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  1. #161
    Community Member Aragorn41's Avatar
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    Default So Agree

    Quote Originally Posted by olBillDoor View Post
    Summon Nature's Ally I
    Cost: 5
    Effectiveness: 3
    Fix: Up the CR of the Ally to something level appropriate.

    Summon Nature's Ally II
    Cost: 5
    Effectiveness: 1
    Fix: Up the CR of the Ally to something level appropriate.

    Summon Nature's Ally III
    Cost: 5
    Effectiveness: 0
    Fix: Up the CR of the Ally to something level appropriate.

    Summon Nature's Ally IV
    Cost: 5
    Effectiveness: 0
    Fix: Up the CR of the Ally to something level appropriate. This one by far is the worse; a CR 4 cat has almost no value to a lvl 14 ranger. It doesn't even make that good of a distraction due to how close it follows you.

    Snare / Spiked Growth
    Cost: 3
    Effectiveness: 1
    Fix: Make them actually hold something/ do some meaningful damage.

    What he said above...totally in agreement.. All of the Nature Ally spells are way way to weak. even using Augment Summoning Feat and buffing the summons with other spells, they barely last through one fight...maybe!!!

    Where is the Ranger Dismiss Charm? I mean really, we can charm but not dismiss? Party members hate when we use our SLA Charms...must have Dismiss!!!!

    Snare....hmmm...the DC on this spell is terrible and no real way to bump up the DC either, cant hold anything except in Waterworks..I would love Snare to work..actually might make a good spell and be a fun spell to use...but fix the DC somehow?

    Spiked Growth is the Ranger's only damaging spell, and it has lousy damage! 1d4??? Really thats a joke right? The spell might be useful if it had at least 1/4 the power of a firewall, but i can throw a handaxe for more damage! LOL

    Lastly, The whole Ranger spell list needs a revamp...not near enough useful spells, either buffs, damage, or holds. We are supposed to be casters too right? let us cast something useful!! Please??????

  2. #162
    Community Member zztophat's Avatar
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    Holy necromancy batman!

  3. #163
    Community Member doubledge's Avatar
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    Quote Originally Posted by Aragorn41 View Post
    What he said above...totally in agreement.. All of the Nature Ally spells are way way to weak. even using Augment Summoning Feat and buffing the summons with other spells, they barely last through one fight...maybe!!!

    Where is the Ranger Dismiss Charm? I mean really, we can charm but not dismiss? Party members hate when we use our SLA Charms...must have Dismiss!!!!

    Snare....hmmm...the DC on this spell is terrible and no real way to bump up the DC either, cant hold anything except in Waterworks..I would love Snare to work..actually might make a good spell and be a fun spell to use...but fix the DC somehow?

    Spiked Growth is the Ranger's only damaging spell, and it has lousy damage! 1d4??? Really thats a joke right? The spell might be useful if it had at least 1/4 the power of a firewall, but i can throw a handaxe for more damage! LOL

    Lastly, The whole Ranger spell list needs a revamp...not near enough useful spells, either buffs, damage, or holds. We are supposed to be casters too right? let us cast something useful!! Please??????
    /signed


  4. #164
    Community Member hityawithastick's Avatar
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    Some bad and good spells rated 1-5 (1 being lame, 5 being uber!) on usefulness and frequency of usage (how often I pack them when I'm going questing)

    Spells that need help:

    Melf's Acid Arrow/Burning Blood/Acid Rain
    Usefulness: 2
    Frequency of usage: 4

    These spells are really cool. If all I'm doing is slayer I love to hold and melf/fog everything that moves, and then just sit back and listen to the raindrops. That said, they are not nearly effective enough to justify the cost, so I use only one of them (Melf's) with any frequency, and then only in one situation (I'm trying to grab aggro off a floundering tank). Even for that it's only okay. D:


    Horrid Wilting
    Usefulness: 3
    Frequency of usage: 1

    This spell is also really cool. But it doesn't deal nearly enough damage. Know what would be cool? (a) making it negative energy to give us poor pale masters another self-heal or (b) making it an AoE disintegrate. The only time I pack this up is when I'm soloing lowbie quests for favor (kite mobs, form crowd, horrid wilting, ???, profit)

    Trap the Soul
    Usefulness (in quests) 2. (in PvP) 5. (farming earth soul gems) 5.
    Frequency of use (in quests) 1 (in PvP)2 (farming earth soul gems) 5

    What's this? A spell that sounds really cool but doesn't work out in practice?
    I don't mind having to use dragonshards (it makes sense) but can we please merge all the versions of the spell? Maybe make the component a Small dragonshard and not a Tiny, but make the spell affect any HD of creature? If it worked like a Will-save Finger of Death I would use it...like, all the time.

    Power Word, Stun/Kill/Blind
    Usefulness (in quests) 1. (in PvP) 5
    Frequency of usage (in quests) 0. (in PvP) 2.

    Whoa! Another thematically cool spell! Unfortunately, only one of them (PwK) is any good, and the only thing it's good at is killstealing off the tank to make yourself look good. If power word kill bypassed deathward, then maybe it'd be worth the slot, but as it is...

    Mordenkainen's Disjunction
    Usefulness: 1.
    Frequency of usage: ...can I give it a zero?

    I have never cast this spell. I learned it because I thought it might be good for a few giggles in PvP, but it's not even usable in the pit (the one place, I might add, where anyone uses dispels).

    Summon Monster <insert roman numeral>
    Usefulness: 4
    Frequency of Usage: 3

    I love having minions. If only they didn't die after fighting trash mobs for two minutes. However, in defense of summons, the pale master skelly knights rock the house (when they decide to stop nancing around and attack).

    Comment on Globe of Invulnerability:

    Incredibly cool spell. Tiny duration. And; there's a version at level (4?) and one at level 6. Can't we ramp it up and get an 8th-level Greater Globe of Invulnerabilty that stops spells 6 and below?


    Spells that OWN.

    Cyclonic Blast
    Usefulness: 5
    Frequency of Use: OVER 9000!

    I love this spell. It looks cool. It sounds cool. It works just like you'd expect it to. I throw it just to clear away firewalls and fog because it looks so cool. And my wizard giggles like a schoolgirl whenever he tips over another giant skeleton with this spell.
    I literally never do anything without having this spell prepped.

    Finger of DEATH
    Usefulness: 7
    Frequency of Use: ALWAYS.

    My pale master sleeps with a scroll of FoD next to him. He casts it on flies that get in the house. This spell is awesome, its animation is quite suitable, and I use it everywhere.

    Comment on Tenser's Transformation:

    My PM already wears +6 Con and +6 Str items just for giggles. He has a Fort save of 23 and thus (IMHO) does not need another +5. I have never used Tenser's Transformation (although I plan on testing it...eventually...), but just from looking at it I would say the duration alone precludes any real usage--my death aura would run out long before the spell, and I'm far too squishy without it. Time to grab some divine power clickies!

    /end exhaustive response
    Quote Originally Posted by Chai View Post
    Dragons cant be vorped.
    Wait! Where are you going? Come back here and die for my fleeting tactical advantage!
    Quote Originally Posted by jcTharin View Post
    Hityawithastick, the super-naked dragon-slayer.

  5. #165
    Community Member TheDjinnFor's Avatar
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    Oct 2009
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    Here's a reference list (don't know if posted yet, I just read a little of the first page):

    Level 1
    ABJURATION
    Nightshield: Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th level.), and protection from Magic Missiles for 1 minute per caster level.
    Protection from Evil: Creates a magical barrier that wards a target from attacks by Evil creatures. It grants a +2 deflection bonus to Armor Class, and a +2 resistance bonus to saves versus attacks from Evil creatures. The target is also warded from Evil magical controls and compulsions. Image:Eq comp wiz level 01.png
    Shield: Grants a +4 shield bonus to Armor Class, and protection from Magic Missile for 1 minute per caster level.
    CONJURATION
    Grease: Covers the ground with a 10 ft. square layer of slippery grease, forcing targets to make a Reflex save or fall. (Affects party members.) Sometimes it deals 2d6 fire damage per 2 caster levels to all enemies of the caster in the grease every few seconds, as well as the caster of the Grease spell. A successful Reflex save will reduce this damage by half. Image:Eq comp wiz level 01.png
    Mage Armor: An invisible, but tangible field of force surrounds an ally, providing a +4 armor bonus to Armor Class for 5 minutes plus 1 minute per caster level.
    Niac's Cold Ray: Shoots a ray of ice inflicting 1d5+5 cold damage per caster level (Maximum damage 5d5+25.) to a single target. A successful Reflex save negates damage.
    Obscuring Mist: A misty vapor arises around the caster obscuring all sight, giving all creatures in the fog concealment. (Attackers have 20% miss chance.) Obscuring Mist can be burned away with fire spells that hit the area of the mist.
    Summon Monster I: Summons 1 Monster from 3 choices: Brown Spider, Celestial Dog, Giant Rat to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
    DIVINATION
    Detect Secret Doors: Reveals secret and hidden doors.
    Master's Touch: Enchants the items currently equipped in the target's right and left hands to grant their wielder proficiency if the items are simple or martial weapons, or shields, and lasts until the target rests.
    ENCHANTMENT
    Charm Person: Charms an enemy humanoid, which will fight as a trusted friend and ally. Charmed humanoids get an additional saving throw every 3d6+12 seconds. A successful Will save negates this effect. Humanoids include kobolds, goblinoids, player races except for warforged, and more creatures.
    Hypnotism: Gestures and droning incantation fascinate nearby enemies, causing them to stop and stare blankly until damaged. A successful Will save negates this effect.
    Sleep: Induces a magical slumber to come upon enemies of 4 Hit Die or lower within a 10 ft radius, rendering them Helpless until attacked. Ineffective on Undead, Constructs, or Oozes. A successful Will save negates this effect.
    EVOCATION
    Acid Spray: A cone of burning acid shoots forth, damaging targets in the area of the flames for 1d2+2 acid damage per caster level. (Maximum damage 5d2+10.) A successful Reflex save reduces the damage by half.
    Burning Hands: A cone of searing flame shoots forth, damaging targets in the area of the flames for 1d2+2 fire damage per caster level. (Maximum damage 5d2+10.) A successful Reflex save reduces the damage by half.
    Magic Missile: A missile of magical energy darts forth and unerringly strikes its target inflicting 1d2+3 force damage. For every 2 caster levels beyond first you gain an additional missile, up to a maximum of 5 missiles at 9th level and higher.
    Shocking Grasp: Delivers a jolt of 1d3+3 electricity damage per caster level (Maximum damage 5d3+15.) to any enemy you touch.
    Sonic Blast: Blasts an enemy with loud high-pitched sounds, dealing 1d2+2 sonic damage per 2 caster levels. (Maximum damage 5d2+10.) The target must make a successful Will save to avoid be Dazed for a short period of time, or until they take damage.
    ILLUSION
    NECROMANCY
    Cause Fear: If the target fails a Will save acquires the condition Cowering, otherwise it becomes Shaken. Creatures with 6 or more Hit Dice are immune to this spell. This spell counters and dispels Remove Fear.
    Chill Touch: Makes a touch echo with the chill of death causing 1d3+3 per caster level (Maximum damage 5d3+15.) of negative damage and one point of Strength damage to 1 living creature. A successful Fortitude save negates the Strength damage. Chill Touch causes Cowering in the Undead instead of damage. Undead who make a successful Will save negates this Cowering condition.
    Ray of Enfeeblement: A coruscating ray springs towards the target, inflicting a 1d6 Strength penalty plus 1 additional per 2 caster levels. (Maximum Strength penalty 1d6+5.)
    TRANSMUTATION
    Expeditious Retreat: Increases base run speed by 25% for 1 minute per caster level.
    Feather Fall: Causes an ally to fall slowly, although faster than feathers typically do.
    Jump: Gives an allied creature a +10 enhancement bonus to Jump skill for 1 minute per caster level. This bonus increases to +20 at 5th level, and +30 at 9th level. However creatures will see no improvement after obtaining a Jump skill of 40.
    Merfolk's Blessing: Gives an ally a +10 enhancement bonus on Swim plus 1 for every 2 caster levels beyond 1st.
    Repair Light Damage: Transmutes the structure of a living Construct ally to repair 1d6+2 Hit Points plus 1 per caster level. (Maximum caster level 5.)
    Tumble:Gives an ally a +10 enhancement bonus to the Skill Tumble.

    Level 2
    ABJURATION
    Resist Energy: Gives an ally limited resistance from one chosen energy type, reducing damage or attack by 10. (20 at caster level 7th, 30 at 11th.) Energy types available are: acid, cold, electricity, fire, or sonic.
    CONJURATION
    Fog Cloud: A bank of fog billows out, obscuring the sight of all targets within its effect and giving all creatures in the fog concealment (Attackers have 20% miss chance.), similar to a targetable ranged version of Obscuring Mist. Affects party members. Image:EyelashInGumArabic.png
    Glitterdust: A cloud of golden particles covers everything in an area, causing targets to become Blinded and outlining Invisible creatures. (-40 to Hide checks, and visually affects party members.) A successful Will save negates Blinded. Image:EyelashInGumArabic.png
    Melf's Acid Arrow: Deals 2d4 acid damage to a target with a magical arrow of acid, and every 2 seconds thereafter for 12 seconds. Duration increases by 6 seconds every 3 caster levels after level 3rd. (Maximum duration 42 seconds.) Image:EyelashInGumArabic.png
    Summon Monster II: Summons 1 Monster from 3 choices: Black Widow, Fiendish Bat, Fiendish Monstrous Scorpion to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
    Web: Fills a circle of 20 ft. radius spread with sticky spider webs. Reveals stealthing and Invisible creatures inside. Also enemies within the web who fail a Reflex save cann't act for being Entangled. Entangled creatures may attempt to make a Strength check every 2 seconds to escape. Area of effect fire spells will destroy these webs and free any Entangled creatures. Incorporeal creatures, Oozes, and Spiders are naturally immune. Fire elementals and other fire creatures are immune because they burn through the webs. The duration is 10 seconds plus 1 second per caster level.
    DIVINATION
    See Invisibility: Reveals Invisible creatures, or objects.
    ENCHANTMENT
    Daze Monster: Clouds the mind of an enemy so that it takes no actions for 6 seconds. Creatures of 7 or more Hit Die are not affected. A successful Will save negates this effect. Image:EyelashInGumArabic.png
    Touch of Idiocy: Target takes 1d6 points of Charisma, Intelligence, and Wisdom damage.
    Otto's Resistible Dance: At your touch forces one Foe to dance, preventing it from doing anything else. A successful Will save negates this effect.
    EVOCATION
    Electric Loop: Zap one or more targets for 1d3+3 electrical damage per two caster levels (Maximum damage 5d3+15.), then may leap erratically about to other nearby targets hitting each of them with a similar shock. A successful Reflex save reduces the damage by half. On a failed Reflex save, the target must make a successful Will save to avoid be Dazed for a short period of time or until takes damage.
    Flaming Sphere: Creates a rolling ball of fire, dealing 2d6 fire damage. A successful Reflex save negates the damage.
    Gust of Wind: This spell creates a severe blast of air that originates from you, and passes through all enemies in its path. Small or smaller enemies must make a Strength check or Dexterity check to negate be knocked prone, and medium or smaller enemies are slowed by the winds unless they make a Reflex save equal to 12+your casting Ability's modifier, but large or larger enemies are unaffected. The spell also clears away all lingering effects in its path, such as clouds and Wall of Fire.
    Scorching Ray: Blasts a target with fiery rays, each doing 4d3+12 fire damage on impact. You may fire 1 ray, plus 1 additional ray for every 4 caster levels beyond 3rd. (Maximum rays 3.)
    Snowball Swarm: A flurry of magical snowballs erupt near your target, dealing 1d3+3 cold damage per 2 caster levels. (Maximum damage 5d3+15.) A successful Reflex save reduces the damage by half.
    ILLUSION
    Blur: An ally's outline becomes slightly blurred, granting a 20% miss chance on attacks against the ally.
    Hypnotic Pattern: A twisting pattern of subtle, shifting colors weaves through the air, fascinating targets within it. A successful Will save negates this effect.
    Invisibility: This spell renders a creature Invisible for 1 minute per caster level. Attacking a target, or using an object (Door, lever, etc.) removes this condition.
    NECROMANCY
    Blindness: Renders an enemy blinded. A successful Fortitude save negates this effect.
    Command Undead: Control is granted over the enemy Undead, forcing it to fight for you. Mindless undead are controlled for 1 to 4 minutes, while other Undead can be controlled for a maximum of 10 minutes but get an additional Will saving throw every 20 seconds.
    False Life: Harnesses the power of unlife granting to the caster 10 plus 1 per caster level (Maximum caster level 10, for a total of 20.) temporary hit points.
    Ghoul Touch: This spell imbues your hand with negative energy, allowing you to paralyze 1 living Humanoid that you touch. A successful Fortitude save negates. Humanoids include Kobolds, Goblinoids, player Races except for Warforged, Troglodytes, and more.
    Lesser Death Aura: Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 1d4 negative damage every 2 seconds as long as they remain within it. Undead are instead healed by the aura.
    Scare: This spell functions like Cause Fear on multiple targets. Creatures with 6 or more Hit Die are immune to this effect. Affected enemies become Cowering. A successful Will save causes the target to become Shaken instead.
    Spawn Screen: Prevents 1 ally per caster level from rising as Undead. Certain rare, extremely powerful Undead can circumvent this protection.
    TRANSMUTATION
    Bear's Endurance: An ally gains a +4 enhancement bonus to Constitution for 1 minute per caster level.
    Bull's Strength: An ally gains a +4 enhancement bonus to Strength for 1 minute per caster level.
    Cat's Grace: An ally gains a +4 enhancement bonus to Dexterity for 1 minute per caster level.
    Eagle's Splendor: An ally gains a +4 enhancement bonus to Charisma for 1 minute per caster level.
    Fox's Cunning: An ally gains a +4 enhancement bonus to Intelligence for 1 minute per caster level.
    Knock: Unlocks locked doors and chests as if a Rogue with a Open Lock skill of caster level+casting ability modifier (Intelligence for Wizards, and Charisma for Sorcerers) was attempting to pick the lock.
    Ooze Puppet: Telekinetically controls the actions of an enemy Ooze, forcing it to change sides. The target is slowed by this spell, but gains additional Fortitude saves every 60 seconds to break free. While under the effect of this spell, the Ooze can't split.
    Owl's Wisdom: An ally gains a +4 enhancement bonus to Wisdom for 1 minute per caster level.
    Repair Moderate Damage: Transmutes the structure of a living Construct ally to repair 2d6+4 Hit Points plus 1 per caster level. (Maximum caster level 10.)

    Level 3
    ABJURATION
    Dispel Magic: Removes ongoing spells that have been cast on a target, on a successful caster level check 1d20+caster level (Maximum caster level 10.) of DC 11+spell's caster level. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner.
    Magic Circle Against Evil: Casts Protection from Evil on multiple targets for 1 minute per caster level, granting a +2 deflection bonus to Armor Class, and a +2 resistance bonus to saves against attacks from Evil creatures. Targets are also warded from magical mental control and compulsions.
    Protection from Energy: Protection from Energy grants temporary immunity to one chosen type of energy you specify when you cast it, or until 12 points of energy per caster level (Maximum caster level 10.) from the chosen kind of energy type has been absorbed. Energy types available are: acid, cold, electricity, fire, and sonic.
    CONJURATION
    Acid Blast: Creates a gout of acid that explodes on impact, dealing 1d3+3 acid damage per caster level (Maximum damage 10d3+30.) acid damage, in 20 feet radius. A successful Reflex save reduces the damage by half.
    Sleet Storm: Driving sleet blocks all sight (Attackers are Blinded.), and causes the ground around the target to become icy, slowing targets within it by 50%. This spell affects party members too.
    Stinking Cloud: Creates a bank of fog that nauseates living targets and obscures sight, giving all creatures in the fog concealment. (Attackers have 20% miss chance.) A successful Fortitude save negates the condition Nauseated.
    Summon Monster III: Summons 1 Monster from 3 choices: Fiendish Dire Bat, Fire Mephit, Hellhound to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
    DIVINATION
    ENCHANTMENT
    Deep Slumber: This spell functions like Sleep, except that it affects creatures of 10 Hit Die or lower, rendering them helpless until attacked or for a duration of 1 minute per caster level. Ineffective on Undead or Constructs. A successful Will save negates this effect.
    Heroism: This spell imbues a single ally creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saving throws, and skill checks.
    Hold Person: The enemy humanoid becomes paralyzed and freezes in place. It is aware, but it can take no actions for a maximum of 6 seconds per caster level. A successful Will save negates this effect. The enemy may attempt to make a new Will save every 3 seconds. Humanoids include Kobolds, Goblinoids, player races except for Warforged, and more creatures. All attacks against a held opponent result in critical hits.
    Rage: This area of effect spell grants multiple Party targets +2 morale bonus to Strength and to Constitution, +1 morale bonus on Will saves, and a -2 penalty to Armor Class.
    Suggestion: Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 6 seconds per caster level. A successful Will save negates this effect.
    EVOCATION
    Chain Missiles: A missile of magical energy darts forth and unerringly strikes its target inflicting 1d2+3 force damage. For every 2 caster levels beyond first you gain an additional missile, up to 10 missiles. (At level 19.) After striking your target, the missiles explode outwards, striking other creatures near the primary target.
    Fireball: Creates a ball of fire dealing 1d3+3 per caster level (Maximum damage 10d3+30.) fire damage, to targets around it. A successful Reflex save reduces the damage by half.
    Flame Arrow: Creates 50 flaming ammo within the caster's inventory, each ammo deals an additional 1d6 fire damage. This spell requires and consumes 1 normal ammo of that type. Ammo drop when leaving instance.
    Frost Lance: Freezing lances strike a target for 4d5+20 cold damage per lance. (A Fortitude save reduces the damage by half.) 1st lance at 3rd level, a 2nd lance at 7th level, and a 3rd lance at 11th.
    Lightning Bolt: Deals 1d3+3 per caster level (Maximum damage 10d3+30.) electricity damage to each target in its path. A successful Reflex save reduces the damage by half.
    ILLUSION
    Displacement: An ally creature's outline becomes blurred, giving enemies a 50% miss chance when attacking.
    NECROMANCY
    Halt Undead: Immobilizes Undead targets in range immobile for 6 seconds per caster level. A successful Will save negates this effect. Non-intelligent Undead do not get a Will save.
    Ray of Exhaustion: A ray causes 1 target become exhausted. Exhausted creatures take a -6 penalty on Strength and Dexterity, and move at 50% speed. A successful Fortitude save means the creature is only fatigued.
    TRANSMUTATION
    Haste: Quickens allies (32% enhancement bonus to run speed), causing them to attack 15% faster than normal (15% enhancement bonus to attack speed). In addition the recipient gains a +1 enhancement bonus to attack rolls, plus a +1 dodge bonus to AC and Reflex saves.
    Repair Serious Damage: Transmutes the structure of a living Construct ally to repair 3d6+6 Hit Points plus 1 per caster level. (Maximum caster level 15.)
    Slow: 1 target moves at 50% run speed, attacks at a 30% slowed rate, -1 on Attack rolls, Armor Class, and Reflex saves. A successful Will save negates this effect.
    Water Breathing: Grants the ability to breathe water to you and your allies.

    Level 4
    ABJURATION
    Fire Trap: Creates a trap that wards an area. When an enemy triggers the spell by entering the area, a fiery explosion does 1d2+2 plus 1 per caster level fire damage. (Maximum caster level 20.) A successful Reflex save reduces the damage by half.
    Lesser Globe of Invulnerability: An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 3 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe.
    Remove Curse: Removes all curses on an ally. Counters and dispels Bestow Curse.
    Stoneskin: The warded creature gains resistance to base melee damage granting Damage Reduction 10/Adamantine. Once the spell has prevented a total of 10 points damage per caster level (Maximum caster level 15.) it is discharged. Otherwise it lasts 1 minute per caster level. (Special material component.)
    CONJURATION
    Acid Rain: You create a storm that sends down a single torrent of caustic rain. Any creatures that are hit with the rain take 3d4 acid damage every 2 seconds for the duration of the storm. The duration starts at 6 seconds and increases by 2 seconds at level 9 and every 3 caster levels thereafter.
    Dimension Door: Creates a door of magical energy in a dungeon or adventure area. Any member of your party may use the door to return to the inside entrance of the area. The magical door disappears once the caster passes through it.
    Solid Fog: Obscures vision like Fog Cloud (20% concealment miss chance to all creatures within it.), but additionally slows movement, gives -2 penalty on melee Attack rolls and Damage rolls, and prevents ranged missile attacks.
    Summon Monster IV: Summons 1 Monster from 3 choices: Fiendish Monstrous Spider, Greater Air Mephit, Lantern Archon to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
    DIVINATION
    ENCHANTMENT
    Charm Monster: An enemy monster is charmed and will fight as a trusted friend and ally. Charmed monsters get additional saves every 3d6+12 seconds. A successful Will save negates this effect.
    Crushing Despair: An invisible cone of despair gives the targets -2 penalties to attack, saving throws, skill checks and weapon damage. A successful Will save negates this effect.
    EVOCATION
    Fire Shield: Wreaths the caster in hot or cold flames. Any creature striking you in melee takes 1d3+3 plus 1 per caster level (Maximum caster level 15.) damage. The Fire version of this spell deals fire damage and reduces damage the caster takes from cold by half. The cold version of this spell deals cold damage and reduces damage the caster takes from fire by half. The flame from the fire version will burn away any webs that attempt to entangle you.
    Force Missiles: A powerful missile of magical force darts from your fingertips and unerringly strikes its target, inflicting 2d3+8 points of force damage. You gain one additional missile for every four caster levels.
    Ice Storm: Hail creates a lingering area of effect for 30 seconds that deals 3d3+9 bludgeon damage and 2d3+6 cold damage every 2 seconds to each creature inside the area. Also reduces movement speed by 50%, and gives -4 to Listen checks.
    Shout: Emits an ear-splitting yell that does 5d3+15 sonic damage to all targets in its path. A successful Fortitude save halves the damage.
    Symbol of Flame: You scribe a potent rune of power in the air, and it's activated by an enemy who comes into range of it dealing 5d3+15 fire damage to that target. A successful Reflex save reduces damage by half. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise.
    Wall of Fire: This wall deals 2d6 points of fire damage plus 1 point of fire damage per caster level (Maximum caster level 20.) to targets within the wall, and deals double damage to Undead creatures. The duration is 10 seconds plus 1 second per caster level.
    ILLUSION
    Phantasmal Killer: A target who fails a Will saving throw followed by a failed Fortitude saving throw dies from fear. A successful Fortitude save still results in 3d3+9 points of damage. A Will save disbelieves the spell and negates ill effects.
    NECROMANCY
    Bestow Curse: The target is cursed, giving a -4 penalty to attack rolls, skill rolls and saves. A successful Will save negates this effect.
    Burning Blood: You taint a living creature's blood with a hot, corrosive infusion, dealing both 1d8 points of acid damage and 1d8 points of fire damage every 2 seconds for a duration of 2 seconds per caster level. A successful Fortitude save negates this effect.
    Contagion: Infects a living enemy with the chosen disease, which strikes immediately and deals damage every minute to one or more attributes. A successful Fortitude save negates the damage. Affected creatures can only recover if they make two consecutive Fortitude saves.
    Death Aura: Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 2d4 damage plus 1 per caster level every 2 seconds as long as they remain within it. Undead are instead healed by the aura, and friendly Undead don't trigger spell resistance.
    Enervation: A black ray of crackling negative energy suppresses the life force of any living creature it strikes, granting an enemy 1d4 negative levels. If the target has as many negative levels as its Hit Die, it dies. Each negative level gives a creature -1 penalty on attack rolls, saving throws, Skill checks, Ability checks, and effective level. Negative levels stack.
    Fear: An area of effect of terror in the shape of a cone causes each living creature in the area to become Cowering, unless it succeeds on a Will save. If the Will save succeeds, the creature is Shaken. Image:HeartOfAHen.png
    Negative Energy Burst: Negative energy expands from the caster, doing 1d4+4 negative damage per 2 caster levels (Maximum damage 5d4+20.) to all living enemies caught in the blast. A successful Fortitude save reduces the damage by half. Undead are instead healed by the attack.
    TRANSMUTATION
    Repair Critical Damage: Transmutes the structure of a living Construct ally to repair 4d6+8 Hit Points plus 1 per caster level. (Maximum caster level 20.)

    Level 5
    ABJURATION
    Break Enchantment: Affected allies in an area are freed from enchantments, transmutations, and curses. Enemies have beneficial effects removed. Must succeed on a check of 1d20+your caster level (Maximum caster level 15.) versus 11+the spell's caster level to remove an effect.
    Dismissal: Instantly forces an extraplanar enemy back to its proper plane of existence. A successful Will save negates this effect. (DC=spell's save DC-creature's Hit Die+your caster level.)
    Protection from Elements: Grants temporary immunity to all forms of energy for 1 minute per caster level, or until 12 points of energy per caster level (Maximum caster level 10.) for each energy type has been absorbed.
    CONJURATION
    Cloudkill: Slow moving poisonous cloud dealing 2d6 acid damage plus 1 damage per caster level (Maximum damage 2d6+20.), and slays creatures with 3 or less Hit Dice, creatures with Hit Dice between 4 and 6 must succeed on a Fortitude save or die, creatures with 6 or over Hit Dice take 1d4 Constitution damage. Constitution damage and Acid damage is halved on a successful Fortitude save. This fog obscures sight, giving all creatures in the fog concealment. (Attackers have 20% miss chance.) Creatures immune to poison are undamaged by this spell.
    Summon Monster V: Summons 1 Monster from 3 choices: Bearded Devil, Medium Earth Elemental, Umbral Worg to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
    Teleport: Lets you pick from several destinations (In town only.) useful to Wizards and Sorcerers. (The marketplace, your class trainers, etc.)
    DIVINATION
    ENCHANTMENT
    Dominate Person: You can control the actions of any humanoid creature that fails its Will save through a telepathic link that you establish with the subject’s mind. Dominate acts like Charm Person, with additional Will saves every 15 to 30 seconds, but the creature will follow you throughout the dungeon.
    Feeblemind: Creature’s Intelligence and Charisma drops to 1. A successful Will saving throw negates this effect.
    Hold Monster: This spell functions like Hold Person, except that it affects any living creature that fails its Will save. The enemy is aware, but it can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds.
    Mind Fog: Produces a bank of thin mist that weakens the mental resistance of those caught in it, giving a -10 competence penalty to Will saves. A successful Will save negates this effect.
    EVOCATION
    Ball Lightning: Launchs one 3 feet sphere of lightning, dealing 1d3+3 electricity damage per caster level. (Maximum damage 15d3+45.) A successful Reflex save reduces the damage by half.
    Cone of Cold: Creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d3+3 points of cold damage per caster level. (Maximum damage 15d3+45.) A successful Reflex save reduces the damage by half.
    Cyclonic Blast: You send a twisting torrent of wind toward your enemies that deals 1d3+3 damage per caster level (Maximum damage 15d3+45.) to targets in its path. A successful Reflex save reduces the damage by half. If the target fails its Reflex save, it must make a Strength check or Dexterity check to negate be knocked Prone. The spell also clears away all lingering effects in its path, such as clouds and Wall of Fire. Image:CrystalCone.png
    Prismatic Ray: A shining ray of multicolored light blinds creatures with 8 Hit Die or less for 12 to 48 seconds, and does 1 of 7 harmful effects at random to one target, with a 12.5% of inflicting a second different effect from that 7. These 7 effects are detailed as follows: Red Ray: 4*caster level fire damage, a successful Reflex save reduces the damage dealt by half, Orange Ray: 5*caster level acid damage, a successful Reflex save reduces the damage dealt by half, Yellow Ray: 6*caster level electrical damage, a successful Reflex save reduces the damage dealt by half, Green Ray: Instant Death (Ignores Death immunity.), deals Constitution damage on a successful Fortitude save (Poison effect negated by Poison Immunity.), Blue Ray: Turns victim to stone, Fortitude save negates, Indigo: Victim is stricken with Fear status, Will save negates, Violet: Sends victim to another plane (Instant Death, ignores Death Immunity.), Will save negates.
    ILLUSION
    NECROMANCY
    Symbol of Pain: You create a reddish symbol of power in the air, and it's activated by an enemy who comes into range of it inflicting severe pain on all nearby enemies. The pain causes -4 penalty on Attack rolls, Saving throws, and Skill checks, lasts 30 seconds plus 12 seconds per caster level. Each enemy can make a Fortitude save to negate the effect. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise.
    Waves of Fatigue: Waves of negative energy cause all living creatures to become Fatigued. Fatigued creatures take a -2 penalty to Strength and Dexterity.
    TRANSMUTATION
    Repair Light Damage, Mass: Transmutes the structure of living Construct allies to repair 1d6+2 Hit Points plus 1 per caster level. (Maximum caster level 25.)

    Level 6
    ABJURATION
    Globe of Invulnerability: As Lesser Globe of Invulnerability, but spells of level 4 and under fail to target anyone located within the globe, meanwhile any type of spell can be cast through or out of the magical globe. Image:CrushedBlackPearl.png
    Greater Dispel Magic: Removes ongoing spells that have been cast on a target. You must make a caster level check of 1d20+your caster level (Maximum caster level 20.) of DC 11+spell's caster level to remove an effect. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner.
    CONJURATION
    Acid Fog: A billowing mass of misty vapors slows movement, obscures sight, giving all creatures in the fog concealment (Attackers have 20% miss chance.), and causes 2d6 acid damage every 2 seconds to targets within the cloud.
    Summon Monster VI: Summons 1 Monster from 3 choices: Eladrin Bralani, Fiendish Troll, Large Water Elemental to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
    DIVINATION
    True Seeing: You confer on the ally the ability to see things as they actually are. This allows the target to notice secret doors hidden by magic, see the exact location of creatures hidden by Blur or Displacement effects, and see Invisible creatures or objects normally.
    ENCHANTMENT
    Greater Heroism: This spell imbues a single ally creature with great bravery and morale in battle. The target gains a +4 morale bonus on attack rolls, saves, and skill checks. The target also receives temporary hit points equal to the caster level and immunity to fear.
    Symbol of Persuasion: You create a pinkish symbol of power in the air, and it's activated by an enemy who comes into range of it, applying a charm effect to all nearby targets for 6 seconds per caster level or until the symbol expires. Each target can make a Will save to negate the effect. The symbol dissipates 20 seconds after being triggered, or in 5 minutes otherwise.
    EVOATION
    Chain Lightning: An electrical discharge strikes a primary target for 1d3+3 per caster level electrical damage, then arcs to other nearby targets hitting each of them with a similar lightning bolt. A successful Reflex save reduces the damage by half.
    Otiluke's Freezing Sphere: A frigid globe of cold energy streaks towards a target. On impact it explodes, causing 1d3+3 cold damage per caster level (Maximum damage 15d3+45.) to targets in the area. A successful Reflex save reduces the damage by half.
    ILLUSION
    Shadow Walk: Transports you to the edge of the Material Plane where it borders the Plane of Shadow. While this spell is active, you move 50% faster than normal, and your outline appears faint and you are harder to hit. Attacking another creature, or otherwise interacting with objects shunts you back to the Material Plane.
    NECROMANCY
    Circle of Death: Snuffs the life force out of living creatures in the area. This spell will kill one target of up to 9 Hit Dice per every 4 caster levels. (Maximum targets 4.) A successful Fortitude save negates this effect.
    Create Undead: Create undead minions to do your bidding, note however that they can turn against you every 15 to 30 seconds. Image:BlackOnyx.png
    Necrotic Ray: A negative energy ray that does 1d4+4 negative damage per caster level to a living enemy. A successful Fortitude save reduces the damage by half. The ray also suppresses the life force of any living creature it strikes, granting it 1 negative level.
    Symbol of Fear: You create a purple symbol of power in the air, and it's activated by an enemy who comes into range of it. It applies the condition Cowering to all nearby opponents for 6 seconds per caster level or until the symbol expires. Each enemy can make a Will save to negate this condition. The symbol dissipates in 20 seconds after being triggered, or in 5 minutes otherwise.
    Undeath to Death: Destroys several Undead creatures (With a Hit Die equal or less than 9.), only 1 Undead is affected for every 4 caster levels. (Maximum Undead 4.) A successful Will save negates this
    TRANSMUTATION
    Bear's Endurance, Mass: Casts Bear's Endurance on multiple targets giving a +4 enhancement bonus to Constitution to each of them for 1 minute per caster level.
    Bull's Strength, Mass: Casts Bull's Strength on multiple targets giving a +4 enhancement bonus to Strength to each of them for 1 minute per caster level.
    Cat's Grace, Mass: Casts Cat's Grace on multiple targets, giving a +4 enhancement bonus to Dexterity to each of them for 1 minute per caster level.
    Disintegrate: A sickly green ray emanates forth, doing 2d3+6 damage per caster level to the target. (Maximum damage 40d3+120.) Anything reduced to 0 hit points is disintegrated. A successful Fortitude save reduces this damage to 6d3+12.
    Eagle's Splendor, Mass: Casts Eagle's Splendor on multiple targets, giving a +4 enhancement bonus to Charisma to each of them for 1 minute per caster level.
    Flesh to Stone: Turns a single fleshy target into a mindless, inert statue in a Petrified condition. In stone form, creatures are much more difficult to damage (Damage Reduction 10/-.), but are Helpless and are automatically critically hit. Only creatures made of flesh are affected by this spell. This effect lasts 60 seconds plus 10 seconds per caster level, but the target has a chance to remake its Fortitude save every 24 seconds.
    Fox's Cunning, Mass: Casts Fox's Cunning on multiple targets, giving a +4 enhancement bonus to Intelligence to each of them for 1 minute per caster level.
    Image:OwlsWisdomMass.png: Owl's Wisdom, Mass Casts Owl's Wisdom on multiple targets, giving a +4 enhancement bonus to Wisdom to each of them for 1 minute per caster level.
    Reconstruct: Repairs the ally Construct, restoring 10 Hit Points per caster level (Maximum caster level 15.), while simultaneously granting the Construct an increase in attack speed for a short time.
    Repair Moderate Damage, Mass: Transmutes the structure of living Construct allies to repair 2d6+4 Hit Points plus 1 per caster level. (Maximum caster level 30.)
    Stone to Flesh: Restores a Petrified creature, such as 1 affected by the Flesh to Stone spell to its normal state.
    Tenser's Transformation: Causes the caster to become a virtual fighting machine becoming stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can't cast spells. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to Armor Class, a +5 competence bonus to Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level. (Which may give you multiple attacks.)

    Level 7
    ABJURATION
    Banishment: Allows casting a more powerful version of the Dismissal spell on multiple targets. A successful Will save negates this effect. (DC=spell's save DC-creature's Hit Die+caster level.)
    Protection from Elements, Mass: Casts Protection from Elements on multiple targets, granting targets temporary immunity to all forms of energy for 1 minute per caster level, or until 12 points of energy per caster level (Maximum caster level 10.) for each energy type has been absorbed.
    CONJURATION
    Greater Teleport: Confers to the Player Characters in the area of effect the option to be transported to 1 of a variety of locations.
    Summon Monster VII: Summons 1 Monster from 3 choices: Djinn, Efreet, Huge Earth Elemental to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
    DIVINATION
    ENCHANTMENT
    Hold Person, Mass: Casts Hold Person on multiple targets. Affected enemies that fail his Will save become paralyzed and can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. All attacks against a held opponent result in critical hits.
    Otto's Sphere of Dancing: A magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect.
    Power Word: Blind: A single word of power is uttered, causing your target to become Blinded. Creatures with 150 or fewer current Hit Points are permanently Blinded, creatures with 151 to 300 Hit Points are Blinded for 1 to 5 minutes, and creatures with 301 to 600 Hit Points are Blinded for 12 to 30 seconds. Creatures with more than 600 Hit Points are unaffected by this spell.
    Symbol of Stunning: You create a symbol of power in the air, and it's activated by a target approaching. All targets entering the area of effect are Stunned for 6d6 seconds or until the symbol expires. A successful Will save negates this condition. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise.
    EVOCATION
    Delayed Blast Fireball: Creates a ball of fire that detonates on impact, causing an explosion of flame that does 1d3+3 fire damage per caster level (Maximum damage 20d3+60.) to targets around it. A successful Reflex save reduces the damage by half.
    Prismatic Spray: Prismatic Spray is a conical version of Prismatic Ray so area of effect and able to strike multiple targets. A shining blast of multicolored light blinds creatures with 8 Hit Die or less for 12 to 48 seconds, and does 1 of 7 harmful effects at random to one target, with a 12.5% of inflicting a second different effect from that 7. These 7 effects are detailed as follows: Red Ray: 4*caster level fire damage, a successful Reflex save reduces the damage dealt by half, Orange Ray: 5*caster level acid damage, a successful Reflex save reduces the damage dealt by half, Yellow Ray: 6*caster level electrical damage, a successful Reflex save reduces the damage dealt by half, Green Ray: Instant Death (Ignores Death immunity.), deals Constitution damage on a successful Fortitude save (Poison effect negated by Poison Immunity.), Blue Ray: Turns victim to stone, Fortitude save negates, Indigo: Victim is stricken with Fear status, Will save negates, Violet: Sends victim to another plane (Instant Death, ignores Death Immunity.), Will save negates.
    ILLUSION
    Invisibility, Mass: Casts Invisibility on multiple allied creatures, rendering the creatures Invisible for 1 minute per caster level. Attacking a target, or using an object (Door, lever, etc.) removes this condition.
    NECROMANCY
    Control Undead: You bring a single undead under your control for a long time. A Will save negates this effect. Controlled undead gets an additional Will save every 2 minutes.
    Finger of Death: Slays one living enemy. Those that succeed on a Fortitude save instead are dealt 3d3+9 plus 1 per caster level (Maximum caster level 25.) damage.
    Symbol of Weakness: You create a greenish symbol of power in the air, and it's activated by an enemy who comes into range of it, weakening all nearby enemies by inflicting a 3d6 penalty to Strength. Each enemy can make a Fortitude save to negate the effect. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise.
    Waves of Exhaustion: Waves of negative energy cause all living creatures to become Exhausted. Exhausted creatures take a -6 penalty to Strength and Dexterity, and move at 50% speed.
    TRANSMUTATION
    Repair Serious Damage, Mass: Transmutes the structure of living Construct allies to repair 3d6+6 Hit Points plus 1 per caster level. (Maximum caster level 35.)
    Level 8
    ABJURATION
    CONJURATION
    Incendiary Cloud: A cloud of roiling smoke and white-hot embers, obscuring the sight of all targets within its effect and giving all creatures in the fog concealment (Attackers have 20% miss chance.), and it deals 4d6 fire damage every 2 seconds.
    Summon Monster VIII: Summons 1 Monster from 3 choices: Bezekira, Greater Air Elemental, Orthon to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
    Trap the Soul: Forces a creature's life force and its material body into a gem on a failed Will save. Although this essentially 'kills' the target, it is not a Death effect and functions on creatures such as Undead. (But not most Constructs.) This spell requires a Khyber Dragonshard as a special material component, and has 3 versions which use different sizes of dragonshards depending on the Hit Die of the target. (1-10, 11-20, and 20-30.)
    DIVINATION
    ENCHANTMENT
    Charm Monster, Mass: A group of enemy monsters are charmed and will fight as trusted friends and allies. Charmed monsters get additional saves every 3d6+12 seconds. A successful Will save negates this effect.
    Otto's Irresistible Dance: This spell makes it impossible for the enemy to do anything other than caper and prance in place.
    Power Word: Stun: Stuns a target, according to its Hit Points. Creatures with 150 or fewer current Hit Points are stunned for 4 to 32 seconds, creatures with 151 to 300 Hit Points are stunned for 2 to 16 seconds, and creatures with 301 to 450 hp are stunned for 2 to 8 seconds. Creatures with more than 450 Hit Points are unaffected by this spell.
    EVOCATION
    Greater Shout: Emits an ear-splitting yell that deafens and deals 5d6+30 sonic damage and stuns targets in its path. A successful Fortitude save halves the damage and negates stun.
    Polar Ray: Strikes a creature for 1d3+3 cold damage per caster level. (Maximum caster level 25.)
    Sunburst: Sunburst causes a globe of searing radiance to explode silently from a point you select dealing to all creatures 6d6 points of light damage in addition to blinding them. Oozes and Undead take 1d3+3 light damage per caster level. A successful Reflex save reduces the damage by half and negates the condition Blinded. Light fearing Undead may be instantly destroyed by this spell if it fails its save.
    ILLUSION
    NECROMANCY
    Horrid Wilting: This spell evaporates moisture from the body of each subject living creature, dealing 1d3+3 points of damage per caster level. (Maximum damage 20d3+60.) This spell is especially devastating to water type outsiders like Water Elementals, and to Plants which instead take 1d4+4 points of damage per caster level. (Maximum damage 20d4+80.)
    Symbol of Death: You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, one or more nearby targets whose combined Hit Points totals do not exceed 150 Hit Points are killed. A successful Fortitude save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered.
    TRANSMUTATION
    Repair Critical Damage, Mass: Transmutes the structure of living Construct allies to repair 4d6+8 Hit Points plus 1 per caster level. (Maximum caster level 40.)

    Level 9
    ABJURATION
    IMordenkainen's Disjunction: A powerful force disrupts magical effects on the target, removing ongoing spells that have been cast on a target. You must make a caster level check of 1d20+your caster level (No maximum.) versus 11+the spell's caster level to remove a spell effect, and your target must make a Will save for each equipped item or all magical properties on them are temporarily disabled. Very slow cast time.
    CONJURATION
    Summon Monster IX: Summons 1 Monster from 3 choices: Eladrin Ghaele, Elder Fire Elemental, Hezrou to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
    DIVINATION
    ENCHANTMENT
    Dominate Monster: Telepathically controls the actions of a living enemy that fails its Will save, causing it to change sides. Dominate acts like Charm Monster, but the target only gains an additional Will saving throw every 15 to 30 seconds. The creature has less chance to break free and will follow you throughout the dungeon.
    Hold Monster, Mass: As Hold Monster, but for multiple targets. Enemies that fail its Will save become paralyzed and can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds.
    Power Word: Kill: A single word causes the death of an enemy with 300 Hit Points or less.
    EVOCATION
    Meteor Swarm: Chunks of flaming stone crush and burn your enemies causing 4 spheres of 2 ft. diameter explode on impact, each meteor deals 6d3+18 fire damage (A successful Reflex save reduces the damage by half.), and 2d3+6 bludgeoning damage (No save.) to targets in the area.
    ILLUSION
    NECROMANCY
    Energy Drain: A black ray of crackling negative energy suppresses the life force of any living creature it strikes, granting an enemy 2d4 negative levels. If the target has as many negative levels as its Hit Die, it dies. Each negative level gives a creature -1 penalty on attack rolls, saving throws, Skill checks, Ability checks, and effective level. Negative levels stack.
    Wail of the Banshee: Your ghastly scream creates an area of effect based on yourself that kills nearby enemies. Fortitude save negates Death.
    TRANSMUTATION
    Last edited by TheDjinnFor; 03-05-2011 at 02:25 PM.

  6. #166
    Community Member FrozenNova's Avatar
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    Sep 2009
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    Hey, stop badmouthing create undead - it's fantastic for its actual use, which lies in infinite spellpoints through torc and conc. opp, especially if you have your pm aura running. You can even keep em around as you go through the quest, acting as a deadmeatshield to other enemies and healing them from a little friendly fire with your aura. To truly perfect it I'd like it if I could force them to hostility using dismiss charm.

    Trap the soul, too, is a fantastic spell, limited by the cost and hd limits of its components. A will save fod that works on undead and deathwarded foes, and even leaves you a souvenir? I love it.

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