Spell Level(s): Bard 0, Druid 0, Elementalist 0, Shaman 0, Sorcerer 0, Spellsword 0, Warlock 0, Wizard 0
Innate Level: 0
School: Evocation
Descriptor(s): None
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells: None
Save(s): None
Spell Resistance: Yes
Description: Inflicts 1d6 fire damage for every 3 caster levels to a single target creature.
Notes
- Cantrips are now infinite; uses are automatically replenished after casting.
* Wizard: Casting a Wizard cantrip has a 10% chance to activate Arcane Flux.
* Generalist Wizard: Casting a Wizard cantrip has a 15% chance to activate Arcane Flux.
* Sorcerer: Casting a Sorcerer cantrip has a 10% chance to activate Arcane Flux.
* Wild Mage: Casting a Wizard cantrip has a 5% chance to activate Arcane Flux.
Spell
|
Notes
|
Acid Splash, Electric Jolt, Ray of Frost
|
Damage increased to 1d6 per 3 caster levels.
|
Flare
|
No longer applies an AB penalty. Instead, the cantrip inflicts 1d6 fire damage per 3 caster levels.
|
Daze
|
Inflicts 1d4 psychic damage per 3 caster levels. The duration of the daze effect is now 1d2 rounds. The damage applies regardless of whether the daze affects the target.
|
Cure Minor Wounds
|
Healing increased to 1d3 per 3 caster levels (minimum of 4). Damage versus Undead 1d6 per 3 caster levels.
|
Inflict Minor Wounds
|
Damage increased to 1d6 per 3 caster levels. Healing on Undead 1d3 per 3 caster levels.
|
Sacred Flame
|
Inflicts between 1d3 and 1d6 damage for every 3 caster levels to a single target creature, depending on the distance between caster and target. Damage type changes based on alignment or is selectable with -stream.
|
Virtue
|
Now grants 1d3 temporary hit points per 3 caster levels. Does not stack with itself.
|
Resistance
|
The original effect was replaced with scaling damage reduction (starts at 1/+1, improving to 2/+2 at CL7+, 3/+3 at CL14+, 4/+4 at CL21+ and 5/+5 at CL28+). The effect can absorb CL+1d6 damage before it fades. Duration is 1 hour.
|
Bestow Wound
|
Drains the subject dealing d3 points of bleeding damage for every 3 caster levels. Healing self for 1 point for every 3 caster levels. Empowered if the target is frightened.
|
Blades of Fire
|
Ignites the subject's melee weapons, allowing each to deal an additional 2d4 worth of fire damage for the duration; 2d6 at level 9, 2d8 at level 18, and 2d10 at level 27. This spell does not stack with Darkfire or Elemental Weapon. Non-restricted weapon enchantment.
|
Sustain
|
Caster touches a friendly creature with less than 1 hit point remaining and grants them 1/- Bleed damage resistance for a duration of 1 turn. Creatures with with 0 hit points or less (who are bleeding out) are immediately sustained this way, and then restored back to 1 hit point after 1 round. This spell will also prevent the effects of the Stop Heart spell if used upon an afflicted creature and grant immunity to it for 1 turn.
|
Vicious Mockery
|
The caster laces their words with hateful energy and aggressively mocks a creature in range that is capable of hearing. The target takes 1d4 Psychic damage per 3 caster levels. They must roll a Will save or receive a -1 morale penalty per 9 caster levels to their Attack Bonus and a -2 morale penalty per 9 caster levels to Leadership, Bluff, and Intimidate for 1d2 rounds. This spell has no effect on targets that are immune to mind effects. The debuff is not applied if caster level is lower than the HD of the target. Vicious Mockery will remove Serene Visage from any target it strikes.
|
Chill Touch
|
The caster creates a ghostly, skeletal hand in the space of a creature within range. They must make a ranged touch attack against the ceature to assail it with the chill of the grave. On a hit, the target takes 1d2 Entropic and 1d2 Cold damage per 3 caster levels and is sent into a shivering frenzy, receiving a -2 penalty to their Heal and Concentration skills for every 9 caster levels for 1d3 rounds. If the target is undead, it must succeed a Will save or receives a -1 penalty to its Attack bonus per 9 caster levels for 1d3 rounds. The debuff is not applied if caster level is lower than the HD of the target.
|
Cantrips and Metamagic:
- All cantrips can be cast with Quicken Spell, Still Spell and Silent Spell.
- Cantrips with a duration (Daze, Virtue, Resistance, Light) can be cast with Extend Spell.
- Cantrips intentionally cannot be empowered or maximized, nor will they be affected by similar class or feat effects.
- Metamagic does not prevent cantrips from getting replenished.
Direct damage spells. See Persistent AoE spells also. Disclaimer: Values are compiled for general comparison and are not equivalent due to the many hundreds of variables that cannot be qualified on a simple table. For example, don't attempt to compare Hemomancer's or Elementalist's spells with other spells because the Invoker's spells are assumed to be at maximum stacks.
- Table key:
- i: Innate Level
- R: Range in meters to the target
- St: Saves: (f)ortitude, (r)eflex, (w)ill or a (T)ouch attack
- Eff: Additional effects from failing or passing saves: (df) deafened, (½) save for half damage, (s)tunned, (d)azed, (R)ooted
- SR: Does not have a spell resistance check: $
- Dmg: Base damage plus additional damage per caster level
- Typ: Type of damage
- Max: Maximum damage at max level
- MAv: Average damage at max level
- AoE: If spell has an area of effect (e)nemies only or (a)ll damaged
- Hover bold items in the table for additional information
Spell
|
i
|
R
|
St
|
Ef
|
SR
|
Dmg
|
Typ
|
Max
|
MAv
|
AoE
|
Acid Splash
|
0
|
20
|
|
|
|
1d6 per 3
|
acid
|
60 (10d6)
|
35
|
|
Bestow Wound
|
0
|
8
|
|
|
|
1d3 per 3
|
bleed
|
30 (10d3)
|
25
|
|
Chill Touch
|
0
|
40
|
w
|
shivering
|
|
2d2 per 3
|
entrop cold
|
40 (20d2)
|
30
|
|
Daze
|
0
|
40
|
w
|
d
|
|
1d4 per 3
|
psychic
|
40 (10d4)
|
25
|
|
Electric Jolt
|
0
|
20
|
|
|
|
1d6 per 3
|
electric
|
60 (10d6)
|
35
|
|
Flare
|
0
|
20
|
|
|
|
1d6 per 3
|
fire
|
60 (10d6)
|
35
|
|
Inflict Minor Wounds
|
0
|
0
|
T
|
|
|
1d6 per 3
|
negative
|
60 (10d6)
|
35
|
|
Ray of Frost
|
0
|
20
|
|
|
|
1d6 per 3
|
cold
|
60 (10d6)
|
35
|
|
Sacred Flame
|
0
|
20
|
|
|
|
1d6 per 3
|
pos neg
|
60 (10d6)
|
35
|
|
Vicious Mockery
|
0
|
20
|
w
|
m
|
|
1d4 per 3
|
psychic
|
40 (10d4)
|
25
|
|
Horizikaul's Boom
|
1
|
8
|
w
|
df
|
|
1d4 + 1d4 per 2
|
sonic
|
60 (15d4)
|
37.5
|
|
Ice Dagger
|
1
|
8
|
r
|
½
|
|
1d4 + 1d4 per 1
|
cold
|
80 (20d4)
|
50
|
|
Magic Missile
|
1
|
40
|
|
|
|
1d4 + 1d4 per 2
|
force
|
20 (5d4)
|
12.5
|
|
Burning Hands
|
1
|
8
|
r
|
½
|
|
1d6 + 1d6 per 1
|
fire
|
60 (10d6)
|
35
|
e
|
Chromatic Orb
|
1
|
20
|
T
|
|
|
1d8 per 2
|
elemental
|
40 (5d8)
|
22.5
|
|
Negative Energy Ray
|
1
|
20
|
w
|
½
|
|
1d6 + 1d6 per 2
|
negative
|
35 (5d6)
|
17.5
|
|
Inflict Light Wounds
|
1
|
0
|
T, w
|
½
|
|
2d8 + 1 per 1
|
negative
|
62 (4d8+30)
|
48
|
|
Combust
|
2
|
0
|
T, r
|
dot
|
|
1d6 + 1 per 1
|
fire
|
16 (1d6+10)
|
13.5
|
|
Frigid Darkness
|
2
|
40
|
f, rT
|
move & blind
|
|
2d10 + 2 per 2
|
cold entrop
|
50 (2d10 + 30)
|
41
|
|
Frostbite
|
2
|
0
|
T, f
|
dot
|
|
2d4 + 1 per 1
|
cold
|
16 (2d4+8)
|
13
|
|
Melf's Acid Arrow
|
2
|
40
|
|
dot
|
|
3d6
|
acid
|
18 (3d6)
|
10.5
|
|
Inflict Moderate Wounds
|
2
|
0
|
T, w
|
½
|
|
4d8 + 1 per 1
|
negative
|
62 (4d8+30)
|
48
|
|
Scorching Ray
|
2
|
8
|
T
|
|
|
3d6 + 3d6 per 4
|
fire
|
90 (15d6)
|
52.5
|
|
Sound Burst
|
2
|
40
|
w
|
s
|
|
1d8
|
sonic
|
8 (1d8)
|
4.5
|
a
|
Flame Lash
|
2
|
8
|
r
|
½
|
|
2d6 + 1d6 per 2
|
fire
|
90 (15d6)
|
52.5
|
|
Gedlee's Electric Loop
|
2
|
8
|
r, w
|
s
|
|
1d8 per 2
|
electric
|
80 (10d8)
|
45
|
a
|
Call Lightning
|
3
|
40
|
r
|
½
|
|
1d6 per 1
|
electric
|
60 (10d6)
|
35
|
e
|
Fireball
|
3
|
40
|
r
|
½
|
|
1d6 per 1
|
fire
|
90 (15d6)
|
52.5
|
a
|
Frost Nova
|
3
|
0
|
r
|
½, R
|
|
1d4 per 1
|
cold
|
60 (15d4)
|
37.5
|
a
|
Glyph of Warding
|
3
|
8
|
r
|
½
|
|
1d8 per 2
|
sonic
|
40 (5d8)
|
22.5
|
a
|
Hemorrhage
|
3
|
8
|
f
|
½, curse
|
|
3d8 + 1d8 per 3
|
bleed neg
|
80 (max 10d8)
|
45
|
|
Scintillating Sphere
|
3
|
20
|
r
|
½
|
|
1d6 per 1
|
electric
|
90 (15d6)
|
52.5
|
a
|
Mestil's Acid Breath
|
3
|
8
|
r
|
½
|
|
1d6 per 1
|
acid
|
90 (15d6)
|
52.5
|
e
|
Moonbeam
|
3
|
8
|
w
|
s
|
|
2d6 per 2
|
mag div
|
72 (12d6)
|
42
|
a
|
Negative Energy Burst
|
3
|
20
|
w
|
str
|
|
1d8 + 1 per 1
|
negative
|
28 (1d8 + 20)
|
24.5
|
a
|
Lightning Bolt
|
3
|
20
|
r
|
½
|
|
1d6 per 1
|
electric
|
90 (15d6)
|
52.5
|
a
|
Flame Arrow
|
3
|
40
|
r
|
½
|
|
4d6 per 4
|
fire
|
168 (28d6)
|
98
|
|
Quillfire
|
3
|
8
|
f
|
poi
|
|
1d8 + 1 per 2
|
magic
|
13 (1d8 + 5)
|
9.5
|
|
Searing Light
|
3
|
20
|
|
|
|
1d8 per 2
|
divine
|
30 (5d6)
|
22.5
|
|
Sound Lance
|
3
|
20
|
f
|
df
|
|
1d8 per 1
|
sonic
|
80 (10d8)
|
45
|
|
Vampiric Touch
|
3
|
0
|
T
|
thp
|
|
1d6 per 2
|
negative
|
60 (10d6)
|
35
|
|
Inflict Serious Wounds
|
3
|
0
|
T, w
|
½
|
|
6d8 + 1 per 1
|
negative
|
78 (6d8+30)
|
57
|
|
Poison
|
3
|
0
|
T, f
|
s
|
|
6 + 4d12
|
poison
|
54 (4d12+6)
|
32
|
|
Hammer of the Gods
|
4
|
20
|
w
|
d, ½
|
|
1d8 per 2
|
divine
|
80 (10d8)
|
45
|
e
|
Crimson Lightning
|
4
|
20
|
r, f
|
AoE, ½
|
|
1d6 per 1
|
elec bleed
|
90 (15d6)
|
52.5
|
a
|
Finger of Agony
|
4
|
20
|
f
|
sick, ½
|
|
3d6, 4d6, 5d6
|
divine
|
72 (12d6)
|
42
|
|
Flame Strike
|
4
|
20
|
r
|
½
|
|
1d6 per 1
|
div fire
|
90 (15d6)
|
52.5
|
a*
|
Greater Chromatic Orb
|
4
|
20
|
rT, f
|
½, variable
|
$
|
1d6 per 1
|
multi
|
90 (15d6)
|
52.5
|
|
Ice Storm
|
4
|
40
|
|
|
|
3d6 + 1d6 per 3
|
bludgeon cold
|
90 (15d6)
|
52.5
|
a
|
Inflict Critical Wounds
|
4
|
0
|
T, w
|
½
|
|
8d8 + 1 per 1
|
negative
|
94 (8d8+30)
|
66
|
|
Isaac's Lesser Missile Storm
|
4
|
40
|
|
|
|
1d6 per 1
|
force
|
60 (10d6)
|
35
|
e
|
Phantasmal Killer
|
4
|
20
|
w, f
|
fear, death
|
|
3d6
|
psychic
|
18 (3d6)
|
10.5
|
|
Withering Ray
|
4
|
40
|
f
|
½, no bleedout
|
|
10 + 1d4 per 1
|
entrop
|
90 (10 + 20d4)
|
60
|
a
|
Ball Lightning
|
5
|
20
|
r
|
½
|
|
1d6 per 1
|
electric
|
90 (15d6)
|
52.5
|
e
|
Cone of Cold
|
5
|
8
|
r
|
½
|
|
1d6 per 1
|
cold
|
90 (15d6)
|
52.5
|
e
|
Circle of Doom
|
5
|
20
|
f
|
½
|
|
1d8 + 1 per 1
|
negative
|
38 (1d8+30)
|
34.5
|
e
|
Darkbolt
|
5
|
40
|
w
|
d
|
|
2d6 per 2
|
magic
|
84 (14d6)
|
49
|
|
Elemental Hammer
|
5
|
8
|
w
|
d, ½
|
|
1d6 per 1
|
Ele type
|
120 (20d6)
|
70
|
a
|
Firebrand
|
5
|
20
|
r
|
½
|
|
1d6 per 1
|
fire
|
90 (15d6)
|
52.5
|
e
|
Inferno
|
5
|
8
|
|
dot
|
|
2d6
|
fire
|
12 (2d6)
|
7
|
|
Negative Energy Flood
|
5
|
40
|
f
|
½, str & zomb
|
|
1d6 per 1
|
neg
|
120 (20d6)
|
70
|
|
Nightmare
|
5
|
20
|
w
|
nightmare
|
|
1d10 per 2
|
psychic
|
150 (15d10)
|
55
|
|
Shadowbolt
|
5
|
40
|
w
|
½
|
|
1d8 per 1
|
elec neg
|
80 (10d8)
|
45
|
|
Slay Living
|
5
|
0
|
T, f
|
death
|
|
3d6 + 1 per 1
|
negative
|
48 (3d6+30)
|
40.5
|
|
Spinal Tap
|
5
|
8
|
w
|
paralyzed, ½
|
|
1d8 per 3
|
negative
|
80 (10d8)
|
45
|
|
Sunfire
|
5
|
0
|
r
|
light, ½
|
|
1d8 per 2
|
fire
|
80 (10d8)
|
45
|
a
|
Chain Lightning
|
6
|
40
|
r
|
½
|
|
1d6 per 1
|
electric
|
120 (20d6)
|
70
|
e
|
Circle of Death
|
6
|
20
|
f
|
death
|
|
8d6
|
negative
|
48 (8d6)
|
28
|
a
|
Crumble
|
6
|
20
|
|
construct
|
$
|
1d6 per 1
|
entropy
|
120 (20d6)
|
70
|
|
Disintegrate
|
6
|
20
|
f
|
½
|
|
2d3 per 1
|
entropy
|
120 (40d3)
|
80
|
|
Drown
|
6
|
8
|
f
|
90%
|
|
2d10+5
|
bludgeoning
|
25 (2d10+5)
|
16
|
|
Freeze
|
6
|
20
|
r, f
|
frozen
|
|
10d6
|
cold
|
60 (10d6)
|
35
|
|
Harm
|
6
|
0
|
T
|
1hp
|
|
10 per 1
|
negative
|
300 (300)
|
300
|
|
Hell Inferno
|
6
|
8
|
r
|
dot
|
|
4d6 2x per rnd
|
variable magic
|
24 (4d6)
|
14
|
|
Isaac's Greater Missile Storm
|
6
|
40
|
|
|
|
2d6 per 1
|
force
|
120 (20d6)
|
70
|
e
|
Redbolt
|
6
|
20
|
rT, w
|
panicked
|
|
4d4 per 3
|
bleed, neg
|
80 (20d4)
|
50
|
|
Vermilion Stars
|
6
|
0
|
r
|
petrify, ½
|
|
1d4 per 1
|
bleed elec
|
80 (20d4)
|
50
|
e
|
Vitriolic Sphere
|
6
|
40
|
r
|
½
|
|
1d6 per 1
|
acid
|
120 (20d6)
|
70
|
a
|
Delayed Blast Fireball
|
7
|
20
|
r
|
½
|
|
1d6 per 1
|
fire
|
120 (20d6)
|
70
|
a
|
Destruction
|
7
|
8
|
f
|
death
|
|
10d6
|
entropy
|
60 (10d6)
|
35
|
|
Finger of Death
|
7
|
8
|
f
|
death
|
|
3d6 + 1 per 1
|
negative
|
48 (3d6+30)
|
40.5
|
|
Fire Storm
|
7
|
0
|
r
|
½
|
|
1d6 per 1
|
divine fire
|
180 (30d6)
|
105
|
e
|
Shadow Storm
|
7
|
40
|
w
|
½
|
|
1d8 per 1
|
electric
|
160 (20d8)
|
90
|
e
|
Grim Terror
|
7
|
20
|
w
|
½, fear
|
|
4d6 + 1d6 per 4
|
psychic
|
90 (15d6)
|
52.5
|
a
|
Massacre
|
7
|
8
|
f, w
|
lots, ½
|
|
5x CL
|
bleed, neg
|
240
|
240
|
a
|
Power Word: Bleed
|
7
|
8
|
f
|
dot
|
|
1/2 hit points
|
?
|
60 (60)
|
60
|
|
Prismatic Spray
|
7
|
8
|
s
|
|
|
80 x 2
|
electric
|
160 (80x2)
|
160
|
e
|
Sunbeam
|
7
|
20
|
r
|
negates
|
|
3d6
|
divine
|
18 (3d6)
|
10.5
|
a
|
Abi-Dalzim's Horrid Wilting
|
8
|
20
|
f
|
½
|
|
1d8 per 1
|
entropy
|
200 (25d8)
|
112.5
|
a
|
Avascular Mass
|
8
|
8
|
f
|
50%, ½
|
|
10 per 1
|
negative
|
300 (300)
|
300
|
|
Bombardment
|
8
|
40
|
r
|
d, ½
|
|
1d8 per 1
|
bludgeoning
|
80 (10d8)
|
45
|
e
|
Cursed Lightning
|
8
|
40
|
r
|
dot, ½
|
|
1d6 per 3
|
|
10d6
|
35
|
e
|
Earthquake
|
8
|
0
|
r
|
prone
|
|
1d6 per 1
|
physical
|
180 (30d6)
|
105
|
a
|
Nybor's Wrathful Castigation
|
8
|
8
|
f, w
|
death, d&dmg
|
|
1d4 per 1
|
psychic
|
80 (20d4)
|
50
|
|
Sunburst
|
8
|
20
|
r
|
blind
|
|
6d6
|
magic
|
36 (6d6)
|
21
|
a
|
Burst of Glacial Wrath
|
9
|
20
|
r
|
½
|
|
1d6 per 1
|
cold
|
150 (25d6)
|
87.5
|
a
|
Elemental Annihilation
|
9
|
40
|
w
|
½
|
|
1d6 per 1 + 1 per 1
|
|
210 (30d6+30)
|
135
|
a
|
Iceberg
|
9
|
40
|
r
|
immobile, ½
|
|
1d6 per 2
|
cold
|
90 (15d6)
|
52.5
|
a
|
Meteor Swarm
|
9
|
0
|
r
|
½
|
|
30d8
|
fire
|
240 (30d8)
|
135
|
e
|
Soul Shriek
|
9
|
0
|
f, w
|
lots, ½
|
|
5x CL
|
entropy
|
225 (225)
|
225
|
e
|
Wail of the Banshee
|
9
|
8
|
f
|
death
|
|
10d6
|
sonic
|
60 (10d6)
|
35
|
e
|
Weird
|
9
|
8
|
f, w
|
death, fear
|
|
3d6
|
psychic
|
18 (3d6)
|
21
|
|
Hellball
|
10
|
20
|
|
prone 3s
|
$
|
40d6
|
div ent neg pos
|
240 (40d6)
|
140
|
e
|
Greater Ruin
|
10
|
20
|
|
|
$
|
45d6 + 10
|
entropy
|
270 (45d6+10)
|
157.5
|
|
Eldritch Blast (EEM)
|
30*
|
?
|
|
|
|
3d6 + 1d6 per 2
|
selectable
|
162 (15d6 + 12d6 EEM)
|
94.5
|
|
Elemental Meteor (Air)
|
10
|
20
|
r*
|
½
|
$
|
20d6
|
elec sonic
|
120 (20d6)
|
70
|
e
|
Elemental Meteor (Fire)
|
10
|
20
|
r*
|
½
|
$
|
20d6
|
fire
|
120 (20d6)
|
70
|
e
|
Elemental Meteor (Water)
|
10
|
20
|
r*
|
½
|
$
|
20d6
|
cold blunt
|
120 (20d6)
|
70
|
e
|
Elemental Meteor (Earth)
|
10
|
20
|
r*
|
½
|
$
|
20d6
|
blunt force
|
120 (20d6)
|
70
|
e
|
Elemental Meteor (Ooze)
|
10
|
20
|
r*
|
½
|
$
|
20d6
|
acid
|
120 (20d6)
|
70
|
e
|
Vampiric Feast
|
10
|
0
|
|
dot
|
$
|
3d6
|
bleed or ent
|
216 (36d6)
|
126
|
a
|
Flesh to Stone: Duration changed to 1 Turn/2 Caster Levels.
Freedom of Movement: Can be removed with spell breaches.
Glyph of Warding: This spell has been fixed to use the correct DC instead of a fixed DC 14.
Grease: Has no spell resistance check.
Greater Dispelling: Caster Level bonus cap has been increased, allowing a bonus of 23 before applying bonuses from Abjuration Spell Foci.
Greater Magic Fang: Continues to scale past level 14. (+6 6/+6 at 17, +7 7/+7 at 20...). Additionally, it grants AC along the AB bonus.
Greater Restoration: Has 240 seconds of cooldown timer before it can be casted again. Also removes the Nightmare curse and the associated effects.
Greater Sanctuary: Lasts Rounds/4 levels and it has a cooldown timer of 240 seconds. Shares the cooldown with the Protection Domain Sanctuary.
- Casting Greater Sanctuary will unsummon any Gate, Epic Spell: Dragon Knight, Epic Spell: Black Blade of Disaster, Epic Spell: Mummy Dust, or Epic Spell: Planar Conduit spells currently cast.
- Casting any Gate, Epic Spell: Dragon Knight, Epic Spell: Black Blade of Disaster, Epic Spell: Mummy Dust, or Epic Spell: Planar Conduit while under the effect of Greater Sanctuary will remove Greater Sanctuary.
Greater Shadow Conjuration: New spell list: Web(?), Minor Globe of Invulnerability(11), Stoneskin(10+), Summon Shadow(11), Flame Arrow(?).
Greater Stoneskin: Is now Abjuration School. Cleric Earth Domain will empower Greater Stoneskin, increasing damage absorption and damage reduction by 1.5 times.
Gust of Wind: Is now Bard (2nd Circle), Druid (2nd Circle) and Wizard/Sorcerer (2nd Circle). Cleric Air Domain will empower Gust of Wind, targeting only hostiles and increasing radius by 1.5 times.
Harm: Deals 10*CL points of damage. Will not reduce health below 1 HP.
Heal: Heals 100 + 5*CL. Capped at 200 at level 20.
Healing Circle: Level cap removed. Also, when casted it creates a stationary zone below the caster that heals all creatures within the area of effect each round for a period of three rounds, for a total of up to 3 * (1d8 + Caster Level) additional healing to all creatures that remain within the area of effect.
Healing Sting: Damage increases by 1d6+1/2 CL. Caps at 10d6+10. Has no saving throw. If the target dies, the caster receives the excess of healing as temporary HP over the maximum by hour/2 CL.
Implosion: Removed the +3 bonus to the difficulty check. Implosion ignores targets who are in Ethereal Visage, Greater Sanctuary or Sanctuary.
Improved Invisibility: Removes the Faerie Fire effect on the target it is cast upon.
Incendiary Cloud: Damage increased to 4d6 + 1d6 per 2 levels (reflex save for half damage), and creatures within the area of effect are blinded (no save). Does not damage corpses.
Inferno: Damage dice changed to 2d6 base, 3d6 with Greater Spell Focus: Transmutation and 4d6 with Epic Spell Focus: Transmutation.
Isaac's Greater Missile Storm: Cannot strike one target with more than ten missiles. This limits it to only producing ten missiles if only one viable target is present upon casting.
Keen Edge: Duration reduced to 2 minutes per level. Also:
- At CL 6 or less, the spell adds +1 AB, Keen, and 1d4 Massive Criticals.
- At CL 7-11, the spell adds +2 AB, Keen, and 1d8 Massive Criticals.
- At CL 12-17, the spell adds +3 AB, Keen, and 2d6 Massive Criticals.
- At CL 18+, the spell adds +4 AB, Keen, and 2d8 Massive Criticals.
- Note: The effects are based off of the hit dice of the character holding the weapon and caster level for duration.
Knock: Only effects locks with a DC under 40.
Magic Vestment: Casting this spell twice on a your character will first apply the spell to your Armor and then your Shield (If you have one equipped).
Mass Camouflage: Does not stack with Camouflage.
Mass Haste: Is now Transmutation School.
Mass Heal: Heals 150 + 5*CL. Capped at 300 at level 30.
Mestil's Acid Sheath: Has been moved to the top of the Breach List.
Meteor Swarm:Damage increased to d8, max die increased to 30d8 at caster level 30. Does not affect allies.
Mind Fog: All creatures in the area of effect take a 2d6 will save penalty (will save for half) and are dazed for 1 round (will save negates).
Monstrous Regeneration: Lasts for 1 turn / level. Does not stack with Regenerate and/or itself.
Mordenkainen's Disjunction: Caster Level bonus is capped at 23, before applying bonuses from Abjuration Spell Foci.
Mordenkainen's Sword: Duration increased to Turns/level. Spell school changed from Transmutation to Evocation.
Nature's Balance: Also applies Lesser Spell Breach (2 spells are breached). With both Greater (3 spells are breached) and Epic Transmutation (3 spells are breached) focus, the area of effect and power of the Breach increases.
Owl's Insight: Only affects characters with druid levels.
Phantasmal Killer: Phantasmal Killer fears a target for 1 round / level on a failed will save. A target that fails their fortitude save still dies.
Polymorph Self: The Umberhulk form no longer gets the True Seeing effect. Spell can no longer be cast while mounted. Grants a +10 bonus to Bluff/Perform.
Poison: The poison spell has been updated to a New Spell.
Power Word: Stun: Targets with more than 150 of HP must pass a will save or be stunned for a duration according to the HP. Additionally, there is a small bonus DC relevant to the HP.
- HP above 300: No bonus
- HP from 251 to 300: +1 DC
- HP from 201 to 250: +2 DC and duration changes to 4+1d4 rounds
- HP from 151 to 200: +3 DC and duration changes to 5+1d4 rounds
- HP from 101 to 150: Automatic success and duration changes to 6+2d4 rounds
- HP less than 101: Automatic success and duration changes to 7+2d4 rounds
Power Word: Kill: Targets with more than 100 of HP must pass a fortitude save or be slain. There is a +3 DC bonus from 101 to 150 HP, +2 for 151 to 200, +1 for 201 to 250.
Protection from Spells: Is now Abjuration School. Targeting was improved; the area of effect is now centered around the spell target creature or location.
Spell Level(s): Elementalist 0, Sorcerer 0, Spellsword 0, Warlock 0, Wizard 0
Innate Level: 0
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells: None
Save(s): None
Spell Resistance: Yes
Description: Inflicts 1d6 cold damage for every 3 caster levels to a single target creature.
Notes
- Cantrips are now infinite; uses are automatically replenished after casting.
* Wizard: Casting a Wizard cantrip has a 10% chance to activate Arcane Flux.
* Generalist Wizard: Casting a Wizard cantrip has a 15% chance to activate Arcane Flux.
* Sorcerer: Casting a Sorcerer cantrip has a 10% chance to activate Arcane Flux.
* Wild Mage: Casting a Wizard cantrip has a 5% chance to activate Arcane Flux.
Spell
|
Notes
|
Acid Splash, Electric Jolt, Ray of Frost
|
Damage increased to 1d6 per 3 caster levels.
|
Flare
|
No longer applies an AB penalty. Instead, the cantrip inflicts 1d6 fire damage per 3 caster levels.
|
Daze
|
Inflicts 1d4 psychic damage per 3 caster levels. The duration of the daze effect is now 1d2 rounds. The damage applies regardless of whether the daze affects the target.
|
Cure Minor Wounds
|
Healing increased to 1d3 per 3 caster levels (minimum of 4). Damage versus Undead 1d6 per 3 caster levels.
|
Inflict Minor Wounds
|
Damage increased to 1d6 per 3 caster levels. Healing on Undead 1d3 per 3 caster levels.
|
Sacred Flame
|
Inflicts between 1d3 and 1d6 damage for every 3 caster levels to a single target creature, depending on the distance between caster and target. Damage type changes based on alignment or is selectable with -stream.
|
Virtue
|
Now grants 1d3 temporary hit points per 3 caster levels. Does not stack with itself.
|
Resistance
|
The original effect was replaced with scaling damage reduction (starts at 1/+1, improving to 2/+2 at CL7+, 3/+3 at CL14+, 4/+4 at CL21+ and 5/+5 at CL28+). The effect can absorb CL+1d6 damage before it fades. Duration is 1 hour.
|
Bestow Wound
|
Drains the subject dealing d3 points of bleeding damage for every 3 caster levels. Healing self for 1 point for every 3 caster levels. Empowered if the target is frightened.
|
Blades of Fire
|
Ignites the subject's melee weapons, allowing each to deal an additional 2d4 worth of fire damage for the duration; 2d6 at level 9, 2d8 at level 18, and 2d10 at level 27. This spell does not stack with Darkfire or Elemental Weapon. Non-restricted weapon enchantment.
|
Sustain
|
Caster touches a friendly creature with less than 1 hit point remaining and grants them 1/- Bleed damage resistance for a duration of 1 turn. Creatures with with 0 hit points or less (who are bleeding out) are immediately sustained this way, and then restored back to 1 hit point after 1 round. This spell will also prevent the effects of the Stop Heart spell if used upon an afflicted creature and grant immunity to it for 1 turn.
|
Vicious Mockery
|
The caster laces their words with hateful energy and aggressively mocks a creature in range that is capable of hearing. The target takes 1d4 Psychic damage per 3 caster levels. They must roll a Will save or receive a -1 morale penalty per 9 caster levels to their Attack Bonus and a -2 morale penalty per 9 caster levels to Leadership, Bluff, and Intimidate for 1d2 rounds. This spell has no effect on targets that are immune to mind effects. The debuff is not applied if caster level is lower than the HD of the target. Vicious Mockery will remove Serene Visage from any target it strikes.
|
Chill Touch
|
The caster creates a ghostly, skeletal hand in the space of a creature within range. They must make a ranged touch attack against the ceature to assail it with the chill of the grave. On a hit, the target takes 1d2 Entropic and 1d2 Cold damage per 3 caster levels and is sent into a shivering frenzy, receiving a -2 penalty to their Heal and Concentration skills for every 9 caster levels for 1d3 rounds. If the target is undead, it must succeed a Will save or receives a -1 penalty to its Attack bonus per 9 caster levels for 1d3 rounds. The debuff is not applied if caster level is lower than the HD of the target.
|
Cantrips and Metamagic:
- All cantrips can be cast with Quicken Spell, Still Spell and Silent Spell.
- Cantrips with a duration (Daze, Virtue, Resistance, Light) can be cast with Extend Spell.
- Cantrips intentionally cannot be empowered or maximized, nor will they be affected by similar class or feat effects.
- Metamagic does not prevent cantrips from getting replenished.
Direct damage spells. See Persistent AoE spells also. Disclaimer: Values are compiled for general comparison and are not equivalent due to the many hundreds of variables that cannot be qualified on a simple table. For example, don't attempt to compare Hemomancer's or Elementalist's spells with other spells because the Invoker's spells are assumed to be at maximum stacks.
- Table key:
- i: Innate Level
- R: Range in meters to the target
- St: Saves: (f)ortitude, (r)eflex, (w)ill or a (T)ouch attack
- Eff: Additional effects from failing or passing saves: (df) deafened, (½) save for half damage, (s)tunned, (d)azed, (R)ooted
- SR: Does not have a spell resistance check: $
- Dmg: Base damage plus additional damage per caster level
- Typ: Type of damage
- Max: Maximum damage at max level
- MAv: Average damage at max level
- AoE: If spell has an area of effect (e)nemies only or (a)ll damaged
- Hover bold items in the table for additional information
Spell
|
i
|
R
|
St
|
Ef
|
SR
|
Dmg
|
Typ
|
Max
|
MAv
|
AoE
|
Acid Splash
|
0
|
20
|
|
|
|
1d6 per 3
|
acid
|
60 (10d6)
|
35
|
|
Bestow Wound
|
0
|
8
|
|
|
|
1d3 per 3
|
bleed
|
30 (10d3)
|
25
|
|
Chill Touch
|
0
|
40
|
w
|
shivering
|
|
2d2 per 3
|
entrop cold
|
40 (20d2)
|
30
|
|
Daze
|
0
|
40
|
w
|
d
|
|
1d4 per 3
|
psychic
|
40 (10d4)
|
25
|
|
Electric Jolt
|
0
|
20
|
|
|
|
1d6 per 3
|
electric
|
60 (10d6)
|
35
|
|
Flare
|
0
|
20
|
|
|
|
1d6 per 3
|
fire
|
60 (10d6)
|
35
|
|
Inflict Minor Wounds
|
0
|
0
|
T
|
|
|
1d6 per 3
|
negative
|
60 (10d6)
|
35
|
|
Ray of Frost
|
0
|
20
|
|
|
|
1d6 per 3
|
cold
|
60 (10d6)
|
35
|
|
Sacred Flame
|
0
|
20
|
|
|
|
1d6 per 3
|
pos neg
|
60 (10d6)
|
35
|
|
Vicious Mockery
|
0
|
20
|
w
|
m
|
|
1d4 per 3
|
psychic
|
40 (10d4)
|
25
|
|
Horizikaul's Boom
|
1
|
8
|
w
|
df
|
|
1d4 + 1d4 per 2
|
sonic
|
60 (15d4)
|
37.5
|
|
Ice Dagger
|
1
|
8
|
r
|
½
|
|
1d4 + 1d4 per 1
|
cold
|
80 (20d4)
|
50
|
|
Magic Missile
|
1
|
40
|
|
|
|
1d4 + 1d4 per 2
|
force
|
20 (5d4)
|
12.5
|
|
Burning Hands
|
1
|
8
|
r
|
½
|
|
1d6 + 1d6 per 1
|
fire
|
60 (10d6)
|
35
|
e
|
Chromatic Orb
|
1
|
20
|
T
|
|
|
1d8 per 2
|
elemental
|
40 (5d8)
|
22.5
|
|
Negative Energy Ray
|
1
|
20
|
w
|
½
|
|
1d6 + 1d6 per 2
|
negative
|
35 (5d6)
|
17.5
|
|
Inflict Light Wounds
|
1
|
0
|
T, w
|
½
|
|
2d8 + 1 per 1
|
negative
|
62 (4d8+30)
|
48
|
|
Combust
|
2
|
0
|
T, r
|
dot
|
|
1d6 + 1 per 1
|
fire
|
16 (1d6+10)
|
13.5
|
|
Frigid Darkness
|
2
|
40
|
f, rT
|
move & blind
|
|
2d10 + 2 per 2
|
cold entrop
|
50 (2d10 + 30)
|
41
|
|
Frostbite
|
2
|
0
|
T, f
|
dot
|
|
2d4 + 1 per 1
|
cold
|
16 (2d4+8)
|
13
|
|
Melf's Acid Arrow
|
2
|
40
|
|
dot
|
|
3d6
|
acid
|
18 (3d6)
|
10.5
|
|
Inflict Moderate Wounds
|
2
|
0
|
T, w
|
½
|
|
4d8 + 1 per 1
|
negative
|
62 (4d8+30)
|
48
|
|
Scorching Ray
|
2
|
8
|
T
|
|
|
3d6 + 3d6 per 4
|
fire
|
90 (15d6)
|
52.5
|
|
Sound Burst
|
2
|
40
|
w
|
s
|
|
1d8
|
sonic
|
8 (1d8)
|
4.5
|
a
|
Flame Lash
|
2
|
8
|
r
|
½
|
|
2d6 + 1d6 per 2
|
fire
|
90 (15d6)
|
52.5
|
|
Gedlee's Electric Loop
|
2
|
8
|
r, w
|
s
|
|
1d8 per 2
|
electric
|
80 (10d8)
|
45
|
a
|
Call Lightning
|
3
|
40
|
r
|
½
|
|
1d6 per 1
|
electric
|
60 (10d6)
|
35
|
e
|
Fireball
|
3
|
40
|
r
|
½
|
|
1d6 per 1
|
fire
|
90 (15d6)
|
52.5
|
a
|
Frost Nova
|
3
|
0
|
r
|
½, R
|
|
1d4 per 1
|
cold
|
60 (15d4)
|
37.5
|
a
|
Glyph of Warding
|
3
|
8
|
r
|
½
|
|
1d8 per 2
|
sonic
|
40 (5d8)
|
22.5
|
a
|
Hemorrhage
|
3
|
8
|
f
|
½, curse
|
|
3d8 + 1d8 per 3
|
bleed neg
|
80 (max 10d8)
|
45
|
|
Scintillating Sphere
|
3
|
20
|
r
|
½
|
|
1d6 per 1
|
electric
|
90 (15d6)
|
52.5
|
a
|
Mestil's Acid Breath
|
3
|
8
|
r
|
½
|
|
1d6 per 1
|
acid
|
90 (15d6)
|
52.5
|
e
|
Moonbeam
|
3
|
8
|
w
|
s
|
|
2d6 per 2
|
mag div
|
72 (12d6)
|
42
|
a
|
Negative Energy Burst
|
3
|
20
|
w
|
str
|
|
1d8 + 1 per 1
|
negative
|
28 (1d8 + 20)
|
24.5
|
a
|
Lightning Bolt
|
3
|
20
|
r
|
½
|
|
1d6 per 1
|
electric
|
90 (15d6)
|
52.5
|
a
|
Flame Arrow
|
3
|
40
|
r
|
½
|
|
4d6 per 4
|
fire
|
168 (28d6)
|
98
|
|
Quillfire
|
3
|
8
|
f
|
poi
|
|
1d8 + 1 per 2
|
magic
|
13 (1d8 + 5)
|
9.5
|
|
Searing Light
|
3
|
20
|
|
|
|
1d8 per 2
|
divine
|
30 (5d6)
|
22.5
|
|
Sound Lance
|
3
|
20
|
f
|
df
|
|
1d8 per 1
|
sonic
|
80 (10d8)
|
45
|
|
Vampiric Touch
|
3
|
0
|
T
|
thp
|
|
1d6 per 2
|
negative
|
60 (10d6)
|
35
|
|
Inflict Serious Wounds
|
3
|
0
|
T, w
|
½
|
|
6d8 + 1 per 1
|
negative
|
78 (6d8+30)
|
57
|
|
Poison
|
3
|
0
|
T, f
|
s
|
|
6 + 4d12
|
poison
|
54 (4d12+6)
|
32
|
|
Hammer of the Gods
|
4
|
20
|
w
|
d, ½
|
|
1d8 per 2
|
divine
|
80 (10d8)
|
45
|
e
|
Crimson Lightning
|
4
|
20
|
r, f
|
AoE, ½
|
|
1d6 per 1
|
elec bleed
|
90 (15d6)
|
52.5
|
a
|
Finger of Agony
|
4
|
20
|
f
|
sick, ½
|
|
3d6, 4d6, 5d6
|
divine
|
72 (12d6)
|
42
|
|
Flame Strike
|
4
|
20
|
r
|
½
|
|
1d6 per 1
|
div fire
|
90 (15d6)
|
52.5
|
a*
|
Greater Chromatic Orb
|
4
|
20
|
rT, f
|
½, variable
|
$
|
1d6 per 1
|
multi
|
90 (15d6)
|
52.5
|
|
Ice Storm
|
4
|
40
|
|
|
|
3d6 + 1d6 per 3
|
bludgeon cold
|
90 (15d6)
|
52.5
|
a
|
Inflict Critical Wounds
|
4
|
0
|
T, w
|
½
|
|
8d8 + 1 per 1
|
negative
|
94 (8d8+30)
|
66
|
|
Isaac's Lesser Missile Storm
|
4
|
40
|
|
|
|
1d6 per 1
|
force
|
60 (10d6)
|
35
|
e
|
Phantasmal Killer
|
4
|
20
|
w, f
|
fear, death
|
|
3d6
|
psychic
|
18 (3d6)
|
10.5
|
|
Withering Ray
|
4
|
40
|
f
|
½, no bleedout
|
|
10 + 1d4 per 1
|
entrop
|
90 (10 + 20d4)
|
60
|
a
|
Ball Lightning
|
5
|
20
|
r
|
½
|
|
1d6 per 1
|
electric
|
90 (15d6)
|
52.5
|
e
|
Cone of Cold
|
5
|
8
|
r
|
½
|
|
1d6 per 1
|
cold
|
90 (15d6)
|
52.5
|
e
|
Circle of Doom
|
5
|
20
|
f
|
½
|
|
1d8 + 1 per 1
|
negative
|
38 (1d8+30)
|
34.5
|
e
|
Darkbolt
|
5
|
40
|
w
|
d
|
|
2d6 per 2
|
magic
|
84 (14d6)
|
49
|
|
Elemental Hammer
|
5
|
8
|
w
|
d, ½
|
|
1d6 per 1
|
Ele type
|
120 (20d6)
|
70
|
a
|
Firebrand
|
5
|
20
|
r
|
½
|
|
1d6 per 1
|
fire
|
90 (15d6)
|
52.5
|
e
|
Inferno
|
5
|
8
|
|
dot
|
|
2d6
|
fire
|
12 (2d6)
|
7
|
|
Negative Energy Flood
|
5
|
40
|
f
|
½, str & zomb
|
|
1d6 per 1
|
neg
|
120 (20d6)
|
70
|
|
Nightmare
|
5
|
20
|
w
|
nightmare
|
|
1d10 per 2
|
psychic
|
150 (15d10)
|
55
|
|
Shadowbolt
|
5
|
40
|
w
|
½
|
|
1d8 per 1
|
elec neg
|
80 (10d8)
|
45
|
|
Slay Living
|
5
|
0
|
T, f
|
death
|
|
3d6 + 1 per 1
|
negative
|
48 (3d6+30)
|
40.5
|
|
Spinal Tap
|
5
|
8
|
w
|
paralyzed, ½
|
|
1d8 per 3
|
negative
|
80 (10d8)
|
45
|
|
Sunfire
|
5
|
0
|
r
|
light, ½
|
|
1d8 per 2
|
fire
|
80 (10d8)
|
45
|
a
|
Chain Lightning
|
6
|
40
|
r
|
½
|
|
1d6 per 1
|
electric
|
120 (20d6)
|
70
|
e
|
Circle of Death
|
6
|
20
|
f
|
death
|
|
8d6
|
negative
|
48 (8d6)
|
28
|
a
|
Crumble
|
6
|
20
|
|
construct
|
$
|
1d6 per 1
|
entropy
|
120 (20d6)
|
70
|
|
Disintegrate
|
6
|
20
|
f
|
½
|
|
2d3 per 1
|
entropy
|
120 (40d3)
|
80
|
|
Drown
|
6
|
8
|
f
|
90%
|
|
2d10+5
|
bludgeoning
|
25 (2d10+5)
|
16
|
|
Freeze
|
6
|
20
|
r, f
|
frozen
|
|
10d6
|
cold
|
60 (10d6)
|
35
|
|
Harm
|
6
|
0
|
T
|
1hp
|
|
10 per 1
|
negative
|
300 (300)
|
300
|
|
Hell Inferno
|
6
|
8
|
r
|
dot
|
|
4d6 2x per rnd
|
variable magic
|
24 (4d6)
|
14
|
|
Isaac's Greater Missile Storm
|
6
|
40
|
|
|
|
2d6 per 1
|
force
|
120 (20d6)
|
70
|
e
|
Redbolt
|
6
|
20
|
rT, w
|
panicked
|
|
4d4 per 3
|
bleed, neg
|
80 (20d4)
|
50
|
|
Vermilion Stars
|
6
|
0
|
r
|
petrify, ½
|
|
1d4 per 1
|
bleed elec
|
80 (20d4)
|
50
|
e
|
Vitriolic Sphere
|
6
|
40
|
r
|
½
|
|
1d6 per 1
|
acid
|
120 (20d6)
|
70
|
a
|
Delayed Blast Fireball
|
7
|
20
|
r
|
½
|
|
1d6 per 1
|
fire
|
120 (20d6)
|
70
|
a
|
Destruction
|
7
|
8
|
f
|
death
|
|
10d6
|
entropy
|
60 (10d6)
|
35
|
|
Finger of Death
|
7
|
8
|
f
|
death
|
|
3d6 + 1 per 1
|
negative
|
48 (3d6+30)
|
40.5
|
|
Fire Storm
|
7
|
0
|
r
|
½
|
|
1d6 per 1
|
divine fire
|
180 (30d6)
|
105
|
e
|
Shadow Storm
|
7
|
40
|
w
|
½
|
|
1d8 per 1
|
electric
|
160 (20d8)
|
90
|
e
|
Grim Terror
|
7
|
20
|
w
|
½, fear
|
|
4d6 + 1d6 per 4
|
psychic
|
90 (15d6)
|
52.5
|
a
|
Massacre
|
7
|
8
|
f, w
|
lots, ½
|
|
5x CL
|
bleed, neg
|
240
|
240
|
a
|
Power Word: Bleed
|
7
|
8
|
f
|
dot
|
|
1/2 hit points
|
?
|
60 (60)
|
60
|
|
Prismatic Spray
|
7
|
8
|
s
|
|
|
80 x 2
|
electric
|
160 (80x2)
|
160
|
e
|
Sunbeam
|
7
|
20
|
r
|
negates
|
|
3d6
|
divine
|
18 (3d6)
|
10.5
|
a
|
Abi-Dalzim's Horrid Wilting
|
8
|
20
|
f
|
½
|
|
1d8 per 1
|
entropy
|
200 (25d8)
|
112.5
|
a
|
Avascular Mass
|
8
|
8
|
f
|
50%, ½
|
|
10 per 1
|
negative
|
300 (300)
|
300
|
|
Bombardment
|
8
|
40
|
r
|
d, ½
|
|
1d8 per 1
|
bludgeoning
|
80 (10d8)
|
45
|
e
|
Cursed Lightning
|
8
|
40
|
r
|
dot, ½
|
|
1d6 per 3
|
|
10d6
|
35
|
e
|
Earthquake
|
8
|
0
|
r
|
prone
|
|
1d6 per 1
|
physical
|
180 (30d6)
|
105
|
a
|
Nybor's Wrathful Castigation
|
8
|
8
|
f, w
|
death, d&dmg
|
|
1d4 per 1
|
psychic
|
80 (20d4)
|
50
|
|
Sunburst
|
8
|
20
|
r
|
blind
|
|
6d6
|
magic
|
36 (6d6)
|
21
|
a
|
Burst of Glacial Wrath
|
9
|
20
|
r
|
½
|
|
1d6 per 1
|
cold
|
150 (25d6)
|
87.5
|
a
|
Elemental Annihilation
|
9
|
40
|
w
|
½
|
|
1d6 per 1 + 1 per 1
|
|
210 (30d6+30)
|
135
|
a
|
Iceberg
|
9
|
40
|
r
|
immobile, ½
|
|
1d6 per 2
|
cold
|
90 (15d6)
|
52.5
|
a
|
Meteor Swarm
|
9
|
0
|
r
|
½
|
|
30d8
|
fire
|
240 (30d8)
|
135
|
e
|
Soul Shriek
|
9
|
0
|
f, w
|
lots, ½
|
|
5x CL
|
entropy
|
225 (225)
|
225
|
e
|
Wail of the Banshee
|
9
|
8
|
f
|
death
|
|
10d6
|
sonic
|
60 (10d6)
|
35
|
e
|
Weird
|
9
|
8
|
f, w
|
death, fear
|
|
3d6
|
psychic
|
18 (3d6)
|
21
|
|
Hellball
|
10
|
20
|
|
prone 3s
|
$
|
40d6
|
div ent neg pos
|
240 (40d6)
|
140
|
e
|
Greater Ruin
|
10
|
20
|
|
|
$
|
45d6 + 10
|
entropy
|
270 (45d6+10)
|
157.5
|
|
Eldritch Blast (EEM)
|
30*
|
?
|
|
|
|
3d6 + 1d6 per 2
|
selectable
|
162 (15d6 + 12d6 EEM)
|
94.5
|
|
Elemental Meteor (Air)
|
10
|
20
|
r*
|
½
|
$
|
20d6
|
elec sonic
|
120 (20d6)
|
70
|
e
|
Elemental Meteor (Fire)
|
10
|
20
|
r*
|
½
|
$
|
20d6
|
fire
|
120 (20d6)
|
70
|
e
|
Elemental Meteor (Water)
|
10
|
20
|
r*
|
½
|
$
|
20d6
|
cold blunt
|
120 (20d6)
|
70
|
e
|
Elemental Meteor (Earth)
|
10
|
20
|
r*
|
½
|
$
|
20d6
|
blunt force
|
120 (20d6)
|
70
|
e
|
Elemental Meteor (Ooze)
|
10
|
20
|
r*
|
½
|
$
|
20d6
|
acid
|
120 (20d6)
|
70
|
e
|
Vampiric Feast
|
10
|
0
|
|
dot
|
$
|
3d6
|
bleed or ent
|
216 (36d6)
|
126
|
a
|
Regenerate: Lasts for 1 turn / level and heals 4 + 1 / 6 levels each round. Does not stack with Monstrous Regeneration and/or itself.
Remove Fear: Added to Bard (1st Circle)
Remove Curse: Also removes the Sickening and Nightmare curses and associated curse effects.
Shadow Conjuration: New spell list: Mage Armor(7), Summon Shadow(7), Ghostly Visage(7), Grease(?), Mestil's Acid Breath(?)
- Added for Bards (4th Circle) and all their subspells are Illusion School.
- Mage Armor: Does not stack with normal mage armor or itself.
- Mestil's Acid Breath: Does not damage neutral targets.
Sanctuary: Disables temporarily. Existing scrolls and potions will not work.
Shapechange: Can no longer be cast while mounted. Grants +10 Bluff/Perform.
Shelgarn's Persistent Blade: Duration has been set to a flat 24 hours regardless of CL. Extended spell has a 2x duration (48 hours).
Shield: Protects against Isaac's Lesser Missile Storm if you have Spell Focus: Abjuration, and against both missile storms if you have Greater or Epic Spell Focus: Abjuration.
Sleep: Works against any creatures with hit dice less than or equal to the caster's class level, and affects (caster level + 1d4) hit dice worth of creatures. Empower Spell increases affected hit dice by 50%.
Spike Growth: Damage increased to d4/3 CL. Slow changed from 24 hours to 1 round per CL
Stinking Cloud: Has no spell resistance check.
Stone Bones: Is now an AoE spell around the target.
Stoneskin: Cleric Earth Domain will empower Stoneskin, increasing damage absorption and damage reduction by 1.5 times.
Sunbeam: Damage capped at 10d6.
Sunburst: Currently doesn’t affect vampires.
Tenser's Transformation: Spell overhauled with additional interactions for Transmutation Specialist Wizards
- Requires 80% of Class levels to be Wizard to be able to cast; Spellsword counts as Wizard levels for this requirement
- No longer polymorphs caster, allows usage of original equipment/items
- Divine Shield will fail if cast during this spell's duration, Tenser's will fail if Divine Shield is active
- Acts as Divine Power for increasing BAB (and extra attacks)
- Gains +1 to Strength and Dexterity for each Transmutation Spell Focus
- Gains +5 bonus to Fortitude
- Gains (Wizard Level)d6 bonus to HP
- 100% Arcane Spell Failure
- Command "-dispel ten" removes spell effects
Time Stop: Only affects the area in which it is cast. Also has a cooldown timer 240 seconds (independent of resting). During the duration of Timestop, if a PC has greater than 50% of their maximum HP, they gain 100% immunity to physical damage.
True Seeing: True Sight effect will only last 1 round. For Turns/level, the target receives See Invisibility and Ultravision. For rounds/level, the target receives +15 spot, not applicable toward piercing disguises. Each Spell Foci taken in Divination increases the duration of the True Sight effect by 1 (Normal), 1 (Greater) and 2 (Epic) for a total of 5 rounds. True sight still negates the +10 bonus to Bluff/Perform granted by Polymorphing.
Undeath to Death: No longer kills or impacts your own undead summons.
Vine Mine: Duration change to CL per round on all options.
Wall of Fire: Damage increased to 2d6 + 1 per caster level, with no saving throw. Deals double damage to undead. Does not damage corpses.
Warcry: Battletide and Warcry Attack Bonus (AB) does not stack.
Web: Has no spell resistance check.
Weird: Weird fears targets for 1 round / level on a failed will save. Targets that fail their fortitude saves still die.
Word of Faith: Auto blind only lasts 9 seconds on successful fortitude save, normal duration on failed save. Targets blinded by by this spell are immune for 3 rounds before they can be blinded by it again.
Wounding Whispers: Can be removed with spell breaches.
Added Spells
Avascular Mass
- Caster Level(s): Wizard / Sorcerer 8
- Innate Level: 8
- School: Necromancy
- Descriptor(s): Mind-Affecting
- Component(s): Verbal, Somatic
- Range: Short
- Area of Effect / Target: Single
- Duration: 1 Round
- Additional Counter Spells:
- Save: Fortitude 1/2
- Spell Resistance: Yes
- You shoot a black ray of necromantic energy from your outstretched hand, causing your foe to violently purge blood vessels through its skin. The purged blood vessels spread outward, creating a many-layered mass of bloody, adhesive tissue that traps nearby creatures in a gory horror. You must succeed on a ranged touch attack with the ray to strike a target. If the attack is successful, the subject loses half its hit points (capped at 10 HP per Caster Level) and is stunned for 1 round. On a successful Fortitude saving throw, the damage is halved and the subject is not stunned. Nearby enemies around the target must also roll a Fortitude saving throw or be stunned for 1 Round as well. Any sort of mind immunity will automatically be partial for the target. Damage type is Negative.
Bigby's Disrupting Hand
- Caster Level(s): Wizard / Sorcerer 3
- Innate Level: 3
- School: Evocation
- Descriptor(s):
- Component(s): Verbal, Somatic
- Range: Medium
- Area of Effect / Target: Single
- Duration: 1 Round / Level
- Additional Counter Spells:
- Save: None
- Spell Resistance: Yes
- A small, spectral hand springs into existence before your target. It hovers in the air, ready to deliver a backhanded blow when the subject attempts to cast a spell. This attack causes no damage, but it forces the subject to make a Concentration check with a DC equal to this spell's save DC. If the subject fails the check, the hand's blow ruins the casting attempt.
Blasphemy
- Caster Level(s): Cleric 7
- Innate Level: 7
- School: Evocation
- Descriptor(s):
- Component(s): Verbal
- Range: Medium
- Area of Effect / Target: Huge
- Duration: Instant
- Additional Counter Spells:
- Save: None
- Spell Resistance: Yes
- Any nonevil creature within the area of a blasphemy spell suffers the following ill effects based on the difference between caster's Caster Level and target's hit die.
- Up to caster level -1:
- Dazed
- Up to caster level -5:
- Dazed, Weakened (d4 Rounds)
- Up to caster level -10:
- Dazed, Weakened, Paralyzed (d3 Rounds)
- Up to caster level -10:
- Dazed, Weakened, Paralyzed, Killed (If not Immune)
- The effects are cumulative and concurrent. No saving throw is allowed against these effects.
The spell has its own spell page see more here.
Burst of Glacial Wrath
- Caster Level(s): Druid 9, Wizard / Sorcerer 9
- Innate Level: 9
- School: Evocation
- Descriptor(s): Cold
- Component(s): Verbal, Somatic
- Range: Medium
- Area of Effect / Target: Huge
- Duration: 1 Round / 2 Levels
- Additional Counter Spells:
- Save: Fortitude 1/2
- Spell Resistance: Yes
- You create a burst of icy energy that flash-freezes any creatures within the spell's area. The spell deals 1d6 points of cold damage per caster level (maximum 25d6 points). Any living creature reduced to 10 hit points or lower is encased in ice and Frozen for 1 round/ two caster levels (max 10 rounds).
Chaos Shield
- Caster Level(s): Wizard / Sorcerer 2 (Wild Mage spell)
- Innate Level: 2
- School: Abjuration
- Descriptor(s):
- Component(s): Verbal, Somatic
- Range: Personal
- Area of Effect / Target: Caster
- Duration: Special
- Additional Counter Spells:
- Save: None
- Spell Resistance: No
- Chaos Shield increases a Wild Mage's chance to gain a favorable result when a wild surge occurs. Every time a roll is made on the Wild Surge chart, your roll starts at 15 changing the roll to 15 + d85 on the chart. The roll is increased by +1 for each Caster Level, capping at 45 at Level 30. This effect is permanent until it expires after 1 + 1 wild surge per five Caster Levels (Maximum of 7 at Level 30) are triggered or when the caster rests.
- NOTE: This spell can only be used by Wild Mages.
Chromatic Orb
- Caster Level(s): Wizard / Sorcerer 1
- Innate Level: 1
- School: Evocation
- Descriptor(s):
- Component(s): Verbal, Somatic
- Range: Medium
- Area of Effect / Target: Single
- Duration: Instant
- Additional Counter Spells:
- Save: None
- Spell Resistance: Yes
- This spell causes a sphere to move against the target. The caster must make a successful ranged touch attack to hit the target. Once struck the target takes 1d8 points of damage of different element per two caster levels (to a maximum of 5d8 at Level 9).
The spell has its own spell page see more here.
Crushing Despair
- Caster Level(s): Bard 3 Wizard / Sorcerer 4
- Innate Level: 3
- School: Enchantment
- Descriptor(s): Mind-Affecting
- Component(s): Verbal
- Range: Medium
- Area of Effect / Target: 11m cone
- Duration: 1 Round / Level
- Additional Counter Spells: Good Hope
- Save: Will Negates
- Spell Resistance: Yes
- An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, skill checks, and weapon damage rolls.
Daltim's Fiery Tentacles
- Caster Level(s): Wizard / Sorcerer 5
- Innate Level: 5
- School: Conjuration
- Descriptor(s):
- Component(s): Verbal, Somatic
- Range: medium (20 meters)
- Area of Effect: large (5 meter radius), 1d4 tentacles + 1 / caster level (maximum 20)
- Duration: 1 Round / 2 Levels
- Save: Fortitude(Special)
- Spell Resistance: No
- A field of thick, 10 foot long fiery tentacles erupt from the ground. Each is capable of grappling a target doing 1 point of fire damage per caster level(maximum 15). If grappled, the target must then make a fortitude saving throw or become paralyzed by the grappling tentacles.
- The tentacles are randomly spread out over the area of effect allowing no more than half of the tentacles to reach a single target in any given round.
The spell has its own spell page see more here.
Darkbolt
- Caster Level(s): Cleric(Darkness) 6, Wizard / Sorcerer 5
- Innate Level: 5
- School: Evocation
- Descriptor(s): Darkness, Mind Affecting
- Component(s): Verbal, Somatic
- Range: long (40 meters)
- Area of Effect: Huge
- Duration: Instant
- Save: Will(Special)
- Spell Resistance: Yes
- You unleash beams of darkness from your open palm. You must succeed on a ranged touch attack to strike your target(s). You can hurl one bolt for every two caster levels you have (maximum seven bolts). A darkbolt deals 2d8 points of magic damage to a living creature, and the creature is dazed for 1 round unless it makes a Will save.
- A creature struck by multiple bolts during the same round can only be dazed for 1 round. An undead creature takes no damage but is slowed for 1 round if it fails it's save.
The spell has its own spell page see more here.
Disintegrate
- Caster Level(s): Wizard / Sorcerer 6
- Innate Level: 6
- School: Transmutation
- Descriptor(s): Death
- Component(s): Verbal, Somatic
- Range: Medium
- Area of Effect / Target: Single
- Duration: Instant
- Additional Counter Spells:
- Save: Fortitude Partial
- Spell Resistance: Yes
- A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. Added Maximize Spell and Empower Spell metamagic feat.
Elemental Swarm
- Caster Level(s): Cleric(Air, Earth, Ooze, Water) 9, Druid 9
- Innate Level: 6
- School: Conjuration
- Descriptor(s): Air, Earth, Fire, Ooze, Water
- Component(s): Verbal, Somatic
- Range: Medium (20 meters)
- Area of Effect / Target: Point
- Duration: 24 hours
- Additional Counter Spells: dismissal
- Save: none
- Spell Resistance: no
- The caster summons four elementals at the same time to act as loyal servants until they die or until the spell expires. They type of elemental is dependant on which spell book the spell is cast from.
- Druid / Shaman Spell Book:
- Note: Can be altered with -stream
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- Cleric Spell Book
- Note: Cannot be altered with -stream
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Eyebite
- Caster Level(s): Bard 6, Wizard / Sorcerer 6
- Innate Level: 6
- School: Necromancy
- Descriptor(s): Evil
- Component(s): Verbal, Somatic
- Range: Medium
- Area of Effect / Target: Single
- Duration: 1 Round / 3 Levels
- Additional Counter Spells:
- Save: Fortitude Negates
- Spell Resistance: Yes
- Target a single living creature, striking it with waves of evil power. Depending on the target’s HD, this attack has as many as three effects:
- 10 or more
- Sickened
- 5 to 9
- Feared, Sickened
- 4 or less
- Sleep, feared, Sickened
Faerie Fire
- Caster Level(s): Druid 1
- Innate Level: 1
- School: Evocation
- Descriptor(s):
- Component(s): Verbal, Somatic
- Range: Long
- Area of Effect / Target: Single
- Duration: 1 Round / Level
- Additional Counter Spells: Darkness, Invisibility
- Save: Harmless
- Spell Resistance: No
- A pale glow surrounds and outlines the target and will remove concealment benefits from blur, displacement, invisibility, or similar magical effects.
Finger of Agony
- Caster Level(s): Wizard / Sorcerer 4
- Innate Level: 4
- School: Necromancy
- Descriptor(s):
- Component(s): Verbal, Somatic
- Range: Medium
- Area of Effect / Target: Single
- Duration: 3 Rounds
- Additional Counter Spells:
- Save: Fortitude Partial
- Spell Resistance: Yes
- As you crook your finger, your enemy feels their vitals rupture within them. You magically disrupt the subject's internal organs, causing it great pain. The target becomes Sickened for 3 rounds. The first round the target takes 3d6 and each subsequent round the damage increases by 1d6 ending at 5d6 on round 3. A successful Fortitude save halves the damage and avoids Sickened for that round.
Freeze
- Caster Level(s): Druid 6
- Innate Level: 6
- School: Conjuration
- Descriptor(s): Cold
- Component(s): Verbal, Somatic
- Range: Medium
- Area of Effect / Target: Single
- Duration: 1 Round / Level
- Additional Counter Spells: Scorching Ray
- Save: Reflex Partial
- Spell Resistance: Yes
- A violent blue ray swirled with white streaks emerges from your outstretched hand striking your target. You must make a successful ranged touch attack to hit. A target struck takes 4d6 points of cold damage and must succeed on a Reflex save or be Frozen for 1 round per caster level.
The spell has its own spell page see more here.
The spell has its own spell page see more here.
Frost Shield
- Caster Level(s): Wizard 4, Sorcerer 4, Shaman 4, Favored Soul 4
- Innate Level: 4
- School: Evocation
- Descriptor(s): Cold, fire
- Component(s): Verbal, Somatic
- Range: Personal
- Area of Effect / Target: Caster
- Duration: 1 Round / Level
- Additional Counter Spells:
- Save: None
- Spell Resistance: No
The caster is surrounded by a ring of frost that damages all opponents who make a successful melee attack on the caster. The damage inflicted is 1d6 cold, +1 point per caster level. The caster also gains 50% immunity to cold and fire.
Good Hope
- Caster Level(s): Bard 3
- Innate Level: 3
- School: Enchantment
- Descriptor(s):
- Component(s): Verbal
- Range: Personal
- Area of Effect / Target: Large
- Duration: 1 Turn / Level
- Additional Counter Spells: Crushing Despair
- Save: Harmless
- Spell Resistance: No
- This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws and skill checks.
Greater Shadow Evocation
- Caster Level(s): Wizard / Sorcerer 7
- Innate Level: 7
- School: Illusion
- Descriptor(s): Mind Affecting
- Component(s): Verbal, Somatic
- Range: Special
- Area of Effect: Special
- Duration: Special
- Spell Resistance: Yes
- The caster taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a the following:
Shadow Storm, Bigby's Interposing Hand, Ball lighting, Ice Storm
- Shadow Storm - From a sudden rift into the Plane of Shadow, torrents of shadow arc out, striking nearby creatures for electricity and cold damage. Much like some of the most fearsome weather found on the Plane of Shadow the storm strikes one target initially, then arcs to other targets.The initial strike deals 1d8 points of damage per caster level (maximum 20d8). Half of this damage is electricity damage, and the other half is cold damage.
- After it strikes, the storm arcs (like the spell chain lightning) to a number of secondary targets equal to your caster level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did.
Halt Undead
- Caster Level(s): Cleric 3, Wizard / Sorcerer 3
- Innate Level: 3
- School: Necromancy
- Descriptor(s):
- Component(s): Verbal, Somatic
- Range: Medium
- Area of Effect / Target: Large
- Duration: 1 Round / Level
- Additional Counter Spells:
- Save: Will Negates
- Spell Resistance: No
- This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell. This spell has no mpact your own undead summons.
The spell has its own spell page see more here.
Iceberg
- Caster Level(s): Wizard / Sorcerer 9
- Innate Level: 9
- School: Evocation
- Descriptor(s): Cold
- Component(s): Verbal, Somatic
- Range: Long
- Area of Effect / Target: Colossal
- Duration: 1 Round / Level
- Additional Counter Spells: Meteor Swarm
- Save: Reflex 1/2 damage and ignore the immobilization effect
- Spell Resistance: Yes
- Iceberg is a brutal and direct spell dealing 1d6 blunt and cold damage per two caster levels to targets closest to the center. Affected targets will be encased in ice if they fail a saving throw, effectively immobilizing them for 1d3 rounds. Creatures larger than Medium are unaffected by the immobilizing effect. Targets inside the center of the spell (within 5m) have an increased save DC +3 for damage and immobilizing effects.
Improved Chaos Shield
- Caster Level(s): Wizard / Sorcerer 7 (Wild Mage spell)
- Innate Level: 7
- School: Abjuration
- Descriptor(s):
- Component(s): Verbal, Somatic
- Range: Personal
- Area of Effect / Target: 4 meters around creature
- Duration: 1 Round / Level
- Additional Counter Spells:
- Save: Special
- Spell Resistance: Yes
- Casts a protective aura of wild magic around the caster. Enemies entering and lingering inside the aura has a chance to trigger a random Chaos Shield effect. The chance starts at 20% and will increase for each round there are hostiles inside the Aura but will reset back to 20% as soon as the Chaos Shield triggers and start to work its way back up again.
- Chaos Shield effects:
- Stun
- Fire Damage
- Electrical Damage
- Blindness
- Slow
- Knockdown
- Miss & Immobilize
- Sleep
- Attack Bonus Penalty
- Cold Damage and Frozen
- NOTE: This spell can only be used by Wild Mages.
Kyristan's Malevolent Tentacles
- Caster Level(s): Wizard / Sorcerer 6
- Innate Level: 6
- School: Necromancy
- Descriptor(s):
- Component(s): Verbal, Somatic
- Range: medium (20 meters)
- Area of Effect: large (5 meter radius), 1d4 tentacles + 1 / caster level (maximum 20)
- Duration: 1 Round / 2 Levels
- Save: Fortitude(Special)
- Spell Resistance: No
- A field of thick, 10 foot life draining tentacles erupt from the ground. Each is capable of grappling a target. If grappled, the target must then make fortitude saving throws against level drain(1) and paralysis.
- The tentacles are randomly spread out over the area of effect allowing no more than half of the tentacles to reach a single target in any given round.
Lightning Shield
- Caster Level(s): Wizard 5, Sorcerer 5, Shaman 5, Favored Soul 5
- Innate Level: 5
- School: Evocation
- Descriptor(s): Lightning
- Component(s): Verbal, Somatic
- Range: Personal
- Area of Effect / Target: Caster
- Duration: 1 Round / Level
- Additional Counter Spells:
- Save: None
- Spell Resistance: No
This spell creates a lightning shield around your person. Any creature striking you with its body does normal damage, but at the same time the attacker takes 1d6 points +3 points per 2 caster levels of electrical damage. The caster also gains 25% immunity to electrical damage.
Mass Hold Monster
- Caster Level(s): Wizard / Sorcerer 9
- Innate Level: 9
- School: Enchantment
- Descriptor(s): Mind Affecting
- Component(s): Verbal, Somatic
- Range: medium (20 meters)
- Area of Effect: large
- Duration: 1 round / Level
- Save: Will
- Spell Resistance: Yes
- This spell functions like Hold Person, except that it affects multiple creatures and holds (paralyzes) any living creature that fails its Will save.
Maze
- Caster Level(s): Wizard / Sorcerer 8
- Innate Level: 8
- School: Conjuration
- Descriptor(s):
- Component(s): Verbal, Somatic
- Range: Short
- Area of Effect / Target: Single
- Duration: 4 Rounds
- Additional Counter Spells:
- Save: Will Negates
- Spell Resistance: Yes
- You banish a creature into a labyrinthine demiplane. The target remains there for the duration of the spell. Freedom of Movement (and -respite) protects against Maze. Targets returning from Maze will give off a burst of wind, removing all AoE effects within a radius of the return location. Higher CR mobs (end-tier bosses) cannot be affected by Maze.
Note from Developers: This spell provides feedback when the Maze cannot be found, please report this using the template.
The spell has its own spell page see more here.
Nahal's Reckless Dweomer
- Caster Level(s): Sorcerer 1, Wizard 1 (Wild Mage spell)
- Innate Level: 1
- School: Evocation
- Descriptor(s):
- Component(s): Verbal, Somatic
- Range: Personal
- Area of Effect / Target: Caster
- Duration: Instant
- Additional Counter Spells:
- Save: None
- Spell Resistance: No
- Allows the caster to open up a surge of wild magic. The next spell cast will trigger a wild surge. It will never trigger a Greater Wild Surge
- NOTE: This spell can only be used by Wild Mages
Nightmare
- Caster Level(s): Bard 5, Wizard / Sorcerer 5
- Innate Level: 5
- School: Illusion
- Descriptor(s): Mind-Affecting, Evil
- Component(s): Verbal, Somatic
- Range: Medium
- Area of Effect / Target: Single
- Duration: Permanent
- Additional Counter Spells: Remove Curse
- Save: Will Negates
- Spell Resistance: Yes
- You send a hideous and unsettling phantasmal vision to the creature you target. The nightmare prevents restful sleep and causes fatigue and 1d10 points of negative damage per two caster levels (max 15d10) on already sleeping targets (sleeping targets will wake up from this). The nightmare is a Nightmare Curse and is permanent. Creatures who don't sleep (such as elves) are immune to this spell. Added Maximize Spell and Empower Spell metamagic feat.
Nybor's Wrathful Castigation
- Caster Level(s): Cleric 8, Wizard / Sorcerer 8
- Innate Level: 8
- School: Enchantment
- Descriptor(s): Death, Mind-Affecting
- Component(s): Verbal, Somatic
- Range: Short
- Area of Effect / Target: Single
- Duration: 1 Round / 2 Levels
- Additional Counter Spells:
- Save: Fortitude Partial, Will Partial
- Spell Resistance: Yes
- The spell causes wracking pain and violent convulsions to the target creature and they must make a Fortitude save or die instantly. A surviving target receives a Will save to avoid further effects. Subjects failing the Will save are dazed for the duration of the spell and suffer 1d4 per caster level (Max 20d4) as damage. Wrathful Castigation respects death immunity.
Otto's Irresistible Dance
- Caster Level(s): Bard 6, Wizard / Sorcerer 8
- Innate Level: 7
- School: Enchantment
- Descriptor(s): Mind-Affecting
- Component(s): Verbal
- Range: Touch
- Area of Effect / Target: Single
- Duration: 1d4 + 1 Rounds
- Additional Counter Spells:
- Save: Will Negates
- Spell Resistance: Yes
- The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves.
Poison
- Caster Level(s): Cleric 4, Druid 3
- Innate Level: 3
- School: Necromancy
- Descriptor(s): Poison
- Component(s): Verbal, Somatic
- Range: Touch
- Area of Effect / Target: Single
- Duration: Instant
- Additional Counter Spells: Neutralize Poison
- Save: Fortitude Negates
- Spell Resistance: Yes
- The target must make a Fortitude save or suffer the effects of poison dealing 1d8 Constitution damage on primary state. If the poison is not treated within a minute the secondary state will hit the target and deal 6 + 4d12 acid damage and stun the target for 1d4 rounds.
- NOTE: This is a pre-existing spell that has been updated to a new, more potent Poison and will now scale correctly
The spell has its own spell page see more here.
Scintillating Pattern
- Caster Level(s): Wizard / Sorcerer 8
- Innate Level: 8
- School: Illusion
- Descriptor(s): Mind-Affecting
- Component(s): Verbal, Somatic
- Range: Medium
- Area of Effect / Target: Medium
- Duration: Instant
- Additional Counter Spells:
- Save: None
- Spell Resistance: Yes
- A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it. The spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20). Hit Dice remaining that are not sufficient to affect a creature are wasted and the spell is spent. The spell affects each subject according to its Hit Dice:
- 6 or less
- Unconscious for 1d4 rounds, stunned for 1d4 rounds, confused for 1d4 rounds.
- 7 to 12
- Stunned for 1d4 rounds, confused for 1d4 rounds.
- 13 to 20
- Confused for 1d4 rounds.
- greater than 20 includes a will save
- Confused for 1d4 rounds.
- Blind creatures are not affected by scintillating pattern.
Scorching Ray
- Caster Level(s): Wizard / Sorcerer 2
- Innate Level: 2
- School: Evocation
- Descriptor(s): Fire
- Component(s): Verbal, Somatic
- Range: Short
- Area of Effect / Target: Single
- Duration: Instant
- Additional Counter Spells:
- Save: None
- Spell Resistance: Yes
- You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.
Shadow Evocation
- Caster Level(s): Wizard / Sorcerer 5
- Innate Level: 5
- School: Illusion
- Descriptor(s): Mind Affecting
- Component(s): Verbal, Somatic
- Range: Special
- Area of Effect: Special
- Duration: Special
- Spell Resistance: Yes
- The caster taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a the following:
Shadowbolt, Wall of Fire, Flame Shield (Elemental Shield) (9), Gust of Wind
- Shadowbolt - A line of crackling, bolts erupt from your fingertips. Any creature struck by a shadowbolt takes 1d8 damage per caster level (maximum 10d8), split evenly between electricity and negative energy damage. Will save for half.
Shadow Plague
- Caster Level(s): Wizard / Sorcerer 8
- Innate Level: 8
- School: Conjuration
- Descriptor(s): Darkness
- Component(s): Verbal, Somatic
- Range: long (30 meters)
- Area of Effect: large (5 meter radius)
- Duration: 1 Round / level
- Save: Reflex
- Spell Resistance: No
- Conjure a cloud of shadow energy from the plane of shadow that deals 4d6 cold damage + 1d6 per 2 levels per round and blinds enemies as if the darkness spell. Lesser light spells are not able to disperse the darkness, unless a Sunburst or greater.
Sound Lance
- Caster Level(s): Cleric 4, Wizard / Sorcerer 3
- Innate Level: 3
- School: Evocation
- Descriptor(s): Sonic
- Component(s): Verbal, Somatic
- Range: Medium
- Area of Effect / Target: Medium Area of Effect
- Duration: Instant
- Additional Counter Spells: Silence
- Save: Fortitude 1/2 damage and ignore deafen effect
- Spell Resistance: Yes
- This spell causes a targeted Medium area effect of intense sonic energy dealing 1d8 points of sonic damage per caster level (maximum 10d8). If the target(s) fail the Fortitude save they are deafened. The sound lance cannot penetrate the area of a silence spell.
The spell has its own spell page see more here.
The spell has its own spell page see more here.
Wall of Ice
- Caster Level(s): Wizard / Sorcerer 4
- Innate Level: 4
- School: Evocation
- Descriptor(s): Cold
- Component(s): Verbal, Somatic
- Range: Medium
- Area of Effect / Target: Wall 30 ft Long
- Duration: 1 Round / 2 Levels
- Additional Counter Spells: Wall of Fire
- Save: None
- Spell Resistance: Yes
- This spell creates a curtain of ice that deals 2d6 + 1 per Caster Level points of cold damage to any creature that attempts to pass through it.
Water Breathing
The spell has its own spell page see more here.
The spell has its own spell page see more here.
Added Spell/Status Effects
- Frozen Status Effect: A Frozen creatures gain DR 10/-, 2d6 points of Dexterity damage, 50% Movement Reduction, vulnerability to fire, and immunity to cold and electricity.
- Sickened (Curse): The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. Can only be removed by Remove Curse or until it expires.
- Nightmare (Curse): Nightmare prevents sleep and will give -2 STR & -2 DEX. Creatures currently sleeping/resting or under the Sleep spell will wake up if they are affected by Nightmare. Creatures immune to Sleep (E.g Elves) are not affected by Nightmare. Curse is permanent until removed by Remove Curse or Greater Restoration.
Bugs Affecting Spells
Please Note: These bugs are either inherent to NWN, or in some other way a long-standing & chronic problem. Incidental or minor bugs should not be mentioned here.
- Invisibility sphere, Magic Circle vs Alignment, Dirge etc (spells working in circle around caster and following him) are affected by lag. The effects can often be lost on transitioning, and can even fail to apply when standing still.
- Balagarn's Iron Horn is from Enchantment School, in spite of being listed as Transmutation. It can not be scribed or used by those with forbidden Enchantment School.
- Spontaneous casters (Sorcerers and Bards) who transition whilst shapechanged can continue to lose spells each time they transition.
- Hostile NPCs may keep chasing and attacking PCs even after entering invisibility, stealthing, or even both.
- True Strike reports as increasing +20 points of AB in the character sheet, but this information may be false since it counts toward the +20 bonus AB cap. The real attack value still appears in the combat log when performing an attack.