cleric 4, Sorcerer/Wizard 4 | You bargain with a powerful devil to bring a fallen companion back to life. |
Devilish Spew | Evocation | Cleric 1, Sorcerer/Wizard 1 | You breath a cone of fire and brimstone all over the place. |
Devitron Beam | Evocation, Illusion | Psychic 8 | A terrible spell which warps reality and tears opponents apart. |
Devolve Person | Transmutation | Obliteration 5, Sorcerer/Wizard 5 | You send a creature back through its evolutionary history until it becomes a blob of bacteria that dissolves into cellular components. |
Devour Soul | Necromancy | Gluttony 9, Obliteration 9, Sorcerer/Wizard 9 | You literally eat your opponent's soul. |
Diamond Body | Transmutation | Druid 7, Sorcerer/Wizard 6, Wu Jen (Earth) 6, Ki Master 6, Gem 7 | You turn your body into raw diamonds. |
Dibonation | Divination | Cleric 3, Sorcerer/Wizard 3 | Lets you critical hit or sneak attack creatures normally immune to such. |
Dig Your Own Grave | Enchantment | Bard 3, Sorcerer/Wizard 4 | You command the opponent to dig their own grave, and they do so. If permitted to complete the task, they shall soon die. |
Digestive Fluids | Transmutation | Druid 4, Ranger 2 | The creature's bite attack drips with acid which persists after the bite has been made. |
Dimension Pathway | Conjuration | Bard 6, Sorcerer/Wizard 6 | Lesser teleportation circle, with the range of dimension door. |
Dimension Pop | Conjuration | Bard 2, Sorcerer/Wizard 2 | A low-level teleportation spell that is quick, but short-ranged and dangerous to use. |
Dimension Shift | Conjuration | Bard 3, Sorcerer/Wizard 3 | Close-range noncombat teleport |
Dimensional Transference | Conjuration | Sorcerer/Wizard 1 | The target's weapons go through portals to make attacking more or less efficient, depending on your desires. |
Diode of Force | Evocation | Sorcerer/Wizard 8 | As wall of force, but only one way. |
Dire Wound | Illusion | Bard 2, Sorcerer/Wizard 2 | The affected target appears to be much worse off than they think, causing them to change their tactics. |
Directional Shielding | Abjuration | Cleric 2, Paladin 2, Sorcerer/Wizard 3, Duskblade 2, Ki Master 2 | A six sided barrier appears around you, ablating damage and providing protection against flankers. |
Disable Vehicle | Transmutation | Druid 4, Sorcerer/Wizard 4 | Disable to use of one or more powered vehicles for the duration. |
Disappointing Runes | Abjuration | Sorcerer/Wizard 1 | Minor rune goes off with a plip of daunting disappointment. |
Discern Ancestry | Divination | Bard 2, Sorcerer/Wizard 3 | Determine if a creature has a specific ancestor. |
Discern Birthdays | Divination | Adept 0, Bard 0, Cleric 0, Druid 0, Paladin 1, Ranger 1, Sorcerer/Wizard 0 | Reveals birthdays |
Discern Lighting Level | Divination | Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0 | Determine how bright of light is shining on you |
Discern Portal Destination | Divination | Bard 1, Cleric 1, Elementalist 1, Sorcerer/Wizard 1, Summoner 1 | Find the destination of a portal |
Disenchant | Abjuration | Sylvan Occultist 3 | You attempt to remove or counter a spell. |
Disguise Form | Transmutation | Transmogrification 1 | This spell transforms the target's minor physical qualities at the caster's choosing, with some risk. |
Disintegrating Burst | Transmutation | Sorcerer/Wizard 9, Ki Master 9 | Area suffers effects of disintegration |
Dispater's Tower | Conjuration | Blackguard 2, Cleric 2, Sorcerer/Wizard 2 | Surround yourself with protective iron walls, even though it hampers your own ability to attack. |
Disruption Sphere | Necromancy | Cleric 3 | An explosion of holy energy which injures undead. |
Disruptive Interference | Divination | 3 Sorcrerer/Wizard | Higher level magic may be used to interfere with your enemies. |
Disturbing Visage | Transmutation | Blackguard 1, Cleric 1 | You grow a hideous cancer upon you which is so horrifying opponents cannot take aim at your hideousness. |
Dividing Driver | Transmutation | Druid 9, Ki Master 9 | Split the skies, divide the earth, and rip your foes asunder with a single slash of a vorpal weapon. |
Divine Brand | Evocation | Cleric 1, Paladin 1 | Your holy symbol burns the impure. |
Divine Chant | Evocation | Cleric 3 | Chant and unleash a powerful wave of energy after it charged. |
Divine Lightning | Evocation | Cleric 6, Druid 5 | Call upon a divine bolt of lightning, which can stun foes. |
Divine Mount | Conjuration | Cleric 2, Paladin 1 | Summons a steed from the outer planes to serve as your mount. |
Divine Retribution | Evocation | Cleric 9 | A massive column of divine light descends to judge everyone and everything you consider to be an enemy. |
Divine Shield | Abjuration | Paladin 4 | The Paladin shields himself from everything. |
Divine Spear Fragments | Evocation | Cleric 3, Inquisitor 2 | A incomplete version of the divine spears spell, this spell fires spearheads made of light. |
Divine Spears | Evocation | Cleric 4, Inquisitor 3 | You summon a row of divine spears which pierce from the ground, impaling your foes. |
Divine Swords Storm | Evocation | Cleric 4 | You summon a hail of swords made of light, which damage foes and can be used as a weapon. |
Diving Spider's Bubble | Abjuration | Druid 1, Ranger 1 | Create a bubble of air on your head to breathe underwater. |
Dominating Dogma | Enchantment | Cleric 5 | Alter the alignment of a target to that of your own. It may spell atonement for the creature, or rebellion. |
Dopple Arms | Conjuration | Cleric 6, Sorcerer/Wizard 5, Ki Master 5 | You gain an extra pair of arms. |
DraconicMan/Catastrophe | Universal | Sorcerer/Wizard 3 | Cats. |
DraconicMan/Counterspell | Universal | Cleric 1, Bard 1, Sorcerer/Wizard 1 | Cancel the spell of another spell caster. |
DraconicMan/Echo | Evocation | Cleric 3, Bard 3, Sorcerer/Wizard 3 | Casters can echo their voices off each other making a powerful spell. |
DraconicMan/Teleport | Universal | Cleric 0 | Teleport a short distance with a small delay. |
Dragon Form | Transmutation | Sorcerer/Wizard 6 | The target assumes the form of a huge dragon. |
Dragon Roar | Evocation | Bard 2, Sorcerer/Wizard 3 | Roar with the might of a dragon, instilling fear in your weaker foes. |
Dragon's Breath | Evocation | Dragon 4, Druid 4, Sorcerer/Wizard 4 | You bequeath upon a target the breath of a dragon. |
Dragon's Breath, NW | Evocation | Sorcerer/Wizard 2 | You breathe out a blast of energy. |
Drain Critical Energy | Conjuration | Cleric 4 | Pull positive energy from your target. |
Drain Energy | Necromancy | Cleric 1, Sorcerer/Wizard 1 | Absorb health from a target, and transfer fatigue and exhaustion. |
Drain Light Energy | Conjuration | Cleric 1 | Pull positive energy from your target. |
Drain Moderate Energy | Conjuration | Cleric 2 | Pull positive energy from your target. |
Drain Serious Energy | Conjuration | Cleric 3 | Pull positive energy from your target. |
Dreadful Affliction | Necromancy | Cleric 5, Sorcerer/Wizard 5 | You inflict permanent massive ability penalties to all ability scores of the target. |
Dream Conjuration | Enchantment | Improved Oneiromancy 4 | You conjure a creature, object or force made of dreamstuff. |
Dream Conjuration, Greater | Enchantment | Improved Oneiromancy 7 | You conjure a creature, object or force made of dreamstuff. |
- by Spell Mechanics