Spell Lists
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
Fifth Circle
Sixth Circle
Seventh Circle
Tactician Spell List
The DC for Tactician spells is equal to 10 + 1/2 your level + your Intelligence modifier.