Difference between revisions of "Spells"

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[[image:magic02.jpg|center|150px]]
The Emblem of Ea makes use of a number of in-house spells and domains to help provide a certain flavor and theme to our world. The below lists those spells and the house rules for them.
 
   
  +
The Emblem of Ea makes use of a number of in-house spells and domains to help provide a certain flavor and theme to our world. The below lists those spells and the house rules for them. To see how magic works in Tenebrae, check out [[Magitech and Magic]]. It's found under the [[World]] menu.
==Domains==
 
   
  +
=Spells By Class=
===Nobility===
 
  +
==Artificer==
Nobility grants the Connections feat at 8th instead of Leadership.
 
  +
{{ArtificerBlueprints}}
   
   
  +
==Bard==
  +
{{BardSpellList}}
   
==Spells==
+
==Bloodrager==
  +
{{BloodragerSpellList}}
   
  +
==Cleric==
===Breath of Life===
 
  +
{{ClericSpellList}}
   
'''(for review by Skook)'''
 
   
  +
==Druid==
'''School:''' conjuration (healing)
 
  +
{{DruidSpellList}}
   
'''Level:''' Cleric 5, Druid 5, Paladin 4
 
   
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==Inquisitor==
'''Casting Time:''' 1 standard action
 
  +
{{InquisitorSpellList}}
   
'''Components:''' V, S
 
   
  +
==Paladin==
'''Range:''' touch
 
  +
{{PaladinSpellList}}
   
'''Target:''' creature touched
 
   
  +
==Ranger==
'''Duration:''' instantaneous
 
  +
{{RangerSpellList}}
   
'''Saving Throw:''' Will negates (harmless) or Will half, see text; Spell Resistance yes (harmless) or yes, see text
 
   
  +
==Sorcerer and Wizard==
This spell cures 5d8 points of damage + 1 point per caster level (maximum +25). For druids and paladins, the effect becomes 4d8 + 1 point per caster level, with the same maximum.
 
  +
{{SorcWizSpellList}}
   
Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.
 
   
  +
==Witch==
Creatures slain by death effects cannot be saved by breath of life.
 
  +
{{WitchSpellList}}
   
Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring them back to life.
 
   
===Detect Lycanthrope===
 
'''School:''' Divination
 
   
  +
=House Spells=
'''Level:''' Ranger 1
 
  +
Below are descriptions for house spells, or spells which have been modified from their source.
   
'''Casting Time:''' 1 standard action
 
   
  +
'''Breath of Life'''
'''Components:''' V, S, M/DF (fur from a wolf)
 
   
'''Range:''' 60 ft.
+
: '''School:''' conjuration (healing)
  +
: '''Level:''' Cleric 5, Druid 5, Paladin 4
  +
: '''Casting Time:''' 1 standard action
  +
: '''Components:''' V, S
  +
: '''Range:''' touch
  +
: '''Target:''' creature touched
  +
: '''Duration:''' instantaneous
  +
: '''Saving Throw:''' Will negates (harmless) or Will half, see text; Spell Resistance yes (harmless) or yes, see text
   
  +
: This spell cures 5d8 points of damage + 1 point per caster level (maximum +25).
'''Area:''' Cone-shaped emanation
 
   
  +
: Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.
'''Duration:''' Concentration, up to 1 minute/ level (D)
 
   
  +
: Creatures slain by death effects cannot be saved by breath of life.
'''Saving Throw:''' None
 
   
  +
: Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring them back to life.
'''Spell Resistance:''' No
 
   
You can detect the aura that surrounds lycanthropes. The amount of information revealed depends on how long you study a particular area.
 
   
  +
'''Explosive Plates'''
: ''1st Round:'' Presence or absence of lycanthropes.
 
  +
:'''School:''' transmutation [acid]; Level artificer 3
  +
:'''Casting Time:''' 1 standard action
  +
:'''Components:''' V, S
  +
:'''Range:''' personal
  +
:'''Target:''' you
  +
:'''Duration:''' 1 minute/level (D)
  +
:'''Saving Throw:''' Fortitude partial (see text); Spell Resistance yes
  +
The plates of your titan armor shift and reconfigure themselves, concealing acid modules. These burst open if you are struck. Any creature that strikes you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of acid damage and must save or be sickened for 1 round. If the attack against you is a critical hit, the attacker must save or be nauseated instead of sickened. This damage can harm a swarm.
   
: ''2nd Round:'' Number of lycanthropes in the area and the strength of the strongest lycanthrope's aura present.
 
   
: ''3rd Round:'' The strength and location of lycanthrope's aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
 
   
  +
'''Reincarnate'''
: ''Aura Strength:'' The strength of a lycanthrope's aura is determined by the HD of the lycanthrope, as given on the table below.
 
 
: ''Lingering Aura:'' A lycanthrope's cursed aura lingers after its original source is destroyed. If detect lycanthrope is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below.
 
 
{{TableMain}}
 
{{T01}}
 
| '''HD'''
 
| '''Strength'''
 
| '''Lingering Aura Duration'''
 
|-
 
| 1 or lower
 
| Faint
 
| 1d6 rounds
 
|-
 
| 2-4
 
| Moderate
 
| 1d6 minutes
 
|-
 
| 5-10
 
| Strong
 
| 1d6 x 10 minutes
 
|-
 
| 11 or higher
 
| Overwhelming
 
| 1d6 days
 
|}
 
 
Each round, you can turn to detect lycanthrope in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
 
 
'''Special:''' During the full moon phase, the number of rounds required to determine the aura strength is reduced by one. During the new moon phase, the number of rounds required is increased by one. Use +today or refer to the DM.
 
 
 
===Merciful Blade===
 
'''School:''' Transmutation
 
 
'''Level:''' Pal 1
 
 
'''Components:''' V, DF, S
 
 
'''Casting Time:''' 1 swift action
 
 
'''Range:''' Personal
 
 
'''Target:''' You
 
 
'''Duration:''' 1 minute/level (D)
 
 
Sometimes, mercy is called for in the martial field. With this prayer, the paladin asks his or her deity to dull the edge of her blades so any weapon she actively wields inflicts subdual damage instead of lethal damage. This does not alter the weapon's damage type, or otherwise change the weapon in any way. Despite the name of the prayer, any sort of weapon wielded by the paladin may be affected. If the weapon is dropped or otherwise discarded, the spell ends for that weapon until it is wielded again by the paladin.
 
 
For the purposes of this last-minute spell, the wielding of the weapon is considered its Somatic component.
 
 
 
===Orb Spells, All===
 
The following changes apply to orb spells:
 
 
* Lesser orb spells are as per Spell Compendium.
 
* Normal orb spells deal 1d8 damage per 2 caster levels, up to a maximum of 8d8 (at level 16), plus their given special effect.
 
* The spells must be researched.
 
 
 
===Reincarnate===
 
Reincarnate remains the same on Tenebrae, save it's been refocused on theme-related races. War golems are not included, as they are not considered part of the "natural" order, but are created.
 
   
  +
: Reincarnate remains the same on Tenebrae, save it's been refocused on theme-related races. War golems are not included, as they are not considered part of the "natural" order, but are created.
   
 
{{TableMain}}
 
{{TableMain}}
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| 1-7
 
| 1-7
 
|
 
|
| ''Dwarf''
+
| ''Khazad''
   
 
|-
 
|-
 
|
 
|
 
| 1-50
 
| 1-50
| Dwarf, Mountain (Khazad-Aul)
+
| Khazad-Aul
   
 
|-
 
|-
 
|
 
|
 
| 51-100
 
| 51-100
| Dwarf, Storm (Khazad-Mornir)
+
| Khazad-Mornir
   
 
|-
 
|-
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| 15-21
 
| 15-21
 
|
 
|
| ''Elf''
+
| ''Sildanyar''
   
 
|-
 
|-
 
|
 
|
 
| 1-34
 
| 1-34
| Elf, Dawn (Llyranesi)
+
| Llyranesi
   
 
|-
 
|-
 
|
 
|
 
| 35-67
 
| 35-67
| Elf, Shadow (Mul'niessa)
+
| Mul'niessa
   
 
|-
 
|-
 
|
 
|
 
| 68-100
 
| 68-100
| Elf, Wild (Sylvanori)
+
| Sylvanori
   
 
|-
 
|-
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| 43-49
 
| 43-49
 
|
 
|
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| Arvek Nar
| Hobgoblin
 
   
 
|-
 
|-
 
| 50-56
 
| 50-56
 
|
 
|
| Sith-makar
+
| Sith'makar
   
 
|-
 
|-
 
| 57-63
 
| 57-63
 
|
 
|
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| Giantborn
| Jotunbrud
 
   
 
|-
 
|-
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|}
 
|}
   
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[[Category:Admin]][[Category:Characters]][[Category:Magic]]
 
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'''Merciful Blade'''
  +
: '''School:''' Transmutation
  +
: '''Level:''' Pal 1
  +
: '''Components:''' V, DF, S
  +
: '''Casting Time:''' 1 swift action
  +
: '''Range:''' Personal
  +
: '''Target:''' You
  +
: '''Duration:''' 1 round/level (D)
  +
  +
: Sometimes, mercy is called for in the martial field. With this prayer, the paladin asks his or her deity to dull the edge of her blades so any weapon she actively wields inflicts subdual damage instead of lethal damage. This does not alter the weapon's damage type, or otherwise change the weapon in any way. Despite the name of the prayer, any manufactured or natural weapon wielded by the paladin may be affected. If the weapon is dropped or otherwise discarded, the spell ends for that weapon until it is wielded again by the paladin.
  +
  +
: For the purposes of this last-minute spell, the wielding of the weapon is considered its Somatic component.
  +
  +
  +
'''Spell-Storing Item'''
  +
  +
:'''School:''' Transmutation
  +
: '''Level:''' Artificer 1
  +
:'''Casting Time:''' 1 minute
  +
:'''Components:''' S
  +
:'''Range:''' touch
  +
:'''Target:''' Item touched
  +
:'''Duration:''' 1 hour/level or until discharged
  +
:'''Saving Throw:''' None (object)
  +
:'''Spell Resistance:''' No (object)
  +
  +
:The artificer is able to store the energy matrix of a single, targeted contraption of up to 3rd level in a weapon (including a titan fist).
  +
  +
:The artificer must have prepared the contraption he or she wishes to store in the item, and the contraption must have a casting time of 1 standard action. The act of transferring the energy matrix to the weapon renders the original contraption useless.
  +
  +
:Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires.
  +
  +
  +
  +
'''Titan Fist'''
  +
  +
:'''School:''' Conjuration
  +
: '''Level:''' Artificer 1
  +
:'''Casting Time:''' 1 standard action
  +
:'''Components:''' S, See Text
  +
:'''Range:''' touch
  +
:'''Target:''' Artificer's Titan Armor
  +
:'''Duration:''' instantaneous
  +
:'''Saving Throw:''' Fortitude (object); Spell Resistance yes (object)
  +
  +
:You imbue your Titan Fist and throw it at a target up to 100 feet away. Make a ranged attack roll. If it hits, the target takes damage from your Titan Fist as though struck by that weapon, including all strength bonuses and other effects.
  +
  +
:This does not actually rob you of part of your armor--the artifice will self-heal before your next turn. This spell also requires the artificer to be wearing her titan armor when casting the spell.
  +
  +
[[Category:Admin|Spells]]
  +
[[Category:Character Options|Spells]]
  +
[[Category:Magic|Spells]]
  +
  +
=Bonus Spells per Level=
  +
{{BonusSpellsPerLevel}}
  +
  +
=Scribing and Purchasing Spells=
  +
All casting classes may purchase scrolls, although artificers are unable to make use of them outside of adding them to blueprints known. All wizards, artificers, and witches may use scrolls to expand their spellbooks. Prices given below are market; '''[[:Category:CrafterScrolls|other players may charge less]]''', and costs may also be reduced via '''[[RPPs]]'''.
  +
  +
We use the guidelines published by PFS for scrolls. That is, we assume that scrolls (and other consumables) are made first by clerics, druids, or wizards unless they are not on those classes' lists. For example, a scroll of lesser restoration must be purchased as a 2nd-level scroll off the cleric spell list and may not be purchased as a 1st-level scroll off the paladin spell list. If a spell appears at different levels on two different lists, use the lower level spell to determine cost.
  +
  +
For the sake of simplicity, there is no difference between an arcane and divine scroll or wand (we just care if it's on their spell list). Thus a bard and cleric may both use the same scroll of cure moderate wounds.
  +
  +
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{{ScrollCosts}}
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{{ScribingCosts}}
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=Incremental Antimagic=
  +
[[image:incremental_antimagic.jpg|100px|left]]Want more options than standard antimagic offers? Would you like to make higher level spells more challenging, while leaving the lower level ones alone? Offer elements of antimagic as a trap? Interjection Games was kind enough to step in, and craft ''Incremental Antimagic''! Indirectly crafted for Tenebrae, we have permission to use this awesome product in our MUX. [http://www.rpgnow.com/product_reviews_info.php?products_id=114751&reviews_id=125360 Click to download Incremental Antimagic from RPGNow].
  +
  +
''Incremental Antimagic'' includes options for:
  +
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* 4 kinds of incremental antimagic
  +
* ''Chaotic:'' On a failed check, spells change form.
  +
* ''Delaying:'' On a failed check, the caster must either try to cast the same spell using the same spell slot next turn or allow the spell to blast himself.
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* ''Eliminating:'' On a failed check, the spell fizzles. It sucks to be you.
  +
* ''Hindering:'' On a failed check, the caster must either let the spell fizzle or expend an additional spell slot to cast.
  +
* Rules for adding incremental antimagic into your game.
  +
* The nullstone golem, a CR5 antimagic bruiser.
  +
  +
=Summoning=
  +
'''What are the [[House Rules]]?'''
  +
  +
:Q: Is there a limit to how many summons I can have?
  +
:A: The answer is the rule of fun. Be mindful of other players, turn times, and the ability of everyone to share the spotlight. If you're cutting into others' fun, it is time to summon fewer creatures.
  +
  +
  +
:Q: Can I add additional monsters to the monster summoning tables?
  +
:A: We follow the guidance of Paizo's developers in this regard. From James Jacobs:
  +
::Nope. No chance. We didn't have room, or the time to go through and pick out balanced additions to the spell, nor do we want to set up the expectation that something like that will be in every Bestiary, plus some other boring reasons.
  +
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::We really just don't want to bloat the summon monster tables with too many choices, honestly. It's already kinda hard to choose a monster; making there be TOO many choices spread across TOO many books just leads to option paralysis in game and that's not good.
  +
  +
::In the end, we decided that these spells more or less needed to be self-contained. That mean that they had lists that referenced the main Bestiary and didn't go beyond that. This is mostly a balance issue (too many monsters on the list allow for too much specialization per encounter), but also a game-play issue (too many monsters on the list causes option paralysis and makes the simple choice of choosing a summoned monster a tough one) and a public relations issue (we try not to build parts of the game to be too dependent on non-core products).
  +
  +
  +
'''Final Words'''
  +
  +
'''Please have all creatures' stats prepared ahead of time'''. Use a site like this one: http://gregfarrell.org/pfs/ or, add your summons to your charpage! We've made a handy template over this way. If you don't have the time and inclination to do this sort of note-keeping, we ask that you keep summoning to a minimum. This is just due to the time it takes during combat; you really have to keep on top of it. That said, ask around. We have a great community, and there is always someone willing to help.
  +
  +
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{{Summon-Start|Dog, Celestial}}
  +
{{SummonBasics-Start}}'''Type''' M Celestial '''Init''' 1 '''Senses''' darkvision 60 ft., low-light vision, scent; Perception +8
  +
{{SummonBasics-End}}
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{{SummonCol-Start}}
  +
{{SummonSection|Defenses}}
  +
{{SummonEntry|AC}} 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
  +
{{SummonEntry|HP}} 6 (1d8+2)
  +
{{SummonEntry|Saves}} +4, Ref +3, Will +1
  +
{{SummonEntry|Other}} SR 5, cold 5, acid 5, electricity 5
  +
{{SummonSection|Offense}}
  +
{{SummonEntry|Speed}} 40
  +
{{SummonEntry|Melee}} bite +2 (1d4+1)
  +
{{SummonEntry|Special Attacks}} Smite Evil
  +
{{SummonCol-End}}
  +
{{SummonCol-Start}}
  +
{{SummonSection|Statistics}}
  +
{{SummonEntry|Stats}} Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
  +
{{SummonEntry|Base Atk & CMD}} Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
  +
{{SummonEntry|Feats}} Skill Focus (Perception)
  +
{{SummonEntry|Skills}} Acrobatics +1 (+9 jump), Perception +8, Survival +1 (+5 scent tracking)
  +
{{SummonSection|Special Abilities}}
  +
{{SummonEntry|Ability}} +4 Acrobatics when jumping, +4 Survival when tracking by scent
  +
{{SummonEntry|Ability}} Smite evil 1/day as a swift action add CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil foes; smite persists until target is dead or the celestial creature rests.
  +
{{SummonCol-End}}
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{{Summon-End}}
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  +
  +
<pre>
  +
{{Summon-Start|Dog, Celestial}}
  +
{{SummonBasics-Start}}'''Type''' M Celestial '''Init''' 1 '''Senses''' darkvision 60 ft., low-light vision, scent; Perception +8
  +
{{SummonBasics-End}}
  +
{{SummonCol-Start}}
  +
{{SummonSection|Defenses}}
  +
{{SummonEntry|AC}} 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
  +
{{SummonEntry|HP}} 6 (1d8+2)
  +
{{SummonEntry|Saves}} +4, Ref +3, Will +1
  +
{{SummonEntry|Other}} SR 5, cold 5, acid 5, electricity 5
  +
{{SummonSection|Offense}}
  +
{{SummonEntry|Speed}} 40
  +
{{SummonEntry|Melee}} bite +2 (1d4+1)
  +
{{SummonEntry|Special Attacks}} Smite Evil
  +
{{SummonCol-End}}
  +
{{SummonCol-Start}}
  +
{{SummonSection|Statistics}}
  +
{{SummonEntry|Stats}} Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
  +
{{SummonEntry|Base Atk & CMD}} Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
  +
{{SummonEntry|Feats}} Skill Focus (Perception)
  +
{{SummonEntry|Skills}} Acrobatics +1 (+9 jump), Perception +8, Survival +1 (+5 scent tracking)
  +
{{SummonSection|Special Abilities}}
  +
{{SummonEntry|Ability}} +4 Acrobatics when jumping, +4 Survival when tracking by scent
  +
{{SummonEntry|Ability}} Smite evil 1/day as a swift action add CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil foes; smite persists until target is dead or the celestial creature rests.
  +
{{SummonCol-End}}
  +
{{Summon-End}}
  +
</pre>
  +
  +
[[Category:Admin|Spells]]
  +
[[Category:Character Options|Spells]]
  +
[[Category:Magic|Spells]]

Latest revision as of 00:18, 27 January 2018

Magic02.jpg

The Emblem of Ea makes use of a number of in-house spells and domains to help provide a certain flavor and theme to our world. The below lists those spells and the house rules for them. To see how magic works in Tenebrae, check out Magitech and Magic. It's found under the World menu.

Spells By Class

Artificer

Artificers gain access to a variety of blueprints, allowing them to make contraptions of the following spells. Unless marked with a **, the spell may be found in the Pathfinder PRD Spell Index or in our House Rules. Spells marked with a ** are in the Eberron Campaign Setting.

1st-Level Artificer Blueprints
ant haul, break, burning hands, color spray, comprehend languages, detect secret doors, detect undead, disguise self, endure elements, enlarge person, expeditious retreat, flare burst, identify, inflict light damage**, jump, keen senses, magic weapon, mage hand, negate aroma, repair light damage**, read magic, reduce person, shield, shocking grasp, spell storing item (house), titan fist, true strike, Cure Light Wounds, Blade Lash, Returning Weapon, Strong Wings, Sundering Shards, Thunderstomp, Touch of Combustion, Unerring Weapon
2nd-Level Artificer Blueprints
acid arrow, alter self, bear’s endurance, blur, bull’s strength, cat’s grace, chill metal, darkvision, defensive shock, detect thoughts, eagle's splendor, false life, fox’s cunning, heat metal, inflict moderate damage**, invisibility, instant armor, levitate, make whole, owl's wisdom, perceive cues, protection from arrows, repair moderate damage**, resist energy, scorching ray, see invisibility, shatter, spider climb, toughen construct**, undetectable alignment, Cure Moderate Wounds, Defensive Shock, Ghostly Disguise, Investigative Mind, Ablative Barrier, Brow Gasher, Bullet Shield, Molten Orb, Aid, magic vestment,
3rd-Level Artificer Blueprints
arcane sight, bloodhound, dispel magic, displacement, fly, fireball, force punch, heroism, hold person, inflict serious damage**, magic vestment, magic weapon greater, malfunction, lightning bolt, nondetection, protection from energy, ray of exhaustion, repair serious damage**, stinking cloud, tongues, water breathing, Cure Serious Wounds, Soothe Construct, Magic#House_Spells Explosive Plates, Burrow, Force Punch, Malfunction, Monstrous Physique I, Fire Trail, Greater Thunderstomp, Pellet Blast, Haste
4th-Level Artificer Blueprints
air walk, ball lightning, confusion, death ward, detonate, dimension door, discern lies, enervation, fear, fire shield, freedom of movement, globe of invulnerability (lesser), inflict critical damage**, invisibility (greater), locate creature, minor creation, neutralize poison, repair critical damage**, rusting grasp, shout, sonic thrust, stoneskin, Cure Critical Wounds, Rapid Repair, Echolocation, Vitriolic Mist, Monstrous Physique II, Earth Glide
5th-Level Artificer Blueprints
baleful polymorph, cloudkill, cone of cold, contact another plane, corrosive consumption, dream, disrupting weapon, elude time, fabricate, hold monster, magic jar, major creation, nightmare, overland flight, planar adaptation, sending, spell resistance, telekinesis, telepathic bond, wall of force, wall of stone, waves of fatigue, Monstrous Physique III
6th-Level Artificer Blueprints
analyze dweomer, antimagic field, blade barrier, chain lightning, disable construct**, disintegrate, dispel magic (greater), eyebite, flesh to stone, freezing sphere, globe of invulnerability, hardening**, move earth, repulsion, shadow walk, transformation, true seeing, total repair**, wall of iron, Monstrous Physique IV, Temporary Resurrection, Control Construct


Bard

Bard Spells
0 Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Know Direction, Light, Lullaby, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance, Summon Instrument, Spark, Unwitting Ally, Sift,
1 Alarm, Animate Rope, Cause Fear, Charm Person, Comprehend Languages, Lesser Confusion, Cure Light Wounds, Detect Secret Doors, Disguise Self, Erase, Expeditious Retreat, Feather Fall, Grease, Hideous Laughter, Hypnotism, Identify, Magic Aura, Magic Mouth, Obscure Object, Remove Fear, Silent Image, Sleep, Summon Monster I, Undetectable Alignment, Unseen Servant, Ventriloquism, Beguiling Gift, Dancing Lantern, Flare Burst, Invigorate, Restful Sleep, Saving Finale, Share Language, Solid Note, Timely Inspiration, Memory Lapse, Liberating Command, Innocence, Chord of Shards, Delusional Pride, Ear-Piercing Scream, Forced Quiet, Fumbletongue, Horn of Pursuit, Play Instrument, Summon Minor Monster, Vocal Alteration
2 Alter Self, Animal Messenger, Animal Trance, Blindness/Deafness, Blur, Calm Emotions, Cat's Grace, Cure Moderate Wounds, Darkness, Daze Monster, Delay Poison, Detect Thoughts, Eagle's Splendor, Enthrall, Fox's Cunning, Glitterdust, Heroism, Hold Person, Hypnotic Pattern, Invisibility, Locate Object, Minor Image, Mirror Image, Misdirection, Pyrotechnics, Rage, Scare, Shatter, Silence, Sound Burst, Suggestion, Summon Monster II, Summon Swarm, Tongues, Whispering Wind, Enter Image, Gallant Inspiration, Ghostbane Dirge, Hidden Speech, Honeyed Tongue, Distracting Cacophony, Dust of Twilight, Blood Biography, Dust of Twilight, Honeyed Tongue, Versatile Weapon, Acute Senses, Boiling Blood, Compassionate Ally, Delay Pain, Disguise Other, Distracting Cacophony, Distressing Tone, Ghostly Disguise, Mad Hallucination, Miserable Pity, Piercing Shriek, Share Memory, Silk to Steel, Snapdragon Fireworks, Steal Voice, Unadulterated Loathing, Wartrain Mount, Returning Weapon, Sonic Scream, Steal Breath
3 Blink, Charm Monster, Clairaudience/Clairvoyance, Confusion, Crushing Despair, Cure Serious Wounds, Daylight, Deep Slumber, Dispel Magic, Displacement, Fear, Gaseous Form, Lesser Geas, Glibness, Good Hope, Haste, Illusory Script, Invisibility Sphere, Major Image, Phantom Steed, Remove Curse, Scrying, Sculpt Sound, Secret Page, See Invisibility, Sepia Snake Sigil, Slow, Speak with Animals, Summon Monster III, Tiny Hut, Mass Invigorate, Jester's Jaunt, Purging Finale, Reviving Finale, Thunderous Drums, Seek Thoughts, Coordinated Effort, Control Summoned Creature, Campfire Wall, Coordinated Effort, Elemental Speech, Seek Thoughts, Control Summoned Creature, Curse of Disgust, Exquisite Accompaniment, Rain of Frogs, Haunting Choir, Mad Monkeys, Malicious Spite, Overwhelming Grief, Smug Narcissism, Terrible Remorse, Vision of Hell, Witness, Accept Affliction, Death from Below, Raging Rubble
4 Break Enchantment, Cure Critical Wounds, Detect Scrying, Dimension Door, Dominate Person, Freedom of Movement, Hallucinatory Terrain, Hold Monster, Greater Invisibility, Legend Lore, Locate Creature, Modify Memory, Neutralize Poison, Rainbow Pattern, Repel Vermin, Secure Shelter, Shadow Conjuration, Shout, Speak with Plants, Summon Monster IV, Zone of Silence, Discordant Blast, Mass Ghostbane Dirge, Sonic Thrust, Wandering Star Motes, Denounce, Envious Urge, Discordant Blast, Heroic Finale, Dance of a Hundred Cuts, Echolocation, Envious Urge, Primal Scream, Serenity, Shadow Step, Utter Contempt, Virtuoso Performance, Wall of Sound
5 Mass Cure Light Wounds, Greater Dispel Magic, Dream, False Vision, Greater Heroism, Mind Fog, Mirage Arcana, Mislead, Nightmare, Persistent Image, Seeming, Shadow Evocation, Shadow Walk, Song of Discord, Mass Suggestion, Summon Monster V, Bard's Escape, Deafening Song Bolt, Foe to Friend, Frozen Note, Phantasmal Web, Unwilling Shield, Foe to Friend, Joyful Rapture, Vengeful Outrage, Archon's Trumpet
6 Analyze Dweomer, Animate Objects, Mass Cat's Grace, Mass Charm Monster, Mass Cure Moderate Wounds, Mass Eagle's Splendor, Eyebite, Find the Path, Mass Fox's Cunning, Geas/Quest, Heroes' Feast, Irresistible Dance, Permanent Image, Programmed Image, Project Image, Greater Scrying, Greater Shout, Summon Monster VI, Sympathetic Vibration, Veil, Brilliant Inspiration, Getaway, Pied Piping, Euphoric Tranquility, Overwhelming Presence, Euphoric Tranquillity, Fool's Forbiddance, Dance of a Thousand Cuts, Hymn of Peace

Bloodrager

Bloodrager Spells
1 blade lash, blurred movement, burning hands, cause fear, chill touch, color spray, corrosive touch, ear-piercing scream, endure elements, enlarge person, expeditious retreat, feather fall, flare burst, hydraulic push, icicle dagger, jump, line in the sand, mage armor, magic missile, magic weapon, marid's mastery, mount, protection from chaos, evil, good, law, ray of enfeeblement, ray of sickening, reduce person, returning weapon, shadow weapon, shield, shock shield, shocking grasp, stone fist, stone shield, strong wings, sundering shards, thunderstomp, touch of combustion, touch of the sea, true strike, unerring weapon, wave shield, web bolt,winter feathers
2 Ablative barrier, acid arrow, animal aspect, bear's endurance, blindness/deafness, blood armor, blood blaze, boiling blood, brow gasher, bullet shield, bull's strength, burning gaze, cat's grace, certain grip, daze monster, death from below, defensive shock, delay pain, disfiguring touch, dust of twilight, eagle's splendor, extreme flexibility, false life, fire breath, flaming sphere, frigid touch, ghoul touch, glitterdust, gust of wind, gusting sphere, mirror image, molten orb, protection from arrows, pyrotechnics, resist energy, scorching ray, see invisibility, shatter, slipstream, sonic scream, spider climb, steal breath, stone call, stone discus, touch of idiocy, unshakable chill
3 Greater animal aspect, aqueous orb, beast shape I, blood biography, blood scent, burrow, burst of speed, chain of perdition, cloak of winds, countless eyes, draconic reservoir, elemental aura, eruptive pustules, fire trail, fireball, firestream, flame arrow, fly,force punch, gloomblind bolts, haste, heroism, hold person, hydraulic torrent, keen edge, lightning bolt, greater magic weapon, monstrous physique I, pain strike, phantom steed, protection from energy, rage, raging rubble, ray of exhaustion, resinous skin, silver darts, sleet storm, slow, stinking cloud, greater thunderstomp, twilight knife,vampiric touch, versatile weapon, vision of hell, water breathing, wind wall
4 absorbing inhalation, ball lightning, beast shape II, bestow curse, black tentacles, confusion, contagion, crushing despair, detonate, dragon's breath, earth glide, elemental body I, enervation, mass enlarge person, greater false life, fear, fire shield, firefall, greater flaming sphere, ghost wolf, hellmouth lash, ice storm, monstrous physique II, moonstruck, pellet blast, phantasmal killer, mass reduce person, ride the waves, river of wind, shout, stoneskin, telekinetic charge,vermin shape I, vitriolic mist, volcanic storm, wall of fire, wall of ice, wall of sound

Cleric

Cleric Spells
0 Bleed, Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Stabilize, Virtue, Spark
1 Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos/Evil/Good/Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos/Evil/Good/Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I, Ant Haul, Dancing Lantern, Peacebond, Liberating Command, Decompose Corpse, Diagnose Disease, Forbid Action, Know the Enemy, Murderous Command, Ray of Sickening, Remove Sickness, Restore Corpse, Sanctify Corpse, Marid's Mastery, Winter Feathers
2 Aid, Align Weapon, Augury, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Desecrate, Eagle's Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl's Wisdom, Remove Paralysis, Resist Energy, Lesser Restoration, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth, Blessing of Courage and Life, Ghostbane Dirge, Grace, Instant Armor, Share Language, Weapon of Awe, Martyr's Bargain, Arrow of Law, Boiling Blood, Compassionate Ally, Delay Pain, Disfiguring Touch, Dread Bolt, Imbue with Aura, Protective Penumbra, Shard of Chaos, Spear of Purity, Surmount Affliction, Web Shelter, Burst of Radiance, Returning Weapon, Blood Blaze, Lesser Angelic Aspect, Recentering Drone
3 Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Glyph of Warding, Helping Hand, Inflict Serious Wounds, Invisibility Purge, Locate Object, Magic Circle against Chaos/Evil/Good/Law, Magic Vestment, Meld into Stone, Obscure Object, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Speak with Dead, Stone Shape, Summon Monster III, Water Breathing, Water Walk, Wind Wall, Enter Image, Guiding Star, Sacred Bond, Wrathful Mantle, Deadly Juggernaut, Blood Biography, Elemental Speech, Archon's Aura, Badger's Ferocity, Blessing of the Mole, Ki Leech, Sands of Time, Symbol of Healing, Vision of Hell, Accept Affliction, Blood Scent, Raging Rubble
4 Air Walk, Chaos Hammer, Control Water, Cure Critical Wounds, Death Ward, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divine Power, Freedom of Movement, Giant Vermin, Holy Smite, Imbue with Spell Ability, Inflict Critical Wounds, Greater Magic Weapon, Neutralize Poison, Order's Wrath, Lesser Planar Ally, Poison, Repel Vermin, Restoration, Sending, Spell Immunity, Summon Monster IV, Tongues, Unholy Blight, Planar Adaptation, Spiritual Ally, Control Summoned Creature, Blessing of Fervor, Rest Eternal, Aura of Doom, Blood Crow Strike, Control Summoned Creature, Plague Carrier, Ride the Waves, Spit Venom, Symbol of Revelation, Symbol of Slowing, Terrible Remorse
5 Atonement, Break Enchantment, Breath of Life*, Greater Command, Commune, Mass Cure Light Wounds, Dispel Chaos/Evil/Good/Law, Disrupting Weapon, Flame Strike, Hallow, Mass Inflict Light Wounds, Insect Plague, Mark of Justice, Plane Shift, Raise Dead, Righteous Might, Scrying, Slay Living, Spell Resistance, Summon Monster V, Symbol of Pain, Symbol of Sleep, True Seeing, Unhallow, Wall of Stone, Mass Ghostbane Dirge, Life Bubble, Pillar of Life, Snake Staff, Lesser Astral Projection, Greater Contagion, Curse of Magic Negation, Curse, Major, Fickle Winds, Greater Forbid Action, Holy Ice, Rapid Repair, Serenity, Symbol of Scrying, Unholy Ice, Angelic Aspect, Dispel Balance
6 Animate Objects, Antilife Shell, Banishment, Mass Bear's Endurance, Blade Barrier, Mass Bull's Strength, Create Undead, Mass Cure Moderate Wounds, Greater Dispel Magic, Mass Eagle's Splendor, Find the Path, Forbiddance, Geas/Quest, Greater Glyph of Warding, Harm, Heal, Heroes' Feast, Mass Inflict Moderate Wounds, Mass Owl's Wisdom, Planar Ally, Summon Monster VI, Symbol of Fear, Symbol of Persuasion, Undeath to Death, Wind Walk, Word of Recall, Mass Planar Adaptation, Cold Ice Strike, Epidemic, Joyful Rapture, Plague Storm, Symbol of Sealing, Chains of Light
7 Blasphemy, Control Weather, Mass Cure Serious Wounds, Destruction, Dictum, Ethereal Jaunt, Holy Word, Mass Inflict Serious Wounds, Refuge, Regenerate, Repulsion, Greater Restoration, Resurrection, Greater Scrying, Summon Monster VII, Symbol of Stunning, Symbol of Weakness, Word of Chaos, Bestow Grace of the Champion, Lunar Veil, Circle of Clarity, Hymn of Peace, Archon's Trumpet
8 Antimagic Field, Cloak of Chaos, Create Greater Undead, Mass Cure Critical Wounds, Dimensional Lock, Discern Location, Earthquake, Fire Storm, Holy Aura, Mass Inflict Critical Wounds, Greater Planar Ally, Shield of Law, Greater Spell Immunity, Summon Monster VIII, Symbol of Death, Symbol of Insanity, Unholy Aura, Stormbolts, Euphoric Tranquility, Orb of the Void, Greater Angelic Aspect, Counterbalancing Aura
9 Astral Projection, Energy Drain, Etherealness, Gate, Mass Heal, Implosion, Miracle, Soul Bind, Storm of Vengeance, Summon Monster IX, True Resurrection, Winds of Vengeance, Overwhelming Presence, Polar Midnight, Cursed Earth, Polar Midnight, Symbol of Strife, Symbol of Vulnerability


Druid

Druid Spells
0 Create Water, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Stabilize, Virtue, Spark
1 Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Hide from Animals, Jump, Longstrider, Magic Fang, Magic Stone, Obscuring Mist, Pass without Trace, Produce Flame, Shillelagh, Speak with Animals, Summon Nature's Ally I, Ant Haul, Aspect of the Falcon, Call Animal, Cloak of Shade, Detect Aberration, Expeditious Excavation, Flare Burst, Keen Senses, Negate Aroma, Stone Fist, Touch of the Sea, Expeditious Excavation, Hydraulic Push, Liberating Command, Alter Winds, Hydraulic Push, Touch of the Sea, Decompose Corpse, Diagnose Disease, Ray of Sickening, Remove Sickness, Restore Corpse, Summon Minor Ally, Marid's Mastery, Strong Wings, Thunderstomp, Touch of Combustion, Wave Shield, Winter Feathers
2 Animal Messenger, Animal Trance, Barkskin, Bear's Endurance, Bull's Strength, Cat's Grace, Chill Metal, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere, Fog Cloud, Gust of Wind, Heat Metal, Hold Animal, Owl's Wisdom, Reduce Animal, Resist Energy, Lesser Restoration, Soften Earth and Stone, Spider Climb, Summon Nature's Ally II, Summon Swarm, Tree Shape, Warp Wood, Wood Shape, Accelerate Poison, Aspect of the Bear, Burning Gaze, Eagle Eye, Feast of Ashes, Glide, Pox Pustules, Scent Trail, Share Language, Slipstream, Stone Call, Unshakable Chill, Campfire Wall, Elemental Speech, Lockjaw, Frigid Touch, Pernicious Poison, Tar Ball, Unshakable Chill, Wartrain Mount, Web Shelter, Certain Grip, Steal Breath, Gusting Sphere, Recentering Drone
3 Call Lightning, Contagion, Cure Moderate Wounds, Daylight, Diminish Plants, Dominate Animal, Greater Magic Fang, Meld into Stone, Neutralize Poison, Plant Growth, Poison, Protection from Energy, Quench, Remove Disease, Sleet Storm, Snare, Speak with Plants, Spike Growth, Stone Shape, Summon Nature's Ally III, Water Breathing, Wind Wall, Aqueous Orb, Cloak of Winds, Cup of Dust, Hide Campsite, Lily Pad Stride, Nature's Exile, Shifting Sand, Hydraulic Torrent, Ash Storm, Badger's Ferocity, Burrow, Burst of Nettles, Fungal Infestation, Mad Monkeys, Rain of Frogs, Spit Venom, Vermin Shape I, Accept Affliction, Blood Scent, Firestream, Raging Rubble, Resinous Skin, Greater Thunderstomp
4 Air Walk, Antiplant Shell, Blight, Command Plants, Control Water, Cure Serious Wounds, Dispel Magic, Flame Strike, Freedom of Movement, Giant Vermin, Ice Storm, Reincarnate (modified), Repel Vermin, Rusting Grasp, Scrying, Spike Stones, Summon Nature's Ally IV, Aspect of the Stag, Ball Lightning, Geyser, Grove of Respite, Life Bubble,

River of Wind, True Form, Bloody Claws, Moonstruck, Strong Jaw, Thorn Body, Arboreal Hammer Cape of Wasps, Echolocation, Plague Carrier, Ride the Waves, Vermin Shape II, Volcanic Storm, Absorbing Inhalation, Earth Glide, greater flaming sphere

5 Animal Growth, Atonement, Awaken, Baleful Polymorph, Call Lightning Storm, Commune with Nature, Control Winds, Cure Critical Wounds, Death Ward, Hallow, Insect Plague, Stoneskin, Summon Nature's Ally V, Transmute Mud to Rock, Transmute Rock to Mud, Tree Stride, Unhallow, Wall of Fire, Wall of Thorns, Aspect of the Wolf, Fire Snake, Raise Animal Companion, Snake Staff, Breath of Life (modified), Rest Eternal, Blessing of the Salamander, Greater Contagion, Fickle Winds, Dispel Balance
6 Antilife Shell, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Mass Cure Light Wounds, Greater Dispel Magic, Find the Path, Fire Seeds, Ironwood, Liveoak, Move Earth, Mass Owl's Wisdom, Repel Wood, Spellstaff, Stone Tell, Summon Nature's Ally VI, Transport via Plants, Wall of Stone, Sirocco, Eagle Aerie, Epidemic, Plague Storm
7 Animate Plants, Changestaff, Control Weather, Creeping Doom, Mass Cure Moderate Wounds, Fire Storm, Heal, Greater Scrying, Summon Nature's Ally VII, Sunbeam, Transmute Metal to Wood, True Seeing, Wind Walk, Rampart, Vortex, Lunar Veil, Scouring Winds
8 Animal Shapes, Control Plants, Mass Cure Serious Wounds, Earthquake, Finger of Death, Repel Metal or Stone, Reverse Gravity, Summon Nature's Ally VIII, Sunburst, Whirlwind, Word of Recall, Seamantle, Stormbolts, Euphoric Tranquility, Wall of Lava, Blood Mist
9 Antipathy, Mass Cure Critical Wounds, Elemental Swarm, Foresight, Regenerate, Shambler, Shapechange, Storm of Vengeance, Summon Nature's Ally IX, Sympathy, Clashing Rocks, Tsunami, Winds of Vengeance, World Wave, Polar Midnight


Inquisitor

0-Level Inquisitor Spells
acid splash, bleed, Brand, create water, daze, detect magic, detect poison, disrupt undead, guidance, light, read magic, resistance, Sift, stabilize, virtue
1st-Level Inquisitor Spells
alarm, bane, bless, bless water, burst bonds*, cause fear, command, comprehend languages, cure light wounds, curse water, detect chaos/evil/good/law, detect undead, disguise self, divine favor, doom, expeditious retreat, hide from undead, inflict light wounds, magic weapon, protection from chaos/evil/good/law, remove fear, sanctuary, shield of faith, tireless pursuit*, true strike, wrath*, peacebond, Ear-Piercing Scream, Forbid Action, Forced Quiet, Hex Ward, Horn of Pursuit, Know the Enemy, Lend Judgment, Persuasive Goad, Sanctify Corpse, Vocal Alteration, Wartrain Mount, Returning Weapon, Touch of Combustion, Unerring Weapon, Winter Feathers
2nd-Level Inquisitor Spells
aid, align weapon, bloodhound*, calm emotions, castigate*, confess*, consecrate, corruption resistance*, cure moderate wounds, darkness, death knell, delay poison, desecrate, detect thoughts, enthrall, find traps, flames of the faithful*, follow aura*, ghostbane dirge*, hold person, honeyed tongue*, inflict moderate wounds, invisibility, knock, perceive cues*, remove paralysis, resist energy, restoration (lesser), see invisibility, sacred bond*, shield other, silence, spiritual weapon, tongues, undetectable alignment, weapon of awe*, whispering wind, zone of truth, Acute Senses, Delay Pain, Disguise Other, Distressing Tone, Ghostly Disguise, Surmount Affliction, Brow Gasher
3rd-Level Inquisitor Spells
arcane sight, banish seeming*, cast out*, continual flame, coordinated effort*, cure serious wounds, daylight, deeper darkness, dimensional anchor, dispel magic, fester*, glyph of warding, halt undead, heroism, hidden speech*, hunter's eye*, inflict serious wounds, invisibility purge, keen edge, locate object, magic circle vs. chaos/evil/good/law, magic vestment, greater magic weapon, nondetection, obscure object, prayer, protection from energy, remove curse, remove disease, retribution*, righteous vigor*, seek thoughts*, searing light, speak with dead, ward the faithful*, Deadly Juggernaut, Blood Biography, Blessing of the Mole, Countless Eyes, Terrible Remorse, Witness, Blood Scent, Burst of Speed, Chains of Perdition
4th-Level Inquisitor Spells
brand (greater)*, chaos hammer, coward's lament*, cure critical wounds, death ward, defile armor*, denounce*, detect scrying, discern lies, dismissal, divination, divine power, fear, freedom of movement, forced repentance*, geas (lesser), hold monster, holy smite, inflict critical wounds, invisibility (greater), neutralize poison, order's wrath, rebuke*, restoration, sanctify armor*, sending, shared wrath*, sleepwalk*, spell immunity, stoneskin, tireless pursuers*, unholy blight, Leashed Shackles, Ardor's Onslaught
5th-Level Inquisitor Spells
atonement, banishment, break enchantment, castigate (mass)*, command (greater), commune, cure light wounds (mass), dispel chaos/evil/good/law, disrupting weapon, flame strike, geas/quest, ghostbane dirge (mass)*, hallow, inflict light wounds (mass), mark of justice, resounding blow*, righteous might, spell resistance, telepathic bond, true seeing, unhallow, unwilling shield*, Divine Pursuit, Greater Forbid Action, Lend Greater Judgment, Curse of Magic Negation, Chains of Light, Dispel Balance
6th-Level Inquisitor Spells
blade barrier, blasphemy, circle of death, cleanse*, cure moderate wounds (mass), dictum, dispel magic (greater), fester (mass)*, find the path, forbiddance, glyph of warding (greater), harm, heal, heroes' feast, holy word, inflict moderate wounds (mass), legend lore, repulsion, undeath to death, word of chaos, Overwhelming Presence


Paladin

Paladin Spells
1 Bless, Bless Water, Bless Weapon, Create Water, Cure Light Wounds, Detect Poison, Detect Undead, Divine Favor, Endure Elements, Magic Weapon, Protection from Chaos/Evil, Read Magic, Resistance, Lesser Restoration, Virtue, Challenge Evil, Ghostbane Dirge, Grace, Hero's Defiance, Knight's Calling, Rally Point, Veil of Positive Energy, Merciful Blade (house), Honeyed Tongue, Peacebond, Liberating Command, Diagnose Disease, Horn of Pursuit, Know the Enemy, Sanctify Corpse, Wartrain Mount, Word of Resolve
2 Bull's Strength, Delay Poison, Eagle's Splendor, Owl's Wisdom, Remove Paralysis, Resist Energy, Shield Other, Undetectable Alignment, Zone of Truth, Bestow Grace, Blessing of Courage and Life, Instant Armor, Light Lance, Paladin's Sacrifice, Righteous Vigor, Sacred Bond, Saddle Surge, Wake of Light, Weapon of Awe, Corruption Resistance, Martyr's Bargain, Aura of Greater Courage, Fire of Entanglement, Arrow of Law, Holy Shield, Vestment of the Champion, Burst of Radiance, Lesser Angelic Aspect
3 Cure Moderate Wounds, Daylight, Discern Lies, Dispel Magic, Heal Mount, Magic Circle against Chaos/Evil, Greater Magic Weapon, Prayer, Remove Blindness/Deafness, Remove Curse, Divine Transfer, Fire of Judgment, Mass Ghostbane Dirge, Holy Whisper, Sanctify Armor, Wrathful Mantle, Deadly Juggernaut, Marks of Forbiddance, Archon's Aura, Blade of Bright Victory, Blessing of the Mole, Accept Affliction, Burst of Speed, Angelic Aspect
4 Break Enchantment, Cure Serious Wounds, Death Ward, Dispel Chaos, Dispel Evil, Holy Sword, Mark of Justice, Neutralize Poison, Restoration, Blaze of Glory, Fire of Vengeance, King's Castle, Oath of Peace, Raise Animal Companion, Resounding Blow, Sacrificial Oath, Stay the Hand, Breath of Life (modified), Forced Repentance, Bestow Grace of the Champion, Symbol of Healing, Greater Angelic Aspect, Chains of Light, Archon's Trumpet


Ranger

Ranger Spells
1 Alarm, Animal Messenger, Calm Animals, Charm Animal, Delay Poison, Detect Animals or Plants, Detect Poison, Detect Snares and Pits, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Magic Fang, Pass without Trace, Read Magic, Resist Energy, Speak with Animals, Summon Nature's Ally I, Ant Haul, Aspect of the Falcon, Call Animal, Cloak of Shade, Dancing Lantern, Detect Aberration, Glide, Gravity Bow, Hunter's Howl, Keen Senses, Lead Blades, Negate Aroma, Residual Tracking, Tireless Pursuit, Liberating Command, Diagnose Disease,

Horn of Pursuit, Know the Enemy, Summon Minor Ally, Wartrain Mount, Summon Minor Ally, Marid's Mastery, Returning Weapon, Strong Wings, Thunderstomp, Winter Feathers

2 Barkskin, Bear's Endurance, Cat's Grace, Cure Light Wounds, Hold Animal, Owl's Wisdom, Protection from Energy, Snare, Speak with Plants, Spike Growth, Summon Nature's Ally II, Wind Wall, Accelerate Poison, Allfood, Aspect of the Bear, Bloodhound, Chameleon Stride, Eagle Eye, Guiding Star, Hide Campsite, Hunter's Eye, Perceive Cues, Protective Spirit, Slipstream, Stone Call, Campfire Wall, Lockjaw, Protective Spirit, Versatile Weapon, Acute Senses,

Badger's Ferocity, Web Shelter, Brow Gasher, Certain Grip, Blood Scent

3 Command Plants, Cure Moderate Wounds, Darkvision, Diminish Plants, Greater Magic Fang, Neutralize Poison, Plant Growth, Reduce Animal, Remove Disease, Repel Vermin, Summon Nature's Ally III, Tree Shape, Water Walk, Aspect of the Stag, Cloak of Winds, Life Bubble, Tireless Pursuers, Venomous Bolt, Bloody Claws, Strong Jaw, Blessing of the Mole,

Burrow, Fickle Winds, Burst of Speed, Flame Arrow, Greater Thunderstomp

4 Animal Growth, Commune with Nature, Cure Serious Wounds, Freedom of Movement, Nondetection, Summon Nature's Ally IV, Tree Stride, Aspect of the Wolf, Bow Spirit, Grove of Respite, Raise Animal Companion, Blessing of the Salamander, Greater Darkvision


Sorcerer and Wizard

Sorcerer/Wizard Spells
0-Level Sorcerer/Wizard Spells
Abjuration Resistance
Conjuration Acid Splash
Divination Detect Magic, Detect Poison, Read Magic
Enchantment Daze
Evocation Dancing Lights, Flare, Light, Ray of Frost, Spark
Illusion Ghost Sound
Necromancy Bleed, Disrupt Undead, Touch of Fatigue,
Transmutation Mage Hand, Mending, Message, Open/Close
Universal Arcane Mark, Prestidigitation
1st Level Sorcerer/Wizard Spells
Abjuration Alarm, Endure Elements, Hold Portal, Protection from Chaos/Evil/Good/Law, Shield, Line in the Sand,Winter Feathers
Conjuration Grease, Mage Armor, Mount, Obscuring Mist, Summon Monster I, Unseen Servant, Corrosive Touch, Icicle Dagger, Summon Minor Monster
Divination Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, True Strike
Enchantment Charm Person, Hypnotism, Sleep, Memory Lapse, Bungle, Delusional Pride
Evocation Burning Hands, Floating Disk, Magic Missile, Shocking Grasp, Flare Burst, Hydraulic Push, Ear-Piercing Scream, Thunderstomp, Touch of Combustion
Illusion Color Spray, Disguise Self, Magic Aura, Silent Image, Ventriloquism, Shadow Weapon
Necromancy Cause Fear, Chill Touch, Ray of Enfeeblement, Sculpt Corpse, Decompose Corpse, Ray of Sickening, Restore Corpse
Transmutation Animate Rope, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Jump, Magic Weapon, Reduce Person, Ant Haul, Break, Dancing Lantern, Expeditious Excavation, Stone Fist, Touch of the Sea, Repair Light Damage, Expeditious Excavation, Liberating Command, Forced Quiet, Polypurpose Panacea, Snapdragon Fireworks, Vocal Alteration, Marid's Mastery, Strong Wings, Sundering Shards, Unerring Weapon
2nd Level Sorcerer/Wizard Spells
Abjuration Arcane Lock, Obscure Object, Protection from Arrows, Resist Energy, Miserable Pity, Bullet Shield, Death from Below
Conjuration Acid Arrow, Fog Cloud, Glitterdust, Summon Monster II, Summon Swarm, Web, Slipstream, Stone Call, Dust of Twilight, Cushioning Bands, Web Shelter, Returning Weapon
Divination Detect Thoughts, Locate Object, See Invisibility, Share Language, Elemental Speech, Share Memory
Enchantment Daze Monster, Hideous Laughter, Touch of Idiocy, Compassionate Ally, Delay Pain
Evocation Continual Flame, Darkness, Flaming Sphere, Gust of Wind, Scorching Ray, Shatter, Burning Gaze, Defensive Shock, Fire Breath, Defensive Shock, Frigid Touch, Protective Penumbra, Sonic Scream, Molten Orb, Gusting Sphere
Illusion Blur, Hypnotic Pattern, Invisibility, Magic Mouth, Minor Image, Mirror Image, Misdirection, Phantom Trap, Disguise Other, Ghostly Disguise, Mad Hallucination
Necromancy Blindness/Deafness, Command Undead, False Life, Ghoul Touch, Scare, Spectral Hand, Unshakable Chill, Pernicious Poison, Steal Voice, Unshakable Chill, Brow Gasher
Transmutation Alter Self, Bear's Endurance, Bull's Strength, Cat's Grace, Darkvision, Eagle's Splendor, Fox's Cunning, Knock, Levitate, Make Whole, Owl's Wisdom, Pyrotechnics, Rope Trick, Spider Climb, Whispering Wind, Accelerate Poison, Glide, Repair Moderate Damage, Badger's Ferocity, Boiling Blood, Disfiguring Touch, Silk To Steel, Certain Grip, Extreme Flexibility, Steal Breath, Blood Blaze
3rd-Level Sorcerer/Wizard Spells
Abjuration Dispel Magic, Explosive Runes, Magic Circle against Chaos/Evil/Good/Law, Nondetection, Protection from Energy, Cloak of Winds
Conjuration Phantom Steed, Sepia Snake Sigil, Sleet Storm, Stinking Cloud, Summon Monster III, Aqueous Orb, Ash Storm, Mad Monkeys, Rain of Frogs, Ablative Barrier, Gloomblind Bolts, Silver Darts, Pellet Blast
Divination Arcane Sight, Clairaudience/Clairvoyance, Tongues, Seek Thoughts, Blood Biography
Enchantment Deep Slumber, Heroism, Hold Person, Rage, Suggestion, Unadulterated Loathing
Evocation Daylight, Fireball, Lightning Bolt, Tiny Hut, Wind Wall, Draconic Reservoir, Elemental Aura, Pain Strike, Twilight Knife, Distracting Cacophony, Campfire Wall, Hydraulic Torrent, Distracting Cacophony, Force Punch, Firestream, Greater Thunderstomp
Illusion Displacement, Illusory Script, Invisibility Sphere, Major Image, Vision of Hell
Necromancy Gentle Repose, Halt Undead, Ray of Exhaustion, Vampiric Touch, Ki Leech, Sands of Time, Toxic Gift
Transmutation Beast Shape I, Blink, Flame Arrow, Fly, Gaseous Form, Haste, Keen Edge, Greater Magic Weapon, Secret Page, Shrink Item, Slow, Water Breathing, Enter Image, Shifting Sand, Repair Serious Damage, Versatile Weapon, Burrow, Countless Eyes, Eruptive Pustules, Monstrous Physique I
4th-Level Sorcerer/Wizard Spells
Abjuration Dimensional Anchor, Fire Trap, Lesser Globe of Invulnerability, Remove Curse, Stoneskin, True Form, Curse of Magic Negation
Conjuration Black Tentacles, Dimension Door, Minor Creation, Secure Shelter, Solid Fog, Summon Monster IV
Divination Arcane Eye, Detect Scrying, Locate Creature, Scrying, Share Senses, Symbol of Revelation
Enchantment Charm Monster, Confusion, Crushing Despair, Lesser Geas, Control Summoned Creature, Malicious Spite, Overwhelming Grief
Evocation Fire Shield, Ice Storm, Resilient Sphere, Shout, Wall of Fire, Wall of Ice, Ball Lightning, Detonate, Dragon's Breath, River of Wind, Vitriolic Mist, Volcanic Storm, Greater Flaming Sphere, Telekinetic Charge
Illusion Hallucinatory Terrain, Illusory Wall, Greater Invisibility, Phantasmal Killer, Rainbow Pattern, Shadow Conjuration, Wandering Star Motes, Shadow Step
Necromancy Animate Dead, Bestow Curse, Contagion, Enervation, Fear, Greater False Life, Familiar Melding
Transmutation Beast Shape II, Elemental Body I, Mass Enlarge Person, Mnemonic Enhancer, Mass Reduce Person, Stone Shape, Firefall, Repair Critical Damage, Alter Winds, Greater Darkvision, Monstrous Physique II, Ride the Waves, Symbol of Slowing, Vermin Shape I, Blood Scent, Fire Trail, Raging Rubble
5th-Level Sorcerer/Wizard Spells
Abjuration Break Enchantment, Dismissal, Mage's Private Sanctum, Life Bubble
Conjuration Cloudkill, Mage's Faithful Hound, Major Creation, Lesser Planar Binding, Secret Chest, Summon Monster V, Teleport, Wall of Stone, Corrosive Consumption, Geyser, Corrosive Consumption
Divination Contact Other Plane, Prying Eyes, Telepathic Bond, Symbol of Scrying
Enchantment Dominate Person, Feeblemind, Hold Monster, Mind Fog, Symbol of Sleep, Curse of Disgust, Smug Narcissism
Evocation Cone of Cold, Interposing Hand, Sending, Wall of Force, Fire Snake, Sonic Thrust, Icy Prison, Lightning Arc, Wall of Sound
Illusion Dream, False Vision, Mirage Arcana, Nightmare, Persistent Image, Seeming, Shadow Evocation, Phantasmal Web,
Necromancy Blight, Magic Jar, Symbol of Pain, Waves of Fatigue, Suffocation, Lesser Astral Projection, Plague Carrier
Transmutation Animal Growth, Baleful Polymorph, Beast Shape III, Elemental Body II, Fabricate, Overland Flight, Passwall, Plant Shape I, Polymorph, Telekinesis, Transmute Mud to Rock, Transmute Rock to Mud, Planar Adaptation, Echolocation, Fickle Winds, Monstrous Physique III, Rapid Repair, Vermin Shape II, Absorbing Inhalation, Earth Glide, Hellmouth Lash
Universal Permanency
6th-Level Sorcerer/Wizard Spells
Abjuration Antimagic Field, Greater Dispel Magic, Globe of Invulnerability, Guards and Wards, Repulsion, Symbol of Sealing
Conjuration Acid Fog, Planar Binding, Summon Monster VI, Wall of Iron, Getaway, Ice Crystal Teleport
Divination Analyze Dweomer, Legend Lore, True Seeing
Enchantment Geas/Quest, Greater Heroism, Mass Suggestion, Symbol of Persuasion, Envious Urge, Serenity, Utter Contempt, Vengeful Outrage
Evocation Chain Lightning, Contingency, Forceful Hand, Freezing Sphere, Contagious Flame, Sirocco, Cold Ice Strike, Leashed Shackles
Illusion Mislead, Permanent Image, Programmed Image, Shadow Walk, Veil
Necromancy Circle of Death, Create Undead, Eyebite, Symbol of Fear, Undeath to Death, Unwilling Shield, Greater Contagion, Major Curse
Transmutation Mass Bear's Endurance, Beast Shape IV, Mass Bull's Strength, Mass Cat's Grace, Control Water, Disintegrate, Mass Eagle's Splendor, Elemental Body III, Flesh to Stone, Form of the Dragon I, Mass Fox's Cunning, Mage's Lucubration, Move Earth, Mass Owl's Wisdom, Plant Shape II, Stone to Flesh, Transformation, Enemy Hammer, Fluid Form, Monstrous Physique IV
7th-Level Sorcerer/Wizard Spells
Abjuration Banishment, Sequester, Spell Turning, Teleport Trap, Circle of Clarity, Deflection, Circle of Clarity
Conjuration Instant Summons, Mage's Magnificent Mansion, Phase Door, Plane Shift, Summon Monster VII, Greater Teleport, Teleport Object, Rampart, Joyful Rapture
Divination Greater Arcane Sight, Greater Scrying, Vision
Enchantment Mass Hold Person, Insanity, Power Word Blind, Symbol of Stunning
Evocation Delayed Blast Fireball, Forcecage, Grasping Hand, Mage's Sword, Prismatic Spray, Vortex, Scouring Winds
Illusion Mass Invisibility, Project Image, Greater Shadow Conjuration, Simulacrum, Lunar Veil, Phantasmal Revenge,
Necromancy Control Undead, Finger of Death, Symbol of Weakness, Waves of Exhaustion, Epidemic, Plague Storm
Transmutation Control Weather, Elemental Body IV, Ethereal Jaunt, Form of the Dragon II, Giant Form I, Plant Shape III, Greater Polymorph, Reverse Gravity, Statue, Firebrand, Mass Fly, Mass Planar Adaptation, Ice Body
Universal Limited Wish
8th-Level Sorcerer/Wizard Spells
Abjuration Dimensional Lock, Mind Blank, Prismatic Wall, Protection from Spells
Conjuration Incendiary Cloud, Maze, Greater Planar Binding, Summon Monster VIII, Trap the Soul, Seamantle, Wall of Lava
Divination Discern Location, Moment of Prescience, Greater Prying Eyes, Prediction of Failure
Enchantment Antipathy, Binding, Mass Charm Monster, Demand, Irresistible Dance, Power Word Stun, Symbol of Insanity, Sympathy, Euphoric Tranquility
Evocation Clenched Fist, Polar Ray, Greater Shout, Sunburst, Telekinetic Sphere, Stormbolts
Illusion Scintillating Pattern, Screen, Greater Shadow Evocation
Necromancy Clone, Create Greater Undead, Horrid Wilting, Symbol of Death, Orb of the Void
Transmutation Form of the Dragon III, Giant Form II, Iron Body, Polymorph Any Object, Temporal Stasis
9th-Level Sorcerer/Wizard Spells
Abjuration Freedom, Imprisonment, Mage's Disjunction, Prismatic Sphere, Wall of Suppression, Symbol of Vulnerability
Conjuration Gate, Refuge, Summon Monster IX, Teleportation Circle, Clashing Rocks, Tsunami
Divination Foresight
Enchantment Dominate Monster, Mass Hold Monster, Power Word Kill, Overwhelming Presence, Symbol of Strife
Evocation Crushing Hand, Meteor Swarm, Winds of Vengeance, Icy Prison, Mass, Ride the Lightning
Illusion Shades, Weird
Necromancy Astral Projection, Energy Drain, Soul Bind, Wail of the Banshee, Cursed Earth
Transmutation Etherealness, Shapechange, Time Stop, Fiery Body, World Wave, Transmute Blood to Acid
Universal Wish


Witch

0-Level Witch Spells
Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Read Magic, Resistance, Spark, Stabilize, Touch Of Fatigue.
1st-Level Witch Spells
Beguiling Gift, Burning Hands, Cause Fear, Charm Person, Chill Touch, Command, Comprehend Languages, Cure Light Wounds, Dancing Lantern, Detect Secret Doors, Enlarge Person, Hypnotism, Identify, Ill Omen, Inflict Light Wounds, Mage Armor, Mask Dweomer, Mount, Obscuring Mist, Ray Of Enfeeblement, Reduce Person, Sleep, Summon Monster I, Unseen Servant, Peacebond, Bungle, Decompose Corpse, Delusional Pride, Diagnose Disease, Ear-Piercing Scream, Forced Quiet, Fumbletongue, Hex Ward, Icicle Dagger, Ray of Sickening, Remove Sickness, Restore Corpse, Sanctify Corpse, Shadow Weapon, Summon Minor Monster, Vocal Alteration, Marid's Mastery, Strong Wings, Sundering Shards, Touch of Combustion, Unerring Weapon, Wave Shield, Winter Feathers
2nd-Level Witch Spells
Alter Self, Augury, Blindness\Deafness, Burning Gaze, Cure Moderate Wounds, Daze Monster, Death Knell, Delay Poison, Detect Thoughts, Enthrall, False Life, Find Traps, Fog Cloud, Gentle Repose, Glide, Glitterdust, Hidden Speech, Hold Person, Inflict Moderate Wounds, Levitate, Percieve Cues, Pox Pustules, Scare, See Invisibility, Spectral Hand, Status, Summon Monster II, Summon Swarm, Touch Of Idiocy, Vomit Swarm, Web, Zone Of Truth, Unshakable Chill, Boiling Blood, Delay Pain, Disfiguring Touch , Ghostly Disguise, Mad Hallucination, Miserable Pity, Pernicious Poison, Protective Penumbra, Share Memory, Silk to Steel, Steal Voice, Unshakable Chill, Web Shelter, Returning Weapon, Extreme Flexibility, Steal Breath, Molten Orb, Blood Blaze
3rd-Level Witch Spells
Arcane Sight, Bestow Curse, Clairaudience/Clairvoyance, Deep Slumber, Dispel Magic, Fly, Glyph Of Warding, Guiding Star, Heroism, Lightning Bolt, Locate Object, Nature's Exile, Pain Strike, Rage, Ray Of Exhaustion, Remove Blindness/Deafness, Remove Curse, Remove Disease, Screech, Seek Thoughts, Sepia Snake Sigil, Share Senses, Sleet Storm, Speak With Dead, Stinking Cloud, Suggestion, Summon Monster III, Tongues, Twilight Knife, Vampiric Touch, Water Walk, Ash Storm, Cackling Skull, Countless Eyes, Eruptive Pustules, Ki Leech, Rain of Frogs, Sands of Time, Spit Venom, Strangling Hair, Unadulterated Loathing, Vermin Shape I, Vision of Hell, Witness, Accept Affliction, Blood Scent, Gloomblind Bolts, Raging Rubble, Silver Darts
4th-Level Witch Spells
Arcane Eye, Black Tentacles, Charm Monster, Confusion, Crushing Despair, Cure Serious Wounds, Death Ward, Detect Scrying, Dimension Door, Discern Lies, Divination, Enervation, Fear, Ice Storm, Inflict Serious Wounds, Lesser Geas, Locate Creature, Minor Creation, Moonstruck, Neutralize Poison, Phantasmal Killer, Poison, Scrying, Secure Shelter, Sleepwalk, Solid Fog, Spite, Summon Monster IV, Threefold Aspect, Wandering Star Motes, Cape of Wasps, Curse of Magic Negation, Greater False Life, Familiar Melding, Ride the Waves, Shadow Step, Symbol of Healing, Symbol of Revelation, Symbol of Slowing, Vermin Shape II, Volcanic Storm, Hellmouth Lash
5th-Level Witch Spells
Baleful Polymorph, Banish Seeming, Blight, Break Enchantment, Cloudkill, Contact Other Plane, Cure Critical Wounds, [1], Feeblemind, Hold Monster, Inflict Critical Wounds, Magic Jar, Major Creation, Mark Of Justice, Mass Pain Strike, Mind Fog, Overland Flight, Prying Eyes, Reincarnate, Rest Eternal, Secret Chest, Summon Monster V, Symbol Of Pain, Symbol Of Sleep, Telepathic Bond, Teleport, Waves Of Fatigue, Suffocation, Greater Contagion, Major Curse, Curse of Disgust, Plague Carrier, Smug Narcissism, Symbol of Scrying
6th-Level Witch Spells
Analyze Dweomer, Animate Objects, Cloak Of Dreams, Cone Of Cold, Eyebite, Find The Path, Flesh To Stone, Geas/Quest, Greater Dispel Magic, Greater Heroism, Guards And Wards, Legend Lore, Mass Cure Light Wounds, Mass Inflict Light Wounds, Mass Suggestion, Raise Dead, Slay Living, Stone To Flesh, Summon Monster VI, Symbol Of Fear, Symbol Of Persuasion, Transformation, True Seeing, Unwilling Shield, Epidemic, Ice Crystal Teleport, Plague Storm, Symbol of Sealing, Vengeful Outrage
7th-Level Witch Spells
Chain Lightning, Control Weather, Greater Arcane Sight, Greater Scrying, Greater Teleport, Harm, Heal, Insanity, Instant Summons, Mass Cure Moderate Wounds, Mass Hold Person, Mass Inflict Moderate Wounds, Phase Door, Plane Shift, Power Word Blind, Regenerate, Summon Monster VII, Symbol Of Stunning, Symbol Of Weakness, Teleport Object, Vision, Waves Of Exhaustion, Lunar Veil, Ice Body

Lunar Veil, Scouring Winds, Temporary Resurrection

8th-Level Witch Spells
Antipathy, Clone, Demand, Destruction, Discern Location, Greater Prying Eyes, Horrid Wilting, Irresistable Dance, Mass Charm Monster, Mass Cure Serious Wounds, Mass Inflict Serious Wounds, Maze, Mind Blank, Moment Of Prescience, Power Word Stun, Resurrection, Stormbolts, Summon Monster VIII, Symbol Of Death, Symbol Of Insanity, Sympathy, Trap The Soul, Prediction of Failure
9th-Level Witch Spells
Astral Projection, Dominate Monster, Elemental Swarm, Foresight, Mass Cure Critical Wounds, Mass Hold Monster, Mass Inflict Critical Wounds, Power Word Kill, Refuge, Soul Bind, Storm Of Vengeance, Summon Monster IX, Teleportation Circle, Wail Of The Banshee, Polar Midnight, Cursed Earth, Symbol of Strife, Polar Midnight


House Spells

Below are descriptions for house spells, or spells which have been modified from their source.


Breath of Life

School: conjuration (healing)
Level: Cleric 5, Druid 5, Paladin 4
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will negates (harmless) or Will half, see text; Spell Resistance yes (harmless) or yes, see text
This spell cures 5d8 points of damage + 1 point per caster level (maximum +25).
Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.
Creatures slain by death effects cannot be saved by breath of life.
Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring them back to life.


Explosive Plates

School: transmutation [acid]; Level artificer 3
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 minute/level (D)
Saving Throw: Fortitude partial (see text); Spell Resistance yes

The plates of your titan armor shift and reconfigure themselves, concealing acid modules. These burst open if you are struck. Any creature that strikes you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of acid damage and must save or be sickened for 1 round. If the attack against you is a critical hit, the attacker must save or be nauseated instead of sickened. This damage can harm a swarm.


Reincarnate

Reincarnate remains the same on Tenebrae, save it's been refocused on theme-related races. War golems are not included, as they are not considered part of the "natural" order, but are created.
Reincarnate Table
Roll New Race
1-7 Khazad
1-50 Khazad-Aul
51-100 Khazad-Mornir
6-14 Egalrin
15-21 Sildanyar
1-34 Llyranesi
35-67 Mul'niessa
68-100 Sylvanori
22-28 Gnome
29-35 Gobber
36-42 Half-elf
43-49 Arvek Nar
50-56 Sith'makar
57-63 Giantborn
64-70 Half-orc
71-77 Halflings
78-82 Oruch
83-100 Human


Merciful Blade

School: Transmutation
Level: Pal 1
Components: V, DF, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (D)
Sometimes, mercy is called for in the martial field. With this prayer, the paladin asks his or her deity to dull the edge of her blades so any weapon she actively wields inflicts subdual damage instead of lethal damage. This does not alter the weapon's damage type, or otherwise change the weapon in any way. Despite the name of the prayer, any manufactured or natural weapon wielded by the paladin may be affected. If the weapon is dropped or otherwise discarded, the spell ends for that weapon until it is wielded again by the paladin.
For the purposes of this last-minute spell, the wielding of the weapon is considered its Somatic component.


Spell-Storing Item

School: Transmutation
Level: Artificer 1
Casting Time: 1 minute
Components: S
Range: touch
Target: Item touched
Duration: 1 hour/level or until discharged
Saving Throw: None (object)
Spell Resistance: No (object)
The artificer is able to store the energy matrix of a single, targeted contraption of up to 3rd level in a weapon (including a titan fist).
The artificer must have prepared the contraption he or she wishes to store in the item, and the contraption must have a casting time of 1 standard action. The act of transferring the energy matrix to the weapon renders the original contraption useless.
Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires.


Titan Fist

School: Conjuration
Level: Artificer 1
Casting Time: 1 standard action
Components: S, See Text
Range: touch
Target: Artificer's Titan Armor
Duration: instantaneous
Saving Throw: Fortitude (object); Spell Resistance yes (object)
You imbue your Titan Fist and throw it at a target up to 100 feet away. Make a ranged attack roll. If it hits, the target takes damage from your Titan Fist as though struck by that weapon, including all strength bonuses and other effects.
This does not actually rob you of part of your armor--the artifice will self-heal before your next turn. This spell also requires the artificer to be wearing her titan armor when casting the spell.

Bonus Spells per Level

The ability that governs bonus spells depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, and rangers; and Charisma for bards, paladins, and sorcerers. In addition to having a high ability score, a spellcaster must be of a high enough class level to be able to cast spells of a given spell level. See the individual class description details.

Bonus Spells per Level
Caster Ability Score Modifier 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 –5 Can't cast spells tied to this ability
2–3 –4 Can't cast spells tied to this ability
4–5 –3 Can't cast spells tied to this ability
6–7 –2 Can't cast spells tied to this ability
8–9 –1 Can't cast spells tied to this ability
10–11 0
12–13 1 1
14–15 2 1 1
16–17 3 1 1 1
18–19 4 1 1 1 1
20–21 5 2 1 1 1 1
22–23 6 2 2 1 1 1 1
24–25 7 2 2 2 1 1 1 1
26–27 8 2 2 2 2 1 1 1 1
28–29 9 3 2 2 2 2 1 1 1 1
30–31 10 3 3 2 2 2 2 1 1 1
32–33 11 3 3 3 2 2 2 2 1 1
34–35 12 3 3 3 3 2 2 2 2 1
36–37 13 4 3 3 3 3 2 2 2 2
38–39 14 4 4 3 3 3 3 2 2 2
40–41 15 4 4 4 3 3 3 3 2 2
42–43 16 4 4 4 4 3 3 3 3 2
44–45 17 5 4 4 4 4 3 3 3 3

Scribing and Purchasing Spells

All casting classes may purchase scrolls, although artificers are unable to make use of them outside of adding them to blueprints known. All wizards, artificers, and witches may use scrolls to expand their spellbooks. Prices given below are market; other players may charge less, and costs may also be reduced via RPPs.

We use the guidelines published by PFS for scrolls. That is, we assume that scrolls (and other consumables) are made first by clerics, druids, or wizards unless they are not on those classes' lists. For example, a scroll of lesser restoration must be purchased as a 2nd-level scroll off the cleric spell list and may not be purchased as a 1st-level scroll off the paladin spell list. If a spell appears at different levels on two different lists, use the lower level spell to determine cost.

For the sake of simplicity, there is no difference between an arcane and divine scroll or wand (we just care if it's on their spell list). Thus a bard and cleric may both use the same scroll of cure moderate wounds.


Scroll Costs
Spell Level Cleric, Druid, Wizard, Artificer Sorcerer Bard, Inquisitor Paladin, Ranger
0 12.5 gp 12.5 gp 12.5 gp
1st 25 gp 25 gp 25 gp 25 gp
2nd 150 gp 200 gp 200 gp 200 gp
3rd 375 gp 450 gp 525 gp 525 gp
4th 700 gp 800 gp 1,000 gp 1,000 gp
5th 1,125 gp 1,250 gp 1,625 gp
6th 1,650 gp 1,800 gp 2,400 gp
7th 2,275 gp 2,450 gp
8th 3,000 gp 3,200 gp
9th 3,825 gp 4,050 gp


Scribing to a Spellbook
Spell Level Writing Cost
0 5 gp
1 10 gp
2 40 gp
3 90 gp
4 160 gp
5 250 gp
6 360 gp
7 490 gp
8 640 gp
9 810 gp

Incremental Antimagic

Incremental antimagic.jpg

Want more options than standard antimagic offers? Would you like to make higher level spells more challenging, while leaving the lower level ones alone? Offer elements of antimagic as a trap? Interjection Games was kind enough to step in, and craft Incremental Antimagic! Indirectly crafted for Tenebrae, we have permission to use this awesome product in our MUX. Click to download Incremental Antimagic from RPGNow.

Incremental Antimagic includes options for:

  • 4 kinds of incremental antimagic
  • Chaotic: On a failed check, spells change form.
  • Delaying: On a failed check, the caster must either try to cast the same spell using the same spell slot next turn or allow the spell to blast himself.
  • Eliminating: On a failed check, the spell fizzles. It sucks to be you.
  • Hindering: On a failed check, the caster must either let the spell fizzle or expend an additional spell slot to cast.
  • Rules for adding incremental antimagic into your game.
  • The nullstone golem, a CR5 antimagic bruiser.

Summoning

What are the House Rules?

Q: Is there a limit to how many summons I can have?
A: The answer is the rule of fun. Be mindful of other players, turn times, and the ability of everyone to share the spotlight. If you're cutting into others' fun, it is time to summon fewer creatures.


Q: Can I add additional monsters to the monster summoning tables?
A: We follow the guidance of Paizo's developers in this regard. From James Jacobs:
Nope. No chance. We didn't have room, or the time to go through and pick out balanced additions to the spell, nor do we want to set up the expectation that something like that will be in every Bestiary, plus some other boring reasons.
We really just don't want to bloat the summon monster tables with too many choices, honestly. It's already kinda hard to choose a monster; making there be TOO many choices spread across TOO many books just leads to option paralysis in game and that's not good.
In the end, we decided that these spells more or less needed to be self-contained. That mean that they had lists that referenced the main Bestiary and didn't go beyond that. This is mostly a balance issue (too many monsters on the list allow for too much specialization per encounter), but also a game-play issue (too many monsters on the list causes option paralysis and makes the simple choice of choosing a summoned monster a tough one) and a public relations issue (we try not to build parts of the game to be too dependent on non-core products).


Final Words

Please have all creatures' stats prepared ahead of time. Use a site like this one: http://gregfarrell.org/pfs/ or, add your summons to your charpage! We've made a handy template over this way. If you don't have the time and inclination to do this sort of note-keeping, we ask that you keep summoning to a minimum. This is just due to the time it takes during combat; you really have to keep on top of it. That said, ask around. We have a great community, and there is always someone willing to help.


Dog, Celestial
Type M Celestial Init 1 Senses darkvision 60 ft., low-light vision, scent; Perception +8
Defenses
AC: 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
HP: 6 (1d8+2)
Saves: +4, Ref +3, Will +1
Other: SR 5, cold 5, acid 5, electricity 5
Offense
Speed: 40
Melee: bite +2 (1d4+1)
Special Attacks: Smite Evil
Statistics
Stats: Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk & CMD: Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats: Skill Focus (Perception)
Skills: Acrobatics +1 (+9 jump), Perception +8, Survival +1 (+5 scent tracking)
Special Abilities
Ability: +4 Acrobatics when jumping, +4 Survival when tracking by scent
Ability: Smite evil 1/day as a swift action add CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil foes; smite persists until target is dead or the celestial creature rests.


{{Summon-Start|Dog, Celestial}}
{{SummonBasics-Start}}'''Type''' M Celestial '''Init''' 1 '''Senses''' darkvision 60 ft., low-light vision, scent; Perception +8
{{SummonBasics-End}}
{{SummonCol-Start}}
{{SummonSection|Defenses}}
{{SummonEntry|AC}} 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
{{SummonEntry|HP}} 6 (1d8+2)
{{SummonEntry|Saves}} +4, Ref +3, Will +1
{{SummonEntry|Other}} SR 5, cold 5, acid 5, electricity 5
{{SummonSection|Offense}}
{{SummonEntry|Speed}} 40
{{SummonEntry|Melee}} bite +2 (1d4+1) 
{{SummonEntry|Special Attacks}} Smite Evil
{{SummonCol-End}}
{{SummonCol-Start}}
{{SummonSection|Statistics}}
{{SummonEntry|Stats}} Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
{{SummonEntry|Base Atk & CMD}} Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
{{SummonEntry|Feats}} Skill Focus (Perception)
{{SummonEntry|Skills}} Acrobatics +1 (+9 jump), Perception +8, Survival +1 (+5 scent tracking)
{{SummonSection|Special Abilities}}
{{SummonEntry|Ability}} +4 Acrobatics when jumping, +4 Survival when tracking by scent
{{SummonEntry|Ability}} Smite evil 1/day as a swift action add CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil foes; smite persists until target is dead or the celestial creature rests.
{{SummonCol-End}}
{{Summon-End}}