Spell Lists
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Shaman Spell List
The DC for Shaman spells is equal to 10 + 1/2 your level + your Wisdom modifier.
First Circle
- Cure Light Wounds – Restore 2d4 HP, +2 per level, and remove one condition from an ally.
- Reversal: Inflict Light Wounds – Deal 2d6 damage,+2 per level to an opponent.
- Sanctuary – Opponents must make a Will save to make offensive actions against touched creature until it takes an offensive action.
- Bless – Allies gain +1 to attack rolls and Will saves.
- Reversal: Bane – Opponents suffer a -1 penalty to attack rolls and Will saves.
- Incantation – Single creature gains +1 bonus to attack rolls, +1 more per 3 levels.
- Endure Elements – Creature gains tremendous resilience against environmental hazards.
- Obscuring Mist – Fog forms around you, rendering creatures within [Concealed].
- World Mind – Communicate telepathically with your allies.
Second Circle
- Cure Moderate Wounds – Restore 2d4 HP, +3 per level and remove one condition from an ally.
- Reversal: Inflict Moderate Wounds – Deal 2d6 damage, +3 per level to an opponent.
- Lesser Restoration – Remove 2 conditions from acreature, from an extensive list.
- Status – Monitor the location and condition of allies.
- Resist Elements – Creature gains [Lesser resistance] to a specified energy type.
- Reversal: Elemental Vulnerability – Creature gains [Vulnerability] to a specified energy type.
- Nature's Power – Creature gains +2 to attack rolls, damage, and DCs.
- Flame Blade – Ally's weapon deals an additional 1 energy damage per 2 levels.
Third Circle
- Call Lightning – Call down bolts of lightning that deal 2d4+1 damage per level to a single opponent each [Round].
- Incantation: Ally's weapon deals an additional 1d6 energy damage with the [Electricity] descriptor per circle you possess in the spellcasting track that grants this spell.
- Cure Serious Wounds – Restore 3d4 HP, +4 per level, and remove two conditions from an ally.
- Reversal: Inflict Serious Wounds – Deal 3d6 damage, +4 per level to an opponent.
- Dispel Magic – End one or two magical effects, dependent on circle.
- Holy Smite – Creatures in a radius are struck for 1d10 damage per level.
- Incantation: Creature is struck for 1d6 damage per level.
- Searing Light – Ray of energy deals increased damage to [Undead] creatures.
- Death Ward – Creature gains [Immunity] to [Death] effects and [Energy drained].
- Repelling Ward – Opponents must make a Will save to approach within range.
Fourth Circle
- Cure Critical Wounds – Restore 4d4 HP, +5 per level, and remove 2 conditions from an ally.
- Reversal: Inflict Critical Wounds – Deal 4d6 damage, +5 per level to an opponent.
- Flame Strike – Create a column of flame that deals 2d6 damage per level to those within.
- Stoneskin – Creature gains limited [Lesser resistance] to damage.
- Restoration – Remove 4 conditions from an creature from an extensive list.
- Wind Walk – Turn yourself and allies into mist and ride with the wind.
- Hold Monster – Creature is rendered [Paralyzed].
- Dimensional Anchor – Creature is rendered unable to use or benefit from [Teleport] effects.
- Regenerative Aura – Allies gain [Fast healing] while within range.
Fifth Circle
- Crush of Earth – Creatures in area are rendered [Prone] and lose the ability to fly.
- Reversal: Reverse Gravity – Creatures and objects in area fall upward.
- Heal – Restore 5d4 HP, +6 per level, and remove 3 conditions from an ally.
- Reversal: Harm – Deal 7 damage per level to an opponent.
- Fist of the Earth – Allies within range gain a bonus to damage and inflict [Slowed] with attacks.
- Ring of Blades – Create a wall of blades that deals 1d8 damage per level to creatures within.
- Sunburst – Burst of light deals 2d6 damage per level and leaves creatures [Blinded].
Sixth Circle
- Adamant Skin – Creature gains limited [Resistance] to damage.
- Greater Dispel Magic – As dispel magic, but ends higher circle effects.
- Lightning Storm – Call down bolts of lightning that deal 2d4+1 damage per level to opponents in range each [Round].
- Heart of Oak – Allies within range gain [Lesser resistance] to damage and [Immunity] to [Dazed] and [Stunned].
- Hallow – Create a magical field over an area that boosts allies' spells and hinders opponents' spells.
- Bloodwind – Howling wind inflicts [HP reduction] that can also deal damage and inflict [Energy drained].
- Greater Restoration – Remove 6 conditions from a creature from an extensive list.
Seventh Circle
- Control Winds – Create extremely powerful weather conditions.
- Firestorm – Create numerous columns of fire that deal 2d6 damage per level to those within.
- Mass Heal – Restore 5d4 HP, +6 per level, and remove 3 conditions from allies in range.
- Miracle – Perform a miracle.
Tactician Spell List
The DC for Tactician spells is equal to 10 + 1/2 your level + your Intelligence modifier.
First Circle
- Comprehend Languages – Creature understands all speech and most writing.
- Dimensional Swap – Exchange the positions of two allies.
- Ensnare – Cause area to become difficult terrain.
- Grease – Create an area of slippery terrain.
- Magic Missile – Fire one damaging bolt of force per spell circle.
- Obscuring Mist – A fog forms around you, rendering creatures [Concealed] within.
- Silent Image – Create a detailed visual illusion.
Second Circle
- Glitterdust – Create a burst that leaves creatures within [Blinded].
- Invisibility – Creature is rendered [Invisible] until it takes an offensive action.
- Fog Cloud – Create an area of fog that renders creatures within [Concealed].
- See Invisibility – Creature gains the ability to see [Invisible] creatures.
- Status – Monitor the location and condition of allies.
- Resist Elements – Creature gains [Lesser resistance] to a specified energy type.
- Reversal: Elemental Vulnerability – Creature gains [Vulnerability] to a specified energy type.
- Darkvision – Creature gains [Darkvision].
- Darkness – Create a globe of magical darkness.
Third Circle
- Arcane Blade – Conjure a powerful, ethereal sword into your hand.
- Clairaudience/Clairvoyance – See or hear a distant location.
- Arcane Sight – Magical auras become visible.
- Dispel Magic – End one or two magical effects, dependant on circle.
- Prying Eyes – Create magical eyes to scout for you.
- Haste – Allies in an area gain a [Bonus attack] and have their movement speed increased.
- Slow – Opponents in an area are [Slowed].
- Fly – Creature gains the ability to fly.
- Dimensional Anchor – Creature is rendered unable to use or benefit from [Teleport] effects.
Fourth Circle
- Solid Fog – A cloud of fog that renders creatures within [Concealed] and hinders their movement.
- Freedom of Movement – Creature gains [Immunity] to [Binding] effects.
- Wall of Thorns – Create a wall of nearly impassable, deadly thorns.
- Scrying – Spy on a creature or area from a great distance.
- Detect Scrying – Detect scrying sensors.
- Hold Monster – Creature is rendered [Paralyzed].
- Greater Invisibility – Creature is rendered [Invisible] even it takes offensive actions.
- Dimension Door – [Teleport] yourself and several allies a short distance.
- Blindsight – Creature gains [Blindsight].
- Major Image – As silent image, but can create non-visual illusions as well.
Fifth Circle
- Crush of Earth – Creatures in area are rendered [Prone] and lose the ability to fly.
- Reversal: Reverse Gravity – Creatures and objects in area fall upward.
- Wall of Force – Create a wall of invisible, impassible force.
- Acid Fog – A cloud of fog that renders creatures within [Concealed], hinders their movement, and corrodes them.
- True Seeing – See through nearly all darkness, [Figments], and [Glamers].
- Legend Lore – Divine information about a person, place, or thing.
- Teleport – [Teleport] yourself and several allies a great distance.
Sixth Circle
- Greater Dispel Magic – As dispel magic, but ends higher circle effects.
- Find the Path – Divine the best path to a given objective.
- Greater Scrying – As scrying, but the creature is not allowed a save if you have their possessions or body parts.
- Greater Prying Eyes – Like prying eyes, but your scouts see through [Figments] and [Glamers].
- Project Image – Create an illusion of yourself that mimics your actions.
- Vortex – Create whirlwind that damages and draws creatures within.
- Tactical Deployment – [Teleport] one or more allies a short distance each [Round] for an [Encounter].
Seventh Circle
- Foresight – Creature gains increased defenses, which can be discharged to automatically roll a natural 20.
- Discern Location – Divine the exact location of a single creature or object.
- Prismatic Spray – Rays of energy harm opponents in various ways.
- Dimensional Lock – Create ward that blocks all teleportation and dimensional travel in an area.
- Spell Turning – Creature is warded to reflect several spells back at their caster.