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CH 8a - Spells Grimoire
CH 8a - Spells Grimoire
This appendix contains examples of spells from the Abeyance of the Cycle (new): Warding
core rules and other sources, rebuilt using seed spells (reproductive cycle; 1st level) + Accursed Spell (+1
and metamagic. They include the synergy effects of level) + Irresistible Spell (+2 levels) + Ritual Spell (-2
metamagic stacking, and also the automatic Heighten levels) = 2nd level; invest 300 numen to prevent
Spell effects of applied metamagic, as described in ovulation, menstruation, etc. for 1 month.
Chapter 8. Ability Boost, GreaterAUG: Attribute boost (0 level) +
Generally, the spell effects and calculated spell Variable Spell (select attribute at time of casting; +1
level are very similar (or identical) to those described level) + Augment Spell (+8 total bonus; +3 levels) +
in the source material. In the event of a variance, a Extend Spell (1 min./lvl to 10 min./lvl; +1 level) = 5 th
“listed as” reference may be provided; this indicates level; +8 enhancement bonus to one attribute score for
the spell level listed in the source, for comparison 10 min./level.
with the calculated spell level. Ablative BarrierUC: Mage armor (1st level) + Cascade
In many cases, a number of spells from different Spell (inure; +1 level) + Mass Effect Spell (1 damage
sources have different names, but similar or nearly type/level; +3 levels) + Extend Spell (1 min./level to 1
identical effects (e.g., sanctuary alone has at least 13 hr./level; +2 levels) + Cascade Spell (whelm; -1 level) +
variants). In order to save space (and to avoid Reduce Spell (40 to 5 and 15d6 to 1d6; -3 levels) = 3 rd
excessive cross-indexing), rather than all of them level; +4 armor bonus, and up to 5 points of
receiving separate entries, one of the spells is listed bludgeoning, fire, piercing, or slashing damage is
alphabetically, and the variations are described as converted to nonlethal, and DR 5/adamantine against
bullet points at the end of that entry. Therefore, a nonlethal attacks. At CL 6th+, additional damage types
Search function may be needed to find a specific spell, are protected against: electricity, cold, acid, sonic,
if it does not appear alphabetically in the document. negative energy, force, etc., in that order.
Spells named after a deity, wizard, etc. (e.g., Ablative SpherePC: Mage armor (1st level) + Variable
Mordenkainen’s sword) are alphabetized with the Spell (cover bonus; +1 level) + Augment Spell (+8
proper name last (e.g., “Sword, Mordenkainen’s”). bonus; +2 levels) + Extend Spell (1 hr./level to 1
Note that a number of feats and class features with min./level; -2 levels) + Cascade Spell (bestow feat:
spell-like effects have also been converted here as Lightning Reflexes; +1 level) + Augment Spell (6 ranks
spells. To use them as feats, simply select them in effects; +1 level) + Extend Spell (1 rd./level to 1
conjunction with the Magical Talent feat (Chapter 5). min./level; +1 level) + Personal Spell (-1 level) +
Expedient Spell (total hp; -1 level) = 3 rd level; you gain
A improved cover (+8 AC, +2 to Reflex saves, and
Aberrate : Enhancement (2nd level) + Effect-
BVD evasion) for 1 min./level or until the total damage
Specific Spell (natural armor; -2 levels) + Cascade from attacks that would otherwise have affected you
Spell (polymorph: aberration; +4 levels) + Extend Spell reaches 33 hp.
(1 min./level to 10 min./level; +1 level) + Reduce Spell Aboleth CurseSW: Enhancement (2nd level) + Effect-
(+1/3 to +1/4; -1 level) = 4th level (listed as 1st); subject Specific Spell (natural armor only; -2 levels) + Cascade
becomes aberration with +2 natural armor, +1/4 levels. Spell (ray of entropy; +1 level) + Tenuous Spell (special;
Variant: -1 level) + Accursed Spell (+1 level) + Extend Spell (1
min./level to 1 hr./level; +2 levels) = 3 rd level; touch
Form of DoomSRD: Aura of doomUM (q.v.; 4th level) +
reduces natural armor bonus by ¼ levels, and victim
Extend Spell (10 min./level to 1 min./level; -1 level)
takes 1d6 desiccation/2 hrs. if skin not kept cool and
Cascade Spell (attribute boost: Str; +1 level) +
wet. Invest 200 x CL numen to maintain curse beyond
Cascade Spell (polymorph: aberration; +3 levels) +
1 hr./level.
Personal Spell (-1 level) = 6th level; you become
Aboleth’s LungARG: Polymorph (aquatic humanoid;
aberration with aura of fear (shaken), +4 Str, +2 rd
3 level) + Effect-Specific Spell (water breathing only;
AC, DR 5/, 5 tentacle attacks/rd., climb 30 ft.
2 levels) + Extend Spell (1 min./level to 1 hr./level; +3
levels) + Communal Spell (+1 level) + Restricted Spell
(deep one race or bloodline, etc.; -1 level) +
Spells (Grimoire), p. 1
Disadvantage (cannot breathe air; ad hoc -2 levels) = (magic items still transmit effects; +1 level) = 3rd
2nd level; divide duration among those affected. level (listed as 5th). Invest 3,000 x CL numen to
Abolish ShadowsUnE: Bolt of force (2nd level) + maintain effect.
Cascade Spell (dispel; +1 level) + Shape Spell (target to AbsorptionCA: Spell turning (7th level) + Variable
burst; +2 levels) + Creature/Effect-Specific Spell Spell (choose your spell(s) to use energy for; +1 level)
([darkness] or [shadow]; -2 levels) = 3rd level; dispels + Bouncing Spell (allows partial spell absorption; +1
darkness and shadow spells, and deals 1d6 force/level level) = 9th level; absorbs up to 1d4 + ½ levels (+10
(max. 10d6) to creatures with one or both of those max.) levels’ worth of spells. Variant:
descriptors, in 20’r. bust from you.
Spell ShapeTM2: Dispel (0 level) + Augment Spell
Absolute SteelToB: Enhancement (2nd level) + Effect-
(redirect energy instead of dispelling; +2 levels) +
Specific Spell (dodge bonus to AC; -2 levels) +
Variable Spell (choose your spell to use energy for;
Cascade Spell (celerity; +1 level) + Personal Spell (-1
+1 level) + Quicken Spell (redirect as a swift action;
level) + Sudden Spell (+0 levels) + Augment Spell (+1
+3 levels) + Reach Spell (touch to medium; +1 level)
to +3 dodge; +1 level) = 1st level (listed as 3rd); swift
+ Irresistible Spell (no check needed; +2 levels) +
casting gives you +10 ft. to speed and +3 dodge bonus
Shielding Spell (+1 level) + Personal Spell (-1 level)
to AC for 1 rd.
+ Expedient Spell (individual spell level; -1 level) +
Absorb BloodPF74: Heal (q.v.; 6th level) + Cross-Class
Restricted Spell (wild magic; -1 level) = 7 th level; as
Spell (arcane; +1 level) + Personal Spell (-1 level) +
absorption, but only 1 spell of up to 7 th level, and
Quicken Spell (+3 levels) + Location-Specific Spell
you can cast a spell using the absorbed energy as a
(within Close range of a creature taking bleed
swift action.
damage; -2 levels) = 7th level; if close to bleeding
creature, you can heal yourself as a swift action. AbsurdityHA: Warding (fear; 1st level) + Reach Spell
Absorb ToxicityUC: Neutralize poison (4th level) + (touch to close; +1 level) + Irresistible Spell (+2 levels)
Personal Spell (-1 level) + Delay Spell (until exposed; + Cascade Spell (enhancement; -2 levels) + Mass Effect
+1 level) + Variable Spell (re-assign target by touch; +1 Spell (Bluff and initiative; -1 level) + Mass Effect Spell
level) = 5th level. (1 creature/levels; +3 levels) = 4th level (listed as 2nd); 1
Absorb WeaponCAd: Dimensional pocket (1st level) + creature/level is immune to fear, but -1/4 levels to
Quicken Spell (end effect instantly; +4 levels) + Object- Bluff and initiative checks for 1 min./level.
Specific Spell (light weapon only; -2 levels) = 3rd level. Abyssal ArmySC: Summon (1st level) + Reach Spell
Absorbing InhalationACG: Zephyr (0 level) + Shape (close to medium; +1 level) + Augment Spell (CR 9; +5
Spell (line to hemisphere; +1 level) + Interrupting levels) + Augment Spell (1d4+1 equivalent; +1 level) +
Spell (+1 level) + Concentration Spell (standard; +1 Extend Spell (1 rd./level to 10 min./level; +2 levels) +
level) + Extend Spell (effect contained; inst. to 1 Ritual Spell (-1 level) = 8th level; summons one vrock
rd./level; +2 levels) + Restricted Spell (race or (CR 9), 2d4+1 babaus (CR 6 each), and 3d6 dretches
bloodline with [air] descriptor; -1 level) = 4 th level; (CR 2 each).
hemisphere of strong winds 4 ft./level in diameter Abyssal MightBVD: Attribute boost (Str; 0 level) +
contains fog/gas/vapor, can be moved as a standard Cascade Spell (attribute boost: Dex; +1 level) +
action and dismissed at will. Its use can be readied (as Cascade Spell (attribute boost: Con; +1 level) + Cascade
a counterspell) for use against instantaneous effects Spell (enhancement: SR; +2 levels) + Extend Spell (1
like breath weapons (effect extended until winds min./level to 10 min./level; +1 level) + Personal Spell
dismissed to release it). (1 level) = 4th level; you gain +2 enhancement to Str,
Absorbing TouchAPG: Dimensional pocket (1st level) + Dex, Con, and +1/4 levels to SR.
Silent Spell (+1 level) = 2nd level; you carry an object Abyssal RiftFC1: Variable Spell (+1 level):
(up to 1 lb./level) in a pocket dimension (the effects of Jet of flame (0 level) + Corrupt Spell (+1 level) +
beneficial magic items on you are suppressed). Invest Cascade Spell (bind; +1 level) + Augment Spell
1,000 x CL numen (2nd level x 500 for use-activated x 1 (grapple; +1 level) + Shape Spell (ray to cubes; +2
for hr./level duration) to maintain thereafter. Variants: levels) + Extend Spell (inst. to 1 rd./level; +2 levels)
Meld ObjectRR: Dimensional pocket (1st level) + PushPHI (towards cubes affected as above; 0 level) +
Channel Spell (+1 level) + Transdimensional Spell Shape Spell (target to cubes; +2 levels) + Extend
Spells (Grimoire), p. 2
Spell (inst. to 1 rd./level; +2 levels) + Widen Spell Restricted (access to Archery domain; -1 level) = 1 st
(10-ft. to 60-ft. cubes; +3 levels) level.
Plane shift (to Abyss; 6th level) + Shape Spell (target Bomber’s EyeAPG: Celerity (range increment; 0 level)
to cubes; +2 levels) + Tenuous Spell (ends other + Cascade Spell (blessing; +1 level) + Effect-Specific
effects; -1 level) Spell (thrown weapons only; -2 levels) + Quicken
+ Reach Spell (close to long; +1 level) = 9th level; 10-ft. Spell (+3 levels) + Extend Spell (1 min./level to 1
wide rift, 10 ft. long per level, deals up to 20d6 within rd./level; -1 level) + Personal Spell (-1 level) = 0
(half fire, half unholy) and those inside are grappled level; swift casting grants you +10 ft. to range
(to simulate being trapped in pit); a 60-ft. wide zone increments and +1 to attacks and damage with
outside the rift pulls victims in. During the 1 rd./level thrown weapons.
duration, you can cause the rift to close as a full- Far-Reaching WindDr342: Bestow feat (Catch Off-
round action, plane shifting those within to the Abyss Guard; 1st level) + Cascade Spell (celerity; +1 level) =
(save neg.); doing so ends the spell. Variant: 2nd level; affected melee weapon can be thrown, or
ranged weapon gains +20 ft. to range increments,
Rift of RuinBotD2: Energy mace (0 level) + Variable
for 1 rd./level.
Spell (Energy Admixture: type changes each
LongshotUC: Celerity (flight distance; 0 level) +
round; +1 level) + Cascade Spell (bind; +1 level) +
Variable Spell (all missile weapons used by
Shape Spell (ray to line; +1 level) + Reach Spell
recipient; +1 level) = 1st level; subject gains +10 ft.
(line beginning: touch to long; +2 levels) + Extend
enhancement to range increments for 1 min./level.
Spell (inst. to 1 rd./level; +2 levels) + Residual Spell
Wind TunnelMF: Blessing (0 level) + Augment Spell
(+1 level) = 8th level; line of 5-ft. squares 25 ft. + 5
(+1 to +4; +3 levels) + Effect-Specific Spell (ranged
ft./2 levels long appears at up to long range, deals
attacks only; -2 levels) + Cascade Spell (celerity:
up to 20d6/rd. (of type randomly determined each
range increments; +1 level) + Mass Effect Spell
round) plus entangled and difficult terrain.
(1/level; +3 levels) + Extend Spell (1 min./level to 1
Accelerate ReflexesRR2: Skill enhancement rd./level; -1 level) + Restricted Spell (access to Air
(Acrobatics; 0 level) + Cascade Spell [(attribute boost: domain; -1 level) = 3rd level; 1 ally/level gains +4 to
(Dex; +1 level) + Augment Spell (+2 to +4; +1 levels) + ranged attacks and +30 ft. to range increments
Extend Spell (1 min./level to 1 rd./level; -1 level)] + (max. double) for 1 rd./level.
Cascade Spell (bestow feat; +1 level) + Mass Effect Spell
Acid Fog: Acid splash (0 level) + Cascade Spell (wisp;
(1 feat/3 levels; +2 levels) + Extend Spell (1 rd./level to
+1 level) + Reach Spell (0 to medium; +1 level) +
10 min./level; +2 levels) = 6th level (listed as 4th);
Residual Spell (+1 level) + Shape Spell (ray to spread;
subject gains +4 Dex, +1/2 levels to Acrobatics,
+2 levels) + Extend Spell (inst. to 1 rd./level; +2 levels)
Combat Reflexes, Improved Initiative, Lightning
+ Reduce Spell (20d6 to 15d6; -1 level) = 6th level;
Reflexes (and Alertness at CL 12 th, Dodge at 15th, and
damage cap 15d6 acid/rd., plus obscures vision and
Mobility at 18th) for 10 min./level.
creates difficult terrain in area. AKA death fogUA1.
Accelerated MovementCAd: Celerity (0 level) +
Variants:
Variable Spell (+1 level) + Augment Spell (+20 ft.; +1
level) + Personal Spell (-1 level) + Sudden Spell (+0 Caustic SmokeCM: Wisp (0 level) + Cascade Spell
levels) = 1st level; move at +30 ft. speed when (acid splash; +1 level) + Extend Spell (acid: inst. to 1
balancing, climbing, or using Stealth (i.e., if base rd./level; +2 levels) + Cascade Spell (alter senses; +1
speed is 30 ft., you still move at 30 ft. when at half level) + Augment Spell (vision; +1 level) + Extend
speed when balancing, etc.). Spell (blindness: 1 rd./level to 1 rd.; -1 level) +
AccuracyCA: Celerity (range increment; 0 level) + Reach Spell (touch to medium; +1 level) + Shape
Still Spell (+1 level) + Extend Spell (1 min./level to 10 Spell (target to spread; +2 levels) + Reduce Spell
min./level; +1 level) = 2nd level (listed as 1st); +20 ft. to (20d6 to 5d6; -3 levels) = 4th level; fog obscures
weapon’s range increments while duration lasts. vision and deals 5d6 acid/rd. plus blindness for 1
Variants: round (Fort half/neg.).
Lightning fogShS is similar but includes Versatile
Aid of the windRRO is Extended to 1 hr./level (+1
Evocation (electricity; +0 levels) and is Reduced 2
level) and then Reduced to +10 ft. (-1 level), and is
more steps (15d6 to 5d6; -2 levels) = 4th level.
Spells (Grimoire), p. 3
Otiluke’s acid cloudGA includes Lingering Evocation Acidic SprayUM: Acid splash (0 level) + Shape Spell
(+1 level) rather than Residual Spell (-1 level), and (ray to line; +1 level) + Lingering Evocation (+2 levels)
is Reduced 2 more steps (15d6 to 5d6; -2 levels) = + Irresistible Spell (+2 levels) = 5th level; damage cap
4th level (listed as 3rd); damage cap 5d6 plus 2d6/rd. 15d6 plus 5d6 acid/rd. (Reflex half/neg., no SR).
Acid RainRRE: Acid splash (0 level) + Reach Spell Acorn BarrageDHD: Energy mace (0 level) + Ray
(close to long; +2 levels) + Shape Spell (ray to spread; Splitting (+1 level) + Reach Spell (close to long; +1
+2 levels) + Widen Spell (20’r. to 360’r.; +4 levels) + level) + Manifested Spell (-1 level) + Augment Spell
Extend Spell (inst. to 1 rd./level; +2 levels) + Ritual (1d6 to 5d6; +1 level) + Restricted Spell (access to Plant
Spell (full round; -1 level) + Reduce Spell (25d6 to domain; -1 level) = 1st level; one long ranged
15d6; -2 levels) = 7th level; 15d6 acid/rd. over large attack/level (max. 6) for 1d6 bludgeoning each.
area for 1 rd./level. Activate Bloodline PowerAUG2: Bestow feat (Eldritch
Acid SpittleRR: Acid splash (0 level) + Splash Heritage; 1st level) + Reach Spell (touch to close; +1
Evocation (+0 levels) + Delay Spell (standard action level) + Mass Effect Spell (also Practiced Bloodline; +1
trigger; +2 levels) + Reduce Spell (10d6 to 5d6; -1 level) + Augment Spell (+1 level) = 4 th level (listed as
level) = 1st level; damage cap 5d6 acid, as a standard 3rd); grants 1st and 9th level bloodline powers from one
action. Invest 50 x CL numen to maintain as a latent bloodline for 1 rd./level.
effect until used. Acute SensesUM: Skill enhancement (Perception; 0
Acid StormMF: Acid splash (0 level) + Reach Spell level) + Silent Spell (+1 level) + Extend Spell (1
(close to medium; +1 level) + Lingering Evocation (+1 min./level to 10 min./level; +1 level) = 2 nd level; +1/2
level) + Shape Spell (ray to cylinder; +2 levels) + levels (+5 max.) enhancement to Perception. AKA
Widen Spell (10’r. to 20’r.; +1 level) = 5th level; damage Eyes of the avoral BED. Precise visionAUG (1st level) is
cap 15d6 acid plus 2d6/rd. in cylinder 20’r., 100 ft. tall. Personal only. Cf. ears of the wolfRR2.
Variants: Adamantine MaceS&M: Touch of adamantineBED (q.v.;
nd
2 level) + Cascade Spell (magic weapon; +1 level) +
Acid stormTM2 is Widened (30’r. and 150 ft. tall; +1
Extend Spell (1 min./level to 1 rd./level; -1 level) +
level) = 6th level.
Cascade Spell [(energy mace; +1 level) + Ray Splitting
Anarchic StormSC: Acid splash (0 level) + Creature-
(+1 level) + Reach Spell (close to touch; -1 level) +
Specific Spell (lawful only; -2 levels) + Cascade
Channel Spell (+1 level) + Creature-Specific Spell (air
Spell (zephyr; +1 level) + Shape Spell (ray to
elementals or winged opponents only; -1 level)] +
cylinder; +2 levels) + Extend Spell (inst. to 1
Restricted Spell (access to Artifice or Earth domain; -1
round/level; +2 levels) = 3rd level; damage cap 10d6
level) = 2nd level (listed as 4th); weapon becomes
acid (lawful only) and severe winds in cylinder
adamantine, gains +1 enhancement/4 levels, and deals
10’r., 50 ft. tall.
up to +7d6 bludgeoning (divided among attacks) to
BloodstormRR: Alter senses (0 level) + Augment Spell
air elementals or winged creatures.
(vision; +1 level) + Hex Spell (+0 levels) + Cascade
Adapt BodySRD: Polymorph (outsider; 3rd level) +
Spell (acid splash; +1 level) + Cascade Spell (spook;
Variable Spell (change type depending on
+1 level) + Shape Spell (ray to cylinder; +2 levels) +
environment; +1 level) + Extend Spell (1 min./level to
Extend Spell (inst. to 1 rd./level; +2 levels) + Ritual
1 hr./level; +2 levels) + Personal Spell (-1 level) = 5 th
Spell (full round; -1 level) + Reduce Spell (20d6 to
level; you adapt to hostile environments, including
15d6 and panicked to frightened; -1 level) = 5 th
water breathing, swimming, energy resistance 10, etc.
level (listed as 3rd); damage cap 15d6 acid/rd. in
Adhere to WoodRR: Skill enhancement (Athletics; 0
10’r. cylinder lasting 1 rd./level, plus blinded and
level) + Extend Spell (1 min./level to 10 min./level; +2
frightened 1 rd./level even after leaving.
levels) + Personal Spell (-1 level) + Location-Specific
Acidic GlobesAUG2: Acid splash (0 level) + Shape Spell (wooden surfaces; -2 levels) + Augment Spell (+1
Spell (ray to target; +0 levels) + Reach Spell (close to to +1/2; +2 levels) + Restricted Spell (ranger or access
medium; +1 level) + Concentration Spell (swift action; to Plant domain; -1 level) = 0 level.
+3 levels) + Reduce Spell (15d6 to 10d6; -1 level) = 3 rd Adhesive BloodACG: Bind (0 level) + Extend Spell
level; damage cap 10d6 acid (Reflex half) as a swift (inst. to 1 min./level; +4 levels) + Reach Spell (close to
action each round. touch; -1 level) + Shielding Spell (+1 level) + Tenuous
Spell (check to free weapon; -1 level) = 3rd level; melee
Spells (Grimoire), p. 4
weapons hitting you during the next 1 min./level are and Diplomacy. Honeyed wordsAUG2 (2nd level) also
stuck to you (Ref neg., Str or CMB check to free). incorporates the Personal Spell feat.
Adhesive SpittleACG: Bind (0 level) + Residual Spell Adrenaline BoostCPs: Attribute boost (Str; 0 level) +
(+1 level) = 1st level; target save or entangled 1 Cascade Spell (attribute boost: Dex; +1 level) +
round/level; moves as if in difficult terrain even if not Insightful Spell (+1 level) + Personal Spell (-1 level) +
entangled. Sudden Spell (+0 levels) = 1st level; swift casting grants
Adjuring StepUC: Bestow feat (Press the Advantage; you +1 insight to Str and Dex for 1 rd.
st
1 level) + Cascade Spell (skill enhancement: Adrenaline SurgeMW: Attribute boost (Str; 0 level) +
Concentration; +1 level) + Personal Spell (-1 level) = 1 st Cascade Spell (attribute boost: Dex; +1 level) + Cascade
level; for next 1 rd./level, after each 5-ft. step, you can Spell (attribute boost: Con; +1 level) + Augment Spell
take another as a free action, and gain +1/2 levels (+5 (+4 bonus; +1 level) + Shape Spell (target to
msx.) to Concentration checks, enabling you to more emanation; +2 levels) + Personal Spell (-1 level) +
easily cast defensively. Widen Spell (20’r. to 40’r.; +1 level) + Extend Spell (1
AdorationUC: Skill enhancement (Diplomacy; 0 level) min./level to 1 rd./level; -1 level) + Creature-Specific
+ Reach Spell (touch to close; +1 level) = 1 st level; +1/2 Spell (your summoned allies only; -2 levels) = 2 nd
levels (max. +5) to Diplomacy for 1 min./level. level; for 1 rd./level, creatures you summoned that are
Variants: within 40 ft. of you gain +4 enhancement to Str, Dex,
GlamourAUG: Skill enhancement (Diplomacy; 0 level) and Con.
+ Cascade Spell (attribute boost: Cms; +1 level) + AdversityRRE: Skill enhancement (Diplomacy; 0 level)
Extend Spell (1 min./level to 10 min./level; +1 level) + Hex Spell (+0 levels) + Accursed Spell (+1 level) +
+ Personal Spell (-1 level) = 1 st level; you gain +2 Silent Spell (+1 level) + Extend Spell (1 min./level to 10
Comeliness and +1/2 levels (+5 max.) to min./level; +1 level) = 3rd level; subject -1/2 levels (-10
Diplomacy. max.) to Diplomacy. Invest 225 x CL numen to
Insidious InsightRE: Skill enhancement (Bluff; 0 level) maintain effect. Variants:
+ Cascade Spell (skill enhancement: Diplomacy; +1 Cloak of hateHH is close range (+1 level), Cascades
level) + Insightful Spell (+1 level) + Reach Spell ray of beguiling (+1 level), and is Extended to 1
(touch to medium; +1 level) + Extend Spell (1 hr./level (+1 level) = 6th level; subject takes penalty
min./level to 1 hr./level; +2 levels) + Ritual Spell to Cha equal to 1d6 +1/level, and additional -1/2
(full round; -1 level) + Restricted Spell (gnome levels to Diplomacy. Invest 300 x CL numen to
caster; -1 level) = 3rd level (listed as 2nd); subject maintain.
gains +1/2 levels (+10 max.) insight bonus to Bluff Curse of the OutcastUI: Hand of fate (0 level) + Reach
and Diplomacy for 1 hr./level. Spell (touch to close; +1 level) + Cascade Spell (ray
Mask of the IdealCM: Skill enhancement (Bluff; 0 level) of beguiling; +1 level) + Shape Spell (ray to target; +0
+ Cascade Spell (skill enhancement: Diplomacy; +1 levels) + Extend Spell (inst. to 10 min./level; +4
level) + Cascade Spell (skill enhancement: Perform levels) + Effect-Specific Spell (Bluff, Diplomacy,
(acting); +1 level) + Extend Spell (1 min./level to 10 Perform; -2 levels) + Selective Spell (+1 level) +
min./level; +1 level) + Personal Spell (-1 level) = 2 nd Accursed Spell (+1 level) = 6 th level; subject takes
level; you gain +1/2 levels (+5 max.) to skills listed. 1d6 + 1/level penalty to Cha (Intuition half), and
SongbirdMF: Skill enhancement (Diplomacy; 0 level) + rolls all Bluff, Diplomacy, and Perform checks
Extend Spell (1 min./level to 1 hr./level; +3 levels) + twice (using worse result). 450 x CL numen to
Personal Spell (-1 level) + Ritual Spell (full round; - maintain.
1 level) + Restricted Spell (bard; -1 level) = 0 level; Dissension’s feastTM2 is Mass Effect (1 creature/level;
you gain +1 enhancement to Diplomacy for 1 +3 levels), Delayed (5 minutes after eat focus food;
hr./level. +1 level), Creature-Specific (those eating food
Stamp of NobilityRRE: Skill enhancement (Bluff; 0 level) touched during casting; -2 levels), and Restricted
+ Cascade Spell (skill enhancement: Diplomacy; +1 (access to Chaos domain; -1 level), and is neither
level) + Extend Spell (1 min./level to 10 min./level; Accursed (-1 level) nor Silent (-1 level) = 3 rd level
+1 level) + Reach Spell (touch to medium; +1 level) (listed as 2nd); up to 1 creature/level eating affected
= 3rd level; subject +1/2 levels (+10 max.) to Bluff
Spells (Grimoire), p. 5
food is -1/2 levels (-10 max.) to Diplomacy for 10 AfflictionRR2: Ray of enfeeblement (1st level) +
min./level thereafter. Resistible Spell (-1 level) + Mass Effect Spell (1
Telempathic ProjectionSRD: Ray of beguiling (1st level) + attribute/3 levels; +3 levels) + Extend Spell (1 rd./level
Cascade Spell (skill enhancement: Bluff; +1 level) + to 1 hr./level; +3 levels) + Redcuce Spell (+20 to +10’ -2
Cascade Spell (skill enhancement: Diplomacy; +1 levels) = 4th level; target takes 1d6 +1/2 levels penalty
level) + Reach Spell (touch to medium; +1 level) + to Str and Dex (and Con at CL 9 th, Int at 12th, Wis at
Shape Spell (ray to target; -1 level) + Effect-Specific 15th, and Cha at 18th), Fort and Intuition saves for half.
Spell (subject’s attitude towards you; -2 levels) + Age ResistanceUM: Warding (age; 1st level) +
Extend Spell (1 rd./level to 1 min./level; +1 level) + Irresistible Spell (suppresses effects of natural aging;
Restricted Spell (access to Telepathy discipline; -1 +3 levels) + Extend Spell (1 min./level to 1 hr./level; +2
level) = 1st level; target takes 1d6 +1/2 levels (+5 levels) + Personal Spell (-1 level) = 5 th level; you take
max.; Intuition half) Cha penalty vs. you for 1 no aging penalties to attributes. By investing 5,000 x
min./level for determining attitude, and Bluff and CL numen, you can maintain the effect indefinitely as
Diplomacy checks vs. subject are at +1/2 levels (+5 an active spell effect. Note that this allows you to
max.). temporarily ignore penalties and prevents additional
Aeonian LanternAUG2: Light (0 level) + Cascade Spell penalties from accruing but does not actually
(blessing; +1 level) + Augment Spell (+1 to +3; +1 level) eliminate those already gained. AKA ease the ages’
+ Hex Spell (+0 levels) + Accursed Spell (+1 level) + burdenRR2, slow the yearsRR2, stop the yearsRR2. Cf. extend
Selective Spell (+1 level) + Delay Spell (turn on/off as lifeAUG.
standard action; +1 level) = 5th level; enemies in 20’r. Aggressive ThundercloudACG: Electric arc (0 level) +
light take 3 morale penalty to atks, damage, saves vs. Cascade Spell (wisp; +1 level) + Shape Spell (target to
fear; invest 375 x CL numen to maintain effect beyond spread; +2 levels) + Widen Spell (20’r. to 5’r.; -2 levels)
10 min./level. + Reach Spell (touch to medium; +1 level) +
Aerial TracksUI: Bestow feat (Skill Focus: Survival; Concentration Spell (partial action; +2 levels) +
1st level) + Cascade Spell (skill enhancement: Survival; Reduce Spell (10d6 to 5d6; -1 level) = 3 rd level; partial
+1 level) + Personal Spell (-1 level) + Augment Spell action directs electrically-charged, obscuring mist.
(16 ranks effect; +3 levels) + Extend Spell (1 rd./level to Variants:
1 hr./level; +3 levels) + Effect-Specific Spell (aerial Enkili’s Lightning StormRR: Electric arc (0 level) +
tracking only; -2 levels) = 5th level (listed as 4th); you Cascade Spell (wisp; +1 level) + Reach Spell (touch
gain Skill Focus (Survival) with an additional +1/2 to medium; +1 level) + Shape Spell (ray to cylinder;
levels to checks, and 16 ranks equivalent, for +2 levels) + Widen Spell (10’r. to 20’r.; +1 level) +
purposes of tracking flying creatures. Concentration Spell (standard; +1 level) = 6 th level;
Affect Normal FiresPH1: Variable Spell (+1 level: damage cap 15d6 and obscures vision in cylinder
gloom or light) + Augment Spell (normal to bright 20’r., 100 ft. tall.
light; +1 level) + Reach Spell (touch to medium; +1 Greater Aggressive ThundercloudACG: Electric arc (0
level) + Effect-Specific Spell (light from existing fire level) + Cascade Spell (wisp; +1 level) + Cascade
only; -2 levels) = 1st level; light from existing fire is Spell (inertia; +1 level) + Augment Spell (daze; +2
increased or decreased by 1 step for 1 rd./level. levels) + Extend Spell (1 rd./level to 1 rd.; -1 level) +
Affinity FieldSRD: Spark of life (1st level) + Cross- Reach Spell (touch to medium; +1 level) + Shape
Class Spell (psionic; +1 level) + Cascade Spell (ray of Spell (ray to target; +0 levels) + Concentration Spell
entropy; +1 level) + Shape Spell (target to emanation; (partial action; +2 levels) + Reduce Spell (15d6 to
+2 levels) + Personal Spell (-1 level) + Extend Spell 10d6; -1 level) = 5th level (listed as 4th); as aggressive
(inst. to 1 rd./level; +2 levels) + Ray Splitting (+1 level) thundercloud, but greater damage cap and possible
+ Shielding Spell (+1 level) = 8th level (listed as 9th); dazing 1 round..
those in 20’r. are healed/injured whenever you are ThundercloudAPG also Cascades alter senses
(9d6 + 1d6/level per round, max. 28d6/rd. total or (deafness; +1 level), requires Standard
20d6 for a single occurrance). Pain affinity fieldCPs is concentration (-1 level), and is Restricted (access to
also Selective (+1 level) = 9th level; cap 34d6/25d6. Weather domain, etc.; -1 level) = 2nd level; damage
cap 5d6 plus deafened 1 rd./level.
Spells (Grimoire), p. 6
Agile FeetCRB: Bestow feat (Favored Terrain; 1st level) +1 level) + Effect-Specific Spell (terrain movement
+ Variable Spell (terrain as applicable; +1 level) + and swimming only; -2 levels) + Extend Spell (1
Effect-Specific Spell (terrain movement only; -2 levels) rd./level to 10 min./level; +2 levels) + Restricted
+ Extend Spell (1 rd./level to 1 min./level; +1 level) + Spell (ranger or access to Water domain; -1 level) =
Personal Spell (-1 level) + Sudden Spell (+0 levels) = 0 1st level; subject +1/2 levels (+5 max.) to swim and
level; swift casting allows you to ignore difficult moves unimpeded through bogs.
terrain for 1 rd. Aging TouchDr350: Damage attribute (1st level) + Silent
CAd
Easy Trail : Bestow feat (Favored Terrain: forests; Spell (+1 level) + Mass Effect Spell (1 attribute/3 levels;
1st level) + Use-Specific Spell (terrain movement +2 levels) + Resistible Spell (-1 level) = 3 rd level; touch
only; 2 levels) + Shape Spell (emanation; +3 levels) deals 1d4 attribute damage/3 levels (Str, Dex, Con,
+ Widen Spell (20’r. to 40’r.; +1 level) + Personal Wis, Int, Cha, in that order) due to temporary aging.
Spell (you emanate effect; -1 level) + Extend Spell Variants:
(1 min./level to 1 hr./level; +2 levels) + Restricted Pass the yearsRR includes Crippling Drain (replaces
Spell (ranger or Access to Plant or Travel domain; - Silent Spell; +0 levels) and Accursed Spell (+1
1 level) = 3rd level (ranger 2nd); grants woodland level), and is not Resistible (+1 level) = 5th level
stride in emanation around you. (listed as 6th); touch drains 1d4 points (from aging)
Ice SkateFB: Celerity (0 level) + Cascade Spell (skill from 1 attribute/3 levels. AKA age creatureTM2.
enhancement: Acrobatics; +1 level) + Cascade Spell Sands of timeUM is Tenuous rather than Resistible
(bestow feat: favored terrain; +1 level) + Effect- (save each minute to halve remaining damage; 1
Specific Spell (terrain movement only; -2 levels) + level) and Variable (ray of entropy instead vs.
Extend Spell (1 rd./level to 10 min./level; +2 levels) objects, constructs, and undead; +1 level) = 4 th
+ Location-Specific Spell (over snow and ice only; 2 level; touch deals 1d4 damage from aging to 1
levels) + Augment Spell (+2 levels) + Restricted attribute/3 levels, or 1d6 negative energy/level
Spell (ranger or access to Winter domain.; -1 level) (max. 10d6) vs. objects, constructs, and undead.
= 1st level; subject can move unhindered over snow Speed the YearsRR2: Ray of entropy (1st level) + Reach
and ice with +30 ft. speed and +1/2 levels (+5 max.) Spell (close to touch; -1 level) + Cascade Spell
to Acrobatics. (damage attribute; +2 levels) + Crippling Drain (+1
Sea LegsShS: Bestow feat (Favored Terrain: shipboard; level) + Mass Effect Spell (1 attribute/3 levels; +2
1st level) + Cascade Spell (skill enhancement: levels) + Accursed Spell (+1 level) + Extend Spell
Acrobatics; +1 level) + Extend Spell (1 rd./level to 1 (inst. to 1 rd./level; +2 levels) + Reduce Spell (20d6
hr./level; +3 levels) + Effect-Specific Spell (terrain to 5d6 and 1d4 to 1; 3 levels) = 5th level; touch deals
movement only; 2 levels) = 3rd level (listed as 1 st); 1 point drain to 1 atttribute/3 levels and 5d6
subject +1/2 levels to Acrobatics and gains the necrotic damage. Invest 1,000 x CL numen to cause
terrain movement abilities for having shipboard as effects to recur each year (rapid aging).
a favored terrain (see Ranger). Touch of yearsCM includes Crippling Drain (replaces
Snow WalkFB: Bestow feat (Favored Terrain: arctic; 1st Silent Spell; +0 levels) and is Extended (+1 level)
level) + Extend Spell (1 rd./level to 10 min./level; +3 and Accursed (+1 level) rather than Resistible (+1
levels) + Mass Effect Spell (1/level; +3 levels) + level) = 6th level (listed as 4th); touch deals 1d4
Effect-Specific Spell (terrain movement only; -2 drain to 1 attribute/3 levels, repeats each day for
levels) + Restricted Spell (ranger or access to the next 1 day/level or until curse removed if you
Winter domain, etc.; -1 level) + Ritual Spell (full invest 300 x CL numen during that period of time.
round; -1 level) = 3rd level (listed as 2nd); subjects
Agonizing PrayerHA: Whelm (0 level) + Energy
can move freely across slippery ice or over deep
Admixture (slashing +0 levels) + Cascade Spell
snow for 10 min./level.
(inertia; +1 level) + Augment Spell (stagger; +1 level) +
Step of the windToB Cascades an augmented (+2)
Lingering Evocation (+1 level) + Reach Spell (close to
blessing (+1 level) = 1st level; swift action allows you
personal; -1 level) + Shape Spell (target to burst; +2
to ignore difficult terrain and attack at +2 for 1 rd.
levels) + Widen Spell (20’r. to 60’r.; +2 levels) + Pattern
WebfootSW: Bestow feat (Favored Terrain: swamps; 1st
Spell (auditory; -1 level) + Ritual Spell (full round; -1
level) + Cascade Spell (skill enhancement: Athletics;
level) = 4th level; damage cap 10d6 nonlethal plus 2d6
Spells (Grimoire), p. 7
bleed/rd. and staggered 1 rd. in 60’r. burst around specified act; +1 level) and Ritual (-2 levels) = 3 rd
you. level (listed as 5th).
Agonizing RebukeARG: Whelm (0 level) + Shielding Nature’s AvatarCD: Haste (3rd level) + Augment Spell
Spell (+2 levels) + Extend Spell (inst. to 1 rd./level; +2 (blessing; +6 levels) + Cascade Spell (spark of life; +1
levels) + Phantasmal Spell (-1 level) = 3 rd level; those level) + Extend Spell (1 rd./level to 1 min./level; +1
attacking from within close range save vs. Intuition level) + Creature-Specific Spell (animal only; -2
on 1st attack against you or take 3d6 nonlethal, and on levels) + Restricted Spell (access to Animal
subsequent attacls save vs. Will or take 1d6 +1/level domain; -1 level) = 8th level; animal is hasted, gains
(+10 max.) nonlethal per attack. +8 morale to attacks, damage, saves vs. fear, and
Aid: Spark of life (temp hp; 1st level) + Cascade Spell 1d6 temp. hp/level (max. 20d6).
(blessing; +1 level) + Extend Spell (10 min./level to 1 Rally PointAPG: Blessing (0 level) + Augment Spell
min./level; -1 level) + Augment Spell (1d6 to 5d6; +1 (+2 bonus; +1 level) + Cascade Spell (spark of life; +1
level) = 2nd level; creature touched gains 1d6/level level) + Augment Spell (+1/level; +1 level) + Extend
(max. 5d6) temp. hp and +1 sacred bonus to atks, Spell (10 min./level to 1 min./level; -1 level) + Mass
damage, and saves vs. fear. Variants: Effect Spell (1/level; +3 levels) + Location-Specific
Burst of GloryPC: Blessing (0 level) + Cascade Spell Spell (must step on designated 5-ft. square; -2
(light; +1 level) + Cascade Spell (spark of life; +1 levels) + Restricted Spell (paladin; -2 levels) = 1 st
level) + Shape Spell (target to burst; +2 levels) + level; affected creatures gain +2 blessing and
Widen Spell (20’r. to 10’r.; -1 level) + Selective Spell 1d6+1/level temp. hp.
(+1 level) + Extend Spell (10 min./level to 1 Air GeyserACG: Energy mace (0 level) + Cascade Spell
rd./level; -2 levels)= 2nd level; allies in 10’r. light (mage hand; +1 level) + Cascade Spell (celerity; +1 level)
gain +1 sacred bonus to attacks, damage, saves vs. + Widen Spell (1 lb./level to 27 lbs./level; +2 levels) +
fear, plus 1d6 temp. hp/level (max. 5d6, disappear Reduce Spell (-1 level) = 3rd level; damage cap 10d6
after 1 rd./level) each. (divine 5d6) bludgeoning and thrown upward 50 ft.
Chaav’s LaughBED: Blessing (0 level) + Augment Spell (Reflex half/neg).
(+1 level) + Cascade Spell (spark of life; +1 level) + Aid PlantsAUG: Warding (disease; 1st level) + Shape
Selective Spell (+1 level) + Shape Spell (target to Spell (target to emanation; +3 levels) + Widen Spell
spread; +2 levels) + Widen Spell (20’r. to 40’r.; +1 (20’r. to 1,000’r.; +5 levels) + Creature-Specific Spell
level) + Extend Spell (10 min./level to 1 min./level; (nonintelligent, inanimate plants; -2 levels) + Extend
-1 level) = 5th level; enemies in area -2 to atks, Spell (1 min./level to 1 rd./level; -1 level) + Ritual Spell
damage, saves vs. fear, allies gain +2 to same and (-2 levels) + Resticted Spell (access to Plant domain; -1
10d6 temp. hp. level) = 3rd level (listed as 2nd); plants in large area
Contagious ZealOcA: Blessing (0 level) + Augment resist disease: invest 200 x CL numen (as latent spell)
Spell (+1 level) + Cascade Spell (spark of life; +1 to maintain effect.
level) + Cross-Class Spell (+1 level) + Communal Alarm: Variable Spell (see below; +1 level):
Spell (+1 level) + Extend Spell (10 min./level to 1 Mental alarm: MindlinkSRD (1st level) + Extend Spell
min./level; -1 level) + Reduce Spell (5d6 to 1d6; -1 (1 min./level to 1 rd.; -2 levels) = -1 level; or
level) = 2nd level; grants 1d6 temp. hp and +2 Audible alarm: Figment (0 level) + Extend Spell (1
morale to attacks, damage, and saves vs. fear for 1 rd./level to 1 rd.; -1 level) = -1 level
min./level (divide evenly among number of
+ Delay Spell (creature enters 20’r. area or touches
creatures affected).
object without saying password; +1 level) + Tenacious
Grace of ApolloRRO: Spark of life (1st level) + Cascade
Spell (+1 level) + Ritual Spell (full round; -1 level) = 1 st
Spell (blessing; +1 level) + Cascade Spell (warding:
level. Once discharged, you can choose to
fatigue; +1 level) + Irresistible Spell (+2 levels) +
immediately re-invest the latent spell numen (50 x CL)
Restricted Spell (bard or access to Music or Sun
to maintain the alarm. The “object touched” delay can
domain; -1 level) = 4th level (listed as 3rd); subject
be applied to another spell as the “object,” allowing
gains 1d6/level (max. 10d6) temp. hp, +1 to attacks
you to be alerted if an arcane lock or similar ward is
and damage, and immunity to fatigue for 1
removed. Variants:
min./level. Mark of ApolloRRO is Delayed (perform
Spells (Grimoire), p. 8
Attentive alarmCM: Alarm (q.v.; 1st level) – Variable Manifested Spell (-1 level) + Channel Spell
Spell (mental only; -1 level) + Cascade Spell (through the alarm; +1 level) + Extend Spell (inst. to
(detection; +3 levels) = 3rd level; as mental alarm, and 1 rd./level; +2 levels) + Irresistible Spell (+2 levels) +
you know the type and numbers of the creatures Reduce Spell (15d6 to 10d6; -1 level) = 5 th level;
that trigger the alarm. intrusion triggers loud barking and 1 attack/rd. for
Cacophonous AlarmCM: Alarm (q.v.; 1st level) – 10d6 piercing (no SR) within Close range of it.
Variable Spell (audible only; -1 level) + Cascade Mordenkainen’s trusted bloodhoundCM and works at
Spell (sound lance; +1 level) + Cascade Spell (inertia; long range (+1 level), Cascades skill enhancement
+1 level) + Augment Spell (daze; +2 levels) + (Survival; +1 level), and is Reduced 1 more step
Reduce Spell (15d6 to 10d6; -1 level) = 3 rd level (25d6 to 15d6; -1 level) = 6 th level; faithful hound can
(bard 2nd); as audible alarm, but creature triggering track fleeing intruders (use your bonus +1/2 levels
it also takes 1d6 sonic/level (max. 10d6) and is enhancement).
dazed 1 rd. (Fort half/neg.). Portal AlarmMP: Alarm (q.v.; 1st level) + Selective
Greater AlarmSC: Alarm (q.v.; 1st level) + Trans- Spell (password bypass; +1 level) +
dimensional Spell (+1 level) = 2nd level; as alarm, Transdimensional Spell (trigger; +1 level) +
but also triggered by creatures on coterminous Transdimensional Spell (alarm; +1 level) +
planes. AKA improved alarmMP. Location-Specific Spell (planar portal; -2 levels) =
Guarded HearthAPG: Alarm (q.v.; 1st level) + Cascade 2nd level; as alarm, but when portal is passed
Spell (resistance; +1 level) + Cascade Spell (blessing; through, and is activated by (and if audible, can be
+1 level) + Augment Spell (+2 levels) + Delay Spell heard by) creatures on coterminous planes.
(+1 level) + Location-Specific Spell (bonuses apply Portal Alarm, ImprovedMP: Portal alarm (q.v.; 2nd
only within alarmed area; -2 levels) + Mass Effecr level) + Variable Spell (can be mental and audible,
Spell (1/3 levels; +2 levels) + Ritual Spell (full and/or can designate a different recipient; +1 level)
round to full ritual; -1 level) + Restricted Spell + Cascade Spell (alter senses; +1 level) + Augment
(access to Community domain; -1 level) = 4th level; Spell (vision; +1 level) + Ritual Spell (full ritual; -1
area is warded with alarm and those within gain +4 level) = 4th level; as portal alarm, but more options,
to attacks, damage, and saves for 1 min./level after and can gain mental image of creatures activating
activated. it. WatchwareUnE (5th level) is essentially similar, but
Invisibility AlarmACG: Alarm (q.v.; 1st level, with the casting time is 1 round, and it is cast on an
delay trigger specifying an invisible creature) + object rather than a portal.
Variable Spell (different alarm, depending if Vigilant SlumberCM: Alarm (1st level); simply change
entering or leaving; +1 level) = 2nd level. activating condition.
Mental AlarmAUG2: Figment (0 level) + Delay Spell Alert BebilithBVD: Summon (1st level) + Augment
(time delay; +2 levels) + Phantasmal Spell (-1 level) Spell (CR 10 bebelith; +6 levels) + Extend Spell (1
+ Mass Effect Spell (1 creature/level; +3 levels) + rd./level to 10 min./level; +2 levels) + Location-Specific
Extend Spell (1 rd./level to inst.; -1 level) + Reduce Spell (in presence of other demon; -2 levels) +
Spell (audible only; -3 levels) = 0 level; 1 Variable Spell (bebelith is uncontrolled; -1 level) = 6 th
creature/level hears instantaneous illusionary level; uncontrolled bebilith appears, attacks any
alarm at end of specified time period. demon present (and possibly the caster and allies),
Monitor Systems (new): Alarm (q.v.; 1st level) + Mass pursues if prey flees.
Effect Spell (1 spell/level; +3 levels) + Selective Algid EnhancementFB: Spark of life (1st level) +
Spell (can tell which spell; +1 level) + Tenacious Cascade Spell (deflection; +1 level) + Cascade Spell
Spell (+1 level) + Ritual Spell (full ritual; -1 level) = (enhancement; +2 levels) + Mass Effect Spell (1/level; +3
5th level; you are alerted by an alarm when up to levels) + Extend Spell (1 min./level to 1 hr./level; +2
one spell/level you cast is dispelled or otherwise levels) + Creature-Specific Spell (those with [cold]
rendered inoperable; you can tell which one was subtype only; -2 levels) + Ritual Spell (-1 level) = 6 th
triggered, and the latent monitor persists until all level; one [cold] creature/level gains 1d6 temp.
the alarms have sounded or you negate it. hp/level (max. 15d6), +2 deflection to AC, and +1/3
Mordenkainen’s Faithful HoundSRD: Alarm (q.v.; 1st levels enhancement to one weapon or natural attack.
level) + Cascade Spell (invisible needle; +1 level) +
Spells (Grimoire), p. 9
Align Weapon: Magic weapon (q.v.; 1st level) + Alter FortunePHII: Hand of fate (0 level) + Reach Spell
Consecrate Spell (+1 level) + Variable Spell (choose (touch to close; +1 level) + Quicken Spell (+3 levels) +
alignment at time of casting; +1 level) + Restricted Interrupting Spell (+1 level) = 5 th level (listed as 3rd);
Spell (caster must have alignment descriptor chosen; forces immediate reroll of one roll just made.
1 level) = 2nd level. Alternate realityTM2 (4th level) is restricted to those with
AllegroCAd: Celerity (0 level) + Reach Spell (touch to access to wild magic or the Chaos domain.
close; +1 level) + Shape Spell (target to burst; +2 levels) Alter Musical InstrumentACG: Glamer (1st level) +
+ Restricted Spell (bard; -1 level) + Augment Spell Extend Spell (1 rd./level to 1 hr./level; +4 levels) +
(+20’ to +40’; +1 level) = 3 rd level; subjects gain +40 ft. Effect-Specific Spell (musical instrument sound type
to land speed for 1 min./level. only; -2 levels) + Reduce Spell (no visual or olfactory; -
AllegroUM: Skill enhancement (0 level) + Variable 2 levels) = 1st level; makes instrument sound like a
Spell (any Dex-based skill; +1 level) + Personal Spell (1 different instrument.
level) + Sudden Spell (+0 levels) + Interrupting Spell Alter Shadow RealityADR: Dispel (0 level) + Shape
(+1 level) + Cascade Spell (haste; +3 levels) + Tenuous Irresistible Spell (also chemical processes; +3 levels) +
Spell (ends when skill enhancement used; -1 level) + Shape Spell (target to emanation; +2 levels) + Personal
Restricted Spell (bard; -1 level) = 2nd level; you are Spell (-1 level) + Extend Spell (inst. to 10 min./level; +4
hasted, and as an immediate action, you can gain +1/2 levels) + Effect-Selective Spell (processes specified
levels (+5 max.) to one Dex-based skill check (you can during casting; +1 level) + Ritual Spell (full round; -1
choose to use this after the die is rolled), ending the level) + Restricted Spell (Power over Shadow feat; -1
spell. level) = 7th level; magical processes you specify (e.g.,
AllfoodAPG: Transmute (1st level); changes substance schools of magic, etc.) require opposed Concentration
into nutritious but barely-edible goo (assume checks to function within 20 ft. of you, and/or
digestion extracts & utilizes nutrients during the spell chemical processes specified (combustion, etc.) fail.
duration). Alter WindsAPG: Zephyr (0 level) + Variable Spell
Allied FootstepsCM: Mindlink (1st level) + Reach (increase or decrease speed; +1 level) + Shape Spell
Spell (close to touch; -1 level) + Cascade Spell (line to emanation; +1 level) + Widen Spell (20’r. to
(detection; +3 levels) + Accursed Spell (+1 level) + 10’r.; -1 level) + Extend Spell (1 rd./level to 1 hr./level;
Ritual Spell (-2 levels) = 2nd level; by concentrating, +3 levels) + Reduce Spell (severe to light; -3 levels) =
subject can sense your location through passive link. 1st level; alter wind speed in 10’r. by 1 step.
Invest 300 x CL numen to extend effect. Amber SarcophagusBED: Time skipRR (q.v.; 5th level) +
Alluring SporesPC: Bestow feat (Spell Focus: Accrused Spell (+1 level) Ritual Spell (+1 level) +
Enchantment; 1st level) + Extend Spell (1 rd./level to 1 Tenuous Spell (end effect by destroying amber focus;
min./level; +2 levels) + Personal Spell (-1 level) + 1 level) = 6th level (listed as 7th); invest numen to
Resistible Spell (-1 level) = 1 st level (listed as 2nd); your maintain the effect past 1 hr./level.
enchantment spells gain +1 to the save DC unless the Amplify StenchMC: Metaphysical feat (Augment
target(s) succeed at Fort saves. Spell; 1st level) + Augment Spell (+3 levels total cost;
Ally from the GravePC: Summon (1st level) + +2 levels) + Extend Spell (1 rd./level to 10 min./level;
Summon Undead (+1 level) + Augment Spell (CR 7 +2 levels) + Creature-Specific Spell (stench ability; -2
bhuta; +4 levels) + Extend Spell (1 rd./level to 1 levels) + Restricted Spell (troglodyte or access to
min./level; +1 level) + Cascade Spell (mindlink; +1 Scalykind domain; -1 level) = 2nd level; target’s stench
level) + Restricted Spell (necromancer or access to ability causes nausea instead of sickening.
Death domain, etc.; -1 level) = 7 th level; summons one Analyze Dweomer: Detection (magic; 2nd level) +
bhutaPB3, with which you can communicate Cascade Spell (skill enhancement: Spellcraft; +1 level) +
telepathically. Extend Spell (concentration to 1 rd./level; +1 level) +
Alpha InstinctUW: Speak with animals (1st level) + Quicken Spell (+3 levels) = 7th level; you discern magic
Cascade Spell (skill enhancement: Handle Animal; +1 auras and learn effects, functions, charges, etc.
level) + Extend Spell (1 min./level to 1 hr./level; +2 instantaneously with a Spellcraft check at +1/2 levels
levels) + Ritual Spell (-2 levels) = 2 nd level; you can (+10 max.).
communicate with animals, and gain +1/2 levels (+5 Analyze PortalMP: Detection (planar portals; 2nd
max.) to Handle Animal checks. level); 1st round—presence or absence; 2 nd—number
Spells (Grimoire), p. 10
and location(s); 3rd and subsequent—properties (1/rd. Ancestral VengeanceOA: Energy mace (0 level) + Bane
of concentration): key or command word, special Spell (undead; +0 levels) + Shape Spell (ray to target;
circumstances, one-way or two-way, unusual +0 levels) = 1st level; damage cap 5d6 bludgeoning
properties, destination (in that order). (5d8 vs. undead).
AnamensisDr338: Skill enhancement (Knowledge; 0 Anchored NavigationSRD: Detection (starting point;
nd
level) + Variable Spell (all Knowledge skills; +1 level) 2 level) + Shape Spell (cone to target; -1 level) +
+ Personal Spell (-1 level) + Extend Spell (1 min./level Reach Spell (close to planar; +6 levels) + Extend Spell
to 1 hr./level; +2 levels) + Augment Spell (+1 level) = (concentration to 1 hr./level; +4 levels) + Location-
3rd level; you gain +1/2 levels (max. +10) to Knowledge Specific Spell (fixed starting pont; -2 levels) +
checks for 1 hr./level. Restricted Spell (seer or access to Travel domain; -1
AnathemaRRO: Dispel (0 level) + Shape Spell (target level) = 8th level (ranger 7th; listed as 4th); know
to emanation; +3 levels) + Widen Spell (20’r. to 60’r.; distance and route to starting point.
+2 levels) + Extend Spell (inst. to 10 min./level; +4 Ancient KnowledgeME: Variable Spell (skill
levels) + Effect-Specific Spell (divine spells only; -2 enhancement: any Knowledge; +1 level) + Personal
levels) + Ritual Spell (full round; -1 level) = 6 th level; Spell (-1 level) + Sudden Spell (+0 levels) +
opposed Concentration checks needed to cast divine Interrupting Spell (+1 level) = 1st level; you gain +1/2
spells within 40’r. of you. levels (max. +5) to any one Knowledge check as an
Ancestral AdviceDr311: Skill enhancement (0 level) + immediate action. Cf. lore keeperCRB.
Variable Spell (choose skill at time of casting; +1 level) Angry AcheBVD: Blessing (0 level) + Reach Spell
+ Augment Spell (+5 to +10; +1 level) + Extend Spell (1 (touch to close; +1 level) + Augment Spell (-1 to -4; +2
min./level to 1 rd./level; -1 level) + Restricted Spell level) + Extend Spell (10 min./level to 1 min./level; -1
(access to Ancestors domain; -1 level) = 0 level; you level) + Restricted Spell (rogue or access to Suffering
gain +1/2 levels to one skill for 1 rd./level. domain; -1 level) = 1st level; victim -4 to attacks,
Ancestral CommunionDG: Hand of fate (0 level) + damage, saves vs. fear for 1 min./level.
Cascade Spell (skill enhancement; +1 level) + Extend Animal AffinitySRD: Attribute boost (0 level) +
Spell (inst. to 1 min./level; +3 levels) + Personal Spell Variable Spell (choose attribute at time of casting; +1
(1 level) + Restricted Spell (access to Ancestors level) + Augment Spell (+2 to +4; +1 level) + Personal
domain; -1 level) = 2nd level; you gain +1/2 levels (+5 Spell (-1 level) = 2nd level; you gain +4 enhancement to
max.) to Knowledge checks, and can reroll them at attribute chosen for 1 min./level.
will (max. once each), for 1 min./level. Animal AmbassadorUI: Attribute boost (Int; 0 level) +
Ancestral GiftDG: Magic weapon (1st level) + Cascade Spell (attribute boost: Cha; +1 level) +
Variable Spell (+1 level): Augment Spell (+2 to +8; +3 levels) + Cascade Spell
Cascade Spell (bestow feat: Improved Critical; +1 (compel: go to particular spot and deliver message; +2
level) + Augment Spell (BAB +6 effects; +1 level) = levels) + Creature-Specific Spell (animal; -2 levels) +
+2 levels; or Expedient Spell (HD limit; -1 level) + Extend Spell (1
Cascade Spell (choose two: lead bladesAPG (+1 level), rd. to 1 hr./level; +4 levels) + Restricted Spell (bard,
longshotUC (q.v.; +1 level), non-extended versatile ranger, or access to Animal domain; -1 level) + Ritual
weaponAPG (q.v., +1 level); or Spell (-2 levels) = 4th level; animal of up to 8 HD gains
Cascade Spell (weapon of energySC, q.v.; +2 levels) +8 to Int and Cha (uses skill point boost from Int on
Bluff, Diplomacy, Knowledge (linguistics), and goes
+ Extend Spell (1 rd./level to 10 min./level; +2 levels) +
to a place you designate and delivers a message from
Personal Spell (-1 level) + Restricted Spell (access to
you to a creature you identify.
Ancestors or Soul Forger domain; -1 level) = 4 th level;
Animal CamouflageRRO: Glamer (1st level) + Personal
weapon gains +1 enhancement and one or more
Spell (-1 level) + Extend Spell (1 rd./level to 10
special properties for 10 min./level.
min./level; +3 levels) + Creature-Specific Spell
Ancestral RegressionARG: Polymorph (humanoid; 3rd
(animals only; -2 levels) + Augment Spell (visual,
level) + Extend Spell (1 min./level to 1 hr./level; +3
auditory, olfactory; +1 level) = 2 nd level; to animals,
levels) + Creature-Specific Spell (elf; -2 levels) +
you appear, sound, and smell like an animal of the
Reduce Spell (low-light vision only; -2 levels) = 2nd
chosen type.
level; target drow temporarily becomes a high elf.
Spells (Grimoire), p. 11
Animal Camouflage, GreaterRRO: Glamer (1st level) a use-activated spell effect (1st level x CL 1st x 500 x 2);
+ Personal Spell (-1 level) + Variable Spell (+1 level) + the animal goes to the designated spot and waits until
Mass Effect Spell (1 type/level; +3 levels) + Extend the message is delivered or until you choose to end
Spell (1 rd./level to 1 hr./level; +3 levels) + Creature- the effect (the numen is restored to you when the spell
Specific Spell (animals only; -2 levels) = 5 th level; to ends).
animals, you appear, sound, smell, and feel like an Animal ReductionMW: Reduce (3rd level) + Creature-
animal of their type (up to 1 type/level). Specific Spell (animal; -2 levels) + Extend Spell (1
Animal DevotionCC: Variable Spell (+1 level): min./level to 1 hr./level; +2 levels) + Reach Spell (close
Attribute boost (Str; 0 level) + Consecrate Spell (+1 to touch; -1 level) = 2nd level; animal is reduced by 1
level) + Augment Spell (+2 to +4; +1 level) + size category for up to 1 hr./level.
Quicken Spell (+3 levels) = 5th level; Animal Trance: Compel (watch; 2nd level) +
Celerity (0 level) + Quicken Spell (+4 levels) = 5 th Concentration Spell (+2 levels) + Shape Spell (ray to
level; emanation; +2 levels) + Expedient Spell (total HD; -1
Overland flight (5th level); level) + Creature-Specific Spell (animals only; -2
Poison (4th level) + Concentration Spell (standard; levels) = 2nd level; 2d4 + 1/level (+5 max.) HD worth of
+1 level) = 5th level. animals and/or magical beasts with Int 1 or 2 become
facrinated while you concentrate.
+ Personal Spell (-1 level) + Restricted Spell (access to
Animalistic PowerPHII: Attribute boost (Str; 0 level) +
Animal domain; -1 level) = 4th level; you gain +4
Cascade Spell (attribute boost: Dex; +1 level) + Cascade
sacred bonus to Str, +40-ft. increase in speed for one
Spell (attribute boost: Con; +1 level) = 2nd level; +2
mode of movement, wings conferring flight, or ability
enhancement to Str, Dex, and Con for 1 min./level.
to make poison touch attacks.
Animate CityRD: Energy mace (0 level) + Shape Spell
Animal Growth: Enlarge (3rd level) + Cross-Class
(ray to emanation; +3 levels) + Widen Spell (20’r. to
Spell (+1 level) + Cascade Spell (attribute boost: Str; +1
60’r.; +2 levels) + Selective Spell (+1 level) + Residual
level) + Cascade Spell (attribute boost: Con; +1 level) +
Spell (+1 level) + Extend Spell (inst. to 1 min./level; +3
Augment Spell (+6 total bonus; +2 levels) + Creature-
levels) + Ritual Spell (full round; -1 level) + Location-
Specific Spell (animal; -2 levels) + Restricted Spell
Specific Spell (urban; -2 levels) + Reduce Spell (20d6
(ranger or access to Animal domain; -1 level) = 5th
to 15d6; -1 level) = 6th level; animated buildings
level; size increases by 1 step (+8 Str, +6 Con, -2 Dex,
damage enemies in area.
+2 natural armor) for 1 min./level.
Animate NecrosisAUG2: Ray of entropy (1st level) +
Animal HordeTM2: Summon (1st level) + Variable
Cascade Spell (bind; +1 level) + Augment Spell
Spell (animals chosen; +1 level) + Augment Spell (+5
(grapple; +1 level) + Cascade Spell (inertia; +1 level) +
levels) + Extend Spell (1 rd./level to 1 hr./level; +4
Augment Spell (stun; +3 levels) + Lingering Evocation
levels) + Ritual Spell (full round; -1 level) + Restricted
(+1 level) + Creature-Specific Spell (lightly wounded
Spell (access to Animal domain; -1 level) = 9 th level;
or more; -2 levels) + Restricted Spell (necromancer or
summons up to 4d8 CR ½ animals, or 3d6 CR 1, or
access to Death domain, etc.; -1 level) = 5 th level;
2d4+1 CR 2, etc. that serve for 1 hr./level.
wounded creature takes up to 15d6 negative energy
Animal InfusionRR: Polymorph (animal; 3rd level) +
(Fort half) plus stunned 1 rd. (Fort neg.) and grappled
Augment Spell (4th level options; +1 level) + Personal
1 rd./level (Reflex neg.) for 2d6 lingering damage/rd.
Spell (-1 level) + Restricted Spell (access to Animal
Animate RockPH1: Animate object (1st level) + Widen
domain; -1 level) = 2nd level; you gain abilities and/or
Spell (Small to Medium; +2 levels) + Effect-Specific
skills of chosen animal (up to 4 th level spell options, as
Spell (rock only; -2 levels) + Restricted Spell (access to
listed under the polymorph spell seed) for 1 min./level.
Earth domain; -1 level) = 0 level (listed as 7th);
Animal Messenger: Compel (go to particular spot
animates up to 2 cu. ft./level of rock (as a Medium
and wait; 2nd level) + Extend Spell (1 rd. to 1
animated object) for 1 rd./level.
min./level; +3 levels) + Cascade Spell (mindlink; +1
Animate ShadowRR: Bind (0 level) + Reach Spell
levels) + Creature-Specific Spell (animal only; -2
(close to medim; +1 level) + Silent Spell (+1 level) +
levels) + Expedient Spell (HD limit; -1 level) + Ritual
Concentration Spell (standard; +1 level) = 3 rd level;
Spell (-2 levels) = 1st level. Upon casting the spell, you
shadows entangle 1 rd./level, redirect as a standard
provide mental directions and invest 1,000 numen for
action.
Spells (Grimoire), p. 12
Animate SnowFB: Animate objects (6th level) – Ritual Spell (full round; -1 level) = 1st level; subject’s
Concentration Spell (-1 level) + Cascade Spell (weapon carrying capacity (except armor) triples. AKA
of energySC; +2 levels) + Cascade Spell (bestow feat: Drawmij’s beast of burdenGA.
Blinding Strike, Improved Overrun, Vital Strike; +3 Anthropomorphic AnimalUM: Polymorph (human-
levels) + Effect-Specific Spell (snow only; -2 levels) + oid; 3rd level) + Creature-Specific Spell (animal; -2
Restricted Spell (access to Winter domain; -1 level) = levels) + Extend Spell (1 min./level to 1 hr./level; +3
7th level (listed as 6th); you create animated objects levels) = 4th level (listed as 3rd); animal becomes
from snow that deal additional cold damage and can bipedal version, with arms and opposable thumbs
blind or trample. (but no Int gain), for 1 hr./level.
Animate WeaponCM: Animate object (1st level) + Anti-Incorporeal ShellACG: Hedge (incorporeal; 2nd
Cascade Spell (bestow feat: Versatile Strike; +2 levels) + level) + Extend Spell (1 rd./level to 1 min/level; +2
Extend Spell (1 rd./level to 1 rd.; -1 level) + levels) + Ritual Spell (full round; -1 level) = 3rd level.
Concentration Spell (partial action; +2 levels) + Item- Anticipate TeleportationCA: Detection (incoming
Specific Spell (weapon; -2 levels) = 2nd level; weapon teleportation; 2nd level) + Shape Spell (cone to
attacks as a Small animated object but otherwise emanation; +1 level) + Extend Spell (concentration to 1
retains its properties. hr./level; +4 levels) + Delay Spell (incoming teleports,
Anonymous InteractionACG: Glamer (1st level) + by 1 round; +1 level) + Ritual Spell (full round; -1
Phantasmal Spell (-1 level) + Mass Effect Spell (1 level) = 7th level; you gain 1-round notice of incoming
creature/level; +4 levels) + Effect-Specific Spell (blur teleportation within 20 ft.
memories of last 1 min./level; -2 levels) = 2 nd level; up Anticipate ThoughtsOcA: Bestow feat (Canny
to 1 subject/level remembers only vaguely the last 1 Defense; 1st level) + Cascade Spell (bestow feat:
rd./level (“we talked to someone about a job,” but not Insightful Strike; +2 levels) + Still Spell (+1 level) +
who or what exactly). Variants: Creature-Specific Spell (bonuses apply only against a
AlibiRR: Glamer (1st level) + Phantasmal Spell (-1 single creature; -2 levels) + Variable Spell (select
level) + Mass Effect Spell (1 creature/level; +4 creature at time of casting; +1 level) + Personal Spell
levels) + Creature-Specific Spell (humanoids only; - (1 level) = 2nd level; you gain Canny Defense and
2 levels) + Extend Spell (false memories last 1 Insightful Strike against one opponent.
hr./level; +3 levels) + Ritual Spell (-2 levels) + Anticipated Attack, Anavar’sAUG2: Deflection (0
Disguise Spell (as mingling; +1 level) + Pacific Spell level) + Augment Spell (scaling bonus; +1 level) +
(-2 levels) + Restricted Spell (bard or rogue; -1 Extend Spell (1 min./level to 1 rd.; -2 levels) +
level) = 2nd level; after mingling with people for at Shielding Spell (+1 level) = 1st level; you gain +2
least 2 minutes, up to 1 person/level believes you’d deflection (+1/6 levels) vs. next attack.
been there all along (up to 1 hr./level in the past). Anticipatory StrikeCPs: Metaphysical feat (Quicken
Faint MemoryME: Skill enhancement (Stealth; 0 level) Spell; 1st level) + Extend Spell (1 rd./level to 1
+ Cascade Spell (skill enhancement: Bluff; +1 level) + min./level; +2 levels) + Personal Spell (-1 level) +
Cascade Spell (skill enhancement: Perform (acting); Sudden Spell (+0 levels) + Interrupting Spell (+1 level)
+1 level) + Personal Spell (-1 level) + Cascade Spell + Mass Effect Spell (1 action/3 levels; +2 levels) = 5th
(glamer; +1 level) + Augment Spell (remove level; immediate casting allows you to instantly take
memory outright; +1 level) + Extend Spell (1 up to 1 partial action/3 levels that you would
rd./level to 1 min./level; +1 level) = 4 th level (listed otherwise take on your next turn.
as 3rd); you gain +1/2 levels to Bluff, Perform Anticold SphereFB: Warding (cold; 1st level) + Shape
(acting), and Stealth checks, and those you interact Spell (target to emanation; +3 levels) + Widen Spell
with must save vs. Intition to remember you (20’r. to 10’r.; -1 level) + Cascade Spell (hedge: [cold];
clearly. +2 levels) + Extend Spell (1 rd./level to 1 min./level; +2
levels) = 7th level (listed as 5th); mobile 10’r. emanation
Ant HaulAPG: Attribute boost (Str; 0 level) + Augment
grants immunity to cold and hedges out [cold]
Spell (+8 total bonus; +4 levels) + Effect-Specific Spell
creatures. Antifire sphereSSt is identical, except fire
(carrying capacity only; -2 levels) + Effect-Specific
instead of cold.
Spell (armor encumbrance not included; -2 levels) +
Antimagic RaySC: Warding (1st level) + Reach Spell
Extend Spell (1 min./level to 1 hr./level; +2 levels) +
(touch to close; +1 level) + Mass Effect Spell (all
Spells (Grimoire), p. 13
schools of magic; +3 levels) + Inexorable Spell (+3 Archon’s AuraUM: Spook (0 level) + Cascade Spell
levels) + Extend Spell (1 min./level to 1 rd./level; -1 (deflection; +1 level) + Shape Spell (target to
level) = 7th level; target cannot use spells or (Sp) or emanation; +2 levels) + Selective Spell (+1 level) +
(Su) abilities for 1 rd./level (Will neg.). Extend Spell (1 rd./level. to 1 min./level; +2 levels)
Antimineral ShellS&M: Hedge (2nd level) + Mass + Tenuous Spell (-1 level) + Reduce Spell (panicked
Effect Spell (1 type/3 levels; +3 levels) + Extend Spell to shaken; -2 levels) = 3 rd level; enemies in aura
(1 rd./level to 1 min./level; +1 level) = 6 th level (listed shaken and -2 to AC while in aura or until hitting
as 7th); keeps [earth] creatures, constructs and you with an attack.
animated objects, etc. from approaching within 10 ft. Aura of DoomUM: Spook (0 level) + Selective Spell (+1
Antipathy: Compel (leave area or avoid object; 2 nd level) + Shape Spell (target to emanation; +2 levels)
level) + Creature-Specific Spell (type or alignment + Reach Spell (close to personal; -1 level) + Extend
specified; -2 levels) + Variable Spell (select type or Spell (inst. to 10 min./level; +4 levels) + Reduce
alignment at time of casting; +1 level) + Cascade Spell Spell (panicked to shaken; -2 levels) = 4th level; you
(ray of clumsiness; +1 level) + Shape Spell (target to gain 20’r. aura of fear (save or shaken).
cubes; +2 levels) + Extend Spell (1 rd. to 1 hr./level; +4 Aura of MenaceDD: Spook (0 level) + Tenacious Spell
levels) + Persistent Spell (save again 1d6 x 10 min. (+1 level) + Reach Spell (close to touch; -1 level) +
later even if succeed; +2 levels) + Ritual Spell (-2 Shape Spell (taregt to emanation; +2 levels) +
levels) = 8th level; specified creature(s) stay out of area, Personal Spell (-1 level) + Widen Spell (20’r. to
take Dex penalty of 1d6 + 1/level (Fort half) even if 120’r.; +3 levels) + Extend Spell (onset: inst. to 1
resist compulsion. Invest 4,000 x CL numen to rd./level; +2 levels) + Extend Spell (effects: 1
maintain effect. Sympathy is the same, except the rd./level to 1 hr./level; +3 levels) + Tenuous Spell
command is to stay in an area or touch/possess an (effects end if hit caster in melee; -1 level) + Reduce
object. Spell (cowering to shaken; -3 levels) = 5th level;
Antitech FieldTG: Warding (technological effects; 1st those within 120 ft. of you must save vs. Will or be
level) + Shape Spell (target to emanation; +3 levels) + shaken for 1 hr./level after leaving aura, or until
Widen Spell (20’r. to 10’r.; -1 level) + Cascade Spell they hit you in melee.
(hedge: robots, etc.; +2 levels) + Extend Spell (1 Cloak of FearUA1: Spook (0 level) + Fell Frightening;
rd./level to 1 min./level; +1 level) = 6th level; hedges +1 level) + Shape Spell (target to emanation; +2
out robots, etc. and suppresses functioning of levels) + Widen Spell (20’r. to 5’r.; -2 levels) +
technology inside field. Reach Spell (close to personal; -1 level) + Extend
Anti-Vermin BarrierTM2: Hedge (vermin; 2nd level) + Spell (onset: inst. to 10 min./level; +4 levels) = 4th
Silent Spell (+1 level) + Shape Spell (emanation to level; you gain 5’r. aura of fear (frightened 1
cubes; +0 levels) + Extend Spell (1 rd./level to 1 rd./level, Will shaken) lasting 10 min./level.
hr./level; +3 levels) + Expedient Spell (individual HD; Fear AuraHH: Spook (0 level) + Shape Spell (target to
-1 level) + Reduce Spell (9 HD to 1 HD; -4 levels) = 1 st emanation; +3 levels) + Reach Spell (close to
level; hedges out vermin of 1 HD or less (incl. personal; 1 level) + Widen Spell (20’r. to 5’r.; -2
individual members of swarms). levels) + Extend Spell (1 rd./level to 1 min./level; +1
Anything to PleaseAPG: Compel (please me; 2nd level) level) + Sudden Spell (+0 levels) = 1 st level; swift
+ Restricted Spell (access to Charm or Greed domain; casting causes adjacent creatures to be shaken
-1 level) = 1st level; subject attacks your enemies, gives (aura lasts 1 rd.).
you its most valuable possession, or grovels at you for Fear AuraUnd: Spook (0 level) + Fell Frightening (+1
1 rd. level) + Shape Spell (target to emanation; +2 levels)
ApparitionCA: Spook (0 level) + Shape Spell (target + Reach Spell (close to personal; -1 level) + Extend
to emanation; +3 levels) + Extend Spell (emanation; Spell (onset: inst. to 1 rd./level; +2 levels) +
inst. to 1 rd./level; +2 levels) + Ritual Spell (full round; Augment Spell (frightened to panicked; +1 level) =
-1 level) + Pattern Spell (-1 level) + Reduce Spell 5th level; aura panicks those in 20’r. (Will shaken).
(frightened to shaken; -1 level) = 2nd level; those Frightful DanceCSc: Spook (0 level) + Disguise Spell
viewing subject from within 20 ft. shaken 1 rd./level. (+1 level) + Shape Spell (target to emanation; +2
Variants: levels) + Concentration Spell (standard, by
dancing; +1 level) + Pattern Spell (-1 level) +
Spells (Grimoire), p. 14
Restricted Spell (3+ ranks in Perform: dance; -1 Reach Spell (target: touch to close; +1 level) + Delay
level) = 2nd level; onlookers within 20’r. are Spell (swift action trigger; +3 levels) + Location-
unnerved (Chapter 7). Specific Spell (to you only; -2 levels) = +2 levels.
Gaze of TerrorAUG: Spook (0 level) + Fell Frightening + Target-Specific Spell (object; -2 levels) + Widen Spell
(+1 level) + Shape Spell (target to emanation; +2 (50 lbs. to 6.25 lbs. max.; -1 level) = 1 st level; you
levels) + Reach Spell (close to personal; -1 level) + teleport small object to location within close range
Widen Spell (20’r. to 40’r.; +1 level) + Extend Spell (into a pocket, etc. using Sleight of Hand at +1/2 levels,
(onset: inst. to 1 rd./level; +2 levels) + Pattern Spell +5 max.), or summon pre-selected object within close
(gaze; -1 level) = 4th level; your gaze panics those range to yourself as a swift action (note numen cost of
within 40 ft. who meet it (1 rd./level, Will shaken). latent spells). Cf. dimensional reachCM, retrieveSRD.
AKA gaze of fearDD. Aptitude Appropriator, Rary’sGA: Skill enhancement
Manifestation of the DeityCSc: Spook (0 level) + Silent (0 level) + Extend Spell (1 min./level to 10 min./level;
Spell (+1 level) + Still Spell (+1 level) + Shape Spell +2 levels) + Effect-Specific Spell (skill known to
(target to spread; +2 levels) + Reach Spell (close to creature touched; -2 levels) + Personal Spell (-1 level)
personal; -1 level) + Pattern Spell (-1 level) + + Augment Spell (+0 to +10; +2 levels) = 1st level; you
Selective Spell (+1 level) + Quicken Spell (+1 level) gain +1/2 level (+10 max.) to one skill known to
+ Reduce Spell (frightened to shaken; -1 level) = 3 rd creature touched.
level; swift action causes enemies within 20 ft. who Aquatic CavalryUW: Summon (1st level) + Reach
can see you to be shaken 1 round (Will neg.). Spell (close to medium; +1 level) + Augment Spell (CR
Apocalypse from the SkyBVD: Acid splash (0 level) + 2 hippocampus; +1 level) + Mass Effect Spell (1/3
Energy Admixture (fire and sonic; +1 level) + Shape levels; +2 levels) + Extend Spell (1 rd./level to 1
Spell (ray to burst; +2 levels) + Reach Spell (close to hr./level; +3 levels) + Pacific Spell (-2 levels) +
zero; -1 level) + Widen Spell (20’r. to 1 mi./level; +8 Location-Specific Spell (large body of water; -2 levels)
levels) + Empower Spell (+1 level) + Ritual Spell (-2 + Ritual Spell (full round; -1 level) = 3 rd level (listed as
levels) = 9th level; 10d6 each acid, sonic, and fire to 2nd); summons 1 hippocampus/3 levels.
everything within a 1-mile/level radius, after 8-hour Aquatic EscapeCSc: Polymorph (animal; 3rd level) +
ritual casting completed. Cascade Spell (reduce self; +2 levels) + Augment Spell
ApopsiSRD: Compel (don’t use spell/power; 2nd level) (Diminutive; +1 level) + Effect-Specific Spell (fish only;
+ Accursed Spell (+1 level) + Extend Spell (1 rd. to 1 -2 levels) + Personal Spell (-1 level) + Sudden Spell (+0
hr./level; +4 levels) + Mass Effect Spell (1 spell/3 levels) + Restricted Spell (access to Animal or Water
levels; +2 levels) + Ritual Spell (full round; -1 level) = domain; -1 level) = 2nd level (listed as 1st); swift casting
8th level (listed as 9th); target loses access to 1 spell or turns you into a Diminutive fish (low-light vision,
power per 3 levels you possess. Invest 450 x CL swim 30 ft., no air breathing) for 1 rd.
numen to maintain effect. Aqueous Column, Laeral’sDr181: Creation (water; 1st
Appearance of LifeHA: Glamer (1st level) + Reach level) + [Cascade Spell (mage hand; +1 level) + Reach
Spell (close to medium; +1 level) + Extend Spell (1 Spell (close to touch; -1 level) + Widen Spell (1
rd./level to 10 min./level; +2 levels) + Mass Effect Spell lb./level to 8 lbs./level; +1 level)] + Shape Spell (target
(1/level; +3 levels) + Expedient Spell (total HD; -1 to cylinder; +2 levels) + Extend Spell (conc. to 10
level) + Creature-Specific Spell (undead; -2 levels) + min./level; +4 levels) + Ritual Spell (full round; -1
Ritual Spell (full round; -1 level) = 3 rd level; up to 2d4 level) + Pacific Spell (cannot use to drown a creature,
+1/level (+5 max.) HD worth of undead appear as if etc.; -1 level) = 5th level (listed as 4th); creates
alive (but no tactile or thermal components). cylindrical fishtank with no glass.
Apport AnimalOcA: Apport objectOcA (q.v.; 2nd level), Aqueous OrbAPG: Whelm (0 level) + Cascade Spell
substituting Tiny animal for small object. (bind; +1 level) + Augment Spell (grapple; +1 level) +
Apport ObjectOcA: Dimensional skip (1st level) + Shape Spell (target to burst; +2 levels) + Widen Spell
Variable Spell (+1 level): (20’r. to 10’r.; -1 level) + Concentration Spell (partial
Cascade Spell (prestidigitation; +1 level) + Cascade action; +2 levels) + Reduce Spell (15d6 to 5d6; -2
Spell (skill enhancement: Sleight of Hand; +1 level) = levels) = 3rd level; damage cap 5d6 and carried along.
+2 levels.
Spells (Grimoire), p. 15
ArbitramentPnA: Electric arc (0 level) + Cascade Spell (dispel; +1 level) + Augment Spell (steal effects
(inertia; +1 level) + Augment Spell (staggered; +1 level) instead of dispelling; +1 level) + Bouncing Spell (+1
+ Reach Spell (close to touch; -1 level) + Variable Spell level) + Reach Spell (touch to medium; +1 level) =
(+1 level): 5th level (bard 4th); you discern active spells on
Cascade Spell (dismissal: q.v.; +4 levels); or target and can transfer the effects of one to
Cascade Spell (sickening touch; +1 level) + Fell yourself (“bounces” to another eligible spell effect
Sickening (+1 level) + Augment Spell (nausea; +2 if attempt fails).
levels) = +4 levels. Thief of spellsAUG2 is as Spell Theft (see above), but is
Mass Effect (1 spell/3 levels; +2 levels) rather than
+ Still Spell (+1 level) + Shape Spell (ray to spread; +2
Bouncing (-1 level), and has a range of touch (-1
levels) + Widen Spell (20’r. to 40’r.; +1 level) +
level) = 5th level; you discern active spells on target
Creature-Specific Spell (non-neutral; -1 level) +
by touch and can transfer the effects to yourself.
Expedient Spell (individual hp; -1 level) + Restricted
Spell ([neutral] caster; -1 level) = 7th level; non-neutral Arcane ConcordanceAPG: Bestow Feat (metamagic; 1st
creatures in 40’r. are affected based on current hp: level) + Variable Spell (choose metamagic feat at time
of casting; +1 level) + Cascade Spell (bestow feat:
Up to 77 hp: 1d6 electricity/level (max. 15d6) plus
Sudden Metamagic; +1 level) + Shape Spell (target to
staggered 1 rd., and either nauseated 1 rd./level
emanation; +2 levels) + Widen Spell (20’r. to 10’r.; -1
(Fort sickened) or sent back to home plane;
level) + Restricted Spell (bard; -1 level) = 3 rd level;
78-156 hp: Nauseated 1 round (Fort sickened);
spells cast within 10 ft. of you are affected by
157+ hp: Sickened 1 rd.
metamagic (Extend Spell, Reach Spell, Silent Spell,
Arboreal HammerUM: Energy mace (0 level) + Reach Still Spell, or Widen Spell), as if by the Sudden
Spell (close to medium; +1 level) + Concentration Metamagic feat (limits to total spell level, etc. apply).
Spell (partial action; +2 levels) = 3rd level; partial Arcane Lock: Skill enhancement (Disable Device; 0
action ranged touch attacks deal 1d6/level each (10d6 level) + Hex Spell (+0 levels) + Accursed Spell (+1
max). level) + Cascade Spell (transmute: steel; +1 level) +
Arboreal TransformationCM: Polymorph (plant; 3rd Widen Spell (1 cu. ft./level to 8 cu. ft./level; +1 level) +
level) + Cascade Spell (enlarge person; +2 levels) + Extend Spell (1 min./level to 1 hr./level; +2 levels) +
Augment Spell (Huge; +1 level) + Cascade Spell Item-Specific Spell (door, chest, etc. only; -2 levels) +
(damage attribute; +1 level) + Augment Spell (+2d4; +1 Ritual Spell (full round; -1 level) = 2nd level; warded
level) + Reach Spell (touch to medium; +1 level) + chest or portal is -1/2 levels to unlock (locked at DC 20
Accursed Spell (+1 level) + Restructed Spell (access to even if no lock present), and gains hardness and hp of
Plant domain or Wood mystery; -1 level) = 9 th level; steel; invest 100 x CL numen to maintain effects past 1
target becomes Huge tree, takes 3d4 Cha penalty to hr./level. Variants:
your commands (you can cause the tree to be
Greater sign of sealingS&M Cascades inure (+1 level) +
inanimate if not able to command it). Invest 900 x CL
Mass Effect Spell (1/3 levels; +2 levels) and sound
numen to maintain the effect.
lance (+1 level) + Delay Spell (+1 level), and is
Arcana TheftUM: Dispel (0 level) + Reach Spell
Ritual (-1 level) = 6th level; door is arcane locked,
(touch to close; +1 level) + Augment Spell (change
impervious to magical acid, force, negative energy,
target to you, instead of dispelling; +2 levels) +
and sonic effects (and fire at CL 15 th, cold at 18th),
Bouncing Spell (+1 level) = 3rd level; you “steal” an
and deals up to 20d6 sonic damage if forced.
ongoing spell effect. Variants:
Hold Portal: Bind (0 level) + Reach Spell (close to
Mirror spellAUG2 is Medium range (+1 level), and is medium; +1 level) + Augment Spell (grappled; +1
Selective rather than Bouncing (+0 levels) = 4 th level) + Extend Spell (1 rd./level to 1 min./level; +1
level; you transfer the effects of a spell affecting a level) + Object-Specific Spell (door, gate, or
target within range to a different target within window only; -2 levels) = 1st level; must overcome
range (Opposed Concentration check needed, and CMD (10 + caster level + spellcasting modifier) to
save/SR apply if new target is unwilling). open held portal, except by battering it down.
Spell TheftCSc: Detection (magic; 2nd level) + Shape Lesser Sign of SealingS&M: Hold portal (q.v.; 1st level) +
Spell (cone to target; -1 level) + Cascade Spell Cascade Spell (sound lance; +1 level) + Variable
Spells (Grimoire), p. 16
Spell (Versatile Evocaton: acid, cold, electricity, or damage/rd. (half cold, half slashing) and obscures
fire; +1 level) + Delay Spell (door forced; +1 level) + vision in 20’r. Variant:
Ritual Spell (full round; -1 level) = 3 rd level; door Freezing fogCA Cascades grease (q.v.; +1 level), does
grappled shut, deals up 10d6 energy damage not include Energy Admixture, and lasts only 1
when forced. min./level (-1 level) = 4th level.
Seal of HedradaRR is Delayed (ends when condition
Ardent GazeRRO: Warding (illusions; 1st level) +
met; +1 level) = 3rd level (listed as 4th); invest 150 x
Irresistible Spell (+3 levels) + Mass Effect Spell (1/3
CL numen to maintain effect.
levels; +2 levels) + Personal Spell (-1 level) + Reach
Arcane ParryRR2: Dimensional skip (1st level) + Reach Spell (touch to long; +2 levels) + Creature-Specific
Spell (close to touch; -1 level) + Quicken Spell (+4 Spell (single target only; -2 levels) + Extend Spell (1
levels) + Interrupting Spell (+1 level) + Personal Spell min./level to 1 hr./level; +2 levels) = 7 th level (listed as
(1 level) = 4th level (listed as 3rd); immediate casting 5th); you can see target’s true form clearly at up to
teleports you out of the way of one incoming attack, Long range despite illusions, fog, darkness, polymorph
reappearing in same location. Variants: effects, and possibly other concealment (CL 15 th) or
Ether StepPnA: Ethereal jaunt (q.v.; 7th level) + Sudden across planes (CL 18th).
Spell (+0 levels) + Interrupting Spell (+1 level) + Armament of the GodsRR: Enhancement (2nd level) +
Condition-Specific Spell (you are attacked; -2 Item-Specific Spell (armor and weapons; -1 level) +
levels) = 6th level; you pre-emptively become Mass Effect Spell (1/level; +3 levels) + Extend Spell (1
ethereal for 1 rd. in response to an attack against min./level to 2 hrs./level; +3 levels) + Ritual Spell (-2
you. AKA one with shadowToB. levels) = 5th level (listed as 4th); one suit of armor,
SideslipCSc is allows you to re-appear within close shield, or weapon per level (not 20 per level as listed)
range (+1 level) and is Restricted (Bluff 7+ ranks; -1 gains long-lasting enhancement bonus of +1/3 levels.
level) = 4th level. Armor ContingencyAUG2: Dimensional skip (1st level)
Tenser’s fortunes of warGA: Dimensional skip (1st level) + Reach Spell (target: touch to line of sight; +5 levels) +
+ Shielding Spell (+2 levels) + Interrupting Spell (+1 Reach Spell (destination: close to touch; -1 level) +
level) = 4th level; subject is teleported out of the way Delay Spell (activating condition; +1 level) + Object-
of the next spell or attack that would take him or Specific Spell (unattended armor designated during
her out of a fight (by damage or condition). casting; -2 levels) + Variable Spell (armor appears on
Arcane ProhibitionRRO: Dispel (0 level) + Shape you, not next to you; ad hoc +1 level) + Ritual Spell (-2
Spell (target to emanation; +3 levels) + Personal Spell levels) + Restricted Spell (paladin; -2 levels) = 1st level;
(-1 level) + Widen Spell (20’r. to 120’r.; +3 levels) + designated suit of armor appears on you if a specific
Extend Spell (inst. to 10 min./level; +4 levels) + Effect- event occurs.
Specific Spell (arcane spells only; -2 levels) + Ritual Armor LockCSc: Celerity (0 level) + Reach Spell
Spell (full round; -1 level) = 6th level; opposed (touch to close; +1 level) + Exend Spell (1 min./level to
Concentration checks needed to cast arcane spells 1 rd./level; -1 level) + Cascade Spell (inertia; +1 level) +
within 120’r. of you. Extend Spell (1 rd. to 1 rd./level; +1 level) + Creature-
Arcane Prohibition, GreaterRRO: Antimagic field (6th Specific Spell (armored; -2 levels) = 0 level (listed as
level) + Selective Spell (divine and druidic magic 1st); armored creature is flat-footed and slowed by 10
exempt; +2 levels) + Widen Spell (10’r. to 20’r.; +1 ft. for 1 rd./level.
level) + Ritual Spell (full round; -1 level) = 8th level; Armor of AgathysPH5: Spark of life (1st level) + Cross-
arcane magic does not function in a 20’r. emanation Class Spell (cold; +1 level) + Personal Spell (-1 level) +
around you. Cascade Spell (ray of frost; +1 level) + Shielding Spell
Arctic HazeFB: Ray of frost (0 level) + Energy (+1 level) + Extend Spell (inst. to 10 min./level; +4
Admixture (slashing; +0 levels) + Cascade Spell (wisp; levels) + Restricted Spell (sorcerer with [cold]
+1 level) + Reach Spell (touch to medium; +2 levels) + bloodline; -1 level) + Reduce Spell (20d6 to 5d6 and
Shape Spell (ray to spread; +2 levels) + Extend Spell +20 to +5; -3 levels) = 3rd level (listed as 1st); you gain
(inst. to 10 min./level; +4 levels) + Reduce Spell (25d6 5d6 temp hp and attackers take 1d6+5 cold damage
to 1d6; -5 levels) = 4th level (listed as 3rd); 5d6 when hitting you.
Spells (Grimoire), p. 17
Armor of BramblesRR2: Barkskin (2nd level) + Arrow DeflectionAUG2: Bestow feat (Exotic Weapon
Disadvantages (max. Dex, spell failure, etc.; ad hoc -1 Proficiency: unarmed; 1st level) + Effect-Specific Spell
level) + Cascade Spell (invisible needle; +1 level) + (as prerequisite only; -1 level) + Cascade Spell (bestow
Extend Spell (inst. to 10 min./level; +4 levels) + feat: Deflect Arrows; +2 levels) + Extend Spell (1
Shielding Spell (+1 level) + Resistible Spell (-1 level) + rd./level to 1 min./level; +1 level) + Personal Spell (-1
Reduce Spell (+15 to +5) = 4 th level; melee attackers level) = 2nd level (listed as 1st); you can use the Deflect
take 1d6 + 1/level (max. +5) piercing (Reflex half). Arrows feat if you have at least 1 hand free.
Armor of DarknessSRD: Deflection (0 level) + Arrow EruptionAPG: Invisible needle (0 level) + Ray
Augment Spell (+1/6 levels; +1 level) + Augment Spell Splitting (+1 level) + Reach Spell (close to long; +1
(base +3; +1 level) + Cascade Spell (glamer: conceals level) + Manifested Spell (-1 level) + Cascade Spell
face; +1 level) + Extend Spell (1 rd./level to 10 (bestow feat; any two you normally have with ranged
min./level; +2 levels) + Reduce Spell (no olfactory; -1 weapons; +2 levels) + Location-Specific Spell (within
level) + Cascade Spell (darkvision; +3 levels) + Extend 30 ft. of creature you killed; -2 levels) + Cascade Spell
Spell (1 hr./level to 10 min./level; -1 level) + Restricted (bestow feat: Versatile Strike; +1 level) = 2 nd level;
Spell (access to Darkness domain; -1 level) = 5th level damage cap 12d6 (divided among targets within 30’r.
(listed as 4th); subject gains +3 deflection (+1/6 levels) of corpse), and properties of a physical weapon (not
and darkvision. spell) used to kill the location-focus creature apply.
Armor of LightRR: Attribute boost (0 level) + Mass Arrow MindCAd: Bestow feat (Ranged Threat; 1st
Effect Spell (1/3 levels; +3 levels) + Cascade Spell level) + Augment Spell (BAB +16 effects; +4 levels) +
(deflection; +1 level) + Cascade Spell (resistance; +1 Extend Spell (1 rd./level to 1 min./level; +1 level) +
level) + Consecrate Spell (+1 level) + Augment Spell Personal Spell (-1 level) + Object-Specific Spell (bow
(bundled bonuses to +3; +1 level) + Extend Spell (1 only; -2 levels) + Restricted Spell (ranger; -2 levels) =
min./level to 1 rd./level; -1 level) + Cascade Spell 1st level; your bowshots threaten area around you and
(light; +1 level) + Personal Spell (-1 level) + Restricted do not provoke AoO. For an immediate casting time,
Spell (paladin; -2 levels) = 4th level; you shed light, apply the Sudden Spell and Interrupting Spell feats as
and gain +3 sacred bonus to AC, saves, and 1 well (2nd level spell lasting 1 round).
attribute/3 levels. Arrow of LawUM: Inertia (0 level) + Augment Spell
Armor of UndeathRR: Spark of life (1st level) + Cross- (daze; +3 levels) + Creature-Specific Spell (chaotic
Class Spell (+1 level) + Extend Spell (10 min./level to 1 only; -2 levels) + Cascade Spell (invisible needle; +1
hr./level; +1 level) + Cascade Spell (mage armor; +1 level) + Consecrate Spell (+1 level) + Positive Spell
level) + Personal Spell (-1 level) = 3rd level; you gain +4 (modified for law; +0 levels) + Reduce Spell (10d6 to
armor bonus and 1d6 temp. hp/level (max. 10d6) 5d6; -1 level) = 2nd level; damage cap 5d6 (half
lasting up to 1 hr./level. piercing, half axiomatic; 1.5x total and daze 1 rd. vs.
Arms of the MotherDD: Dimensional skip (1st level) + chaotic, half and no dazing for others).
Cross-Class Spell (druid; +1 level) + Cascade Spell Arrow of SlayingSRD: Enhancement (2nd level) + Item-
(spark of life; +1 level) + Extend Spell (inst. to 1 Specific Spell (projectile; -2 levels) + Cascade Spell
hr./level; +5 levels) + Mass Effect Spell (1/3 levels; +2 (damage attribute: Con; +1 level) + Augment Spell
levels) + Ritual Spell (-2 levels) + Creature-Specific (+4d4; +3 levels) + Channel Spell (into missile; +1
Spell (willing subjects; -2 levels) = 6th level (listed as level) = 5th level; fire one arrow with +1/3 levels
3rd); you and up to 1 willing ally/3 levels disappear enhancement, +5d4 Con (Fort half) on a hit. Variants:
into the earth for 1 hr./level (treat as night’s rest) and Arrow of boneCA is Augmented to 7d4 (+2 levels),
emerge healed by an additional 15d6 hp. Delayed (can be fired later; +1 level), and Ritual (-2
Arrow CharmRR: Detection (2nd level) + Reach Spell levels) = 6th level; +1/3 levels enhancement and 7d4
(close to line of sight; +4 levels) + Creature-Specific Con damage.
Spell (bearing your arcane mark; -2 levels) + Ritual Greater arrow of slaying deals 7d4 Con (+2 levels)
Spell (-2 levels) = 2nd level (listed as 1st); with instead of 5d4 = 7th level.
concentration, you can locate a person or object Quiver of slaying arrows (new) incorporates Ray
bearing your arcane mark (or brandAPG) up to ¼ Splitting (+1 level) and Extend Spell (1 rd./level; +2
mile/level away. levels) = 8th level; damage cap 13d4 Con, divided
Spells (Grimoire), p. 18
among iterative projectile attacks (max. 5d4 for any Aspect of the DeityBED: Polymorph (outsider; 3rd
one), and each gains a +1/2 levels enhancement level) + Augment Spell (additional effects; +5 levels) +
bonus. Personal Spell (-1 level) + Extend Spell (1 min./level to
Arrow StormCAd: Bestow feat (Manyshot; 1st level) + 1 rd./level; -1 level) = 6th level; you become celestial or
Cascade Spell (skill enhancement: Sleight of Hand; +1 fiendish creature (including resistances, etc.) for 1
level) + Augment Spell (BAB +16 effects; +3 levels) + rd./level. AKA visage of the deityCD. Variants:
Still Spell (+1 level) + Personal Spell (-1 level) + Abyssal FrenzyFC1: Polymorph (outsider; 3rd level) +
Sudden Spell (+0 levels) + Restricted Spell (ranger or Cross-Class Spell (cleric; +1 level) + Cascade Spell
access to Archery domain; -1 level) = 4 th level; swift (attribute boost: Con; +1 level) + Reach Spell (touch
casting allows you to make one ranged attack against to medium; +1 level) = 6th level (listed as 8th);
all targets within 1st range increment. subject assumes demonic form, +2 Str, -2 Dex, +2
ArrowlinkRRO: Bestow feat (Spellstrike; 1st level) + Con, +2 natural AC, darkvision, 60 ft. speed, 2
Quicken Spell (+4 levels) + Personal Spell (-1 level) + claws, rend.
Restricted Spell (access to Archery domain; -1 level) = Divine VesselAPG: Enlarge person (1st level) + Cascade
3rd level; swift casting allows you to deliver touch Spell (attribute boost; +1 level) + Mass Effect Spell
spells through arrows as [strikes] for 1 rd./level. (1/3 levels; +2 levels) + Augment Spell (+4 to
Arrowlink, GreaterRRO: Arrowlink (4th level) + attributes; +1 level) + Cascade Spell (polymorph:
Cascade Spell (bestow feat: Precise Shot; +1 level) + outsider; +3 levels) + Personal Spell (-1 level) = 7 th
Cascade Spell (bestow feat: Fell Shot; +1 level) + level (listed as 8th); you gain 1 size category, +8 Str,
Cascade Spell (bestow feat: Striking Mastery; +1 level) = +4 Con, +2 Dex, +4 Cha (+4 Wis at CL 15 th, and +4
7th level; as arrowlink, but imbued arrows make Int at CL 18th), +2 natural AC, SR, darkvision,
ranged touch attacks. resistance 10 to 3 energy types, DR 5/aligned, and
ArrowsparkRRO: Bolt of force (2nd level) + Channel fly 60 ft.
Spell (bow: see below; +1 level) + Cascade Spell FiendformPGF: Polymorph (outsider; 3rd level) +
(Versatile Strike: feats apply; +1 level) + Ray Splitting Cascade Spell (bestow feat: Magical Talent; +1 level)
(+1 level) + Extend Spell (inst. to 1 hr./level; +5 levels) + Cascade Spell (bestow feat: Magical Array; +1
+ Ritual Spell (full round; -1 level) + Restricted Spell level) + Extend Spell (1 rd./level to 1 min./level; +1
(ranger or access to Archery domain; -1 level) = 8 th level) + Augment Spell (8th level; +1 level) +
level; for 1 hr./level, you can fire “arrows” of force Personal Spell (-1 level) = 6 th level; you become a
from bow (damage cap 23d6 , divided among arrows, fiend, with +2 Str and natural armor, darkvision 60
which make ranged touch attacks using the bow’s ft., DR 5/good, energy resistances, and (as
properties and your archery-related feats). appropriate for type): fly up to 120 ft., up to 5
AshstarSSt: Whelm (0 level) + Reach Spell (close to natural attacks, racial SLAs.
medium; +2 levels) + Concentration Spell (partial Glory of the BeastAUG2: Polymorph (outsider; 3rd level)
action; +2 levels) + Creature-Specific Spell (damaged + Cascade Spell (attribute boost: +1 level) + Mass
that round; -2 levels) = 2nd level; each round, you deal Effect Spell (1 attribute/3 levels; +2 levels) +
1d6 nonlethal/level (max. 10d6) to a creature already Creature-Specific Spell (animal; -2 levels) + Extend
injured that round. Spell (1 min./level to 1 hr./level; +2 levels) = 6th
Aspect of the BearAPG: Enhancement (2nd level) + level; animal gains celestial template (except SR),
Augment Spell (+1 base; +1 level) + Effect-Specific +2 to attributes for 1 hr./level.
Spell (natural armor; -2 levels) + Cascade Spell (bestow Greater Aspect of the DeityBED: Polymorph (outsider;
feat; +1 level) + Mass Effect Spell (1 feat/3 levels; +2 3rd level) + Cascade Spell (attribute boost; +1 level) +
levels) + Effect-Specific Spell (improved combat Mass Effect Spell (1/3 levels; +2 levels) + Cascade
maneuvers only; -2 levels) + Extend Spell (1 rd./level Spell (warding; +1 level) + Mass Effect Spell (1/3
to 1 min./level; +1 level) + Restricted Spell (ranger or levels; +2 levels) + Irresistible Spell (+2 levels) +
access to Animal domain; -1 level) = 2 nd level; subject Extend Spell (1 min./level to 1 rd./level; -1 level) +
+1 enhancement to natural armor (+1/4 levels) and Cascade Spell (bestow feat: Natural Spell; +1 level) +
gains one improved combat maneuver feat (Improved Personal Spell (-1 level) + Restricted Spell
Bull Rush, Improved Grapple, etc.) per 3 levels. (appropriate alignment descriptor; -1 level) = 9 th
Spells (Grimoire), p. 19
level; you become a half-celestial (or half-fiend, + Extend Spell (1 rd./level to 1 min./level; +1 level) +
etc.) for 1 rd./level: +2 racial bonus to all attributes Item-Specific Spell (bow or crossbow only; -2 levels)]
(except +4 to Cha), +2 natural armor, fly 120 ft., DR + Personal Spell (-1 level) + Restricted Spell (ranger or
10/evil (etc.), low-light vision. You also gain access to Animal domain; -1 level) = 3 rd level (listed as
immunity to afflictions, negative energy, and 4 1st); you gain +1/2 levels to Perception, +1 to attacks
energy types, retain access to your own spells, and and damage, and expanded crit threat range and
can use your own spell-like abilities. multiplier with one bow or crossbow.
Halo of GloryAUG2: Polymorph (outsider; 3rd level) + Aspect of the Icy Hunter CM: Polymorph (magical
Cascade Spell (light; +1 level) + Augment Spell beast; 3rd level) + Cascade Spell (enlarge self; +2 levels)
(additional abilities; +1 level) + Extend Spell (1 + Creature-Specific Spell (winter wolf only; -2 levels) +
min./level to 1 rd./level; -1 level) = 4 th level; subject Quicken Spell (+3 levels) + Extend Spell (1 min./level
gains Celestial template for 1 rd./level (DR 5 only, to 1 rd./level; -1 level) + Personal Spell (-1 level) = 4 th
limited SR) and glows. level; you become a Large winter wolf as a swift
Infuse SelfPnA: Polymorph (3rd level) + Variable Spell action, +4 Str, -2 Dex, +4 natural armor, darkvision,
(elemental or outsider, choose at time of casting; +1 favored terrain +4, low-light vision, scent, speed 50 ft.,
level) + Extend Spell (1 min./level to 10 min./level; resist cold 20, can use breath weapon once during
-1 level) = 3rd level; you become a minor outsider or duration.
elemental (darkvision 60 ft., favored terrain +3, Aspect of the StagAPG: Bestow feat (1st level) +
etc.). Cascade Spell (celerity; +1 level) + Cascade Spell
Lesser Aspect of the Deity BED: Attribute boost (Cha; 0 (invisible needle; +1 level) + Mass Effect Spell (1 feat/3
level) + Cascade Spell (inure; +1 level) + Energy levels; +2 levels) + Concentration Spell (swift action;
Admixture (+0 levels) + Maximize Spell (+2 levels) +3 levels) + Personal Spell (-1 level) + Restricted Spell
+ Augment Spell (+2 to +4; +1 level) + Extend Spell (ranger or access to Animal domain; -1 level) +
(1 min./level to 1 rd./level; -1 level) + Personal Spell Reduce Spell (15d6 to 5d6 and +60 ft. to +20 ft.; -2
(-1 level) = 2nd level (listed as 3 rd); you gain +4 Cha levels) = 4th level; you gain +20 ft. speed, gore attack
and energy resistance 30 (divided among types as for 5d6, Favored Terrain (forests) +2, and Combat
appropriate for celestial, fiendish, etc. template) for Reflexes (and Draw Attack at CL 9th, Dodge at 12th,
1 rd./level. AKA lesser visage of the deityCD. Improved Critical (gore) at 15th, and Mobility at 18th).
Nar FiendbondLEF: Polymorph (fiend; 3rd level) + Aspect of the WolfAPG: Polymorph (monstrous
Cascade Spell (attribute boost; +1 level) + Mass humanoid; 3rd level) + Effect-Specific Spell
Effect Spell (1/3 levels; +2 levels) + Cascade Spell (anthropomorphic wolf; -2 levels) + Cascade Spell
(inure: fire; +1 level) + Energy Admixture (acid, (attribute boost: Str; +1 level) + Cascade Spell (attribute
cold, electricity; +0 levels) + Accursed Spell (+1 boost: Dex; +1 levels) + Augment Spell (+4 total bonus;
level) + Extend Spell (1 min./level to 1 hr./level; +2 +1 level) + Personal Spell (-1 level) + Restricted Spell
levels) + Creature-Specific Spell (helpless or (ranger or access to Animal domain; -1 level) = 2 nd
willing; -2 levels) + Ritual Spell (-2 levels) = 6 th level level; you become a Medium wolf-man (+6 Str, +4
(listed as 7th); subject becomes a half-fiend for 1 Dex, +2 natural armor, low-light vision, scent, bite,
hr./level: +2 racial bonus to all attributes (except +4 trip) for 1 min./level.
to Cha), +2 natural armor, claw and bite attacks, fly Assassin’s SensesRR: Bestow feat (Improved Critical;
st
120 ft., DR 5/good (etc.), low-light vision, and 1 level) + Variable Spell (different weapons you use;
resistance to acid, cold, electricity, and fire 10. +1 level) + Augment Spell (BAB +16 effects; +3 levels)
Swap feats for Magical Talent, Magical Array, and + Personal Spell (-1 level) + Restricted Spell (rogue
Natural Spell in order to gain suite of half-fiend skill trick; -1 level) = 3rd level (listed as 2nd); your
SLAs and retain own casting. You can invest 300 x attacks have double crit threat range, +1 to crit
CL numen to make the spell permanent. multiplier, and crits auto-confirmed for 1 rd./level.
Aspect of the FalconAPG: Skill enhancement Assume AppearanceHA: Polymorph (humanoid; 3rd
(Perception; 1st level) + Cascade Spell (blessing; +1 level) + Creature-Specific Spell (dead creature from
level) + Cascade Spell [(bestow feat: Improved Critical; whom piece of corpse used as material component; -2
+1 level) + Augment Spell (BAB +16 effects; +3 levels) levels) + Cascade Spell (skill enhancement: Perform; +1
level) + Cascade Spell (reduce; +3 levels) + Personal
Spells (Grimoire), p. 20
Spell (-1 level) + Extend Spell (1 min./level to 1 joins an existing astral caravan. AKA join with astral
hr./level; +2 levels) + Ritual Spell (-2 levels) = 4 th level travelerTM2.
(listed as 3rd); you assume the form of dead person up Astral WindowTM2: Alter senses (0 level) + Augment
to 1 size smaller, with +1/2 levels (+10 max.) to Spell (vision; +1 level) + Reach Spell (close to
Perform (acting) to impersonate that individual. interplanar; +6 levels) + Location-Specific Spell (Astral
Astral CaravanSRD: Dimensional skip (1st level) + Plane only; -2 levels) + Restricted Spell (access to Void
Reach Spell (destination: close to interplanar; +7 domain, etc.; -1 level) = 4 th level; the subject can see
levels) + Location-Specific Spell (Astral plane; -2 into the Astral Plane (any location within the plane)
levels) + Personal Spell (-1 level) + Variable Spell for 1 rd./level. Variant:
(allows “piggybacking” by astral traveler; +1 level) + Astral AwarenessS&M: Alter senses (0 level) +
Restricted Spell (access to Psychoportation discipline, Augment Spell (vision; +1 level) + Trans-
Void domain, etc.; -1 level) + Ritual Spell (-2 levels) = dimentsional Spell (+1 level) + Extend Spell (1
3rd level; you project yourself to the Astral Plane, can rd./level to 1 hr./level; +3 levels) + Personal Spell (-
lead others who join you via astral traveler (q.v.). Ends 1 level) + Restricted Spell (access to Void domain; -
when enter any other plane from the Astral (including 1 level) = 3rd level (listed as 2nd); you can see into
the one you came from). This spell gets you to the the astral and ethereal planes.
Astral Plane; successfully navigating it requires
AtavismUM: Attribute boost (0 level) + Augment
Survival, Knowledge (planes), and/or Planar Sense
Spell (+2 levels) + Mass Effect Spell (all attributes; +3
checks.
levels) + Cascade Spell (barkskin; +2 levels) + Creature-
Astral CelerityS&M: Celerity (0 level) + Extend Spell
Specific Spell (animal; -2 levels) + Restricted Spell
(1 min./level to 1 hr./level; +3 levels) + Personal Spell
(access to Animal domain; -1 level) = 4 th level; animal
(1 level) + Augment Spell (+20 ft. to +40 ft.; +1 level) +
gains +4 enhancement to all attributes and +1/4 levels
Location-Specific Spell (Astral Plane; -2 levels) = 1st
enhancement to natural armor.
level; your base speed is increased by 40 ft. while on
Atonement: Remove condition (misdeed/alignment
the Astral Plane.
change; 1st level) + Crippling Drain (+4 levels) +
Astral ConstructSRD: Summon (1st level) + Cross-
Augment Spell (moderate to critical; +2 levels) +
Class Spell (summoning to creation; +1 level) + Ritual
Ritual Spell (-2 levels) = 5th level.
Spell (full round; -1 level) = 1st level; you create a CR
AttractionOA: Blessing (0 level) + Reach Spell (touch
½ astral construct lasting 1 rd./level.
to close; +1 level) + Augment Spell (+1 to +5; +2 levels)
Astral Projection: Dimensional skip (1st level) +
+ Extend Spell (10 min./level to 1 rd./level; -2 levels) =
Cross-Class Spell (conjuration to necromancy; +1
1st level; subject saves vs. Will or is +5 to be hit and
level) + Reach Spell (close to interplanar; +6 levels) +
takes +5 damage for 1 rd./level.
Mass Effect Spell (1 creature/3 levels; +2 levels) +
AttractionSRD: Compel (get close to person or object;
Variable Spell (enter various planes; +1 level) + Ritual nd
2 level) + Accursed Spell (+1 level) + Pacific Spell (-2
Spell (-2 levels) = 9th level. This works if it is assumed
levels) = 1st level; invest 300 x CL numen (1st level x 50
that the silver cord/astral body mechanics are
x 6) to maintain effect beyond 1 rd. Variants:
properties of the Astral Plane itself, rather than of the
spell (aside from the school change). LureRR2: Compel (get item; 2nd level) + Cascade Spell
Astral Projection, Lesser UM: Dimensional skip (1st (inertia; +1 level) + Extend Spell (1 rd. to 1 rd./level;
level) + Cross-Class Spell (conjuration to necromancy; +1 level) + Delay Spell (when item is first seen next;
+1 level) + Reach Spell (close to interplanar; +6 levels) +1 level) + Ritual Spell (-2 levels) = 3rd level; next
+ Location-Specific Spell (Astral Plane; -2 levels) + person to see item rushes to grab it by most direct
Personal Spell (-1 level) = 5th level; you project route, regardless of danger, becomes flat-footed.
yourself to the Astral Plane. Audible WhisperAUG2: Figment (0 level) + Shape
Astral TravelerSRD: Dimensional skip (1st level) + Spell (cubes to spread; +0 levels) + Widen Spell (20’r.
Reach Spell (destination: close to interplanar; +7 to 60’r.; +3 levels) + Extend Spell (1 rd./level to 10
levels) + Location-Specific Spell (Astral plane; -2 min./level; +2 levels) + Reduce Spell (auditory speech
levels) + Effect-Specific Spell (must join material body only; -3 levels) = 2 nd level (listed as 0); your whispers
of creature using astral caravan, q.v.; -2 levels) + Ritual can be heard by all within 60 ft. for 10 min./level.
Spell (-2 levels) = 2nd level; you or creature touched
Spells (Grimoire), p. 21
Augment FamiliarCW: Resistance (0 level) + Cascade the Permanent Spell feat to emulate the Fatemaker PnH
Spell (inure: slashing; +1 level) + Energy Admixture prestige class feature of the same name.
(bludgeoning and piercing; +0 levels) + Tenuous Spell Aura of EvasionDN: Bestow feat (Lighting Reflexes;
(overcome by magic weapons; -1 level) + Cascade 1st level) + Augment Spell (Acrobatics 6 ranks effects;
Spell (attribute boost; +1 level) + Mass Effect Spell (1 +2 levels) + Shape Spell (target to emanation; +2
attribute/3 levels; +2 levels) + Augment Spell (+2 to +4; levels) + Widen Spell (20’r. to 10’r.; -1 level) + Extend
+1 level) + Reach Spell (touch to medium; +1 level) + Spell (1 rd./level to 1 min./level; +1 level) = 5 th level; +2
Extend Spell (1 min./level to 1 rd./level; -1 level) + to Reflex saves and evasion to those within 10 ft. of
Concentration Spell (standard; +1 level) + Creature- you.
Specific Spell (your familiar; -2 levels) + Restricted Aura of LifePH5: Spark of life (1st level) + Cascade
Spell (arcane bond: familiar; -1 level) = 2 nd level; your Spell (warding: negative energy; +2 levels) + Shape
familiar gains the following: Spell (target to emanation; +2 levels) + Selective Spell
CL Attributes Saves DR (+1 level) + Concentration Spell (standard; +1 level) +
3rd +4 Con +1 2/magic Reduce Spell (15d6 to 1d6; -2 levels) = 4th level; allies
6th +4 Str, +4 Con +1 5/magic in 20’r. emanation from you are immune to negative
9th +4 Str, +4 Dex, +4 Con +1 5/magic energy, heal 1 hp/rd. while you concentrate.
12th As above and +4 Wis +2 10/magic Aura of MadnessCRB: Lesser compelling confusion (1st
15th As above and +4 Cha +2 10/magic level) + Shape Spell (target to emanation; +3 levels) +
19th +4 to all six +2 10/magic Reach Spell (close to personal; -1 level) + Selective
AugmentationTM2: Bestow feat (Empower Spell; 1st Spell (+1 level) + Extend Spell (1 rd. to 1 rd./level; +1
level) + Cascade Spell (Sudden Metamagic; +2 levels) level) + Sudden Spell (+0 levels) + Restricted Spell
= 3rd level; spells you cast for the next 1 rd./level are (access to Madness domain; -1 level) = 4 th level; swift
Empowered, as if by the Sudden Metamagic feat casting causes confusion in those you select within 20
(limits to total spell level, etc. apply). ft. of you for 1 rd.
Aura of Cold, GreaterFB: Ray of frost (0 level) + Still Aura of MenaceRR2: Skill enhancement (Bluff; 0 level)
Spell (+1 level) + Shape Spell (ray to emanation; +2 + Extend Spell (1 min./level to 1 hr./level; +3 levels) +
levels) + Reach Spell (close to personal; -1 level) + Personal Spell (-1 level) = 2nd level; you gain +1/2
Widen Spell (20’r. to 10’r.; -1 level) + Extend Spell levels (max. +5) to Bluff for 1 hr./level.
(inst. to 1 rd./level; +2 levels) + Inexorable Evoction Daunting visageIH is not Extended (-3 levels), but is
(+3 levels) + Reduce Spell (15d6 to 5d6; -2 levels) = 4 th Sudden (+0 levels) and Augmented (+1 level) = 0
level (listed as 7th); you emanate 5d6 cold/rd. (no save) level; you gain +1/2 levels (+5 max.) to Bluff as a
in a 10’r. swift action.
Aura of Cold, LesserFB: Greater aura of coldFB (4th Divine PresenceCC Cascades bestow feat (Staredown;
level) + Widen Spell (10’r. to 5’r.; -1 level) + Reduce +2 levels), lasts 10 min./level (-1 level), and is
Spell (5d6 to 1d6; -1 level) = 2nd level (listed as 3rd); you Effect-Specific (Bluff bonus applies only to
emanate 1d6 cold/rd. (no save) in a 5’r. intimidate; -2 levels) = 1st level; you gain
Aura of ComfortTM2: Endure elements (1st level) + Staredown feat and +1/2 levels to Bluff to
Cascade Spell (prestidigitation: keep dry; +1 level) + initimidate.
Cross-Class Spell (divine; +1 level) + Restricted Spell Serene visageSC is Cross-Class (Illusion; +1 level),
(ranger or access to Travel domain; -1 level) = 2 nd level lasts only 1 min./level (-3 levels), and is
(ranger 1st); keeps subject cool/warm and dry for 1 Augmented (+1 level) and Personal (-1 level) = 1 st
hr./level. level; simple illusions grant you +1/2 levels (+10
Aura of ConfidencePnH: Blessing (0 level) + Cascade max.) to Bluff for 1 min./level.
Spell (resistance; +1 level) + Cascade Spell (skill
Aura of ProtectionCRB: Deflection (0 level) + Cascade
enhancement; +1 level) + Shape Spell (target to
Spell (inure: sonic; +1 level) + Energy Admixture (acid,
emanation; +2 levels) + Widen Spell (20’r. to 5’r.; -2
cold, electricity, fire; +0 levels) + Maximize Spell (+2
levels) + Extend Spell (1 min./level to 1 hr./level; +2
levels) + Shape Spell (target to emanation; +2 levels) +
levels) = 4th level; you and adjacent allies +1 morale to
Selective Spell (+1 level) + Personal Spell (-1 level) +
atks, damage, saves, checks. Use in conjunction with
Sudden Spell (+0 levels) + Restricted Spell (access to
Spells (Grimoire), p. 22
Protection domain; -1 level) = 4th level; swift casting obstructs vision, and fascinates those within close
grants you and allies in 20’r. +2 deflection to AC and range who can see the display.
resistance 6 each to acid, cold, electricity, fire, and Authenticating GazePC: Skill enhancement
sonic, for 1 rd. (Knowledge: lore; 0 level) + Cascade Spell (skill
Aura of the SunLEF: Warding (darkness; 1st level) + enhancement: Linguistics; +1 level) = 1st level; +1/2
Cascade Spell (light; +1 level) + Shape Spell (target to levels (+5 max.) to checks.
emanation; +2 levels) + Widen Spell (20’r. to 10’r.; -1 AvalancheRR2: Energy mace (0 level) + Energy
level) + Extend Spell (1 min./level to 1 rd./level; -1 Admixture (cold; +0 levels) + Cascade Spell (bind; +1
level) = 2nd level (listed as 4th); for 1 rd./level you shed level) + Augment Spell (pin; +3 levels) + Reach Spell
light and suppress [darkness] spells within 10 ft. of (close to long; +1 level) + Shape Spell (target to cubes;
you. +2 levels) + Concentration Spell (standard; +1 level) +
Aura of the UnremarkableUI: Compel (think actions Cascade Spell (celerity; +1 level) + Location-Specific
unremarkable; 2nd level) + Selective Spell (yours and Spell (snowy, mountainous area only; -2 levels) +
your allies’; +1 level) + Shape Spell (target to Ritual Spell (full round; -1 level) = 6th level; damage
emanation; +2 levels) + Extend Spell (1 rd. to 1 cap 15d6 and pinned; area moves up to 90 ft./rd. with
min./level; +2 levels) + Pacific Spell (-2 levels) + concentration.
Tenuous Spell (-1 level) = 4th level; for 1 min./level, Avalanche, CallFB: Energy mace (0 level) + Energy
those within 20 ft. of you find all your and your allies’ Admixture (cold; +0 levels) + Cascade Spell (bind; +1
actions unremarkable; effect broken if hostile action level) + Augment Spell (pin; +3 levels) + Reach Spell
taken, and new save each time asked about what (close to long; +1 level) + Shape Spell (target to spread;
happened. +2 levels) + Extend Spell (pinning: 1 rd./level to 1
Aura of VitalityMF: Attribute boost (Str; 0 level) + hr./level; +3 levels) + Ritual Spell (full round; -1 level)
Cascade Spell (attribute boost: Dex; +1 level) + Cascade + Location-Specific Spell (outdoors; -1 level) +
Spell (attribute boost: Con; +1 level) + Reach Spell Restricted Spell (access to Winter domain; -1 level) +
(touch to medium; +1 level) + Augment Spell (+4 total; Reduce Spell (20d6 to 10d6; -2 levels) = 5 th level; snow
+1 level) + Consecrate Spell (+1 level) + Mass Effect deals 5d6 bludgeoning and 5d6 cold damage in 20’r.
Spell (1/3 levels; +2 levels) + Restricted Spell (druid; -1 and pins those in area for 1 hr./level (Reflex half/neg.).
level) = 6th level (listed as 7th); 1 creature/3 levels gains Avalanche, ObedientCD: Energy mace (0 level) +
+4 sacred bonus to Str, Dex, and Con for 1 min./level. Energy Admixture (cold; +0 levels) + Reach Spell
Aura SightACG: Detection (alignment; 2nd level) + (close to medium; +1 level) + Shape Spell (ray to
Widen Spell (close to medium; +1 level) + Extend spread; +2 levels) + Residual Spell (+1 level) + Variable
Spell (conc. to 1 min./level; +2 levels) = 5 th level (listed Spell (+1 level):
as 3rd); you detect alignment in 120-ft. quarter-circle Cascade Spell (bind; +1 level) + Augment Spell (pin;
(number, and location and power of each). +3 levels); or
AuroraGA: Bolt of force (2nd level) + Cascade Spell Widen Spell (20’r. to 40’r.; +1 level) + Explosive
(compel: do not leave area; +3 levels) + Shape Spell Spell (+1 level) + Cascade Spell (push; +1 level)
(ray to emanation; +2 levels) + Widen Spell (20’r. to
+ Resticted Spell (access to Winter domain; -1 level) =
5’r.; -2 levels) + Selective Spell (+1 level) + Extend
8th level (listed as 9th); damage cap 20d6 (half
Spell (inst. to 1 min./level; +3 levels) + Reduce Spell
bludgeoning, half cold) and pins in 20’r., plus difficult
(20d6 to 5d6; -3 levels) = 6th level; damage cap 5d6
terrain; those 20-40 ft. from center instead bull rushed
force/rd. and cannot leave area (Will half/neg.).
and expelled from area.
Aurora BorealisAPG: Compel (fascinated; 2nd level) +
Avalanche, Zajimarn’sMF: Ray of frost (0 level) +
Pattern Spell (-1 level) + Cascade Spell (ray of frost; +1
Cascade Spell (push; +1 level) + Cascade Spell (topple;
level) + Cascade Spell (wisp; +1 level) + Shape Spell
+1 level) + Reach Spell (close to long; +1 level) + Shape
(ray to wall; +1 level) + Widen Spell (10-ft. squares to
Spell (target to cubes; +2 levels) + Explosive Spell (+1
20-ft. squares; +1 level) + Extend Spell (inst. to 1
level) = 6th level (listed as 9th); damage cap 15d6 and
rd./level; +2 levels) + Delay Spell (non-consecutive
pushed along line of cubes, expelled from area, and
rounds; +1 level) + Restricted Spell (access to Void
knocked prone.
domain; -1 level) + Reduce Spell (20d6 to 5d6; -3
levels) = 4th level (divine 5th); damage cap 5d6 cold,
Spells (Grimoire), p. 23
AvasculateLM: Ray of entropy (1st level) + Cascade burst (see below) as a spell-like ability once per 3
Spell (inertia; +1 level) + Augment Spell (stun; +3 levels.
levels) + Lingering Evocation (+2 levels) = 7 th level; ray Magical Talent: Spark of life (1st level) + Shape Spell
deals up to 15d6 negative energy plus 4d6 bleed, plus (target to burst; +3 levels) + Quicken Spell (+3 levels) +
Fort. or stunned 1 round. Reduce Spell (15d6 to 5d6; -2 levels) = 5 th level; 5d6
Avatar of ChaosRR: Blessing (0 level) + Cascade positive energy in 20’r. as a swift action.
Spell (resistance; +1 level) + Cascade Spell (skill Avatar of HeavenRR: Deflection (0 level) +
enhancement; +1 level) + Lucky Spell (+1 level) + Consecrate Spell (+1 level) + Cascade Spell (blessing;
Augment Spell (+1 level) + Personal Spell (-1 level) + +1 level) + Augment Spell (+1 level) + Cascade Spell
Cascade Spell [(bestow feat: Magical Talent; +1 level) + (spark of life; +1 level) + Personal Spell (-1 level) +
Mass Effect Spell (Magical Array; +1 level) + Augment Cascade Spell (magical array: see avatar of chaosRR; +3
Spell (11 ranks effects; +2 levels) + Personal Spell (-1 levels) + Cascade Spell (panic infidels: see avatar of
level) = +3 levels] + Cascade Spell [panic infidels = spook chaosRR; +1 level) + Extend Spell (1 rd./level to 1
(+1 level) + Shape Spell (target to emanation; +2 levels) min./level; +1 level) + Ritual Spell (full round; -1 level)
+ Reach Spell (close to personal; -1 level) + Widen + Restricted Spell (servant of lawful good; -1 level) =
Spell (20’r. to 60’r.; +2 levels) + Creature-Specific Spell 6th level; you gain +3 sacred bonus to atks, damage,
(lawful; -2 levels) + Pattern Spell (-1 level) = +1 level] + and AC; 1d6 temp. hp/level (max. 10d6); panic chaotic
Extend Spell (1 rd./level to 1 min./level; +1 level) + evil onlookers within 60 ft.; and gain array of spell-
Ritual Spell (full round; -1 level) + Restricted Spell like powers: at will—detect chaos/evil, 3/day—aid,
(access to Chaos domain, etc.; -1 level) = 6 th level 1/day—magic circle against evil, holy smite, dispel evil.
(listed as 8th); you gain +3 luck bonus to attacks, Avatar of LawRR: Deflection (0 level) + Consecrate
damage, saves, and checks; panic lawful onlookers Spell (+1 level) + Augment Spell (+3 levels) + Personal
within 60 ft.; and gain array of spell-like powers: at Spell (-1 level) + Cascade Spell (magical array: see
will—detect law, 3/day—Enkili’s luckRR, 1/day—magic avatar of chaosRR; +3 levels) + Cascade Spell (panic
circle against law, chaos hammer, dispel law. infidels: see avatar of chaosRR; +1 level) + Extend Spell (1
Avatar of EvilRR: Resistance (0 level) + Augment rd./level to 1 min/level; +1 level) + Ritual Spell (full
Spell (+1 level) + Cascade Spell (deflection; +1 level) + round; -1 level) + Restricted Spell (access to Law
Corrupt Spell (+1 level) + Cascade Spell (magical domain; -1 level) = 6th level; you gain a +5 axiomatic
array: see avatar of chaosRR; +3 levels) + Cascade Spell bonus to AC (+1/6 levels; max. +8 total at CL 18 th);
(panic infidels: see avatar of chaosRR; +1 level) + Extend panic chaotic onlookers within 60’r.; and gain array of
Spell (1 rd./level to 1 min./level; +1 level) + Ritual spell-like powers: at will—detect chaos, 3/day—field of
Spell (full round; -1 level) + Restricted Spell (access to lawDLM, 1/day—magic circle against chaos, order’s wrath,
Evil domain, etc.; -1 level) = 6th level (listed as 8th); you dispel evil.
gain +2 profane bonus to attacks, damage, and saves; Avatar of NatureRR: Blessing (0 level) + Augment
panic [good] onlookers within 60 ft.; and gain array of Spell (+4 bonus; +3 levels) + Effect-Specific Spell
spell-like powers: at will—sanctuary, 3/day—chill (ranged attacks only; -2 levels) + Personal Spell (-1
touch, 1/day—magic circle against good, confusion, lesser level) + Cascade Spell (panic infidels: see avatar of
insanity (3d4 Wis). chaosRR; +1 level) + Cascade Spell (magical array: see
Avatar of GoodRR: Compel (don’t attack; 2nd level) + avatar of chaosRR; +3 levels) + Cascade Spell [(compel:
Creature-Specific Spell (self; -2 levels) + Shape Spell wander off; +2 levels) + Reach Spell (close to touch; -1
(target to emanation; +3 levels) + Reach Spell (close to level) + Shielding Spell (+1 level) = +2 levels] + Extend
personal; -1 level) + Cascade Spell (bestow feat: Magical Spell (1 rd. to 1 min./level; +2 levels) + Ritual Spell
Talent; +1 level) + Mass Effect Spell (1 use/3 levels; +2 (full round; -1 level) + Restricted Spell (servant of CG
levels) + Cascade Spell (panic infidels: see avatar of or nature-oriented deity; -1 level) = 7 th level (listed as
chaosRR; +1 level) + Extend Spell (1 rd. to 1 min./level; 8th); you gain +4 sacred bonus to ranged atks, damage;
+2 levels + Ritual Spell (full round; -1 level) + lawful evil onlookers within 60’r. are panicked;
Restricted Spell (access to Good domain, etc.; -1 level) creatures attacking you must save or wander off; and
= 6th level; evil onlookers within 60 ft. are panicked; you gain an array of spell-like powers: at will—lesser
creatures within 20 ft. must make Will saves to attack entangle, 3/day—dominate animal, 1/day—magic circle
you; and you can cast a quickened positive energy against evil, command plants.
Spells (Grimoire), p. 24
Avatar of SlaughterRR: Blessing (0 level) + Corrupt Avoidance WardOcA: Compel (don’t mess with door;
nd
Spell (+1 level) + Augment Spell (+4 total bonus; +2 2 level) + Reach Spell (close to touch; -1 level) +
level) + Extend Spell (10 min./level to 1 min./level; -1 Extend Spell (1 rd. to 1 hr./level; +4 levels) + Creature-
level) + Personal Spell (-1 level) + Cascade Spell [(jet of Specific Spell (-2 levels) + Variable Spell (choose
flame; +1 level) + Reach Spell (close to touch; -1 level) + creature type upon casting spell; +1 level) + Inexorable
Shielding Spell (+1 level) = +1 level] + Cascade Spell Spell (+3 levels) + Irresistible Spell (+2 levels) + Ritual
[(bestow feat: Magical Talent; +1 level) + Personal Spell Spell (-2 levels) + Restricted Spell (Spellcraft check
(-1 level) + Mass Effect Spell (1 use/3 levels; +2 levels) needed to cast; -1 level) + Cascade Spell (bolt of force; -2
= +2 levels] + Cascade Spell (panic infidels: see avatar of levels) = 4th level; after ritual, creatures of specified
chaosRR; +1 level) + Extend Spell (inst. to 1 min./level; type cannot touch, attack, or otherwise interact with
+3 levels) + Ritual Spell (full round; -1 level) + door chosen; you take 1d6 force/level (max. 15d6).
Restricted Spell (servant of chaotic evil; -1 level) = 6 th Awaken ConstructOcA: Attrubute boost (0 level) +
level (listed as 8th); you gain +4 profane bonus to atks, Accursed Spell (+1 level) + Mass Effect Spell (Int and
damage; those hitting you in melee take 1d6+5 fire Cha; +1 level) + Irresistible Spell (+2 levels) +
damage); you can cast a quickened negative energy Augment Spell (+10 total bonus; +4 levels) + Creature-
burst (see below) 1/3 levels; and lawful good Specific Spell (construct; 2 levels) + Extend Spell (1
creatures within 60’r. are panicked. min./level to 1 hr./level; +2 levels) + Ritual Spell (full
Magical Talent: Ray of entropy (1st level) + Reach round; -1 level) = 7th level; construct gains Int and Cha
Spell (close to medium; +1 level) + Shape Spell (ray of 10 (or +10 to existing); invest 350 x CL numen to
to burst; +2 levels) + Quicken Spell (+3 levels) + maintain.
Reduce Spell (15d6 to 5d6; -2 levels) = 5th level; 5d6 Awaken ForestRR: Summon (1st level) + Variable
negative energy in 20’r. as a swift action. Spell (+1 level) + Reach Spell (close to line of sight; +3
levels) + Augment Spell (+7 levels) + Extend Spell (1
Avatar of TyrannyRR: Deflection (0 level) + Corrupt
rd./level to 2 hrs./level; +3 levels) + Location-Specific
Spell (+1 level) + Cascade Spell (blessing; +1 level) +
Spell (forest; -2 levels) + Creature-Specific Spell (attack
Personal Spell (-1 level) + Cascade Spell (magic
only those harming forest; -2 levels) + Restricted Spell
weapon; +1 level) + Cascade Spell [(resistance; +1 level)
(access to Animal and Plant domain; -1 level) + Ritual
+ Augment Spell (+1 level) + Effect-Specific Spell (Will
Spell (-2 levels) = 9th level; summons 10d6 wasp
saves; -2 levels) + Shape Spell (target to emanation; +2
swarms, 3d6 shambling mounds, 2d4+1 treants, or
levels) + Widen Spell (20’r. to 60’r.; +2 levels) +
some combination thereof to attack despoilers of
Creature-Specific Spell (LE; -2 levels) = +2 levels] +
forest over long period of time.
Cascade Spell (panic infidels: see avatar of chaosRR; +1
Awaken Lesser Titan AvatarRR: Summon monster VI
level) + Cascade Spell [(haste; +3 levels) + Personal
(6th level) + Extend Spell (1 rd./level to 1 hr./level; +3
Spell (-1 level) = +2 levels] + Extend Spell (1 rd./level
levels) + Reach Spell (close to touch; -1 level) + Ritual
to 1 min./level; +1 level) + Ritual Spell (full round; -1
Spell (full ritual; -1 level) = 7th level (listed as 6th); long
level) + Restricted Spell (servant of lawful evil; -1
ritual summons monster (chosen at time of casting) of
level) = 6th level (listed as 8th); you gain +1 profane
up to CR 8 for 1 hr./level.
bonus to atks, damage; +2 deflection to AC; weapon
Awaken SandSSt: Animate object (1st level) + Reach
wielded gains +1 enhancement/3 levels; lawful evil
Spell (close to touch; -1 level) + Widen Spell (Small to
creatures within 60’r. gain +3 to Will saves; and
Huge; +4 levels) + Extend Spell (1 rd./level to 1
chaotic good creaturs within 60’r. are panicked.
hr./level; +3 levels) + Restricted Spell (access to Desert
AversionSRD: Compel (avoid creature, location,
domain; -1 level) = 6th level; animates 15-ft. area of
object, or topic specified; 2nd level) + Accursed Spell
sand as a Huge animated object under your control
(+1 level) + Restricted Spell (telepath; -1 level) = 2 nd
(invest 66,000 numen or use Craft Construct feat to
level; subject attempts to stay at least Close range
maintain effect).
distance away from specified creature, location, or
Awaken SinSC: Whelm (0 level) + Cascade Spell
object (cannot be its bonded item, familiar, etc.), or
(compel: daze; +3 levels) + Cascade Spell (damage
refrains from speaking about topic or performing
attribute: Wis; +1 level) + Creature-Specific Spell ([evil]
action, etc. Invest 600 x CL numen to maintain effect.
only; -2 levels) = 2nd level; damage cap 10d6.
Spells (Grimoire), p. 25
B Balance, Hedrada’sRR: Warding (emotion; 1st level) +
BabbleOcA: Sickening touch (0 level) + Reach Spell Irresistible Spell (non-magical emotions as well; +3
(touch to close; +1 level) + Augment Spell (nausea; +2 levels) + Extend (1 min./level to 1 hr./level; +2 levels) +
levels) + Cascade Spell (compel: fascinated; +2 levels) + Creature-Specific Spell (willing or restrained subject
Shape Spell (target to emanation; +2 levels) = 7 th level only; -2 levels) + Ritual Spell (full round; -1 level) = 3 rd
(listed as 3rd); target nauseated 1 rd./level, and those level (2nd with access to Law domain).
within 20’r. are fascinated. (To reduce spell level to 3 rd, Baleful Bolt, Sinsabur’sUnE: Damage attribute (Str; 1st
remove the area fascination effect.) level) + Silent Spell (+1 level) + Mass Effect Spell (also
BabblePH1: Compel (babble; 2nd level) + Reach Spell Con; +1 level) + Reach Spell (touch to medium; +1
(close to touch; -1 level) + Shape Spell (target to level) + Shape Spell (ray to line; +1 level) = 5 th level
emanation; +2 levels) = 3rd level; those in 20’r. area (listed as 4th); line to Medium range deals 1d4 Str and
cannot speak coherently, suffer a 20% verbal spell or 1d4 Con damage (Reflex half).
item activation failure chance. Variants: Ball LightningAPG: Electric arc (0 level) + Conductive
Evocation (+1 level) + Ray Splitting (+1 level) + Shape
AphasiaUI: Warding (communication; 1st level) +
Spell (ray to target; +0 levels) + Concentration Spell
Reach Spell (touch to close; +1 level) + Irresisitible
(partial action; +2 levels) = 4th level; damage cap 14d6
Spell (+2 levels) + Extend Spell (1 min./level to 1
electricity, divided among targets (max. 10d6 for one),
rd./level; -1 level) + Tenuous Spell (-1 level) = 2 nd
Reflex half (at -4 if metal-armed). Variants:
level (listed as 1st); subject cannot communicate
(including verbal spells) or be communicated with Ball lightningMF is long range (+1 level), Variable
(can’t understand speech, writing, or even (divide damage as you see fit; +1 level), and
telepathy) for 1 rd./level or until saves. requires more concentration (standard; -1 level) =
Distort SpeechCAd: Glamer (1st level) = 1st level; 50% 5th level; damage cap 19d6.
failure chance for all speech/verbal spellcasting/ Gedlee’s Electric LoopPGF: Electric arc (0 level) + Shape
command words for 1 rd./level (Intuition neg.). Spell (ray to target; +0 levels) + Cascade Spell
FumbletongueUM: Compel (babble; 2nd level) + Extend (inertia; +1 level) + Augment Spell (daze; +2 levels)
Spell (1 rd. to 1 rd./level; +2 levels) + Tenuous Spell + Mass Effect Spell (1/3 levels; +2 levels) + Reduce
(-1 level) + Restricted Spell (bard or witch; -1 level) Spell (15d6 to 5d6; -2 levels) = 3rd level (listed as
+ Language-Dependent Spell (-1 level) = 1 st level; 2nd); 1 creature/3 levels takes 5d6 electricity and is
victim cannot speak coherently, suffers 20% verbal dazed 1 rd. (Reflex half/Fort neg.).
spell or item activation failure (save each round to Heat lightningGA is Overwhelming (+1 level) and
end affect). Bothersome babbleCM (3rd level) is similar, Irresistible (+2 levels), but not Split (-1 level), and
but not restricted or language-dependent. does not repeat with Concentration (-2 levels) = 4 th
level; damage cap 10d6 electricity at close range
BackblastLEF: Dispel (0 level) + Cascade Spell (inure;
(Reflex half, metal armed save at -4, and ignores
+1 level) + Augment Spell (reverse back onto caster
SR and energy resistance).
instead of dispelling; +1 level) + Reach Spell (touch to
Persistent LightningSLPG: Electric arc (0 level) + Shape
long; +2 levels) + Irresistible Spell (no check needed;
Spell (ray to target; +0 level) + Reach Spell (close to
+2 levels) + Shielding Spell (+1 level) + Mass Effect
long; +2 levels) + Lingering Evocation (+2 levels) +
Spell (1 spell/3 levels; +2 levels) + Effect-Specific Spell
Augment Spell (15d6 to 20d6; +1 level) + Empower
([fire] spells only; -2 levels) + Personal Spell (-1 level)
Spell (+1 level) = 6th level (listed as 7th); damage cap
+ Expedient Spell (total spell levels; 1 level) + Reduce
30d6 electricity (Reflex half) plus 4d6/rd.
Spell (40 to 30; -1 level) = 4th level (listed as 3rd); you
ThunderheadSC: Electric arc (0 level) + Shape Spell
gain resistance to fire 20 (30 at CL 12th) and turn up
(ray to target; +0 levels) + Lingering Evocation (+1
1d4+7 total levels’ worth of [fire] spells (up to 1 spell/3
level) = 1st level; damage cap 5d6 electricity plus
levels) targeting you.
1d6/rd.
Badger’s FerocityUM: Keen edge (q.v.; 3rd level) +
Extend Spell (10 min./level to 1 round; -3 levels) + Ballista ThrowToB: Energy mace (0 level) + Cascade
Mass Effect Spell (1/3 levels; +2 levels) + Spell (topple; +1 level) + Shape Spell (ray to line; +1
Concentration Spell (standard; +1 level) = 3rd level. level) + Cascade Spell (dimensional skip; +1 level) = 3rd
level (listed as 6th); touch moves target 25 ft. + 5 ft./2
Spells (Grimoire), p. 26
levels away, deals up to 10d6 bludgeoning plus with ranged attacks must save vs. Will or target a
knocks prone, and those along straight-line path take different creature.
damage and fall (Reflex half/neg. for secondary Banish SeemingAPG: Dispel (0 level) + Bouncing
targets). Spell (+2 levels) + Mass Effect Spell (1 effect/3 levels;
Bands of SteelCA: Bind (0 level) + Reach Spell (close +2 levels) + Effect-Specific Spell (illusion or
to medium; +1 level) + Augment Spell (pin; +3 levels) polymorph only; -1 level) = 3rd level; touch dispels up
+ Fell Binding (+1 level) = 5 th level; pinned 1 rd./level to 1 illusion and/or suppresses 1 polymorph effect per
(Reflex entangled). Bands of SirellynS&M lacks the Fell 3 levels (failed dispels also “bounce”).
Binding component (-1 level) and lasts 1 min./level Banish ShadowRR: Dimensional skip (1st level) +
(+1 level) = 5th level (listed as 3rd). Silent Spell (+1 level) + Reach Spell (target: touch to
Bane BowCD: Blessing (0 level) + Augment Spell (+5 medium; +1 level) + Reach Spell (destination: close to
total bonus; +4 levels) + Extend Spell (10 min./level to interplanar; +6 levels) + Creature-Secific Spell x2
1 rd.; -3 levels) + Cascade Spell (invisible needle; +1 ([extraplanar] and [shadow]; -4 levels) + Location-
level) + Ray Splitting (+1 level) + Channel Spell (+1 Specific Spell (to Plane of Shadow; -2 levels) = 3 rd
level) + Extend Spell (inst. to 1 rd./level; +2 levels) + level.
Creature-Specific Spell (-2 levels) + Variable Spell Banner, Alustriel’s7S: Light (0 level) + Shape Spell
(choose creature type at time of casting; +1 level) + (emanation to cubes; +0 levels) + Cascade Spell
Restricted Spell (ranger; -2 levels) = 3 rd level (listed as (figment; +1 level) + Reach Spell (close to long; +1
4th); damage cap +13d6, divided among iterative level) = 2nd level; illusory banner and fanfare also fill
attacks, each with +5 to attacks and damage. one 10-ft. cube/level with light.
BladebaneUnE is slashing instead of piercing and Banshee BlastACG: Sound lance (1st level) + Energy
applies to a melee weapon (-1 level) = 2nd level. Admixture (negative energy; +1 level) + Cascade Spell
(spook; +1 level) + Shape Spell (ray to cone; +1 level) +
Bane of the ForgeRR2: Bestow feat (Unstoppable
Augment Spell (frightened to panicked; +1 level) = 5 th
Strike; 1st level) + Cross-Class Spell (druid; +1 level) +
level; damage cap 15d6 (half sonic, half negative
Mass Effect Spell (also Rapid Strike; +1 level) + Effect-
energy) and panicked in a 30-ft. cone.
Specific Spell (vs. metal armor only; -2 levels) +
Barbed ChainsHA: Invocation of the knife (0 level) +
Cascade Spell (blessing; +1 level) + Augment Spell (+5
Cascade Spell (topple; +1 level) + Cascade Spell (spook;
bonus; +3 levels) + Effect-Specific Spell (attack bonus
+1 level) + Ray Splitting (+1 level) + Restricted Spell
only; -2 levels) + Item-Specific Spell (nonmetallic
(diabolic bloodline, devil cultist, etc.; -1 level) +
weapon; -2 levels) = 1st level (listed as 2nd); one non-
Reduce Spell (10d6 to 5d6; -1 level) = 1 st level (divine
metallic weapon ignores AC bonuses from metal
2nd); damage cap 7d6 slashing, divided among
armor/shields for 1 rd./level.
interative ranged touch attacks, plus knock prone and
Baneful Attractor, Strahd’sDr348: Dispel (0 level) +
victim shaken 1 rd./level.
Selective Spell (redirect effect; +1 level) + Shape Spell
Barghest FeastPF117: Blessing (0 level) + Cascade
(target to emanation; +2 levels) + Effect=Specific Spell
Spell (resistance; +1 level) + Cascade Spell (skill
(ranged attack spells only; -2 levels + Extend Spell
enhancement; +1 level) + Augment Spell (+5 bonus; +3
(inst. to 1 min./level; +3 levels) + Reach Spell (touch to
levels) + Corrupt Spell (+1 level) + Restricted Spell
medium; +1 level) = 5th level (listed as 4th); ranged
(goblinoid caster; -1 level) + Ritual Spell (-2 levels) =
attack spells or ranged touch spells targeting others
3rd level; ritual (involving devouring a corpse) grants
within 20’r. of target are redirected to target instead.
subject +5 profane bonus to attacks, damage, saves,
Baneful Deflector, Hornung’sTM2: Compel (choose
and skill checks.
different target; 2nd level) + Effect-Specific Spell
Barghest’s FeastPnH: Damage attribute (Con; 1st level)
(ranged attacks only; -2 levels) + Shape Spell (target to
+ Cascade Spell (jet of flame; +1 level) + Augment Spell
emanation; +3 levels) + Reach Spell (close to personal;
(+4d4; +3 levels) + Crippling Drain (+4 levels) +
-1 level) + Widen Spell (20’r. to 120’r.; +3 levels) +
Creature-Specific Spell (corpse only; -2 levels) + Ritual
Extend Spell (1 rd. to 1 rd./level; +1 level) + Restricted
Spell (full round; -1 level) = 6 th level; deals up to 20d6
Spell (wild magic; -1 level) = 5 th level (listed as 2nd); for
fire plus 5d4 Con drain to corpse. If creature, while
1 rd./level, those within 120 ft. targeting the subject
alive, would have been destroyed (Con drained to 0
or below), the corpse is utterly destroyed, making a
Spells (Grimoire), p. 27
true resurrection needed to raise that creature from the Shape Spell (target to spread; +2 levels) + Widen Spell
dead (and even that requires a resurrection survival (20’r. to 60’r.; +2 levels) + Restricted Spell (bard; -1
check). Charnel fireBVD (5th level) requires a full ritual level) = 4th level; allies gain +1d6/level (max. +10d6)
casting. damage to each of their next attacks, and magical
Barrier of RetentionTM2: Antilife shell (6th level) + charm, compulsion, or fear effects on them are
Variable Spell (ingress rather than egress; +1 level) + dispelled.
Spell (emanation to cubes; +0 levels) + Resistible Spell BattlecryRR: Inertia (0 level) + Still Spell (-1 level) +
(-1 level) + Ritual Spell (full ritual; -1 level) = 5 th level; Augment Spell (daze; +2 levels) + Shape Spell (target
those entering one 5-ft. cube/level cannot leave unless to cone; +1 level) + Expedient Spell (individual HD; -1
save vs. Will. level) = 3rd level (listed as 2nd); creatures (max. HD 7
Barrow HazeACG: Wisp (0 level) + Selective Spell (+1 each) in 30-ft. cone are dazed 1 rd.
level) + Reach Spell (touch to medium; +1 level) + BattlefateS&M: Enhancement (2nd level) + Variable
Cascade Spell [(bestow feat: Reach Spell; +1 level) + Spell (no control over effect; -1 level) + Corrupt Spell
Cascade Spell (bestow feat: Sudden Metamagic; +1 (+1 level) + Augment Spell (+1/4 to +1/3; +1 level) +
level) + Mass Effect Spell (1/3 levels; +2 levels) + Extend Spell (1 min./level to 1 rd./level; -1 level) +
Extend Spell (1 rd./level to 1 min./level; +1 level) + Restricted Spell (access to Chaos or Fate domain; -1
Personal Spell (1 level)] + Location-Specific Spell level) = 1st level; subject gains +1/3 levels profane
(targets within fog; -2 levels) = 4th level (listed as 3rd). bonus to AC, saves, attacks, or damage (roll 1d4 each
Your touch and close-range spells can reach anyone round for 1 rd./level).
within a 20’r. fog cloud within medium range (subject Battlemind LinkUM: Hand of fate (0 level) + Reach
to Sudden Metamagic limits, and x1/3 levels as many Spell (touch to close; +1 level) + Selective Spell (+1
spells), and you can see through the fog. level) + Mass Effect Spell (you and 1 ally; +1 level) +
BashAUG: Blessing (0 level) + Augment Spell (+2 total Extend Spell (inst. to 1 min./level; +3 levels) + Effect-
bonus; +1 level) + Personal Spell (-1 level) + Sudden Specific Spell (attack rolls and initiative; -1 level) = 5 th
Spell (+0 levels) = 0 level; swift action grants you +2 level (listed as 6th); for the next 1 min./level, you and
bonus to attack and damage on next attack (sacred for one ally both make initiative and attack rolls, both use
divine caster, enhancement for arcane). the higher of the two dice (individual modifiers
Battle RageCRB: Enhancement (2nd level) + Consecrate retained), if applicable.
Spell (+1 level) + Effect-Specific Spell (damage; -2 Bead of Frost, Blaise’s RR2: Ray of frost (0 level) +
levels) + Augment Spell (+1 to +1/2 levels; +2 levels) + Silent Spell (+1 level) + Shape Spell (ray to burst; +2
Extend Spell (1 min./level to 1 rd.; -2 levels) + levels) + Widen Spell (20’r. to 10’r.; -1 level) +
Restricted Spell (access to War domain; -1 level) = 0 Augment Spell (5d6 to 10d6; +1 level) = 3rd level (listed
level; creature touched gains +1/2 levels sacred bonus as 4th); damage cap 10d6 cold.
to damage for 1 rd. Beast of a Thousand Legs SSt: Zephyr (0 level) +
Battle TranceARG: Bestow feat (Diehard; 1st level) + Shape Spell (line to emanation; +2 levels) + Widen
Cascade Spell (skill enhancement: Endurance; +1 level) Spell (20’r. to 1 mi.; +6 levels) + Selective Spell (+1
+ Cascade Spell (resistance; +1 level) + Corrupt Spell level) + Reach Spell (close to personal; -1 level) +
(+1 level) + Augment Spell (+5 bonus; +2 levels) + Extend Spell (1 rd./level to 1 hr./level; +3 levels) +
Effect-Specific Spell (mind-affecting; -2 levels) + Ritual Spell (-2 levels) = 9th level (listed as epic);
Cascade Spell (spark of life; +1 level) + Cascade Spell tornado winds cover 1-mile radius area for 1 hr./level,
(dispel; -1 level) + Extend Spell (1 rd./level to 1 except for calm spots you designate.
min./level; +1 level) + Personal Spell (-1 level) + Beastland FerocityPnH: Bestow feat (Diehard; 1st
Restricted Spell ([orc] or access to War domain; -1 level) + Augment Spell (16 ranks effects; +4 levels) +
level) = 3rd level; you gain Diehard feat and +1/2 levels Effect-Specific Spell (disabled or dying; -2 levels) +
(+10 max.) to Endurance, 1d6 temp hp/level (max. Extend Spell (1 rd./level to 1 min./level; +1 level) +
10d6), and +5 profane bonus vs. [mind-affecting], but Restricted Spell (bard or access to Animal domain; -1
must concentrate to cast spells. level) = 3rd level (listed as 1st); subject can fight without
BattlecryCM: Dispel (0 level) + Effect-Specific Spell penalty while disabled or dying.
(charm, compulsion, fear; -1 level) + Cascade Spell BeastskinAUG: Enhancement (2nd level) + Effect-
(energy mace; +1 level) + Channel Spell (+1 level) + Specific Spell (natural armor; -2 levels) + Augment
Spells (Grimoire), p. 28
Spell (+1 to base; +1 level) + Extend Spell (1 min./level Thicken skinSRD is Personal (-1 level) = 1 st level; you
to 10 min./level; +1 level) = 2nd level; subject gains +1 gain +2 enhancement to natural armor.
to natural armor, +1/4 levels. Variants: Tortoise shellCD is Augmented (+5 base; +4 levels) =
Armor of LadonRRO is Personal (-1 level) + 6th level; +6 to natural armor, +1/3 levels (max. +12
Augmented from (+1 to +1/2; +3 levels), and at 18th).
Restricted (ranger or access to Scalykind domain; 1 Greater beastskinAUG is Augmented (+4 base bonus;
level) = 3rd level; you gain +1/2 levels to natural +3 levels) and Extended (1 hr./level; +1 level) = 6 th
armor. level; +4 enhancement to natural armor, +1/3
Chardun’s gloryRR2 is Augmented to +3 base (+2 levels.
levels), Extended (1 hr./level; +1 level), Personal (-1 BeastspeakACG: Tongues (3rd level) + Augment Spell
level), and Ritual (full round; -1 level) = 3 rd level; (basic; +2 levels) + Personal Spell (-1 level) + Restricted
you gain +3 enhancement to natural armor, +1/4 Spell (witch or access to Animal domain; -1 level) = 3 rd
levels, for 1 hr./level. level; you can speak normally while in wild shape,
DemonfleshBVD is Still rather than base Augmented etc.
(+0 levels), Personal (-1 level), lasts only 1 Beckon BreezeRW: Zephyr (0 level) + Variable Spell
min./level (-1 level), Augmented (+1 to +1/3; +2 (increase or decrease speed; +1 level) + Shape Spell
levels), and Restricted (blackguard or access to (line to emanation; +1 level) + Widen Spell (20’r. to
Abyss domain; 1 level) = 1st level; you gain +1/3 120’r.; +3 levels) + Extend Spell (1 rd./level to 1
levels to natural armor. min./level; +1 level) + Ritual Spell (full round; -1 level)
DragonhideRR2 is Extended (2 hrs./level; +2 levels), + Restricted Spell (access to [air] bloodline, domain,
Personal (-1 level), and Ritual (full round; -1 level) etc.; -1 level) + Reduce Spell (severe to light winds; -3
= 2nd level; you gain long-lasting +1 enhancement levels) = 1st level; alter winds in 120’r. by 1 step.
to natural armor, +1/4 levels (max. +6 at 20th level). Beckon windsRW is Reduced 1 less step (2nd level; ±2
DragonskinAUG2 is Augmented (+2 base; +1 level), steps).
Cascaded (inure; +1 level), and Personal (-1 level) = Beckon galeRW is not Reduced at all (4 th level; ±4
3rd level; you gain +2 to natural armor (+1/4 levels; steps).
max. +7 at 20th level) and resistance 5/2 levels (max.
Beckoning CallFC1: Compel (come to me; 2nd level) +
30) to one energy type (chosen when learned/
Reach Spell (close to medium; +1 level) +
prepared).
Concentration Spell (standard; +1 level) + Tenuous
IronskinMC is Personal (-1 level), lasts 1 min./level (1
Spell (-1 level) + Restricted Spell (bard or access to
level), and is Augmented a total of 3 steps (+2
Charm domain; -1 level) = 2nd level; subject comes to
levels) = 2nd level; you gain +3 enhancement to
you and/or stands at your side while you concentrate
natural armor bonus, +1/4 levels.
(save each round to end effect). Variants:
Metal skinCA is Augmented to +6 base (+5 levels),
lasts only 1 min./level (-1 level), and Cascades a Call of the DiamondAUG2: Compel (come to me; 2nd
Hex attribute boost (Dex; -1 level) = 5th level; subject level) + Accursed Spell (+1 level) + Reach Spell
gains enhancement bonus to natural armor equal (close to planar; +5 levels) + Extend Spell (1 rd., to
to 6 + 1/3 levels, but is -2 to Dex. 1 rd./level; +1 level) + Expedient Spell (individual
Scales of the lizard CA is Augmented to +2 base (+1 HD; -1 level) + Ritual Spell (full round; -1 level) =
level) and +1/3 levels (+1 level), and is Personal (-1 7th level; named creature of 11 HD must come to
level) and lasts only 1 min./level (-1 level) = 2 nd you by fastest means available, until standing
level (listed as 1st); you gain +2 natural armor, +1/3 adjacent to you. Invest 1,400 x CL numen to
levels. maintain effect past 1 rd./level.
Stone bonesMF is Creature-Specific (corporeal Captivating SongPB: Compel (approach; 2nd level) +
undead; -2 levels) and Augmented (+1 to +3; +2 Reach Spell (close to personal; -1 level) + Shape
levels) = 2nd level; corporeal undead touched gains Spell (target to emanation; +3 levels) + Personal
+3 enhancement to natural armor. Iron bonesMF (4th Spell (-1 level) + Widen Spell (20’r. to 360’r.; +4
level) is also Augmented to +1/2 levels. levels) + Concentration Spell (standard; +1 level) +
Pattern Spell (auditory; -1 level) + Creature-
Spells (Grimoire), p. 29
Specific Spell (humanoids; -2 levels) + Restricted +1 level) + Pattern Spell (-1 level) + Restricted Spell (7+
Spell (perform: music 7 ranks; -1 level) = 4th level. ranks in Perform: dance; -1 level) = 4 th level; onlookers
Nixie’s LureARG: Compel (approach; 2nd level) + within 20 ft. dazed 1 and take 1d6 + ½ levels (+10
Location-Specific Spell (approach you only; -2 max.) penalty to Cha in determining attitude towards
levels) + Reach Spell (close to medium; +1 level) + you (charmed at 1; Intuition each round to halve
Mass Effect Spell (+3 levels) + Concentration Spell penalty and negate dazing).
(standard; +1 level) + Expedient Spell (-1 level) = 4 th Beguiling GiftAPG: Compel (accept and use/consume
level; max. 1 creature/level with combined total proffered item for 1 round; 2nd level) + Reach Spell
HD up to 2d4+1/level (+10 max.) within Medium (close to touch; -1 level) = 1st level.
range. Beloved of the ForgePC: Skill enhancement (Survival;
Siren songDD (3rd level) is the same as nixie’s lureARG, 0 level) + Cascade Spell (skill enhancement: Craft; +1
but works at only Close range. level) + Personal Spell (-1 level) + Cascade Spell
Spell of ChallengeAUG: Compel (come to me; 2nd level) [(resistance; +1 level) + Augment Spell (+1 level) +
+ Pacific Spell (-2 levels) + Accursed Spell (+1 level) Lucky Spell (+1 level) + Item-Specific Spell (items in
+ Reach Spell (close to interplanar; +6 levels) + your possession; 2 levels)] + Extend Spell (1 min./level
Extend Spell (1 rd. to 1 rd./level; +1 levels) + Ritual to 1 hr./level; +2 levels) = 3rd level (listed as 2nd); you
Spell (full round; -1 level) + Expedient Spell gain +1/2 levels to Craft and Survival checks, and
(individual HD; -1 level) = 6 th level; subject of up to items in your possession have a +3 luck bonus to
10 HD compelled to come to you (by safe route, or saves.
effect ends). Invest 1,200 x CL numen (6th level x 50 Bend FatePnH: Variable Spell (blessing, resistance, or
x 4) to maintain effect past 1 rd./level. skill enhancement; +1 level) + Personal Spell (-1 level) +
Bed Bug BitesRR2: Sickening touch (0 level) + Extend Sudden Spell (+0 levels) + Interrupting Spell (+1 level)
Spell (1 rd./level to 1 hr./level; +4 levels) + Creature- + Augment Spell (+1 to +3; +1 level) = 2 nd level;
Specific Spell (sleeping target; -2 levels) + Ritual Spell immediate casting grants +3 to one attack (and
(full round; -1 level) = 1st level; sleeping target damage), save, or check.
sickened 1 hr./level (Fort neg.). Bend SoundsRR2: Warding (sonic and language-
Beetle SwarmRR2: Invisible needle (0 level) + Cascade dependent; 1st level) + Reach Spell (touch to close; +1
Spell (alter senses; +1 level) + Augment Spell (vision; +1 level) + Cascade Spell (glamer; +1 level) + Extend Spell
level) + Extend Spell (blindness: 1 rd./level to 1 rd.; -1 (1 rd./level to 10 min./level; +2 levels) + Reduce Spell
level) + Lingering Evocation (+2 levels) + Shape Spell (auditory only; -2 levels) = 3rd level (listed as 2nd);
(target to cubes; +2 levels) + Widen Spell (10-ft. to 5-ft. subject surrounded in silence, warded against [sonic]
cubes; -1 level) + Irresistible Spell (+2 levels) + and [language-dependent] magic.
Concentration Spell (standard; +1 level) + Reduce Bend Sounds, GreaterRR2: Bend soundsRR2 (q.v.; 3rd
Spell (20d6 to 10d6; -2 levels) = 5 th level; damage cap level) + Shape Spell (target to wall; +1 level) = 4 th level
10d6 plus 3d6/rd. and blinded 1 rd. (Fort half/neg.) in (listed as 3rd); barrier of silence protects against [sonic]
one 5-ft. cube/level, redirect each round as a standard and [language-dependent] magic.
action. BerserkergangAPG: Warding (1st level) + Cascade
Beggar’s CharmBRL: Skill enhancement (Perform: Spell (inure: bludgeoning; +1 level) + Energy
acting; 0 level) + Cascade Spell (skill enhancement: Admixture (slashing and piercing; +0 levels) + Mass
Stealth; +1 level) + Extend Spell (1 min./level to 10 Effect Spell (1 warding/3 levels; +2 levels) + Irresistible
min./level; +1 level) + Personal Spell (-1 level) = 1 st Spell (+2 levels) + Restricted Spell (skald; -1 level) = 5 th
level; you are +1/2 levels (+5 max.) to be noticed by level; subject temporarily immune to fear, pain, and
Perception, and on your Profession (acting) checks. [inertia] effects, plus 1 more category per 3 levels
Beguiling DanceCSc: Compel (do nothing; 2nd level) + above 9th, and also gains DR 13/—.
Cascade Spell (ray of beguiling; +2 levels) + Effect- Bestow Curse: Variable Spell (+1 level):
Specific Spell (attitude towards you only; -1 level) + Ray of enfeeblement, etc. (1st level) + Variable Spell
Disguise Spell (+1 level) + Shape Spell (target to (choose attribute at time of casting; +1 level) =
emanation; +2 levels) + Reach Spell (close to personal; penalty of 1d6 + ½ levels (+10 max.) to 1 attribute.
-1 level) + Concentration Spell (standard, by dancing;
Spells (Grimoire), p. 30
Blessing (0 level) + Hex Spell (+0 levels) + Reach 25%; -1 level) = +1 level; each round, act normally
Spell (touch to close; +1 level) + Augment Spell 25% or do nothing 25%.
(increase penalty to -3; +1 level) = +2 levels; -3 to + Accursed Spell (+1 level) + Restricted Spell (access to
attacks, damage, saves vs. fear. Inquisition or Valor domain; -1 level) = 2nd level.
Lesser compelling confusion (1st level) + Extend Spell Invest 400 x CL numen to maintain curse indefinitely
(1 rd. to 1 rd./level; +1 level) = +2 levels; each (or Extend from 1 rd./level to 1 min./level, for a 3 rd
round, act normally 50% or do nothing 50%. level spell, and the cost is only 300 x CL numen).
+ Accursed Spell (+1 level) = 4th level (3rd for divine Bestow Curse, MajorUM: Bestow curse (3rd level) +
caster or witch). Invest 600 x CL numen to maintain Tenacious Spell (+1 level) = 5th level (4th for witch or
curse indefinitely (or Extend from 1 rd./level to 1 divine caster). Remove curse only suppresses a major
min./level, for a 4th level spell, and the cost is only 400 curse for 1 rd./level; it must be successfully removed
x CL numen). again while suppressed in order to be permanently
Bestow Curse, ConditionalUI: Bestow curse (q.v.; 3rd removed.
level) + Cascade Spell (skill enhancement: Bestow InsightARG: Skill enhancement (0 level) +
Concentration; +1 level) = 4th level; as bestow curse, but Variable Spell (choose skill at time of casting; +1 level)
your effective caster level for purposes of removing = 1st level; subject +1/2 levels (+5 max.) to one skill.
curse is +1/2 levels. Name a realistic condition upon Bestow PowerSRD: Dispel (0 level) + Reach Spell
which the curse ends, and the cost to maintain the (touch to close; +1 level) + Augment Spell (bestow slot
effect is only 200 x CL numen. on target; +1 level) = 2 nd level; you lose one
Bestow Curse, GreaterCD: Variable Spell (+1 level): spontaneous spell slot, transferring it to another
Ray of enfeeblement, etc. (1st level) + Mass Effect spontaneous caster.
Spell (1 attribute/3 levels; +2 levels) + Extend Spell Bestow Weapon ProficiencyUC: Bestow feat (Exotic
(1 rd./level to 10 min./level; +2 levels) = +5 levels; 1 Weapon Proficiency; 1st level) + Reach Spell (touch to
attribute/3 levels takes penalty of 1d6 + 1/level. close; +1 level) + Extend Spell (1 rd./level to 1
Blessing (0 level) + Hex Spell (+0 levels) + Augment min./level; +1 level) + Object-Specific Spell (weapon
Spell (-8 total penalty; +6 levels) = +6 levels; -8 to held; -1 level) = 2nd level; subject gains Exotic
attacks, damage, saves vs. fear. proficiency with weapon held for 1 min./level.
Lesser compelling confusion (act normally 50% or do Bewildering SubstitutionCC: Glamer (1st level) +
nothing 50%; 1st level) + Extend Spell (1 rd. to 10 Selective Spell (+1 level) + Mass Effect Spell (1/3
min./level; +3 levels) + Augment Spell (+25%; +2 levels; +2 levels) = 4th level (listed as 2nd); up to 1
levels) = +6 levels; 75% chance each round to do creature/3 levels disguised as one another, as if had
nothing. magically changed places, but only those you specify
see the illusion. Cf. confounding battlefieldRR2.
+ Accursed Spell (+1 level) + Restricted Spell (divine
Bewildering VisionsCC: Sickening touch (0 level) +
caster or witch; -1 level) = 8 th (7th for divine caster or
Fell Sickening (+1 level) + Reach Spell (touch to
witch). Invest 525 x CL numen to maintain curse
medium; +1 level) + Augment Spell (nauseated; +2
indefinitely.
levels) + Phantasmal Spell (-1 level) = 2 nd level; target
Bestow Curse, LesserDr342: Variable Spell (+1 level):
is nauseated 1 rd./level (Fort sickened). Vision of
Ray of enfeeblement, etc. (1st level) + Variable Spell punishmentCV is Tenuous instead of Phantasmal, and is
(choose attribute at time of casting; +1 level) + Restricted (good caster; -1 level) = 1st level.
Reduce Spell (+10 to +5; -1 level) = +1 level; penalty Big SkyMW: Variable Spell (spook or blessing; +1
of 1d6 + ½ levels (+5 max.) to 1 attribute. level) + Cross-Class Spell (druid; +1 level) + Augment
Blessing (0 level) + Hex Spell (+0 levels) + Augment Spell (+1 level) + Selective Spell (+1 level) + Shape
Spell (+1 level) + Reach Spell (touch to close; +1 Spell (target to emanation; +2 levels) + Personal Spell
level) + Extend Spell (10 min./level to 1 min./level; (-1 level) + Fell Frightening (+1 level) + Tenuous Spell
-1 level) = +1 level; -2 to atks, damage, saves vs. (-1 level) = 5th level; you and allies within 20 ft. gain +3
fear. sacred bonus to attacks, damage, and saves vs. fear,
Lesser compelling confusion (1st level) + Extend Spell while enemies are panicked 1 rd./level (Will shaken).
(1 rd. to 1 rd./level; +1 level) + Augment Spell (-
Spells (Grimoire), p. 31
Binding: Accursed Spell (+1 level) + Restricted Spell min./level to 1 rd./level; -1 level) + Cascade Spell
(casting requires victim’s HD x 1,000 gp worth of (sickening touch; -1 level) + Restricted Spell (access to
gems; -1 level) + Variable Spell (+1 level): Community domain; -1 level) = 1st level; creature
Chaining: Bind (0 level) + Augment Spell (grapple; touched is immune to effects of specified condition
+2 levels) + Cascade Spell (non-selective antipathy; for 1 rd./level; you are sickened during that time.
+7 levels) + Creature-Specific Spell (chained victim Binding WindsCD: Bind (0 level) + Reach Spell (close
only, not area, etc.; -2 levels; victim is chained in to medium; +1 level) + Augment Spell (grapple; +1
place and radiates antipathy. level) + Cascade Spell (silence; +2 levels) + Concent-
Slumber: Whelm (0 level) + Cascade Spell (warding: ration Spell (+1 level) = 5th level.
starvation, thirst, aging; +1 level) + Irresistible Spell Bite of the Werebear WotC: Polymorph (monstrous
(+2 levels) + Extend Spell (inst. to 1 hr./level; +4 humanoid; 3rd level) + Creature-Specific Spell (hybrid
levels); damage cap 20d6 (unconscious at -1 hp or werebear; -2 levels) + Cascade Spell (attribute boost; +1
less). level) + Augment Spell (+8 total; +3 levels) + Mass
Bound Slumber: Chaining (7th level) + Cascade Spell Effect Spell (1/3 levels; +2 levels) + Cascade Spell
(whelm; +1 level) + Reduce Spell (25d6 to 20d6; -1 (enlarge person; +1 level) + Augment Spell (Huge; +1
level); as chained (see above) plus up to 20d6 level) + Extend Spell (1 min./level to 1 rd./level; -1
nonlethal (unconscious at -1 hp or less). level) + Personal Spell (-1 level) = 7 th level; you gain
Hedged Prison: Dimensional skip (1st level) + Reach +14 Str, +4 Dex, +8 Con and Wis (and Cha at CL 15 th,
Spell (close to interplanar; +6 levels); transported Int at 18th), +6 natural armor, DR 5/silver, blindsense
to demi-plane or similar confinement. 60 ft., low-light vision, scent, claw attacks (2d6), grab,
Metamorphosis: Gaseous form (3rd level) + Cascade and rend.
Spell (damage attribute: Str; +1 level) + Augment Bite of the WereboarWotC: Polymorph (monstrous
Spell (+4d4; +3 levels); target held in gaseous form, humanoid; 3rd level) + Creature-Specific Spell (hybrid
-5d4 to Str (helpless at 0). wereboar; -2 levels) + Cascade Spell (attribute boost; +1
Minimus Containment: Reduce (3rd level) + Augment level) + Augment Spell (+6 total; +2 levels) + Mass
Spell (Small to Fine; +3 levels). Effect Spell (Str and Con; +1 level) + Cascade Spell
(non-extended barkskin; +1 level) + Extend Spell (1
= 8th level; you must invest numen (8th level x CL 15th x
min./level to 1 rd./level; -1 level) + Cascade Spell
50 x duration multiplier) to maintain effects past the
(bestow feat; +1 level) + Personal Spell (-1 level) = 5 th
base spell’s duration. A saving throw always applies,
level; you gain +8 Str, +6 Con, +2 natural armor (+1/2
and assistants do not increase your caster level.
levels, max. +12 total at 20 th), low-light vision, scent,
Binding EarthARG: Energy mace (0 level) + Cascade
blindsense 30 ft., gore attack (1d6), and Spirited
Spell (bind; +1 level) + Residual Spell (+1 level) +
Charge.
Variable Spell (damage scales with movement rather
Bite of the WereratWotC: Polymorph (monstrous
than caster level; +1 level) + Location-Specific Spell
humanoid; 3rd level) + Creature-Specific Spell (hybrid
(earth or stone floor; -1 level) = 2nd level; target
wererat; -2 levels) + Cascade Spell (attribute boost; +1
entangled, treats earth/stone as difficult terrain and
level) + Augment Spell (+4 total; +1 level) + Mass
takes 1d6 damage/5 ft. of movement (max. 10d6).
Effect Spell (Dex and Con; +1 level) + Extend Spell (1
Binding PactAUG2: Damage attribute (1st level) +
min./level to 1 rd./level; -1 level) + Cascade Spell
Accursed Spell (+1 level) + Mass Effect Spell (all
(bestow feat; Weapon Finesse; +1 level) + Personal Spell
attributes; +3 levels) + Delay Spell (when not fulfilling
(-1 level) = 3rd level; you gain +6 Str, +4 Con, +2 natural
promise; +1 level) + Creature-Specific Spell (willing
armor, low-light vision, scent, bite attack (1d6), and
recipient; -2 levels) + Mass Effect Spell (two people; +1
Weapon Finesse.
level) + Ritual Spell (full round; -1 level) = 4th level;
Bite of the Weretiger WotC: Polymorph (monstrous
two willing creatures make a bargain, each suffering
humanoid; 3rd level) + Creature-Specific Spell (hybrid
1d4 damage/day to all attributes if refuses to fulfil.
weretiger; -2 levels) + Cascade Spell (attribute boost; +1
Invest 200 x CL numen to maintain effect.
level) + Augment Spell (+6 total; +2 levels) + Mass
Binding TiesAPG: Warding (1st level) + Variable Spell
Effect Spell (1/3 levels; +2 levels) + Cascade Spell
(select warded condition at time of casting; +1 level) +
(enlarge person; +1 level) + Extend Spell (1 min./level to
Irresistible Spell (+2 levels) + Extend Spell (1
1 rd./level; -1 level) + Personal Spell (-1 level) +
Spells (Grimoire), p. 32
Augment Spell (Huge; +1 level) = 6th level; you gain BackbiterCA includes Delay Spell (next time subject
+10 Str, +4 Dex, +6 Con and Wis (and Cha at CL 15 th, attacks with weapon; +2 levels) + Object-Specific
Int at 18th), +4 natural armor, DR 5/silver, blindsense Spell (two-handed weapon specified; -2 levels) =
60 ft., low-light vision, scent, claw (1d6) and bite (1d8) 2nd level.
attacks, grab, pounce, and rake. Death urgeSRD includes Reach Spell (close to
Bite of the WerewolfWotC: Polymorph (monstrous medium; +1 level) + Variable Spell (use methods
humanoid; 3rd level) + Creature-Specific Spell (hybrid other than self-attack with weapon; +1 level) = 4 th
werewolf; -2 levels) + Cascade Spell (attribute boost; +1 level; the victim spends one round trying to kill
level) + Augment Spell (+4 total; +1 level) + Mass itself by the most efficient means at hand.
Effect Spell (Dex and Con; +1 level) + Cascade Spell Personality ParasiteSRD: Compel (destroy self with
(non-extended barkskin; +1 level) + Extend Spell (1 own spells; 2nd level) + Cascade Spell (bestow feat:
min./level to 1 rd./level; -1 level) + Cascade Spell Quicken Spell; +2 levels) + Reach Spell (touch to
(bestow feat: Blind-Fight; +1 level) + Personal Spell (-1 medium; +1 level) + Extend Spell (inst. to 1
level) = 4th level; you gain +2 Str, +4 Dex, +4 Con, +2 rd./level; +2 levels) + Creature-Specific Spell (able
natural armor (+1/3 levels, max. +8 total at 18 th), low- to spontaneously cast 4th+ level spells or manifest
light vision, scent, bite attack (1d6), trip, and Blind- 4th+ level powers; -2 levels) = 5th level; each round
Fight. as a swift action, the target attacks self with most
Bite of the WolfSRD: Invisible needle (0 level) + Silent effective, highest-level Quickened spell it can cast.
Spell (+1 level) + Concentration Spell (swift; +3 levels) Terrible remorseUM includes Still Spell (+1 level) and
+ Reach Spell (close to touch; -1 level) + Manifested Extend Spell (1 rd. to 1 rd./level; +1 level) = 4 th
Spell (-1 level) + Personal Spell (-1 level) = 1st level; level.
you gain bite attack for 1d6/level (max. 5d6). Variants: Black TalonPGF: Ray of entropy (1st level) + Energy
Fangs of the vampire kingLM Cascades damage Admixture (slashing; +0 levels) + Cascade Spell (magic
attribute (Con; +2 levels) and is Restricted weapon; +1 level) + Concentration Spell (partial action;
(blackguard or assassin) = 2nd level; max. 5d6 plus +2 levels) + Reduce Spell (10d6 to 5d6; -1 level) = 3 rd
1d4 Con. level; partial acton ranged touch attacks deal 5d6 (half
Jaws of the moraySW Cascades bestow feat (Improved slashing, half negative energy), with enhancement
Grapple and Vital Strike; +2 levels) and is Reduced bonus to attacks and damage of +1/4 levels.
(15d6 to 5d6; -2 levels) rather than Personal (+1 Black Tentacles, Evard’s: Energy mace (0 level) +
level) = 2nd level; max. 5d6 plus grab and constrict. Cascade Spell (bind; +1 level) + Augment Spell
Sibeccai biteAUG is not Personal (+1 level) = 2 nd level (grappled; +1 level) + Reach Spell (close to long; +1
(listed as 3rd). level) + Shape Spell (ray to spread; +2 levels) + Extend
Black BagBVD: Dimensional pocket (1st level) + Spell (inst. to 1 rd./level; +2 levels) + Residual Spell (+1
Cascade Spell (creation; +2 levels) + Cascade Spell level) + Tenuous Spell (-1 level) + Reduce Spell (20d6
(shaping; +2 levels) + Object-Specific Spell (torture to 5d6; -3 levels) = 4th level; 5d6 bludgeoning/rd. and
implements only; -2 levels) = 3 rd level (listed as 1st); grappled 1 rd./level or until save. Variants:
small bag of holding also contains torture implements Daltim’s fiery tentaclesShS adds Energy Admixture
(Craft check needed or they are not usable). (fire; +0 levels) and is not Reduced (+1 level) = 5th
Black HandBRL: Damage attribute (1st level) + level; 10d6/rd. (half bludgeoning, half fire) plus
Crippling Drain (+1 level) + Mass Effect Spell (1 grappled.
attribute/3 levels; +2 levels) + Cascade Spell [(attribute Kyristan’s malevolent tentaclesShS adds Versatile
boost; +1 level) + Personal Spell (-1 level) + Mass Evocation (negative energy; +1 level) and Cascades
Effect Spell (1/3 levels; +2 levels) + Extend Spell (1 enervation (+4 levels) = 9th level (listed as 6th); 1d6
min./level to 1 rd./level; -1 level)] = 5th level (listed as negative energy/rd. plus 1 temp. negative level/rd.
4th); your touch deals 1d4 Str, Dex, and Con drain, and while grappled.
you gain +2 enhancement to Str, Dex, and Con for 1 Tendrils of Eternal NightRR2: Energy mace (0 level) +
rd./level. Cascade Spell (bind; +1 level) + Augment Spell
Black Karma CursePHII: Compel (attack self; 2nd (grapple; +1 level) + Cascade Spell (plane shift: +6
level). Variants: levels) + Reach Spell (touch to medium; +1 level) +
Spells (Grimoire), p. 33
Ray Splitting (+1 level) + Ritual Spell (full round; -1 (1/3 levels; +2 levels) + Cascade Spell (ray of entropy; +1
level) = 9th level; damage cap 34d6 bludgeoning, level) + Cascade Spell (bestow feat: Vile Strike; +1 level)
divided among 3 tendrils, plus grappled 1 rd./level + Augment Spell (6d6 effects; +1 level) + Cascade Spell
and possibly dragged into the Negative Energy (lesser confusion; +1 level) + Ray Splitting (+1 level) +
Plane. Channel Spell (+1 level) + Extend Spell (inst. to 1
BlackfireCA: Damage attribute (Con; 1st level) + rd./level; +2 levels) + Cascade Spell (magic weapon; +1
Crippling Drain (+1 level) + Cascade Spell (sickening level) + Reduce Spell (25d6 to 5d6 and +1/2 to +1; -4
touch; +1 level) + Reach Spell (touch to medium; +1 levels) = 8th level; damage cap +13d6 negative energy,
level) + Extend Spell (inst. to 1 rd./level; +2 levels) + divided among attacks (each +1 Vile damage), plus up
Mass Effect Spell (contagious; +2 levels) = 8th level; 1d4 to 1 hit/3 levels per round drains 1 spell slot or dispels
Con drain/rd. and sickened; adjacent creatures must 1 spell effect and causes confusion 1 rd./level or until
also save or be affected (up to 4 more targets, or 5 save.
more if CL 18+). Blacksteel7S: Glamer (1st level) + Augment Spell
BlackflameRR: Jet of flame (0 level) + Shape Spell (ray (also visual; +1 level) + Extend Spell (1 rd./level to 1
to target; +0 levels) + Cascade Spell (spook; +1 level) + min./level; +1 level) + Object-Specific Spell
Reach Spell (close to long; +1 level) + Lingering (manufactured weapon; -2 levels) = 1st level; weapon
Evocation (+1 level) + Silent Spell (+1 level) + touched makes no sound, and effects of use
Augment Spell (frightened to cowering; +2 levels) = 6th (bloodstains, dulling of edge, etc.) are concealed.
level (listed as 8th); damage cap 20d6 fire plus 2d6 Blackwater MindSW: Spook (0 level) + Cascade Spell
burn (Reflex half/neg.) and cowering 1 rd./level. (inertia; +1 level) + Augment Spell (dazed; +2 levels) +
BlacklightSRD: Gloom (0 level) + Reach Spell (touch Cascade Spell (alter senses; +1 level) + Augment Spell
to close; +1 level) + Selective Spell (+1 level) + Shape (blinded; +1 level) + Tenuous Spell (-1 level) +
Spell (spread to emanation; +0 levels) + Augment Shielding Spell (+1 level) + Creature-Specific Spell
Spell (+2 steps; +1 level) = 3 rd level; target object (attempting to manifest telepathy power on you; -2
emanates darkness (reduces light by 3 steps total, levels) = 3rd level (listed as 4th); the next creature
possibly to supernatural darkness) that you can see attempting to telepathically contact or influence your
through. mind is dazed 1 round and unnerved and blinded for
Blackmote, Nystul’sGA: Ray of entropy (1st level) + 1 rd./level or until saves.
Energy Admixture (cold; +0 levels) + Reach Spell Blade Barrier: Invocation of the knife (0 level) +
(close to medium; +1 level) + Cross-Class Spell Reach Spell (close to medium; +1 level) + Energy
(evocation; +1 level) + Shape Spell (ray to target; +0 Admixture (force; +1 level) + Shape Spell (ray to wall;
levels) + Ritual Spell (full round; -1 level) = 2 nd level; +1 level) + Extend Spell (inst. to 1 min./level; +3 levels)
damage cap 10d6 (half cold, half negative energy). = 6th level; damage cap 15d6 (half slashing, half force).
BlackrotCM: Variable Spell (+1 level, +1 level worth Variants:
of options; see below) = 2nd level (listed as 4th). Night of BladesPC: Invocation of the knife (0 level) +
Silent Spell (+1 level) + Shape Spell (ray to wall; +1
Ray of entropy (1st level) + Reach Spell (close to
level) + Extend Spell (inst. to 1 min./level; +3 levels)
touch; -1 level) + Lingering Evocation (+1 level) +
+ Reduce Spell (15d6 to 10d6; -1 level) = 4 th level;
Bane Spell (plants; +0 levels); melee touch attack
wall of knives deals 1d6 slashing/level (max. 10d6).
deals 1d6/level negative energy damage (max. 5d6;
Otiluke’s diamond screenGA has no energy admixture
5d8 vs. plants) plus 1d6/rd.
(-1 level), lasts only 1 rd./level (-1 level), and is
Sickening touch (0 level) + Channel Spell (+1 level) +
Inexorable (+3 levels) and Reduced (-1 level) = 6th
Object-Specific Spell (wooden weapon only; -2
level; damage cap 15d6 slashing (no save).
levels) + Ray Splitting (+1 level) + Extend Spell
Whirl of FangsSK: Bolt of force (2nd level) + Selective
(onset: inst. to 1 rd./level; +1 level) + Extend Spell
Spell (+1 level) + Shape Spell (ray to wall; +1 level)
(sickness: 1 rd./level to 1 rd.; -1 level); wooden
+ Widen Spell (10-ft. to 20-ft. squares; +1 level) +
weapon sickens 1 rd. on a hit (Fort neg.) for 1
Extend Spell (inst. to 1 min./level; +3 levels) +
rd./level.
Reduce Spell (20d6 to 10d6; -2 levels) = 6 th level;
BlackstaffDr181: Dispel (0 level) + Variable Spell
(dispel or lose spell slot; +1 level) + Mass Effect Spell
Spells (Grimoire), p. 34
wall or ring deals 10d6 force (Reflex half) on and +1d6/level entropic (max. +10d6, ignores
contact. hardness and energy resistance).
Blade LashACG: Topple (0 level) + Cascade Spell Scythe of evilCRB adds Ray Splitting (+1 level) and is
(enhancement: trip attempt; +3 levels) + Object-Specific Corrupt (+1 level), Extended (inst. to 1 min./level;
Spell (melee weapon held; -2 levels) = 1 st level; you +3 levels), Sudden (+0 levels), Restricted (access to
make a Close ranged trip attempt (+1 enhancement Evil domain; -1 level), and Reduced (15d6 to 5d6; -
bonus), using a held melee weapon as a focus. 2 levels) = 3rd level; swift casting causes weapon to
Blade of BloodPHII: Ray of entropy (1st level) + Reach deal +8d6 additional damage (half negative energy
Spell (close to touch; -1 level) + Channel Spell (+1 and half unholy, divided among iterative attacks,
level) = 1st level; damage cap +5d6 negative energy, and max. +5d6 for any one attack) for 1 rd.
discharged on next hit. Shield of the HydraRRE: Ray of entropy (1st level) +
Channel Spell (+1 level) + Ray Splitting (+1 level) +
BonebladeBVD adds Ray Splitting (+1 level), Cascades
Irresistible Spell (+2 levels) + Bane Spell (fixed:
magic weapon (+1 level), and is Extended (inst. to 10
enemies with >16 HD; +0 levels) + Extend Spell
min./level (+4 levels), Item-Specific (club only; -2
(inst. to 1 rd./level; +2 levels) + Creature-Specific
levels), Restricted (undead caster; -1 level), and
Spell (must be actively using a shield; -2 levels) =
Reduced (15d6 to 10d6; -1 level) = 3rd level; bone
5th level; damage cap +20d6 necrotic (d8 vs. those
club gains +1 enhancement/4 levels and deals
with >16 HD), divided evenly between attacks
additional negative energy damage on each hit
(max. +15d6 for one attack, no SR).
(damage cap +13d6).
Undead torchMF adds Ray Splitting (+1 level), and is
Chaos bladeCRB adds Ray Splitting (+1 level),
Extended (1 rd./level; +2 levels) and Restricted
Cascades bestow feat (Chaotic Mind; +1 level), and
(undead recipient; -1 level) = 3rd level; damage cap
is Extended (inst. to 1 rd./level; +2 levels),
+13d6 negative energy/rd., divided among melee
Quickened (+3 levels), Restricted (access to Chaos
attacks made by affected undead creature.
domain; -1 level), and Reduced (20d6 to 5d6; -3
Unholy SwordUM: Ray of entropy (1st level) + Corrupt
levels) = 4th level; swift casting causes weapon to
Spell (+1 level) + Ray Splitting (+1 level) + Reach
deal additional entropic damage (max. +9d6,
Spell (close to touch; -1 level) + Channel Spell (+1
divided among iterative attacks, and max. +5d6 for
level) + Extend Spell (inst. to 1 rd./level; +2 levels) +
any one attack) and bypass Canny Defense for 1
Reduce Spell (15d6 to 5d6; -2 levels) + Cascade
rd./level.
Spell [(enhancement; +2 levels) + Extend Spell (1
Death strikeRRE works at Close range (+1 level) and
min./level to 1 rd./level; -1 level)] + Cascade Spell
is Reduced (10d6 to 5d6; -1 level) = 1 st level; attack
[(magic circle vs. evil; +3 levels) + Extend Spell (10
deals up to +5d6 negative energy.
min./level to 1 rd./level; -2 levels)] + Restricted
Doom ChargeToB: Ray of entropy (1st level) + Corrupt
Spell (antipaladin; 2 levels) = 3rd level; weapon
Spell (+1 level) + Channel Spell (+1 level) +
gains +1 enhancement/4 levels, emanates a magic
Creature-Specific Spell (opponent you charge; -2
circle against good, and deals additional damage (up
levels) + Cascade Spell [(inure: slashing; +1 level) +
to +5d6 on 1 attack/rd., +4d6 for 2, +3d6 for 3, +2d6
Energy Admixture (piercing and bludgeoning; +0
for 4+: half negative energy, half holy).
levels) + Personal Spell (-1 level)] + Still Spell (+1
level) = 2nd level; charge deals up to +10d6 damage Blade of Pain and FearLM: Invocation of the knife (0
(divine +5d6; half negative energy, half unholy), level) + Cascade Spell (spook; +1 level) + Ray Splitting
and you gain DR 5/admanatine (10 at CL 12 th) for 1 (+1 level) + Reach Spell (close to touch; -1 level) +
rd./level thereafter. Radiant chargeToB deals half Extend Spell (inst. to 1 min./level; +2 levels) + Reduce
sonic, half holy damage instead. Spell (10d6 to 5d6; -1 level) = 2nd level; damage cap
Entropic blowPnH is Overwhelming (+1 level), 7d6 slashing (divided among iterative melee touch
Cascades blessing (+1 level) + Augment Spell (+3 attacks) and those hit are frightened (1 rd./level,
bonus; +1 level), and is Restricted (devotion to divided among those affected).
[chaotic] cause or access to Destruction domain; -1 Blade ThirstSC: Enhancement (2nd level) + Item-
level) = 3rd level; melee attack is +3 to atks, damage Specific Spell (slashing weapon; -2 levels) + Cascade
Spell (light; +1 level) + Augment Spell (base +1 to +3;
Spells (Grimoire), p. 35
+2 levels) + Quicken Spell (+3 levels) + Extend Spell (1 1 level) = 2nd level; damage cap 5d6 cold plus
min./level to 1 rd./level; -1 level) + Restricted Spell slowed 1 rd. (Fort half/neg.).
(ranger; -2 levels) + Reduce Spell (+1/4 to +1; -1 level) = Creeping coldCD is Lingering (+2 levels) and
2nd level (listed as 3rd); swift casting grants slashing Reduced (10d6 to 5d6; -1 level) = 2 nd level; deals up
weapon +3 enhancement bonus, and it sheds normal to 5d6 cold (Fort half) plus 3d6/rd. thereafter.
light. Greater creeping coldSC is also Extended (1 rd./level;
BladesongWotC: Inertia (0 level) + Still Spell (+1 level) +2 levels) = 4th level; up to 10d6 cold/rd. (Fort half)
+ Shape Spell (target to ray; +0 levels) + Reach Spell for 1 rd./level, plus 3d6 lingering cold damage/rd.
(close to touch; -1 level) + Augment Spell (daze; +2 each time full primary damage is taken.
levels) + Concentration Spell (swift action; +3 levels) + Freeze armorFB is Close range (-1 level), Cascades
Creature-Specific Spell (making full attack with focus bind (+1 level) + Augment Spell (grappled; +2
weapon; -2 levels) = 3rd level (bard 2nd), while recipient levels), and is Lingering (+1 level), Mass Effect
makes full attacks, gains one swift touch attack/rd. (1/level; +3 levels), Creature-Specific (metal
that dazes 1 rd. armored; -2 levels), and Restricted (access to
BladeweaveCAd: Compel (daze: 2nd level) + Reach Winter domain, etc.; -1 level) = 4 th level; damage
Spell (close to touch; -1 level) + Channel Spell (+1 cap 10d6 cold plus 2d6/rd. and grappled 1 rd./level
level) + Sudden Spell (+0 level) = 2nd level; melee (Fort half/neg.), vs. up to 1 metal-armored
attack also dazes target 1 rd. creature/level.
Blasphemy: Alter senses (deafness; 0 level) + FrostbitePH5: Sickening touch (0 level) + Reach Spell
Variable Spell (+1 level): (touch to close; +1 level) + Extend Spell (1 rd./level
Cascade Spell (dismissal: q.v.; +4 levels); or to 1 rd.; -1 level) + Cascade Spell (ray of frost; +1
Cascade Spell (damage attribute: Dex; +1 level) + level) + Shape Spell (ray to target; +0 levels) = 1 st
Augment Spell (+4d4; +3 levels). level (listed as 0); damage cap 5d6 cold and
sickened 1 rd. (Fort half/neg.).
Cascade Spell (ray of entropy; +1 level) + Cascade Spell
Heat leechFB is Lingering (+1 level) = 2nd level;
(ray of enfeeblement; +1 level) + Still Spell (+1 level) +
damage cap 10d6 cold plus 2d6/rd. (Fort half).
Shape Spell (ray to spread; +2 levels) + Widen Spell
MindfrostFB is Close range and Cascades damage
(20’r. to 40’r.; +1 level) + Creature-Specific Spell (non-
attribute (Int; +2 levels) = 3rd level (listed as 4th);
evil; -1 level) + Expedient Spell (individual hp; -1
damage cap 10d6 cold plus 1d4 Int (Fort half/neg.).
level) + Restricted Spell ([evil] caster; -1 level) +
Numbing sphereFB is Medium range (+1 level),
Reduce Spell (20d6 to 15d6 and +20 to +15) = 7 th level;
Casacades damage attribute (Dex; +1 level), lasts
non-evil creatures in 40’r. affected by current up as
with Concentration (standard; +1 level), and is
follows:
Reduced (15d6 to 5d6; -2 levels) = 2 nd level; damage
Up to 77 hp: 15d6 negative energy damage, cap 5d6 cold plus 1d4 Dex/rd. (Reflex half/neg.)
deafened and enfeebled (1d6+15 Str penalty) for 1 while you concentrate.
rd./level, and either sent back to home plane (if Unshakable chillUM is Merciful (+0 levels) and
applicable) or 4d4 Dex damage. Delayed (time lapse; +1 level) = 2nd level; target
78-156 hp: No damage, deafened and take Str takes 1d6 nonlethal cold + 1d6/10 minutes (max.
penalty for 1 rd. only, and Dex damage lasts only 10d6 total, Fort half).
10 min./level.
Blast RuneCRB: Acid splash (0 level) + Variable Spell
157+ hp: Deafened 1 rd.
(Versatile Evocation: cold, electricity, or fire; +1 level +
Blast of ColdAUG2: Ray of frost (0 level) + Shape Spell Reach Spell (close to touch; -1 level) + Delay Spell
(ray to target; +0 levels) + Reach Spell (close to (square entered; +1 level) + Augment Spell (+2 levels)
medium; +1 level) = 1st level; damage cap 5d6 (Reflex + Restricted Spell (access to Rune domain; -1 level) =
half). Variants: 2nd level; damage cap 10d6.
Cold snapRR is Close range (-1 level), Cascades bind Blazing Beads, Blaise’sRR2: Energy mace (0 level) +
(+1 level) and inertia (+1 level) + Augment Spell Reach Spell (close to medium; +1 level) + Ray Splitting
(staggered; +1 level), and is Reduced (10d6 to 5d6; (+1 level) + Reduce Spell (10d6 to 5d6; -1 level) = 1 st
Spells (Grimoire), p. 36
level; damage cap 7d6 bludgeoning, divided among Spell (spook; 1 level) = 3rd level; your animal
up to 1 ranged touch attack/level. companion, cohort, familiar, etc., if adjacent,
Blazing Rainbow (Bow)ACG: Invisible needle (0 level) intercepts one attack that would otherwise hit you, is
+ Cascade Spell (flare; +1 level) + Cascade Spell (faerie shaken 1 rd./level thereafter.
fire; +1 level) + Reach Spell (close to long; +1 level) + Bleeding TouchCRB: Invocation of the knife (0 level) +
Cascade Spell (magic weapon; +1 level) + Cascade Spell Lingering Evocation (+2 levels) + Reach Spell (close to
(true strike; +1 level) + Ray Splitting (+1 level) + touch; -1 level) + Restricted Spell (access to Death
Manifested Spell (-1 level) + Delay Spell (release domain, etc.; -1 level) = 0 level; touch deals 1d6
arrows over multiple rounds; +1 level) + Restricted slashing plus 1d6 bleed/rd. Variants:
Spell (access to Weather domain; -1 level) = 5 th level; Belker ClawsPnH: Invocation of the knife (0 level) +
makes 5 long ranged attacks +1/level (20 max.) with Lingering Evocation (+2 levels) + Reach Spell (close
+1/3 levels enhancement, and ignores concealment. to touch; -1 level) + Resistible Spell (-1 level) +
Hits deal 1d6+Str modifier (plus enhancement, and Concentration Spell (standard; +1 level) = 1st level
target dazzled and lit by faerie fire). (listed as 2nd); touch deals up to 5d6 slashing (Fort
BleaknessPHII: Ray of entropy (1st level) + Cascade half) plus 2d6 bleed.
Spell (gloom; +1 level) + Shape Spell (ray to emanation; BloodbathHA: Invocation of the knife (0 level) + Shape
+2 levels) + Extend Spell (inst. to 1 rd./level; +2 levels) Spell (ray to target; +0 levels) + Lingering
+ Reduce Spell (15d6 to 5d6 and 3 steps to 1 step; -2 Evocation (+1 level) + Mass Effect Spell (1/level; +3
levels) = 4th level; creates 20’r. area of negative energy levels) + Reduce Spell (10d6 to 1d6; -2 levels) = 2 nd
(5d6/rd.), and reduces ambient light by 1 step (min. level; one creature/level takes 1d6 slashing plus
darkness). Variants: 1d6 bleed/rd. (Fort half/neg.).
Black sandSSt is Extended (1 min./level; +1 level) and Curse of Everbleeding WoundsDHD: Invocation of the
Reduced 1 additional step (-1 level) = 4 th level; 5d6 knife (0 level) + Lingering Evocation (+1 level) +
negative energy/rd. and ambient light reduced by Cascade Spell (warding: healing; +1 level) +
1 step. Irresistible Spell (+2 levels) + Cascade Spell (bestow
Damning darknessBVD is Extended (10 min./level; +2 feat: Punishing Blow; +1 level) + Augment Spell
levels), Bane ([good]; +0 levels), Ritual (full round; (BAB +16 effects; +3 levels) + Extend Spell (1 rd. to
1 level), Reduced 1 more step (-1 level), then 10 min./level; +3 levels) + Reduce Spell (25d6 to
Augmented for darkness (2 steps; +1 level) = 5 th 1d6; -5 levels) = 6th level; creature touched takes
level (listed as 4th); 5d6 negative energy/rd. and 1d6 slashing/rd. and cannot heal damage for 10
ambient light reduced by 2 steps. min./level (including by fast healing or
DespoilLoM: Ray of entropy (1st level) + regeneration).
Overwhelming Evocation (+2 levels) + Extend Flesh RipperBVD: Invocation of the knife (0 level) +
Spell (close to touch; -1 level) + Cascade Spell Corrupt Spell (+1 level) + Lingering Evocation (+1
(damage attribute: Str; +1 level) + Shape Spell (target level) + Violate Spell (+1 level) + Restricted Spell
to spread; +2 levels) + Widen Spell (20’r. to 1 mile; (fiendish or undead caster; -1 level) = 3 rd level;
+6 levels) + Extend Spell (inst. to 1 rd.; +1 level) + ranged touch deals up to 10d6 (half slashing, half
Accursed Spell (+1 level) + Ritual Spell (-2 levels) + unholy) plus 1d6 Vile bleed.
Reduce Spell (20d6 to 10d6; -2 levels) = 9 th level; Horrid SicknessSLPG: Invocation of the knife (0 level) +
10d6 negative energy (bypasses hardness and Lingering Evocation (+1 level) + Cascade Spell
energy resistance) plus 1d4 Str (Fort half) to all (sickening touch; +1 level) + Reach Spell (touch to
within 1 mile; invest 450 x CL numen to leave area medium; +1 level) + Reduce Spell (10d6 to 1d6; -2
barren and wildlife weakened until some levels) = 1st level; target takes 1d6 bleed and is
condition met. sickened 1 rd./level.
Bleed for Your MasterUW: Compel (intercept attack; Rapture of RuptureBVD: Invocation of the knife (0 level)
nd
2 level) + Reach Spell (close to touch; -1 level) + + Cascade Spell (inertia; +1 level) + Augment Spell
Quicken Spell (+4 levels) + Interrupting Spell (+1 (stun; +3 levels) + Reach Spell (close to touch; -1
level) + Creature-Specific Spell (your animal level) + Lingering Evocation (+1 level) +
companion, cohort, familiar, etc.; -2 levels) + Cascade Concentration Spell (standard action; +1 level) = 5th
Spells (Grimoire), p. 37
level (listed as 7th); each round, make melee touch 1 rd.; -3 levels) + Concentration Spell (+1 level) = 2 nd
attack for 1d6 slashing/level (max. 15d6) plus 2d6 level; allies in 60’r. gain +2 to ranged attacks and
bleed and stunned 1 round. damage while you concentrate. AKA inspired aimBED.
Touch of BloodlettingPC: Touch of fatigue (0 level) + Blessed AimSC: Blessing (0 level) + Augment Spell
Augment Spell (exhaustion; +2 levels) + Extend (+1 level) + Shape Spell (target to emanation; +2 levels)
Spell (1 min./level to 1 rd./level; -1 level) + Cascade + Widen Spell (20’r. to 60’r.; +2 levels) + Selective Spell
Spell (invocation of the knife; +1 level) + Lingering (+1 level) + Effect-Specific Spell (ranged attacks only;
Evocation (+1 level) + Reduce Spell (10d6 to 5d6; -1 2 levels) + Extend Spell (10 min./level to 1
level) = 2nd level; touch deals up to 5d6 slashing min./level.; -1 level) = 3rd level (listed as 1st); allies
plus 2d6 bleed and exhaustion 1 rd./level. within 60 ft. gain +2 to ranged atks and damage.
WoundingCRB: Invocation of the knife (0 level) + Ray Blessed FistACG: Bestow feat (Exotic Weapon
Splitting (+1 level) + Reach Spell (close to touch; -1 Proficiency: unarmed; 1st level) + Extend Spell (1
level) + Channel Spell (+1 level) + Lingering rd./level to 1 min./level; +2 levels) + Restricted Spell
Evocation (+1 level) + Extend Spell (inst. to 1 (paladin; -2 levels) = 1st level.
rd./level; +2 levels) + Reduce Spell (15d6 to 1d6; -3 Blessed SightBED: Detection (evil; 2nd level) + Reach
levels) = 1st level; for the next 1 rd./level, weapon’s Spell (close to medium; +1 level) + Extend Spell
hits deal 1d6 bleed damage. (concentraton to 1 min./level; +2 levels) + Personal
BlendARG: Glamer (1st level) + Cascade Spell (skill Spell (-1 level) + Restricted Spell ([good] descriptor; -1
enhancement: Stealth; +1 level) + Silent Spell (+1 level) + level) = 3rd level; as detect evil, but longer range and
Extend Spell (1 rd./level to 10 min./level; +2 levels) + constantly active (no need for concentration).
Personal Spell (-1 level) + Restricted Spell (elf or half- Blessed WarmthTM2: Inure (cold; 0 level) + Mass
elf; -1 level) + Pacific Spell (-2 levels) = 1 st level; Effect Spell (1 creature/level; +4 levels) + Restricted
illusion masks your color (blur effect) and enhances Spell (access to Sun domain; -1 level) + Reduce Spell
your Stealth (+1/2 level, +5 max.). (30 to 15; -1 level) = 2 nd level (listed as 4th); 1
Bless Water: Bolt of force (2nd level) + Consecrate creature/level gains resistance to cold 5/2 levels (max.
Spell (+1 level) + Creature-Specific Spell (undead or 15).
evil outsider; -1 level) + Splash Evocation (+0 levels) + Blessing of ApolloRRO: Skill enhancement (Heal; 1st
Delay Spell (throw as standard action; +1 level) + level) + Cascade Spell (skill enhancement: Perform; +1
Restricted Spell ([good] caster; -1 level) + Reduce Spell level) + Shape Spell (target to burst; +2 levels) +
(5d6 to 1d6; -1 level) = 1 st level; damage 1d6 vs. Cascade Spell [(warding: darkness; +3 levels) +
undead or [evil] outsider (half force, half holy), plus 1 Location-Specific Spell (fixed at focus of initial burst; -
point splash damage. 2 levels)] + Widen Spell (20’r. to 60’r.; +2 levels) +
Bless Weapon: Magic weapon (q.v.; 1st level) + Restricted Spell (access to Music or Sun domain; -1
Consecrate Spell (+1 level) + [Cascade Spell (bestow level) + Reduce Spell (+10 to +5; -1 level) = 5th level
feat: Improved Critical; +1 level) + Extend Spell (1 (listed as 2nd); allies in 60’r. +5 enhancement to Heal
rd./level to 1 min./level; +1 level) + Augment Spell and Perform for 1 min./level, and wards against
(BAB +11 effects; +2 levels) + Effect-Specific Spell (vs. darkness in area.
evil only; -2 levels)] + Restricted Spell ([good] caster; - Blessing of ArtemisRRO: Blessing (0 level) + Cascade
1 level) + Personal Spell (you must wield the weapon; Spell (skill enhancement: Survival; +1 level) + Mass
-1 level) = 2nd level (paladin 1st); weapon penetrates Effect Spell (1/level; +3 levels) + Effect-Specific Spell
DR/evil and auto-confirms crits vs. [evil] creatures. (ranged attacks only; -2 levels) + Restricted Spell
For the 3.5e Blackguard’s corrupt weaponSRD (AKA (ranger or worshipper of Artemis; -1 level) = 1 st level;
distort weaponBVD), modify with Corrupt Spell and 1 ally/level gains +1 to ranged atks, damage and +1/2
Bane Spell (vs. good), respectively, instead. levels (+5 max.) to Survival for 1 min./level.
Blessed AimCD: Blessing (0 level) + Augment Spell Blessing of AthenaRRO: Blessing (0 level) + Cascade
(+2 bonus; +1 level) + Shape Spell (target to spread; +2 Spell (attribute boost: Wis; +1 level) + Augment Spell
levels) + Widen Spell (20’r. to 60’r.; +2 levels) + (+4 total; +1 level) + Effect-Specific Spell (Wis-based
Selective Spell (+1 level) + Effect-Specific Spell (ranged skill checks; -2 levels) + Shape Spell (target to
attacks only; 2 levels) + Extend Spell (10 min./level to emanation; +2 levels) + Widen Spell (20’r. to 40’r.; +1
level) + Selective Spell (+1 level) + Personal Spell (-1
Spells (Grimoire), p. 38
level) + Restricted Spell (paladin or access to Valor Blessing of the MoleUM: Darkvision (30 ft. instead of
domain; -1 level) = 2nd level (listed as 1st); allies in 40’r. 60 ft.; 1st level) + Cascade Spell (skill enhancement:
of you +1 to atks, damage, saves vs. fear, and +2 to Stealth; +1 level) + Mass Effect Spell (1 creature/3
Wis-based skill checks. levels; +2 levels) + Ritual Spell (full round; -1 level) =
Blessing of Courage and Life APG: Blessing (0 level) + 3rd level; subjects gain darkvision 30 ft. and +1/2 levels
Augment Spell (+1 level) + [Cascade Spell (spark of life; (+10 max.) enhancement bonus to Stealth checks.
+1 level) + Delay Spell (+1 level) + Tenuous Spell Blessing of the RighteousPHII: Jet of flame (0 level) +
(using spark ends blessing; -1 level)] = 2nd level; subject Consecrate Spell (+1 level) + Ray Splitting (+1 level) +
+2 to attacks, damage, saves vs. [death] and [fear]; can Reach Spell (close to touch; -1 level) + Channel Spell
end blessing to heal 1d6 hp/level (max. 5d6). (+1 level) + Shape Spell (individual to emanation; +2
Blessing of FervorAPG: Variable Spell (choose each levels) + Widen Spell (20’r. to 40’r.; +1 level) + Extend
round; +1 level) + Mass Effect Spell (1 creature/level; Spell (inst. to 1 rd./level; +2 levels) + Restricted Spell
+3 levels) = 6th level. Options: ([good] caster; -1 level) + Reduce Spell (15d6 to 5d6; -2
Personal haste (2nd level); levels) = 4th level; damage cap +9d6 (half fire, half
Cat’s grace (2nd level); holy). In a 20’r. emanation of you, melee attacks deal
Variable Spell (+1 level) + Metamagic Feat (+1 level +5d6 (one attack/rd.), +4d6 (2 attacks), +3d6 (3 attacks),
cost, to one spell cast by subject that round). +2d6 (4 attacks), or +1d6 (5+ attacks).
Blessing of the SalamanderAPG: Spark of life (1st
Blessing of HephaestusRRO: Enhancement (2nd level)
level) + Cascade Spell (inure: fire; +1 level) + Extend
+ Object-Specific Spell (manufactured weapons; -2
Spell (inst. to 1 rd./level; +2 levels) + Restricted Spell
levels) + Hex Spell (+0 levels) + Cascade Spell (inure:
(ranger or access to Fire domain; -1 level) = 3 rd level;
slashing; +1 level) + Energy Admixture (bludgeoning
subject gains fire resistance 5/2 levels (max. 30) and
and piercing; +0 levels) + Maximize Spell (+2 levels) +
fast healing 1/level (max. 10 hp/rd.) for 1 rd./level.
Irresistible Spell (+2 levels) + Tenuous Spell
Blight: Ray of entropy (1st level) + Reach Spell (close
(overcome by natural weapons; -1 level) + Augment
to touch; -1 level) + Augment Spell (1d6 to 15d6; +3
Spell (30 to 50; +1 level) + Augment Spell (+1/3 to +1/2;
levels) + Creature-Specific Spell (plants only; -2 levels)
+1 level) + Restricted Spell (access to Artifice domain;
= 1st level (listed as 4th/5th); 1d6/level (max. 15d6)
-1 level) = 5th level; manufactured weapons gain 1/2
necrotic damage to plant touched. Variants:
levels enhancement penalty to attacks and damage
against subject, and subject gains DR 15/ against Black MulchingAUG2: Ray of entropy (1st level) + Reach
them, for 1 min./level. Variant: Spell (close to medium; +1 level) + Shape Spell (ray
to emanation; +2 levels) + Creature-Specific Spell
Greater IronguardMF: Ethereal jaunt (7th level) –
(plants only; -2 levels) + Concentration (standard
Personal Spell (+1 level) + Object-Specific Spell
action; +1 level) = 3rd level (listed as 4th); damage
(metal only; -2 levels) = 6th level; subject is ethereal
cap 10d6/rd. to plants in area (Fort half). Cf. aura of
to all metal for 1 rd./level.
decompositionAPG.
Blessing of LibertyPC: Resistance (0 level) + Bleak HarvestRRO: Ray of entropy (1st level) +
Augment Spell (+1 to +3; +2 levels) + Lucky Spell (+1 Accursed Spell (+1 level) + Reach Spell (close to
level) + Effect-Specific Spell (impedence of movement; long; +2 levels) + Shape Spell (ray to cubes; +2
-2 levels) + Cascade Spell (celerity; +1 level) + Personal levels) + Widen Spell (one 10-ft. cube/level to 432
Spell (-1 level) = 1st level (listed as 2nd); for 1 min./level, 5-ft. cubes/level; +3 levels) + Creature-Specific Spell
you gain +10 ft. to speed and +3 luck bonus to saves (plants; -2 levels) + Ritual Spell (full round; -1
vs. effects that would impede your movement. level) + Reduce Spell (15d6 to 1d6; -3 levels) = 3 rd
Blessing of Luck and Resolve ARG: Warding (fear; 1st level; plants in 1 acre/level area take 1d6 necrotic
level) + Irresistible Spell (+3 levels) + Restricted Spell damage. Invest 150 x CL numen to prevent future
(halfling caster; -1 level) = 3rd level; subject immune to growth. DefoliateCWH is Augmented to 20d6 (+1
fear for 1 min./level. level) instead of Reduced (+3 levels) = 7 th level
LionheartMH lasts only 1 rd./level (-1 level) and is (listed as 8th); damage cap 20d6.
Restricted to paladins (-1 level) = 1st level. DarkseedMW: Ray of entropy (1st level) + Shape Spell
(ray to target; +0 levels) + Still Spell (+1 level) +
Spells (Grimoire), p. 39
Delay Spell (time-release damage in 1-hour +4 levels) + Creature-Specific Spell (only [evil]
increments; +1 level) + Creature-Specific Spell creatures blinded; -2 levels) + Widen Spell (20’r. to 1
(plant; -2 levels) + Augment Spell (1d6 to 5d6; +1 mile; +6 levels) + Extend Spell (10 min./level to 1
level) + Restricted Spell (access to Pestilence or hr./level; +1 level) + Ritual Spell (full round; -1 level) =
Plant domain; -1 level) = 1 st level (listed as 0); 1d6 9th level; creates large area of bright light (blinding to
negative energy/hr. (Fort half) to one plant for 1 evil creatures or those with light sensitivity).
hr./level. Blinding SpittlePGF: Alter senses (0 level) + Augment
Wood RotCA: Ray of entropy (1st level) + Spell (vision; +1 level) + Hex Spell (+0 levels) + Shape
Overwhelming Evocation (+2 levels) + Specific Spell (target to ray; +0 levels) + Extend Spell (1
Spell (wooden object or plant creature only; -2 rd./level to 1 min./level; +1 level) = 2 nd level; ranged
levels) + Reach Spell (close to touch; -1 level) + touch attack blinds target hit for 1 min./level (no save,
Concentration Spell (+1 level) = 1 st level; 1 but SR applies).
touch/round deals up to 5d6 negative energy BlindsightPGF Alter senses (0 level) + Augment Spell
damage to a wooden object or plant creature (blindsight; +1 level) + Extend Spell (1 rd./level to 1
(ignores hardness and negative energy resistance). min./level; +1 level) + Augment Spell (+2 steps; +1
Blind MarkRR2: Alter senses (0 level) + Augment level) = 3rd level; subject gains blindsight to Close
Spell (vision; +1 level) + Accursed Spell (+1 level) + range for 1 min./level. Variants:
Creature-Specific Spell (individual represented by Bat sightBRL has a range of touch (-1 level) and
focus doll; -2 levels) + Reach Spell (close to long; +1 affectes an extra sense (+1 level), lasts only
level) + Fell Dazzling (+1 level) + Extend Spell (1 rd./level (-1 level) but Cascades sound lance (-1
rd./level to 1 min./level; +1 level) + Ritual Spell (full level) = 2nd level; subject gains low-light vision and
round; -1 level) = 2nd level; blind target at Long range blindsense for 1 rd./level but takes +5d6 damage
using voodoo doll (save for dazzled). To maintain the from sonic effects.
effect, invest 200 x CL numen (2nd level x 50 x 2). EcholocationUM is Still (+1 level) and lasts 10
Blinding BeautyBED: Alter senses (0 level) + min./level (+1 level), but is not Augmented extra
Augment Spell (blindness; +1 level) + Accursed Spell steps (-1 level) = 4th level; grants blindsense for 10
(+1 level) + Reach Spell (close to personal; -1 level) + min./level.
Shape Spell (target to emanation; +2 levels) + Personal Listening lorecallCAd is as echolocationUM (q.v.), but
Spell (-1 level) + Widen Spell (20’r. to 60’r.; +2 levels) + Cascades skill enhancement (Perception) instead of
Extend Spell (onset: inst. to 1 rd./level; +2 levels) + being stilled (+0 levels), and is Personal (-1 level) =
Pattern Spell (avert gaze to avoid being affected; -1 3rd level (listed as 2nd); you gain blindsense to close
level) + Restricted Spell (bard, druid, ranger, or [fey] range and +1/2 levels to Perception.
race, bloodline, etc.; -1 level) = 4 th level; you gain a OmniscienceRR2: Skill enhancement (Perception; 0
60’r. aura that blinds onlookers 1 rd./level (Intuition level) + Cascade Spell (skill enhancement: Survival;
neg.). Invest 200 x CL numen to make blindness +1 level) + Cascade Spell (bestow feat: Blind-Fight;
permanent until eyes bathed in holy water. +1 level) + Augment Spell (BAB 16/16 ranks effects;
Blinding Beauty, UnearthlyBED: Blinding beautyBED +3 levels) + Extended Spell (1 rd./level to 1
(q.v.; 4th level) + Cascade Spell (damage attribute: Con; min./level; +1 level) + Personal Spell (-1 level) +
1st level) + Augment Spell (+4d4; +3 levels) = 8th level; Ritual Spell (full round; -1 level) = 4th level; you
you gain 60’r. aura that deals 5d4 Con damage and gain blindsight 40 ft. and +1/2 levels to Perception
blinds onlookers (those not blinded avert gaze or save and Survival for 1 min./level.
each round to avoid Con damage). TouchsightSRD is Personal (-1 level) = 2nd level.
Blinding Color SurgePHII: Alter senses (0 level) + Blink: Dimensional skip (1st level) + Trans-
Augment Spell (blindness; +1 level) + Reach Spell dimensional Spell (to ethereal plane; +1 level) +
(close to medium; +1 level) + Extend Spell (1 rd./level Extend Spell (inst. to 1 rd./level; +2 levels) + Personal
to 1 rd.; 1 level) + Cascade Spell (vanish; +1 level) = 2nd Spell (-1 level) = 3rd level; you randomly “blink” back
level; target blinded 1 rd.; you are invisible 1 rd./level. and forth between planes; 50% miss chance against
Blinding GloryBED: Light (0 level) + Reach Spell you (20% for your attacks) and possibly pass through
(touch to close; +1 level) + Augment Spell (blinding; objects. Variants:
Spells (Grimoire), p. 40
Baleful blinkPHII is Still (+1 level), offensive rather disturbed; +1 level) + Reduce Spell (10d6 to 5d6; -1
than Personal (+1 level), and works at medium level) = 4th level; creature touched (8 HD max.) takes
range (+1 level) = 6th level (listed as 4 th); target 3d4 Con damage. If dies, corpse explodes for 1d6
misses 50% (and has 50% spell failure). acid/level (max. 5d6) in 10’r. if disturbed.
Divine celerityCoC is Extended (1 min./level; +1 BlockadeCSc: Creation (wood; 1st level) + Widen
level), Sudden (+0 levels), and Restricted (access to Spell (1 cu. ft./level to 3 cu. ft./level; +1 level) +
Time domain; -1 level) = 3rd level; as a swift action, Quicken Spell (+3 levels) + Extend Spell (1 hr./level to
you speed up time for yourself, effectively blinking 1 rd./level; -3 levels) + Restricted Spell (ranger or
for 1 rd. access to Plant domain; -1 level) = 1st level; you create
Duo-DimensionPH1: Improved blinkCD (see below; 5th up to 3 cu. ft./level of wood as a swift action,
level) + Cascade Spell (greater invisibility; +4 levels) potentially blocking a corridor, providing a raft, etc.
+ Casade Spell [(bestow feat: Improved Critical; -1 Blood ArmorACG: Enhancement (2nd level) + Item-
level) + Augment Spell (BAB +6; -2 levels)] = 6 th Specific Spell (armor only; -2 levels) + Augment Spell
level; you blink during duration, are always (+5 total bonus; +4 levels) + Expedient Spell (special;
material when attacking and invisible when not 1 level) + Personal Spell (-1 level) = 2 nd level; your
your turn (plus miss chance due to blinking), but armor (or clothing) gains +1 enhancement to AC per 5
attacks vs. you have double the normal crit range hp piercing or slashing damage you take (+5 max.).
and are +4 to confirm. Blood CreaturesRRO: Summon (1st level) + Variable
Ectoplasmic eruptionOcA is Creature-Specific Spell (+1 level) + Augment Spell (Advanced template;
(ethereal/incorporeal only) rather than Personal (-1 +1 level) + Augment Spell (base CR 6; +3 levels) +
level), Cascades energy mace (+1 level) and bind (+1 Extend Spell (1 rd./level to 1 min./level; +1 level) = 7 th
level), works at Medium range (+1 level), and is level; you summon one base CR 5-6, 1d3 CR 3-4,
Shaped (target to burst; +2 levels) = 7th level; 1d4+1 CR 2, 2d4+1 CR 1, or 3d6 CR ½ creatures (with
damage cap 15d6 bludgeoning plus entangled and the Advanced simple template then added to them) to
ethereal/ incorporeal targets blink to material plane fight for you for 1 min./level.
for 1 rd./level. Blood CreepersPHII: Invisible needle (0 level) +
Improved blinkCD is Selective (special; +2 levels) = 5th Cascade Spell (bind; +1 level) + Augment Spell
level; as blink, but you suffer no miss chance. (grapple; +1 level) + Reach Spell (close to long; +1
Blissful SleepAUG2: Bestow feat (Skill Focus: level) + Extend Spell (inst. to 1 rd./lvl; +2 levels) +
Endurance; 1st level) + Cascade Spell (skill Tenuous Spell (-1 level) = 4 th level; target grappled
enhancement: Endurance; +1 level) + Effect-Specific and 10d6 piercing/round until saves.
Spell (sleeping only; -2 levels) + Extend Spell (1 Blood Crow StrikeUM: Ray of entropy (1st level) +
rd./level to 1 hr./level; +3 levels) = 3 rd level (listed as Energy Admixture (fire; +0 levels) + Ray Splitting (+1
1st); gain Endurance check at +1/2 levels to sleep level) + Reach Spell (close to long; +1 level) +
soundly in full armor, amidst distractions, etc. Manifested Spell (-1 level) + Augment Spell (5d6 to
Blistering InvectiveUC: Spook (0 level) + Cascade 10d6; +1 level) = 3rd level; damage cap 13d6 (half fire,
Spell (jet of flame; +1 level) + Lingering Evocation (+1 half negative energy), divided among iterative ranged
level) + Shape Spell (ray to burst; +2 levels) + Reach attacks (max. 10d6 for one), and you add your Str
Spell (close to personal; -1 level) + Selective Spell (+1 modifier to damage.
level) + Language-Dependent Spell (-1 level) + Blood in the WaterMC: Attribute boost (Str; 0 level) +
Restricted Spell (bard or access to Inquisition domain; Cascade Spell (attribute boost: Con; +1 level) + Extend
-1 level) = 2nd level; enemies in 20’r. of you take 5d6 Spell (1 min./level to 1 rd./level; -1 level) + Shape Spell
fire plus 2d6 burn (Reflex half/neg.) and are unnerved (target to emanation; +2 levels) + Selective Spell (+1
1 rd./level (Will neg.). level) + Restricted Spell (sahuagin; -1 level) = 2 nd level;
BloatbombACG: Damage attribute (Con; 1st level) + allies in 20’r. emanation gain +2 to Str and Con.
Augment Spell (+2d4; +2 levels) + Expedient Spell Blood MistUM: Damage attribute (Wis; 1st level) +
(total HD; -1 level) + Cascade Spell (acid splash; +1 Cascade Spell (wisp; +1 level) + Cascade Spell (ray of
level) + Shape Spell (ray to burst; +2 levels) + Widen obliviousness; +1 level) + Reach Spell (touch to
Spell (20’r. to 10’r.; -1 level) + Delay Spell (until corpse medium; +1 level) + Shape Spell (ray to spread; +2
levels) + Widen Spell (20’r. to 60’r.; +2 levels) +
Spells (Grimoire), p. 41
Concentration Spell (standard; +1 level) + Restricted damage cap +6d6 piercing, divided among natural or
Spell (access to Weather domain; -1 level) = 8 th level; unarmed attacks.
60’r. fog obscures sight, deals 1d4 Wis damage plus Blood Tentacles, Stellen’sRR2: Bind (0 level) +
1d6 +1/level penalty to Wis for 1 rd./level (save half, Cascade Spell (energy mace; +1 level) + Augment Spell
confused at 1); fog lasts while you concentrate. (grapple; +1 level) + Cascade Spell (bestow feat: Throat
Blood ProtectorsRRO: Summon (1st level) + Augment Punch; +1 level) + Ray Splitting (+1 level) + Extend
Spell (CR 6; +4 levels) + Mass Effect Spell (1/3 levels; Spell (inst. to 1 hr./level; +5 levels) + Location-Specific
+2 levels) + Extend Spell (1 rd./level to 1 min./level; +1 Spell (originating from corpses within close range of
level) = 8th level (listed as 9th); summons one blood you during casting; -2 levels) + Variable Spells
protector (see below) per 3 levels. (tentacles attack random targets within reach; -1 level)
+ Reduce Spell (15d6 to 10d6; -1 level) = 5th level; 5 +
BLOOD PROTECTOR CR 6
1/level (max. +10) Close ranged touch attacks/rd.
Construct 10/warrior 3
against random targets within reach deal 1d6
N Medium construct
bludgeoning plus grappled (can’t speak and must
Init +8; Senses darkvision 60 ft., low-light vision; Perception
+10 hold breath). Once a tentacle hits, it maintains the
grapple on that target until the victim escapes or dies,
AC 26, touch 14, flat-footed 20
(+4 Dex, +10 natural, +2 shield) or the duration ends.
hp 126 (13 HD); DR 5/adamantine Blood TiesHA: Ray of entropy (1st level) + Accursed
Immune construct traits Spell (+1 level) + Creature-Specific Spell (bound or
Fort +10, Ref +7, Int +3, Will -2 helpless; -2 levels) + Reach Spell (close to inetrplanar;
Spd 30 ft. +6 levels) + Shielding Spell (+1 level) + Creature-
Melee spear +16/+11 (1d8+8/x3 plus impale) or Specific Spell (blood relative; -2 levels) + Extend Spell
short sword +14/+9 (1d6+5/19-20) (inst. to 1 hr./level; +5 levels) + Reduce Spell (+25 to
Base Atk +9; CMB +14 (grapple +18); CMD 28 +0; -5 levels) = 5th level; whenever hostage damaged,
Attributes Str 20, Dex 18, Con , Int , Wis 11, Cha 1 target (a blood relative of hostage) also takes 1d6
SQ CP 2 (+4 Str) damage (regardless of distance).
Feats Agility Training, Improved Grapple, Impaling Attack, Blood WindSC: Metaphysical feat (Reach Spell; 1st
Improved Initiative, Open Minded, Strength Training, level) + Reach Spell (touch to close; +1 level) +
Weapon Specialization (spear) Quicken Spell (+3 levels) + Extend Spell (1 rd./level to
Skills Acrobatics (12/+16), Athletics (12/+20), Perception 1 rd.; -1 level) + Effect-Specific Spell (natural/unarmed
(2/+2) attacks only; -2 levels) = 2 nd level; swift casting allows
Blood SentinelACG: Bestow feat (Arcane Bond: subject to use its natural weapons and unarmed
familiar; 1st level) + Extend Spell (1 rd./level to 10 attacks as Close ranged attacks for 1 rd. Variants:
min./level; +3 levels) = 4th level; you gain a Tiny Battle projectionRR2 is not restricted to natural attacks
animal familiar (no improvements other than Arcane (+2 levels), lasts 1 rd./level (+1 level), and is
Familiar feat; see Wizard). Personal (-1 level) = 4th level (listed as 3rd).
Blood SnowFB: Damage attribute (Con; 1st level) + Bladeleap7S is not restricted to natural attacks (+2
Crippling Drain (+1 level) + Extend Spell (inst. to 1 levels), Cascades magic weapon (+1 level), and is not
rd./level; +2 levels) + Cascade Spell (sickening touch; +1 Quickened (-3 levels) = 2nd level; melee weapon
level) + Augment Spell (nausea; +2 levels) + Shape makes 1 ranged attack and gains +1 enhancement/4
Spell (target to horizontal wall; +1 level) + Widen levels.
Spell (10-ft. to 20-ft. squares; +1 level) + Location- Lightning throwToB works with melee weapons
Specific Spell (snow field; -2 levels) = 7 th level (listed rather than natural attacls (+2 levels), is
as 2nd); snow field deals 1d4 Con drain/rd. and instantaneous (-1 level), and Cascades metaphysical
nauseates those within. feat (Shape Spell: ray to line; +1 level) and
Blood SpikesAUG2: Invisible needle (0 level) + Ray invocation of the knife (+1 level) = 5th level (listed as
Splitting (+1 level) + Reach Spell (close to touch; -1 8th); all in a Close-range line take normal weapon
level) + Channel Spell (+1 level) + Extend Spell (inst. damage +1d6/level (max. +15d6), Reflex half.
to 1 rd./level; +2 levels) + Object-Specific Spell (applies
only to unarmed/natural attacks; -2 levels) = 1st level;
Spells (Grimoire), p. 42
Shockwave strikeRR Cascades topple (+1 level) and melee attacks deal bleed damage (+3d6 total,
bestow feat (Unstoppable Strike; +1 level), is not divided among attacks).
Quickened (-3 levels), and is Restricted to BloodbladeAUG is Extended (inst. to 1 min./level; +3
bludgeoning weapons rather than natural levels) and includes Ray Splitting (+1 level) = 5 th
weapons (+0 levels) = 1st level; melee weapon level (listed as 6th); damage cap +20d6/rd. slashing
makes a ranged touch attack and possibly knocks (divided among attacks) plus 2d6 bleed. Black
prone. sword of warPF71 is also Reduced (15d6 to 5d6; -2
BloodbriarsLEF: Invisible needle (0 level) + Shape levels) = 3rd level; damage cap +8d6/rd. slashing,
Spell (ray to target; +0 levels) + Reach Spell (close to divided among attacks, plus 2d6 bleed.
medium; +1 level) + Extend Spell (inst. to 1 min./level; BloodstarLM: Light (0 level) + Cascade Spell (damage
+3 levels) + Delay Spell (when moves; +1 level) + attribute: Con; +2 levels) + Reach Spell (touch to
Interrupting Spell (+1 level) + Reduce Spell (15d6 to medium; +1 level) + Shape Spell (ray to emanation; +2
5d6; -2 levels) = 4th level; for 1 min./level, target takes levels) + Creature-Specific Spell (damaged while in
5d6 piercing (Reflex half) each round it attempts to area; -2 levels) + Concentration Spell (standard; +1
move or make gestures (including somatic spell level) = 4th level; those in 20’r. light who are damaged
components), and this damage can disrupt casting. that round also take 1d4 Con damage (Fort half).
BloodhoundCAd: Hand of fate (0 level) + Cross-Class Blunt EdgeRRE: Invocation of the knife (0 level) +
Spell (+1 level) + Personal Spell (-1 level) + Extend Energy Admixture (piercing; +0 levels) + Hex Spell (+0
Spell (inst. to 1 hr./level; +5 levels) + Effect-Specific levels) + Ray Splitting (+1 level) + Shape Spell (ray to
Spell (Survival checks; -2 levels) + Restricted Spell target; +0 level) + Extend Spell (inst. to 1 rd./level; +2
(ranger; 2 levels) = 1st level; you can choose to reroll levels) = 3rd level; edged weapon deals -3d6 damage
Survival checks made during the next 1 hr./level. per attack (4 attacks/rd. max.).
Bloodied BladeRR2: Blessing (0 level) + Augment Blurred MovementACG: Blur (2nd level) + Personal
Spell (+1 to +5; +4 levels) + Extend Spell (10 min./level Spell (-1 level) + Augment Spell (retain visual
to 1 rd./level; -2 levels) + Cascade Spell [(spook; +1 element; +1 level) + Effect-Specific Spell (while
level) + Ray Splitting (+1 level) + Reach Spell (close to moving only; -2 levels) = 0 level.
touch; -1 level) + Channel Spell (+1 level) + Extend Bodak’s GlarePnH: Damage attribute (Con; 1st level) +
Spell (onset: inst. to 1 rd./level; +2 levels) + Extend Reach Spell (touch to close; +1 level) + Shape Spell
Spell (fear: 1 rd./level to 1 rd.; -1 level)] + Delay Spell (ray to target; +0 levels) + Augment Spell (+5d4; +4
(after next hit; +1 level) + Reduce Spell (panicked to levels) + Cascade Spell [(lesser animate dead; +2 levels)
shaken; -2 levels) = 4 th level; after next hit, weapon + Augment Spell (CR 5 bodak; +3 levels) + Creature-
gains +5 morale bonus to attacks and damage for 1 Specific Spell (slain by Con damage; -2 levels)] +
rd./level, and those hit are shaken for 1 rd. Ritual Spell (full round; -1 level) = 8th level; 6d4 Con
BloodlettingCM: Invocation of the knife (0 level) + damage (Fort neg.), plus animates corpse as a bodak if
Channel Spell (+1 level) + Lingering Evocation (+1 kills victim. Variants:
level) + Reach Spell (close to touch; -1 level) = 1 st level; Bodak BirthBVD: Mindlink (1st level) + Accursed Spell
your next melee attack deals +1d6 slashing/level (max. (+1 level) + Channel Spell (through focus; +1 level)
+5d6) plus 2d6 bleed. Variants: + Extend Spell (1 min./level to 1 hr./level; +2 levels)
Blood WaterRR2 includes Delay Spell (next hit; +1 + Cascade Spell (damage attribute: Con; +1 level) +
level) and works at up to Close range (-1 level) = Augment Spell (+4d4; +3 levels) + Creature-Specific
3rd level (listed as 4 th); target takes +1d6/level (max. Spell (willing; -2 levels) + Cascade Spell [(lesser
+10d6) slashing plus 2d6 bleed when next hit by a animate dead; +2 levels) + Augment Spell (CR 5
weapon attack. bodak; +3 levels) + Creature-Specific Spell (slain by
Bloody ClawsAPG includes Ray Splitting (+1 level) Con damage; -2 levels)] + Ritual Spell (-2 levels) =
and Extend Spell (inst. to 1 min./level; +3 levels), 8th level; willing creature takes 5d4 Con damage,
and is Restriced (ranger or access to Animal rises as a bodak if slain (with telepathic connection
domain; -1 level) and Reduced (10d6 to 1d6; -2 through a focus statuette).
levels) = 2nd level; creature’s piercing or slashing Transmute flesh to shadowRR deals only 5d4 Con (-1
level), is Augmented only 3 steps (CR 4 shadow; -1
Spells (Grimoire), p. 43
level), and requires only standard casting time (+1 become an ice elemental with aura of cold (max.
level) = 7th level; victim rises as undead shadow if 20d6/round plus staggers 1 rd.; save each round).
slain. Soul blighttDD is the same, but victim rises as a FrostformRR2: Ray of frost (0 level) + Variable Spell
spirit of the plagueCrC. (+1 level) + Shielding Spell (+1 level) + Ray
Body AdjustmentSRD: Spark of life (1st level) + Cross- Splitting (+1 level) + Reach Spell (close to touch; -1
Class Spell (psionic; +1 level) + Personal Spell (-1 level) + Cascade Spell (bestow feat: Favored Terrain
level) + Augment Spell (+1 level) = 2nd level; you heal x3; +3 levels) + Extend Spell (inst. to 1 rd./level; +2
self 1d6 hp/level (max. 5d6). Variants: levels) + Personal Spell (-1 level) + Reduce Spell
(+20 to +10; -2 levels) = 4 th level; you gain favored
CleanseAPG: Restoration (4th level) – Ritual Spell (+1
terrain (arctic) +6, including the [cold] subtype,
level) + Cascade Spell (spark of life; +1 level) +
deal up to +14d6 cold (divine/druid +9d6) divided
Personal Spell (-1 level) = 5th level; you heal 15d6
among melee attacks, and those hitting you in
hp and gain benefits of restoration.
melee take up to 1d6+10 (divine 1d6+5) cold.
Healing DevotionCC: Spark of life (1st level) + Personal
Ice BodyUM: Polymorph (elemental; 3rd level) +
Spell (-1 level) + Quicken Spell (+4 levels) +
Creature-Specific Spell (ice elemental; -2 levels) +
Interrupting Spell (+1 level) + Reduce Spell (10d6
Personal Spell (-1 level) + Augment Spell
to 5d6; -1 level) = 4th level (3rd with access to
(immunities, movement, etc.; +7 levels) = 7th level.
Healing domain); you heal self 5d6 hp as an
immediate action (you can pre-empt an attack Body of SandRR2: Skill enhancement (Stealth; 0 level)
reducing you to below 0 hp this way). + Cascade Spell (inure: slashing; +1 level) + Energy
Hibernal HealingFB: Spark of life (1st level) + Maximize Admixture (piercing; +1 level) + Personal Spell (-1
Spell (+3 levels) + Empower Spell (+1 level) + level) = 1st level; you gain DR 2/bludgeoning or
Location-Specific Spell (area of snow or ice; -2 adamantine (5/bludgeoning or adamantine at CL
levels) + Personal Spell (-1 level) + Ritual Spell (full 4th+), and +1/2 levels (+5 max.) to Stealth, for 1
round; 1 level) + Augment Spell (1d6 to 15d6; +3 min./level.
levels) = 5th level; you heal self up to 7.5d6+90 hp if Body of the SunCD: Jet of flame (0 level) + Cascade
in area of snow or ice. Spell (light; +1 level) + Shape Spell (emanation; +2
levels) + Widen Spell (20’r. to 5’r.; -2 levels) + Extend
Body ClockTM2: Bestow feat (Skill Focus: Endurance;
Spell (inst. to 1 rd./level; +2 levels) + Reduce Spell
1st level) + Cascade Spell (skill enhancement:
(10d6 to 5d6; -1 level) = 2nd level; 5’r. aura of fire deals
Endurance; +1 level) + Effect-Specific Spell (restless
1d6/level (max. 5d6) and illuminates area as a torch.
slumber function only; -2 levels) + Cascade Spell
Variants:
(creation: breathable air; +1 level) + Cascade Spell
(know time; +1 level) + Extend Spell (1 rd./level to 1 Balor NimbusSC: Jet of flame (0 level) + Still Spell (+1
hr./level; +3 levels) + Restricted Spell (monk or access level) + Shape Spell (ray to emanation; +2 levels) +
to Time domain; -1 level) = 4th level; subject always Widen Spell (20’r. to 5’r.; -2 levels) + Reach Spell
knows time (can set mental alarms), can slow breath (close to personal; -1 level) + Selective Spell (+1
to imperceptible, needs 1 less hour of sleep per 4 level) + Extend Spell (inst. to 1 rd./level; +2 levels) +
ranks in Concentration you have (to heal and regain Reduce Spell (10d6 to 5d6; -1 level) = 2 nd level; aura
spells). of fire deals 1d6/level (max. 5d6) to adjacent
Body of IceAPG: Elemental body I (4th level) + Extend enemies (not just those grappling).
Spell (1 min./level to 1 rd./level; -1 level) + Restricted Crown of FlameBED: Jet of flame (0 level) + Still Spell
Spell ([cold] bloodline, domain, etc.; -1 level) = 2 nd (+1 level) + Consecrate Spell (+1 level) + Shape
level; you become an ice elemental. Variants: Spell (ray to emanation; +2 levels) + Reach Spell
(close to personal; -1 level) + Personal Spell (-1
As the FrostPHII: Polymorph (cold elemental; 3rd level)
level) + Widen Spell (20’r. to 10’r.; -1 level) +
+ Personal Spell (-1 level) + Extend Spell (1
Extend Spell (inst. to 1 min./level; +3 levels) +
min./level to 1 rd./level; -1 level) + Cascade Spell
Selective Spell (+1 level) = 5th level; damage cap
(ray of frost; +1 level) + Cascade Spell (inertia; +1
10d6/rd. (half fire, half holy) to enemies in 10’r.
level) + Augment Spell (stagger; +1 level) + Shape
personal aura.
Spell (ray to emanation; +2 levels) + Extend Spell
(inst. to 1 rd./level; +2 levels) = 8 th level; you
Spells (Grimoire), p. 44
NimbusDr297: Light (0 level) + Widen Spell (20’r. to For orcs: attribute boost (Str; 0 level) + Extend Spell
60’r.; +3 levels) + Cascade Spell [(jet of flame; +1 (1 min./level to 1 rd.; -2 levels) + Concentration
level) + Bane Spell (undead; +0 levels) + Shape Spell (standard; +1 level) = -1 level.
Spell (ray to emanation; +2 levels) + Widen Spell For others: Jet of flame (0 level) + Shape Spell (ray to
(20’r. to 10’r.; -1 level) + Reach Spell (close to target; +0 levels) + Concentration Spell (+1 level) +
personal; -1 level) + Cascade Spell (hedge: undead; Reduce Spell (10d6 to 1d6; -2 levels) = -1 level.
+2 levels)] + Extend Spell (inst. to 1 hr./level; +5 2nd level; while you concentrate, affected orcs gain +2
levels) + Ritual Spell (full round; -1 level) + Reduce enhancement bonus to Strength; others take 1d6 fire
Spell (25d6 to 20d6; -1 level) = 9 th level (listed as damage/rd. (Fort half).
epic); you shed light in 60’r. (dim light to 120’r.), Bolt of GlorySC: Bolt of force (2nd level) + Bane Spell
deal up to 20d6 fire/rd. (20d8/rd. vs. undead) to (lower planar; +1 level) + Positive Spell (+0 levels) +
those within 10 ft., and undead cannot voluntarily Empower Spell (+1 level) + Augment Spell (10d6 to
come within that area. 20d6; +2 levels) = 6th level; ray deals damage (half
Thulkas’ FuryRR2: Inure (fire; 0 level) + Cascade Spell force, half holy) as follows:
[(jet of flame; +1 level) + Lingering Evovation (+1
Creature type Damage Damage Cap
level) + Reach Spell (close to touch; 1 level) + Shape
Undead or 1.5 x 1d6/level 1.5 x 20d6
Spell (target to emanation; +2 levels) + Extend Spell negative energy
(inst. to 1 rd./level; +2 levels)] + Cascade Spell Other [evil] 0.75 x 1d8/level 0.75 x 15d8
(light; +1 level) + Personal Spell (-1 level) = 5 th level; Other 0.75 x 1d6/level 0.75 x 15d6
you gain resist fire 5/2 levels (max. 40), shed light
Bolts of Bedevilment CD: Inertia (0 level) + Reach
and heat in 20’r. (damage cap 15d6 fire/rd. (divine
Spell (close to medium; +1 level) + Augment Spell
10d6) plus 2d6 burn).
(dazing; +2 levels) + Extend Spell (1 rd. to 1 rd./level;
Body PurificationSRD: Remove condition (1st level) + +1 level) + Tenuous Spell (-1 level) + Concentration
Cross-Class Spell (psionic; +1 level) + Personal Spell (1 Spell (partial action; +2 levels) + Restricted Spell
level) = 1st level (listed as 3rd); you heal 1d4 points of (access to Madness domain; -1 level) = 4 th level (listed
damage to one attribute score. as 5th); one ray/rd. dazes target for 1 rd./level (save
Body WardCC: Warding (damage attribute; 1st level) + each round to end effect).
Variable Spell (choose attribute at time of casting; +1 Bomb Admixture, TargetedUC: Energy mace (0 level)
level) = 2nd level; subject immune to magical + Ray Splitting (+1 level) + Channel Spell (delivered
damage/drain to 1 attribute for 1 min./level. by missile; +1 level) + Delay Spell (use missiles over
BoilAUG: Jet of flame (0 level) + Casacade Spell (wisp; multiple rounds; +1 level) = 3rd level; 3 missiles
+1 level) + Reach Spell (touch to medium; +1 level) + +1/level (max. 13) deal +1d6 bludgeoning against
Shape Spell (ray to spread; +2 levels) + Widen Spell targets at up to Long range.
(20’r. to 10’r.; -1 level) + Extend Spell (inst. to 1 Bomb Admixture, ShadowUC: Wisp (0 level) +
rd./level; +2 levels) + Location-Specific Spell (in body Channel Spell (through missile; +1 level) + Mass Effect
of water; 2 levels) + Reduce Spell (10d6 to 5d6; -1 Spell (1/3 levels; +2 levels) + Delay Spell (use missiles
level) = 2nd level; 10’r. area of water boils, up to 5d6 over multiple rounds; +1 level) + Extend Spell (1
fire/rd. and bubbles obscure vision. min./level to 1 rd./level; -1 level) = 3 rd level; up to 1
Boiling BloodCM: Jet of flame (0 level) + Cascade missile/3 levels releases 20’r. fog lasting 1 round/level.
Spell (sickening touch; +1 level) + Lingering Evocation Bomb Admixture, ViperUC: Summon (viper; 1st level)
(+1 level) + Reach Spell (touch to medium; +1 level) + + Augment Spell (1d3; +1 level) + Channel Spell
Shape Spell (ray to target; +0 levels) + Reduce Spell (delivered by missile; +1 level) + Mass Effect Spell (1/3
(10d6 to 5d6; -1 level) = 2 nd level; damage cap 5d6 fire levels; +2 levels) + Delay Spell (use missiles over
plus 2d6/rd. and sickened 1 rd./level (Fort half/neg.). multiple rounds; +1 level) = 6th level; 1 missile/3 levels
Boiling BloodUM: Variable Spell (+1 level) + Reach summon 1d3 vipers each on impact.
Spell (touch to medium; +1 level) + Mass Effect Spell BombardmentPGF: Energy mace (0 level) + Cascade
(1 creature/3 levels; +1 level): Spell (bind; +1 level) + Augment Spell (pin; +3 levels) +
Cascade Spell (bestow feat: Throat Punch; +1 level) +
Shape Spell (target to spread; +2 levels) + Reach Spell
Spells (Grimoire), p. 45
(close to long; +1 level) + Extend Spell (1 rd./level to 10 (rare metal; +1 level) + Extend Spell (1 rd./level to 1
min./level; +2 levels) + Tenuous Spell (-1 level) + hr./level; +3 levels) + Creature-Specific Spell
Restricted Spell (access to [earth] Domain, etc.; -1 (corporeal undead; -2 levels) + Mass Effect Spell
level) = 8th level; damage cap 20d6 in 20’r. and buried (1/level; +3 levels) + Expedient Spell (total HD; -1
(pinned, can’t speak or breathe, and immediately level) + Ritual Spell (full round; -1 level) = 5 th level
begins to suffocate) for 10 min./level or until save. Cf. (listed as 6th); up to 1 corporeal undead/level (2d4 +1
smotherRR. Variants: HD/level, +10 max. total) gains DR 20/adamantine.
Dry rainAUG2 grapples instead of pins (-2 levels), Bones of the EarthPHII: Shaping (2nd level) + Reach
deals lingering damage (+1 level) and leaves Spell (touch to close; +1 level) + Cascade Spell (energy
difficult terrain (+1 level), lasts only 1 rd./level (-2 mace; +1 level) + Widen Spell (1 cu. ft./level to 27 cu.
levels), requires a full-round casting (-1 level), and ft./level; +2 levels) + Object-Specific Spell (stone only;
is Reduced (20d6 to 1d6; -4 levels) instead of 2 levels) + Concentration Spell (standard; +1 level) +
Restricted (+1 level) = 4th level (listed as 2nd); Restricted Spell (access to Earth domain; -1 level) = 4 th
grappled (can’t speak and must hold breath) plus level (listed as 6th); damage cap 10d6. Each round, one
2d6 bludgeoning/rd. in 20’r. area of difficult terrain stone pillar (5 ft. dia., 1.38 ft./level tall) erupts from
lasting 1 rd./level. the ground, damages those in area, possibly carries
Clashing rocksAPG also knocks prone (topple; +1 level) upward. Variants:
and affects a 60-ft. cone instead of a spread = 9th Column of IceFB: Creation (ice; 1st level) + Reach Spell
level; damage cap 25d6 bludgeoning plus knocked (touch to close; +1 level) + Widen Spell (1 cu.
prone, pinned, and immediately begin to suffocate. ft./level to 216 cu. ft./level +3 levels) + Shape Spell
MiasmaCD: Ray of entropy (1st level) + Cascade Spell (target to column; +2 levels) + Cascade Spell
(bind; +1 level) + Augment Spell (grapple; +1 level) (energy mace; +1 level) + Object-Specific Spell (ice
+ Lingering Evocation (+1 level) + Cascade Spell column only; -2 levels) + Reduce Spell (15d6 to
(bestow feat: Throat Punch; +1 level) + Extend Spell 5d6; -2 levels) = 4th level; ice pillar (10’r., 40 ft. tall)
(1 rd./level to 1 min./level; +1 level) + Restricted erupts from the ground, carries upward (10d6
Spell (access to Pestilence domain; -1 level) = 5 th crushing against ceiling or falling damage; Reflex
level (listed as 6th); damage cap 15d6 necrotic plus half).
2d6/rd. vs. 1 target, plus grappled and can’t speak Pillar of sandDr351 is Location-Specific (desert or
and must hold breath for 1 min./level (Fort other sand-covered area; -2 levels) = 2 nd level;
half/neg.). damage 1d6 due to Reduce Spell. Creatures can
MudslideSW: Energy mace (0 level) + Cascade Spell potentially ride on a moving pillar being
(bind; +1 level) + Augment Spell (grapple; +1 level) controlled by concentration.
+ Cascade Spell (bestow feat: Throat Punch; +1 level) BoneshakerHA: Variable Spell (+1 level) +2 levels
+ Shape Spell (target to spread; +2 levels) + Widen worth of options = 3rd level (listed as 2nd).
Spell (20’r. to 40’r.; +1 level) + Residual Spell (+1
Living target: Ray of entropy (1st level) + Cascade
level) = 7th level (listed as 6th); damage cap 20d6
Spell (pushPH1; +1 level) = damage cap 10d6 and
plus grappled 1 rd./level (can’t speak and must
move 20 ft.
hold breath) and area treated as difficult terrain.
Undead target: Compel (2nd level) + Threnodic Spell
Bone ClubCWH: Energy mace (0 level) + Postive Spell (+0 levels) = control undead for 1 rd.
(+0 levels) + Cascade Spell (magic weapon; +2 levels) +
BoneshatterPC: Energy mace (0 level) + Shape Spell
Ray Splitting (+1 level) + Reach Spell (close to touch; -
(ray to target; +0 levels) + Cascade Spell (touch of
1 level) + Manifested Spell (-1 level) + Extend Spell
fatigue; +1 level) + Augment Spell (exhaust; +1 level) +
(inst. to 1 rd./level; +2 levels) = 3rd level; damage cap
Fell Fatigue (+1 level) + Reach Spell (touch to
13d6 bludgeoning (divided among attacks; 1.5x vs.
medium; +1 level) + Shape Spell (ray to target; +0
undead, half vs. others), with +1 enhancement/4 levels
levels) = 4th level; damage cap 10d6 bludgeoning
to attacks and damage.
(arcane 15d6) plus exhausted 1 min./level (Fort for
BoneblastBVD: Damage attribute (Con; 1st level).
half damage and fatigued).
Bones of AdamantineRR2: Transmute (1st level) +
Borrow FortuneAPG: Hand of fate (0 level) + Selective
Reach Spell (touch to close; +1 level) + Augment Spell
Spell (+1 level) + Quicken Spell (+3 levels) +
Spells (Grimoire), p. 46
Interrupting Spell (+1 level) + Personal Spell (-1 level) gain legend lore effect (but take 1d4 temp. negative
+ Restricted Spell (oracle, seer, etc.; -1 level) = 3 rd level; levels).
as an immediate action, roll twice for any one roll you Bounty of StraashaDLM: Creation (water; 1st level) +
make that round and keep the better result. AKA luck Reach Spell (touch to medium; +2 levels) + Widen
of battleCC. Spell (1 cu. ft./level to 216 cu. ft./level; +3 levels) +
Bottle of SmokeCD: Summon (light horse; 1st level) + Ritual Spell (full round; -1 level) + Restricted Spell
Augment Spell (add phantom steed template; +1 level) (access to [water] bloodline, domain, etc.; -1 level) =
+ Effect-Specific Spell (riding only; -2 levels) + 4th level (listed as 3rd); creates enough water to fill, for
Cascade Spell (celerity; +1 level) + Extend Spell (1 example, one 10-ft. cube per 5 levels. Gift of GromeDLM
rd./level to 1 hr./level; +3 levels) + Delay Spell (pull is the same, but is an [earth] spell and produces
cork as standard action; +1 level) + Delay Spell (use soil/dust/sand instead of water.
duration in increments; +1 level) + Ritual Spell (-2 Bow SpiritAPG: Invisible needle (0 level) + Cascade
levels) + Restricted Spell (ranger or access to Travel Spell [(bestow feat: Versatile Strike; +2 levels) +
domain; -1 level) = 3rd level; phantom steed moves at Personal Spell (-1 level)] + Reach Spell (close to
80 ft. + 5 ft./2 levels. extreme; +2 levels) + Concentration Spell (swift action;
Bountiful BanquetUI: Create food and water (1st level) +3 levels) + Manifested Spell (-1 level) + Restricted
Augment Spell (wine, etc.; +1 level) + Cascade Spell Spell (ranger or access to Archery domain; 1 level) +
(glamer; +1 level) + Cross-Class Spell (+1 level) + Reduce Spell (15d6 to 5d6; -2 levels) = 2 nd level
Extend Spell (1 rd./level to 10 min./level; +2 levels) + (Archery 3rd; listed as 4th); swift ranged attacks deal
Ritual Spell (-2 levels) = 4th level; as create food and base 5d6 piercing each, and carry the focus weapon’s
drink, but may include wine, caviar, or other rare properties and any feats you have that apply to it.
foods/drinks, and with fine-tuned taste, visual, BowstaffUC: Transmute (1st level) + Extend Spell (1
olfactory, tactile, thermal adjustments to food, drink, hr./level to 1 rd./level; -3 levels) + Still Spell (+1 level)
utensils, etc. + Quicken Spell (+3 levels) + Object-Specific Spell
Bountiful HarvestRRO: Enlarge (3rd level) + Shape (bow to club or staff only; -2 levels) + Restricted Spell
Spell (ray to cubes; +3 levels) + Widen Spell (one 10-ft. (paladin, ranger, or access to Archery or Inquisition
cube/level to 432 5-ft. cubes/level; +3 levels) + domain; -1 level) = 1st level; effectively changes short
Creature-Specific Spell (plants; -2 levels) + Effect- bow to club or longbow to quarterstaff as a swift
Specific Spell (crop yield; -2 levels) + Ritual Spell (full action.
round; -1 level) + Restricted Spell (access to Plant Brain LockSRD: Compel (daze; 2nd level) + Reach
domain; -1 level) = 3rd level (listed as 2nd); doubles Spell (close to medium; +1 level) + Concentration
harvest over 1 acre/level area. Variants: Spell (+1 level) + Creature-Specific Spell (humanoid
AbundanceTM2: Enlarge (3rd level) + Augment Spell only; -2 levels) = 2nd level.
(Fine seeds to Huge trees; +6 levels) + Creature- Bramble ArmorCRB: Invisible needle (0 level) +
Specific Spell (inanimate plants; -2 levels) + Reach Shielding Spell (+2 levels) + Reach Spell (close to
Spell (close to touch; -1 level) + Shape Spell (target touch; -1 level) + Extend Spell (inst. to 1 rd./level; +2
to spread; +2 levels) + Widen Spell (20’r. to 1 mi..; levels) + Sudden Spell (+0 levels) + Interrupting Spell
+6 levels) + Ritual Spell (-2 levels) + Restricted (+1 level) + Restricted Spell (access to Plant domain; -1
Spell (access to Plant domain; -1 level) + Pacific level) = 3rd level; immediate casting deals 1d6 +1/level
Spell (no entanglement, etc.; -2 levels) = 9 th level; (+10 max.) piercing to those hitting you for 1 rd.
plants in 1 sq. mi. achieve full growth (Fine seeds BrandAPG: Arcane mark (0 level) + Cross-Class Spell
to Huge trees, etc.) after 9-hour ritual. (divine; +1 level) + Restricted Spell (access to
Rite of FallRR: Plant growth (q.v.; 3rd level) + Widen Inquisition or Rune domain; -1 level) = 0 level.
Spell (120’r. to 5 mi.; +4 levels) + Ritual Spell (-2 Brand, GreaterAPG: Brand (q.v., 0 level) + Cascade
levels) + Cascade Spell (legend lore; +6 levels) + Spell (sickening touch; +1 level) + Reach Spell (touch to
Cascade Spell (enervation; -4 levels) + Restricted close; +1 level) + Delay Spell (within range of visible
Spell (access to Plant domain; -1 level) = 6 th level symbol of your faith; +1 level) + Tenacious Spell (+1
(listed as 4th); doubles harvest in area, and you level) + Ritual Spell (full round; -1 level) = 3rd level
(listed as 4th); as brandAPG, but sickens as indicated (1
Spells (Grimoire), p. 47
rd./level, once per day) and cannot be easily removed 1 level) + Inexorable Evocation (+3 levels) + Ritual
(only suppressed). Spell (full round; -1 level) = 5th level; damage cap
Branding, Chardun’sRR2: Damage attribute (Cha; 1st 15d6 entropic to objects in 20’r. (no save, ignores
level) + Augment Spell (+4d4; +4 levels) + Crippling hardness).
Drain (+4 levels) + Selective Spell (specify master; +1 Rusting Grasp: Ray of entropy (1st level) + Silent Spell
level) + Ritual Spell (full round; -1 level) = 9th level; (-1 level) + Reach Spell (close to touch; -1 level) +
subject takes 5d4 Cha drain (Will half, dominated at 0) Concentration Spell (standard; +1 level) +
with respect to master’s commands. Overwhelming Evocation (+1 level) + Irresistible
Branding SmitePH5: Jet of flame (0 level) + Consecrate Spell (+2 levels) + Object-Specific Spell (metal only;
Spell (+1 level) + Cascade Spell (targeted faerie fire; +1 -2 levels) = 3rd level (listed as 4th); damage cap 10d6
level) + Channel Spell (+1 level) + Reduce Spell (10d6 (full damage to objects and constructs, and
to 5d6; -1 level) = 2nd level; damage cap +5d6 (half fire, bypasses hardness, energy resistance, and SR).
half holy) plus faerie fire. Note that attempting to touch an opponent’s
Brawl, Tenser’sGA: Magic fang (unarmed; 1st level) + weapon provokes an attack of opportunity.
Cascade Spell (bestow feat: Improved Grapple; +1 Breath of Bewilderment7S: Wisp (0 level) + Cascade
level) = 2nd level. Spell (inertia; +1 level) + Augment Spell (stunning; +3
Breaching the GulfAPG: Dimensional skip (1st level) + levels) + Shape Spell (target to cone; +1 level) = 5 th
Reach Spell (target: touch to close; +1 level) + Reach level (listed as 2nd); vapor stuns those in 30-ft. cone for
Spell (destination: close to planar; +5 levels) + 1 rd.
Tenuous Spell (-1 level) + Restricted Spell (access to Breath of DeathRR2: Damage attribute (Con; 1st level)
Void domain, etc.; -1 level) = 5 th level; teleports victim + Attribute Admixture (Str; +0 levels) + Cascade Spell
into space (6d6 cold/rd. plus suffocation, save each (summon; +2 levels) + Augment Spell (CR 2; +1 level) +
round to return). Variant: Extend Spell (inst. to 1 rd./level; +2 levels) + Delay
Nailed to the SkySRD: Dimensional skip (1st level) + Spell (1/rd. to 1/hr.; -2 levels) + Reach Spell (+1 level) +
Reach Spell (target: touch to medium; +2 levels) + Shape Spell (ray to cone; +1 level) + Restricted Spell
Reach Spell (destination: close to planar; +5 levels) (access to Death or Pestilence domain; -1 level) = 5 th
+ Destination-Specific Spell (orbit; -2 levels) + level; those in 30-ft. cone save or take 1d2 Str and
Widen Spell (10 lbs./level to 2,160 lbs./level; +3 Con/hr. (Fort half) and attacked by 1 CR 2, 1d3 CR 1
levels) = 9th level (listed as epic); teleports target or 1d4+1 CR ½ predators/hr.
into geosynchronous orbit (2-4 hours’ flight to Breath of FliesBotD: Sickening touch (0 level) + Reach
surface), where takes 1d6 fire, 1d6 cold, and 1d6 Spell (touch to close; +1 level) + Cascade Spell
negative energy/rd. and begins to suffocate. (invocation of the knife; +1 level) + Extend Spell (inst. to
BreakAPG: Ray of entropy (1st level) + Shape Spell (ray 1 rd./level; +2 levels) + Variable Spell (+1 level):
to target; +0 levels) + Overwhelming Evocation (+2 Shape Spell (ray to cone; +1 level) when cast;
levels) + Object-Specific Spell (cannot target creatures; Shape Spell (ray to spread; +2 levels) + Widen Spell
-2 levels) = 1st level; damage cap 5d6 entropic to an (20’r. to 10’r.; -1 level) on subsequent rounds.
object (ignores hardness). Variants: + Restricted Spell (access to Pestilence domain, cultist
SLPG
Corrode is Lingering (+0 levels due to of Baalzebul, etc.; -1 level) + Reduce Spell (10d6 to
metamagic synergy) and Augmented (+1 level) = 5d6; -1 level) = 4th level; 5d6/rd. slashing damage and
2nd level; damage cap 10d6 (druid 5d6) negative sickened 1 rd./level.
energy plus 1d6/rd. (energy resistance, hardness Breath of LifeCRB: Remove condition (death; 1st level)
do not apply). + Mass Effect Spell (also remove negative level; +2
CrumbleCD is Medium range (+1 level), Irresistible levels) + Crippling Drain (+3 levels) + Cascade Spell
(+2 levels), and affects constructs as well as objects (spark of life; +1 level) + Creature-Specific Spell (killed
(+1 level) = 5th level; damage cap 15d6 (SR, in last 1 rd./level; -2 levels) = 5th level; heals up to 15d6
hardness, energy resistance to not apply). hp. If this would restore person killed (but not
Greater BreakUI: BreakAPG (q.v.; 1st level) + Shape destroyed—see Chapter 7) by hp damage within the
Spell (target to burst; +2 levels) + Widen Spell (20’r. last 1 rd./level to enough hp to survive, that person is
to 40’r.; +1 level) + Reach Spell (close to personal; - resuscitated with no negative levels. RevivifySRD is the
Spells (Grimoire), p. 48
same, except with the Cross-Class Spell feat added damage, divisible among natural attacks, but takes -
(also 5th level, due to metamagic synergy). 1/3 levels penalty to natural armor.
Breath of LifeTM2: Remove condition (affliction; 1st BrittleskinShS: Invisible needle (0 level) + Reach Spell
level) + Augment Spell (moderate condition; +1 level) (close to medium; +1 level) + Shielding Spell (+1 level)
+ Shape Spell (target to spread; +2 levels) + Widen + Hex Spell (+0 levels) + Extend Spell (inst. to 1
Spell (20’r. to ‘r.; +6 levels) + Ritual Spell (-2 levels) + rd./level; +2 levels) + Reduce Spell (+10 to +5; -1 level)
Restricted Spell (access to Healing domain; -1 level) = = 3rd level; for the next 1 rd./level, subject takes +1d6+5
7th level; cures all within 1 mile of one disease (chosen piercing damage each time it is hit in combat (Fort
at time of casting). neg.).
Breath of Life, Drawmij’sGA: Water breathing (3rd Brother’s RevengeAUG2: Damage attribute (Con; 1st
level) + Delay Spell (until caster starts making checks level) + Cascade Spell (sickening touch; +1 level) +
to hold breath; +1 level) + Pacific Spell (-2 levels) = 2 nd Extend Spell (1 rd./level to 1 hr./level; +3 levels) +
level; lasts 1 creature up to 100 min./level, or 1/level Accursed Spell (+1 level) + Reach Spell (touch to
up to 100 min. (reduce accordingly for larger or medium; +1 level) + Creature-Specific Spell (harmed
smaller creatures, strenuous activity, etc.). your family; -2 levels) = 5th level (listed as 4th); victim
Breath of the Black Dragon SRD: Acid splash (0 level) (who must have previously harmed an immediate
+ Shape Spell (ray to cone; +2 levels) + Widen Spell (30 family member of yours) is sickened and takes 1d4
ft. to 60 ft.; +1 level) = 3 rd level (listed as 6th); damage Con/day while spell is maintained (invest 200 x CL
cap 10d6 acid. Variants: numen).
Mestil’s acid breathMF is Lingering instead of Bubbling MurkRRE: Acid splash (0 level) + Cascade
Widened = 3rd level; damage cap 10d6 acid + Spell (wisp; +1 level) + Cascade Spell (damage attribute:
2d6/rd. in 30-ft. cone. Con; +1 level) + Reach Spell (touch to medium; +1
Flaming corrosionAUG is Energy Admixture (fire; +0 level) + Shape Spell (ray to cubes; +2 levels) + Widen
levels), and is Bouncing instead of Widened = 3 rd Spell (10-ft. to 20-ft. cubes; +1 level) + Extend Spell
level (listed as 4th); damage cap 10d6 acid, and one (inst. to 1 rd./level; +2 levels) + Concentration Spell
creature in area must save twice. (standard; +1 level) + Location-Specific Spell (within a
body of water; -2 levels) + Reduce Spell (-1 level) = 6 th
Brilliant AuraCD: Brilliant blade (see below; 6th level)
level; water obscures vision and deals 10d6 acid and
+ Communal Spell (+1 level) = 7th level.
1d4 Con/rd. (Fort half). You can direct as a standard
Brilliant BladeCA: Bolt of force (2nd level) + Ray
action as long as you concentrate; it lasts 1 rd./level
Splitting (+1 level) + Reach Spell (close to touch; -1
thereafter.
level) + Extend Spell (inst. to 1 min./level; +3 levels) +
Cascade Spell (light; +1 level) = 6th level; damage cap BefoulFC1: Damage attribute (Con; 1st level) +
26d6 force, divided among iterative touch attacks. Accursed Spell (+1 level) + Shape Spell (target to
Brilliant InspirationAPG: Hand of fate (0 level) + cubes; +2 levels) + Widen Spell (10-ft. to 60-ft.
Reach Spell (touch to close; +1 level) + Shape Spell cubes; +3 levels) + Extend Spell (inst. to 1 hr./level;
(ray to target; +0 levels) + Still Spell (+1 level) + +5 levels) + Location-Specific Spell (in water only; -
Selective Spell (+1 level) + Extend Spell (inst. to 1 2 levels) + Ritual Spell (2 levels) = 8th level; renders
rd./level; +2 levels) + Tenuous Spell (natural 20 ends large volume of water toxic. Invest 400 x CL numen
effect; -1 level) + Restricted Spell (bard or access to to make permanent.
Fate domain; -1 level) = 3rd level (listed as 6th); for 1 Seas of BloodSW: Whelm (0 level) + Versatile
rd./level, subject rolls everything twice, takes the Evocation (acid, when disabled from nonlethal
better result; effect ends when a natural 20 is rolled. damage; +0 levels) + Cascade Spell [(sickening
BristleAPG: Magic fang (1st level) + Ray Splitting (+1 touch; +1 level) + Augment Spell (nausea; +2
level) + Augment Spell (+1/4 to +1/2 levels; +1 level) + levels)] + Cascade Spell (wisp; +1 level) + Shape
Cascade Spell [(non-extended barkskin; -1 level) + Hex Spell (target to emanation; +2 levels) + Widen Spell
Spell (+0 levels)] Restricted Spell (access to Animal (20’r. to 120’r.; +3 levels) + Cascade Spell [(summon;
domain; -1 level) = 1st level; subject gains total +1 level) + Augment Spell (1d4+1 CR 8 dire sharks;
enhancement bonus of 1 + ½ levels to attacks and +6 levels)] + Extend Spell (inst. to 1 rd./level; +2
levels) + Location-Specific Spell (in body of water; -
Spells (Grimoire), p. 49
2 levels) + Accursed Spell (+1 level) + Ritual Spell (- actions; +3 levels) + Extend Spell (1 rd. to 1
2 levels) + Restricted Spell (access to Water rd./level; +1 level) + Restricted Spell (gnome; -1
domain; -1 level) + Reduce Spell (25d6 to 1d6; -5 level) + Reduce Spell (+15 to +5; 2 levels) = 2nd level;
levels) = 9th level (listed as epic); area of water subject takes 1d6 + ½ levels (+5 max.) penalty to
becomes murky, deals damage (1d6 nonlethal/rd. Dex and cannot use held actions, total defense, or
or 1d6 acid/rd. once disabled), causes nausea, and Combat Expertise.
contains 1d4+1 dire sharks. Invest 1,800 x CL Rigor MortisHA: Ray of clumsiness (1st level) + Shape
numen to maintain effect past 1 rd./level. Spell (ray to target; +0 levels) + Cascade Spell
Build TrustUI: Attribute boost (Cha; 0 level) + (whelm; +1 level) + Extend Spell (clumsiness: 1
Cascade Spell (hand of fate; +1 level) + Extend Spell rd./level to 1 min./level; +1 level) + Reach Spell
(inst. to 1 hr./level; +5 levels) + Interrupting Spell (+1 (close to long; +1 level) = 4th level; damage cap 10d6
level) + Augment Spell (+2 to +4; +1 level) + Personal nonlethal plus penalty to Dex equal to 1d6 +
Spell (-1 level) + Creature-Specific Spell (when 1/levels (+15 max.; min. Dex 1) for 1 min./level
interacting with one designated creature only; -2 (Fort half).
levels) + Effect-Specific Spell (reroll Cha-based checks SapDHD: Ray of clumsiness (1st level) + Cascade Spell
only; -2 levels) + Tenuous Spell (save again each time (bind; +1 level) + Shape Spell (target to spread; +2
reroll; -1 level) = 2nd level; you gain +4 Cha vs. subject, levels) + Widen Spell (20’r. to 5’r.; -2 levels) +
and can reroll failed Cha-based checks made against Restricted Spell (access to Plant domain; -1 level) =
it as an immediate action. 1st level; 5’r. area entangles, imposes 1d6 +1/2
Bullet ShieldUC: Deflection (0 level) + Extend Spell (1 levels (+5 max.) Dex penalty, for 1 rd./level.
min./level to 10 min./level; +2 levels) + Augment Spell Simbul’s Skeletal DeliquescenceMF: Damage attribute
(+4 base; +1 level) + Augment Spell (+1/5 levels; +1 (Str; 1st level) + Augment Spell (+2d4; +2 levels) +
level) + Object-Specific Spell (applies only against Cascade Spell (ray of clumsiness; +1 level) + Extend
projectiles; -2 levels) = 2nd level. Spell (1 rd./level to 1 hr./level; +3 levels) +
Bull’s GraceRR2: Ray of clumsiness (1st level) + Reach Accursed Spell (+1 level) = 8th level; touch deals
Spell (close to medium; +1 level) + Shape Spell (ray to 3d4 Str damage (Fort half) and imposes 1d6
target; +0 levels) + Extend Spell (1 rd./level to 1 +1/level (+20 max.) penalty to Dex. You can invest
min./level; +1 level) + Reduce Spell (+10 to +5; -1 level) numen to maintain the effect indefinitely (e.g., 8th
= 2nd level; penalty to Dex of 1d6 + ½ levels (+5 max., level x CL 15th x 50 x 1 = 6,000).
Fort half) for 1 min./level. AKA disrupt reflexesAUG2. Touch of GracelessnessAPG: Ray of clumsiness (1st level)
Variants: + Cascade Spell (topple; +1 level) + Reach Spell
(close to touch; -1 level) = 1 st level; 1d6 + ½ levels
DisorientAUG: Ray of clumsiness (1st level) + Effect-
(+5 max.) penalty to Dex and fall prone; Fort
Specific Spell (initiative only; -2 levels) + Cascade
half/neg.
Spell (inertia; +1 level) + Reach Spell (close to touch;
Unprepared CombatantUM: Ray of clumsiness (1st level)
-1 level) + Augment Spell (+0 to +5; +1 level) = 0
+ Shape Spell (ray to target; +0 levels) + Still Spell
level; touch leaves target flat-footed 1 rd. and
(+1 level) + Extend Spell (1 rd./level to 1 min./level;
resets initiative as if victim’s Dex had a penalty of
+1 level) + Effect-Specific Spell (penalty applies
1d6 + ½ levels (+5 max.).
only to Initiative and Reflex saves; -1 level) +
Gaurak’s CorpulenceRR2: Ray of enfeeblement (1st level)
Resistible Spell (-1 level) = 1st level; imposes 1d6
+ Cascade Spell (celerity; +1 level) + Cascade Spell
+1/2 levels (+5 max.) penalty to Dex, for purposes
(ray of clumsiness; +1 level) + Accursed Spell (+1
of determining Initiative and Reflex saves (save
level) + Reach Spell (touch to medium; +1 level) +
neg.).
Shape Spell (ray to target; +0 levels) + Reduce Spell
Wardaway7S: Blessing (0 level) + Hex Spell (+0 levels)
(+15 to +10 and -50 ft. to -30 ft.; -1 level) = 4 th level;
+ Reach Spell (touch to close; +1 level) + Extend
subject bloats, takes 1d6+1/2 levels penalty to Str
Spell (10 min./level to 1 min./level; -1 level) +
and Dex and -30 ft. to land speed (Fort half/neg.).
Cascade Spell (ray of clumsiness; +1 level) + Cascade
Invest 800 x CL numen to maintain curse.
Spell (celerity; +1 level) + Quicken Spell (+3 levels) +
JitterbugsARG: Ray of clumsiness (1st level) + Cascade
Interrupting Spell (+1 level) + Effect-Specific Spell
Spell (compel: don’t use total defense or held
(Dex penalty to initiative only; -2 levels) + Effect-
Spells (Grimoire), p. 50
Specific Spell (charging speed only; -2 levels) + level), and Restricted (access to Earth domain; -1
Extend Spell (1 rd./level to 1 rd.; -1 level) = 1st level; level) = 1st level.
immediate ranged touch makes target -1 to attacks Strength of the tideRRO Cascades attribute boost (Dex;
and damage, treat Dex as 1d6 +1/2 levels lower for +1 level), is not Silent (-1 level), and is Augmented
determining Initiative, and charge as if its speed (+6 total; +1 level), Extended (10 min./level; +1
were 10 ft. slower. level), and Restricted (access to Water domain, etc.;
Bull’s Strength: Attribute boost (Str; 0 level) + Silent -1 level) = 3rd level; +6 enhancement to Str and Dex
Spell (+1 level) + Augment Spell (+2 to +4; +1 level) = for 10 min./level.
2nd level; subject gains +4 enhancement to Strength for Strength surgeCRB is Extended (1 rd.; -2 levels) and
1 min./level. Variants: Restricted (access to Strength domain; -1 level) = 0
level; touch grants +6 enhancement to Str for 1 rd.
Gaean strengthRRO is Augmented (+10 total; +3
Wyrm’s strengthRRE Cascades attribute boost (Con; +1
levels), Extended (1 hr./level; +2 levels), Location-
level), is not Silent (-1 level), and is Augmented
Specific (standing barefoot on earth or unworked
(+12 total; +4 levels) = 6th level; +12 enhancement to
stone; -2 levels), Personal (-1 level), and Ritual (full
Str, +6 to Con for 1 min./level.
round; -1 level) = 3 rd level; you gain +10 to Str for 1
hr./level, as long as remain standing barefoot (or Bully’s CurseAUG2: Compel (make no AoOs; 2nd level)
lying down) on bare earth or unworked rock. + Cascade Spell (blessing; +1 level) + Augment Spell
Giant’s mightRRE Cascades attribute boost (Con; +1 (+3 total bonus; +1 level) + Cascade Spell (deflection; +1
level), is not Silent (-1 level), and is Augmented (+8 level) + Hex Spell (+0 levels) + Accursed Spell (+1
total; +2 levels) and Extended (1 min./level to 10 level) + Reach Spell (touch to medium; +1 level) +
min./level; +1 level) = 5th level; +8 enhancement to Creature-Specific Spell (applies only vs. foes with
Str and Con for 10 min./level. lower attack bonus; -2 levels) = 5th level (listed as 4th);
Might of the GodsCRB: Enhancement (2nd level) + victim is -3 to attacks and damage, -2 to AC, and
Effect-Specific Spell (Str checks and Str-based skill cannot make attacks of opportunity when fighting
checks; -2 levels) + Augment Spell (+4 levels) + opponents with a lower attack bonus than his own.
Personal Spell (-1 level) + Sudden Spell (+0 levels) Invest 500 x CL numen to maintain effect longer than 1
+ Restricted Spell (access to Strength domain; -1 min./level.
level) = 2nd level; swift casting gives you +1/2 levels BungleUM: Enhancement (2nd level) + Hex Spell (+0
to Str checks and Str-based skill checks for 1 rd. levels) + Reach Spell (touch to close; +1 level) + Shape
Mighty strengthDG is Augmented (+8 total; +2 levels) Spell (ray to target; +0 levels) + Extend Spell (1
and Personal (-1 level) = 3rd level (listed as 4th). min./level to 1 rd.; -2 levels) + Delay Spell (next effort;
Oliphaunt’s strengthRRE is Augmented (+6 total; +1 +1 level) + Creature-Specific Spell (humanoid; -2
level), Extended (10 min./level; +1 level), and levels) + Expedient Spell (individual HD; -1 level) +
Ritual (full round; -1 level) = 3 rd level; +6 Augment Spell (+1 to +1/2; +3 levels) = 2 nd level (listed
enhancement to Str for 10 min./level. as 1st); one humanoid with 6 HD or less takes a -1/2
Strength of KadumRR is Augmented to +16 (+6 levels) levels penalty to attacks, saves, or checks for 1 rd.,
= 8th level. starting when next attempts one.
Strength of oneTM2 is Communal rather than Silent, Buoyancy NetRR: Mage hand (0 level) + Reach Spell
and is Augmented (+8 total; +2 levels) and (close to medium; +1 level) + Widen Spell (1 lb./level
Restricted (access to Community or Strength to 216 lbs./level; +3 levels) + Extend Spell (conc. to 1
domain; -1 level) = 3rd level; up to 1 subject/level rd./level; +1 level) + Location-Specific Spell (in liquid;
gains +8 enhancement to Str for 1 minute each. -2 levels) + Effect-Specific Spell (float to surface only; -
Strength of NalthalosDD is Augmented (+6 total; +1 2 levels) = 1st level; causes up to 216 lbs./level of
level), Extended (1 min./level to 1 hr./level; +2 creatures and/or objects to ascend to the surface.
levels), and Restricted (access to Artifice or Variants:
Strength domain; -1 level) = 4th level. BuoyancyACG is Quickened (+3 levels) = 4th level
Strength of stoneS&M is Augmented (+6 total; +1 (listed as 2nd).
level), Extended (1 min./level to 1 rd./level; -1
Spells (Grimoire), p. 51
Otiluke’s Bubbling BuoyancyCA lasts 10 min./level (+2 levels) = 8th level; damage cap 20d6 fire plus
levels) but affects only 26 lbs./level (-1 level) and staggered and entangled 1 rd./level and 5d6 burn.
requires a full-round casting (-1 level) = 1st level. Fanning the flamesRR2 is long range (+1 level),
Wave BlessingSW is Quickened (+3 levels) and Widened (60 ft.; +2 levels), and Location-Specific
Interrupting (+1 level), and lasts 10 min./level (+2 (cone must extend from existing fire source; -2
levels) = 7th level (listed as 1st). levels) = 2nd level; damage cap 5d6 fire in 60-ft.
Burden of FaithRR2: Ray of enfeeblement (1st level) + cone extending in any direction from an existing
Reach Spell (close to medium; +1 level) + Shape Spell fire within Long range.
(ray to burst; +2 levels) + Extend Spell (1 rd./level to 1 Hatchling’s flameToB is Irresistible (+2 levels), affects
min./level; +1 level) + Effect-Specific Spell (carrying a 30-ft. cone (+1 level), and is Reduced (15d6 to
capacity only; -2 levels) + Selective Spell (+1 level) + 5d6; 2 levels) = 2nd level; damage cap 5d6 fire (no
Augment Spell (+15 to +20; +1 level) = 5 th level; divine SR). Wyrm’s flameToB is similar, but is reduced 1 less
casters (clerics, archivists, incarnates, paladins) in area step (3rd level, listed as 8th; damage cap 10d6).
take penalty to Str (for encumbrance purposes only) Incendiary surgeCM is Penetrating instead of Silent
of 1d6 + 1/level (Fort half). (+0 levels), affects a 30-ft. cone (+1 level), and is
Burning BloodCA: Jet of flame (0 level) + Energy Empowered (+1 level) and Concentration
Admixture (acid; +0 levels) + Shape Spell (ray to (standard; +1 level) = 4th level; damage cap 1.5 x
target; +0 levels) + Cascade Spell (inertia; +1 level) + 10d6 and +2 to penetrate SR; can cast 1/rd. as long
Augment Spell (staggering; +1 level) + Extend Spell (1 as you concentrate.
rd. to 1 rd./level; +1 level) + Reach Spell (close to long; Screaming flamesHA Cascades damage attribute (Wis;
+1 level) = 4th level; damage cap 10d6 (half fire, half +2 levels) = 3rd level; 5d6 fire plus 1d4 Wis in 15-ft.
acid) plus 2d6/round and staggered 1 rd./level. cone.
Steam breathCA is Lingering (+1 level) and affects a
Burning Blood, Beltyn’sUnE: Acid splash (0 level) +
30-ft. cone (+1 level) = 3rd level; damage cap 10d6
Energy Admixture (fire; +0 levels) + Reach Spell
fire plus 2d6 burn.
(close to medium; +1 level) + Shape Spell (ray to
target; +0 levels) + Extend Spell (inst. to 1 rd./level; Burning SightRR2: Darkvision (q.v.; 2nd level) + Reach
+2 levels) = 3rd level (listed as 5th); damage cap 10d6 Spell (touch to planar; +6 levels) + Creature-Specific
(half acid, half fire; Fort half) to same creature each Spell (individual represented by focus doll; -2 levels)
round. + Ritual Spell (-2 levels) = 5th level (listed as 2nd); grant
subject darkvision from anywhere on the same plane.
Burning BrandToB: Metaphysical feat (Versatile
Burst of AdrenalineOcA: Attribute boost (0 level) +
Evocation: fire; 1st level) + Cascade Spell (bestow feat:
Variable Spell (Str, Dex, or Con; +1 level) + Augment
Lunge; +2 levels) + Extend Spell (1 rd./level to 1
Spell (+8 total bonus; +3 levels) + Cascade Spell (touch
min./level; +1 level) + Object-Specific Spell (melee
of fatigue; -1 level) + Personal Spell (-1 level) + Sudden
weapon; -2 levels) + Personal Spell (-1 level) + Sudden
Spell (+0 levels) = 2nd level; you gain swift +8
Spell (+0 levels) = 1st level (listed as 2 nd); swift casting
enhancement to one physical attribute and are then
causes your melee weapon to deal fire damage
fatigued 1 round.
instead of damage of its normal type for 1 rd., and
Burst of InsightOcA: Attribute boost (0 level) +
you can extend its reach by 5 ft.
Variable Spell (Int, Wis, or Cha; +1 level) + Augment
Burning Hands: Jet of flame (0 level) + Silent Spell
Spell (+8 total bonus; +4 levels) + Effect-Specific Spell
(+1 level) + Shape Spell (ray to cone; +1 level) + Widen
(attribute or skill check only; -2 levels) + Personal
Spell (30 ft. to 15 ft.; -1 level) = 1 st level; damage cap
Spell (-1 level) + Sudden Spell (+0 levels) +
5d6 fire (Reflex half) in a 15-ft. cone. Variants:
Interrupting Spell (+1 level) + Cascade Spell (inertia; -1
Blast of flameCA is Widened to 60 ft. (+2 levels), level) + Augment Spell (stagger; -1 level) = 1 st level;
Irresistible (+2 levels), and Reduced (15d6 to 10d6; you gain immediate +8 enhancement to one mental
1 level) = 4th level; damage cap 10d6 fire (no SR) in attribute (for purposes of a skill check or attribute
60-ft. cone. Dragon’s flameToB is similar, but affects a check only) and are then staggered 1 rd.
30-ft. cone (3rd level; listed as 5th) Burst of SpeedUC: Celerity (0 level) + Cascade Spell
Deadly laharCM Cascades slow (+3 levels), and is (skill enhancement: Acrobatics; +1 level) + Cascade
Lingering (+2 levels) and Widened (60 ft.; +2
Spells (Grimoire), p. 52
Spell (bestow feat: Mobility; +1 level) + Extend Spell (1 levels) + Restricted Spell (bard; -1 level) = 2nd level;
rd./level to 1 min./level; +1 level) + Still Spell (+1 level) target nauseated 1 rd./level (save neg.).
+ Personal Spell (-1 level) + Sudden Spell (+0 levels) = Call Animal CompanionRR2: Figment (0 level) +
3rd level; you gain +30 ft. to speed, +1/2 levels (+10 Augment Spell (visual representation of your
max.) to Acrobatics, and the Mobility feat for 1 rd. as location; +1 level) + Phantasmal Spell (-1 level) +
a swift action. Reach Spell (close to line of sight; +3 levels) + Extend
Buzzing Bee, Mordenkainen’sMH: Skill enhancement Spell (1 rd./level to inst.; -1 level) + Creature-Specific
(Concentration; 0 level) + Cascade Spell (skill Spell (animal companion; -2 levels) = 0 level; calls
enhancement: Stealth; +1 level) + Hex Spell (+0 levels) + your animal companion (which receives a mental
Reach Spell (touch to medium; +1 level) + Shape Spell image of your location) from anywhere within ¼
(ray to target; +0 levels) = 2nd level (listed as 1st); mile/level.
subject is -1/2 levels (-5 max.) to Concentration and Call Aquatic Animal IRR: Summon nature’s ally III
rd
Stealth for 1 min./level. Note that in order to force (3 level) + Location-Specific Spell (in body of salt
concentration checks simply to cast, and deny a water; -2 levels) = 1st level (listed as 2nd); summons 1
saving throw or SR (as listed), the spell level would be crocodile; 1d3 bull sharks, dolphins, ebon eels,
9th, rather than 1st. octopuses, or squid; or 1d4+1 porpoises.
Bypass WardAUG: Warding (magical traps; 1st level) Call aquatic animals II (3rd level; listed as 4th)
+ Reach Spell (touch to close; +1 level) + Shape Spell summons 1 orca or giant octopus; 1d3 giant
(target to emanation; +2 levels) + Extend Spell (1 crocodiles, giant moray eels, tiger sharks, or
min./level to 1 rd./level; -1 level) + Restricted Spell hammerhead sharks; 1d4+1 blue sharks or
(access to Rune domain or rogue skill trick; -1 level) = crocodiles; or 2d4+1 bull sharks, dolphins, ebon
2nd level; magical traps (latent spells that trigger when eels, octopuses, or squid.
area entered or item disturbed) are suppressed in 20’r.
Call Aquatic Humanoid IRR: Summon monster IV (4th
for 1 rd./level.
level) + Resistible Spell (Will save applies; -1 level) =
3rd level; summons 1 sea hag or triton, 1d3 sauhuagin,
C
1d4+1 kuo-toa, or 2d4+1 locathah or merfolk.
Cackling Skull : Magic mouth (q.v.; 2nd level) +
UM
Call Aquatic Humanoid IIRR: Summon monster VI
Cascade Spell (spook; +1 level) + Shape Spell (target to (6th level) + Resistible Spell (Will save applies; -1 level)
spread; +2 levels) + Widen Spell (20’r. to 60’r.; +2 = 5th level (listed as 6 th); summons 1 brine hag, 1d4+1
levels) + Object-Specific Spell (must be cast on focus tritons, 2d4+1 sahuagin, 3d6 ku-toa, or 4d8 locathah
skull; -2 levels) + Tenuous Spell (-1 level) + Reduce or merfolk.
Spell (frightened to shaken; -1 level) = 3 rd level; pre- Call Aquatic MonsterRR: Summon monster V (5th
recorded speech also causes listeners in 60’r. to be level) + Resistible Spell (Will save applies; -1 level) =
shaken 1 rd./level (save each round to end effect). 4th level (listed as 5th); summons 1 elasmosaurus,
Cacophonic ShieldMF: Glamer (1st level) + Cascade ichthyosaurus, Large water elemental, marine scrag
Spell [(alter senses; +1 level) + Extend Spell (1 rd./level troll, or 1d3 sea lions or plesiosaurs.
to 1 min./level; +1 level)] + Cascade Spell (sound lance; Call ConstructUM: Dimensional skip (1st level) + Still
+1 level) + Cascade Spell (warding; +1 level) + Shape Spell (+1 level) + Irresistible Spell (+2 levels) + Reach
Spell (emanation; +2 levels) + Reach Spell (close to Spell (close to interplanar; +6 levels) + Creature-
personal; -1 level) + Widen Spell (20’r. to 10’r.; -1 Specific Spell (construct controlled by you; -2 levels) =
level) + Extend Spell (inst. to 1 min./level; +3 levels) + 8th level; summons one construct you already control.
Personal Spell (-1 level) + Selective Spell (+2 levels) + Call Dretch HordeBVD: Summon (1st level) +
Reduce Spell (20d6 to 5d6 and auditory only; -3 Augment Spell (CR 2 dretch; +2 levels) + Augment
levels) = 6th level (bard 5th); selectively damages (5d6 Spell (2d4+1 summoned; +1 level) + Extend Spell (1
sonic/rd.) and dampens sound, or wards off sonic rd./level to 1 hr./level; +3 levels) + Ritual Spell (-2
damage, in 10’r. aura. levels) = 5th level. The numen cost to maintain the
Cacophonous CallAPG: Sickening touch (0 level) + effect (5,000 x CL) can be paid by the caster but is
Reach Spell (touch to close; +1 level) + Shape Spell more often paid in the form of souls for the dretches
(ray to target; +0 levels) + Augment Spell (nausea; +2 to haul back to the Abyss.
Spells (Grimoire), p. 53
Call Forth the BeastHH: Compel (kill everyone you Spell (10d6 to 15d6; +1 level) = 6th level; damage
meet; 2nd level) + Cascade Spell (memory lapseAPG; +2 cap 1.5 x 15d6 per bolt.
levels) + Extend Spell (1 rd. to 1 hr./level; +4 levels) + Call NightmareBVD: Summon (1st level) + Reach Spell
Delay Spell (when next fall asleep, and after (close to medium; +1 level) + Augment Spell (CR 8
compulsion ends; +1 level) + Creature-Specific Spell nightmare; +4 levels) + Extend Spell (1 rd./level to 1
(humanoid; -2 levels) + Cascade Spell (damage min./level; +1 levels) + Ritual Spell (-1 level) +
attribute: Con; -1 level) + Ritual Spell (full round; -1 Restricted Spell (access to the Soulcrafting feat; -1
level) = 5th level; when next falls asleep, target level) = 5th level; invest 10,000 x CL numen to maintain
immediately wakes up, goes on a murder spree for 1 effect (for obvious reasons, this is often paid for in the
hr./level, then forgets what happened. Caster takes form of souls).
1d4 Con damage. Call of the EmeraldAUG2: Compel (steal onject; 2nd
Call Guardian, LesserAUG: Summon (1st level) + level) + Accursed Spell (+1 level) + Reach Spell (close
Variable Spell (choose at time of casting; +1 level) + to planar; +5 levels) + Expedient Spell (individual HD;
Augment Spell (CR 4; +3 levels) + Extend Spell (1 -1 level) + Ritual Spell (full round; -1 level) = 6 th level;
rd./level to 1 hr./level; +3 levels) + Ritual Spell (-2 named creature of 10 HD must steal the nearest
levels) = 6th level; as summon monster IV (gargoyle, object worth >500 gp it is aware of and doesn’t
griffon, harpy, minotaur), but ritual casting for much already own. Invest 1,800 x CL numen to maintain
longer service. effect past 1 rd.
Call Guardian, GreaterAUG: Call lesser guardian (q.v.; Call of the SapphireAUG2: As call of the emeraldAUG2
6th level) + Augment Spell (CR 7; +2 levels) = 8 th level (q.v.), but compulsion is to go home.
(listed as 9th); dire bear, gorgon, medusa, etc. Call of the TopazAUG2: As call of the emeraldAUG2
Call KolyarutPnH: Summon (1st level) + Accursed (q.v.), but compulsion is to stand still (as if paralyzed)
Spell (+1 level) + Augment Spell (CR 8 kolyarut; +4 for 1 round.
levels) + Extend Spell (1 rd./level to 1 hr./level; +3 Call to MindSRD: Hand of fate (0 level) + Cascade
levels) + Tenacious Spell (+1 level) + Ritual Spell (-2 Spell (skill enhancement: Knowledge; +1 level) +
levels) + Restricted Spell (lawful caster; -1 level) = 7 th Personal Spell (-1 level) + Sudden Spell (+0 levels) +
level; summons one kolyarut inevitable for 1 hr./level. Interrupting Spell (+1 level) = 1 st level; re-roll failed
At the end of that time, you can invest 350 x CL knowledge check with +1/2 levels (+5 max.) bonus.
numen to keep the kolyarut to complete a specific task Call MountBED: Dimensional skip (1st level) + Still
taking up to 1 day/level. Call marutPnH is Augmented 2 Spell (+1 level) + Reach Spell (touch to interplanar; +7
more steps, for CR 12 (9th level). levels) + Creature-Specific Spell (your bonded mount;
Call Lightning: Electric arc (0 level) + Reach Spell -2 levels) + Ritual Spell (full round; -1 level) +
(close to medium; +1 level) + Shape Spell (ray to Restricted Spell (paladin; -2 levels) = 4th level (listed as
cylinder; +2 levels) + Widen Spell (10’r. to 5’r.; -1 level) 2nd); calls your mount to you, even from across planes.
+ Concentration Spell (standard; +1 level) + Delay Call upon FaithTM2: Variable Spell (see below; +1
Spell (standard action to resume concentration; +1 level) + Personal Spell (-1 level) + Sudden Spell (+0
levels) + Ritual Spell (full round; -1 level) + Restricted levels) = 1st level; swift action provides one of the
Spell (access to Weather domain; -1 level) = 2 nd level; following before your next turn:
damage cap 5d6 (Reflex half) in a 5’r. to a height of 25
Resistance (0 level) + Augment Spell (+1 to +3; +1
ft. You can redirect each round as a standard action.
level) = +3 to next saving throw;
Variants:
Skill enhancement (0 level) = +1/2 levels (+5 max.) to
Call Lightning Storm: Call lightning (q.v., 2nd level) + next skill check;
Reach Spell (medium to long; +1 level) – Widen Attribute boost (0 level) + Augment Spell (+2 to +4;
Spell (+1 level) = 4th level; damage cap 10d6 in 10’r. +1 level) = +2 to next attribute check;
cylinder up to 50 ft. tall, 1/rd. while you Blessing (0 level) + Augment Spell (+1 to +3; +1
concentrate. level) = +3 to attack roll and damage.
Call Lightning, Greater MW: Call lightning storm (q.v.;
Call Upon the PowerAU: Attribute boost (Str; 0 level)
4th level) + Empower Spell (+1 level) + Augment
+ Cascade Spell (attribute boost: Con; +1 level) +
Consecrate Spell (+1 level) + Personal Spell (-1 level) +
Spells (Grimoire), p. 54
Extend Spell (1 min./level to 1 rd./level; -1 level) + Call Woodland BeingsPH1: Summon (1st level) +
Quicken Spell (+3 levels) + Restricted Spell (paladin; - Variable Spell (+1 level) + Augment Spell (+5 levels) +
2 levels) = 1st level; swift casting grants +2 sacred Ritual Spell (full round; -1 level) + Resistible Spell
bonus to Str and Con for 1 rd./level. (summoned beings can save vs. being called; -1 level)
Call WeaponrySRD: Creation (1st level) + Variable + Restricted Spell (druid; -1 level) = 5 th level; summons
Spell (material and weapon; +1 level) + Cascade Spell one treant, 1d3 uncorns or satyrs, 1d4+1 centaurs or
(shaping; +2 levels) + Object-Specific Spell (mundane dryads, 2d4+1 brownies, or 4d8 sprites.
weapon onl CallbackUW: Dimensional skip (1st level) + Cross-
y; -2 levels) + Extend Spell (1 hr./level to 1 Class Spell (+1 level) + Reach Spell (touch to long; +2
min./level; -2 levels) + Cascade Spell (skill levels) + Creature-Specific Spell (your familiar, etc.; -2
enhancement: Craft; +1 level) + Cascade Spell (magic levels) + Delay Spell (when has taken amount of
weapon; +1 level) + Ritual Spell (full round; -1 level) = damage specified at time of casting; +1 level) +
1st level. Conjures a single mundane weapon lasting 1 Location-Specific Spell (arrives in your space; -2
min./level before disappearing; it gains a +1 levels) = 1st level (listed as 2nd); your animal
enhancement bonus (and overcomes DR/magic). The companion, familiar, etc., if within Long range, is
spell grants you a Craft check of +1/2 levels (max. +5) instantly transported adjacent to you when the
even if you have no ranks; if this check is failed, the amount of damage it has taken reaches the threshold
conjured weapon is broken or unusable. Variants: you set.
Abundant AmmunitionUC: Creation (copy of existing Callback, GreaterUW: Callback (q.v.; 1st level) +
mundane ammo; 1st level) + Variable Spell (+1 Reach Spell (long to continental; +3 levels) = 4 th level
level) + Widen Spell (1/8; -1 level) + Delay Spell (listed as 5th). Cf. familiar refugeCM.
(activates once per round; +1 level) + Cascade Spell Calm Animals: Compel (fascinate; 2nd level) +
(magic weapon, etc.: retains multiple-projectile spell Creature-Specific Spell (animals only; -2 levels) +
effects on original, but not single-projectile ones; Shape Spell (target to spread; +3 levels) + Extend Spell
+1 level) + Extend Spell (1 hr./level to 1 min./level; - (1 rd. to 1 min./level; +2 levels) + Creature-Specific
2 levels) = 1st level; refills ammunition container Spell (affected animals must be of the same type; -2
(max. ⅛ cu. ft./level; assume 1 piece of ammo per levels) + Expedient Spell (total HD; -1 level) +
level for the sake of simplicity) once per round. Restricted Spell (ranger or access to Animal domain; 1
Devlin’s barbAUG2 conjures a piece of mundane level) + Augment Spell (+0 to +10; +2 levels) + Pacific
ammunition (no enhancement bonus; -1 level) of Spell (-2 levels) = 1st level; up to 2d4 +1/level (+10
only 1/8 lb./level (-1 level), and is not Ritual (+1 max.) HD of animals of the same type are fascinated 1
level) = 0 level. min./level; effect broken if they are threatened.
Everfull quiverDHD is as abundant ammunitionUC (see Calm ChaosTM2: Compel (cease violent or emotional
above), but with Cascade Spell (versatile weaponAPG, actions; 2nd level) + Concentration Spell (standard; +2
q.v.; +2 levels), allowing duplicaton of special levels) + Mass Effect Spell (1/level; +3 levels) + Pacific
metals arrowheads = 3rd level. Spell (-2 levels) + Pattern Spell (-1 level) + Restricted
BoltSRD produces up to 1 lb./level of +1 ammunition. Spell (access to Law domain; -1 level) = 3 rd level; up to
Casting is a standard action (+1 level), but the 1 creature/level within Close range who see you
ammunition is destroyed when used (Tenuous refrains from violence, merrymaking, passion, etc.
Spell; -1 level) = 1st level. while you concentrate.
Ghost blade7S lasts only 1 rd./level (-1 level), Calm Emotions: Warding (emotion and morale
includes no enhancement bonus (-1 level), has a effects; 1st level) + Reach Spell (touch to close; +1 level)
standard casting time (+1 level), and the max. Craft + Extend Spell (1 min./level to 1 rd.; 2 levels) +
bonus is Augmented to +10 (+1 level) = 1st level Irresistible Spell (nonmagic emotions also suppressed;
(listed as 2nd). +2 levels) + Shape Spell (target to spread; +2 levels) +
Summon weaponCM has no enhancement bonus (-1 Concentration Spell (standard; +1 level) + Pacific Spell
level), is cast as a swift action (+4 levels), and is (-2 levels) = 3rd level (listed as 2nd). Variants:
restricted to bards and rogues (-1 level) = 2nd level. Mantle of CalmACG: Remove condition (rage effects; 1st
level) + Shielding Spell (+1 level) + Extend Spell
Spells (Grimoire), p. 55
(inst. to 1 rd./level; +2 levels) = 4th level; for 1 Cran LiretDLM is the same, but not Personal (+1
rd./level, those striking you have any rage effects level) = 2nd lebel.
they are under ended (e.g., barbarian rage, rage Canny EffortAUG: Skill enhancement (0 level) +
spell) or reduced by 2 steps. Variable Spell (next skill used; +1 level) + Delay Spell
Shield of the LambRRE: Calm emotions (q.v.; 3rd level) – (until check made; +1 level) + Extend Spell (1
Concentration Spell (-1 level) + Shape Spell (target min./level to 1 rd./level; -1 level) + Personal Spell (-1
to emanation; +2 levels) + Reach Spell (close to level) = 0 level; +1 enhancement bonus to next skill
personal; -1 level) + Extend Spell (1 rd. to 1 you use, for 1 rd./level once activated.
min./level; +2 levels) + Creature-Specific Spell Capable Caravel, Mordenkainen’sSW: Creation
(active shield user; -2 levels) = 3rd level; subject (wood; 1st level) + Cascade Spell (skill enhancement:
radiates calm emotions 20’r. while shield readied. Craft; +1 level) + Cascade Spell (shaping; +2 levels) +
Calm SpiritsOcA: Compel (don’t attack or act Widen Spell (1 cu. ft./level to 216 cu. ft./level; +3
destructively; 2nd level) + Threnodic Spell (+0 levels) + levels) + Object-Specific Spell (ship; -2 levels) +
Extend Spell (1 rd. to 1 rd./level; +2 levels) = 4 th level Augment Spell (moving parts; +2 levels) + Cascade
(listed as 2nd). Spell (dimensional pocket; +1 level) + Shape Spell (target
Calming TouchCRB: Remove condition (fatigued; 1st to cubes; +2 levels) + Cascade Spell (summon; +1 level)
level) + Variable Spell (sickened, shaken, etc. instead; + Augment Spell (CR ½ to 1/3; -1 level) + Augment
+1 level) + Cascade Spell (spark of life; +1 level) + Spell (1d4+1; +1 level) + Ritual Spell (-2 levels) +
Restricted Spell (access to Community domain; -1 Restricted Spell (ranks in Profession (Sailing) equal to
level) + Reduce Spell (5d6 to 1d6; -1 level) = 1st level; max. caster level; -1 level) = 8th level; creates sailing
touch cures 1d6 hp and removes a minor condition. ship with +1/2 levels to Craft check, plus crew (1 st
CaltropsTM2: Invisible needle (0 level) + Cascade Spell level Experts) with 1 rank Profession (sailor) and Skill
(bind; +1 level) + Reach Spell (close to long; +1 level) + Focus; ship includes extradimensional hold and
Shape Spell (ray to horizontal wall; +1 level) + Extend staterooms (up to one 10-ft. cube/level = 10 register
Spell (inst. to 10 min./level; +4 levels) + Ritual Spell tons/level). Invest 400 x CL numen to extend past 1
(full round; -1 level) + Restricted Spell (access to War hr./level.
domain; -1 level) + Reduce Spell (10d6 to 1d6; -2 Card ControlBRL: Glamer (1st level) + Disguise Spell
levels) = 3rd level; 1d6 piercing/rd. in area plus gain (+1 level) + Extend Spell (1 rd./level to 1 min./level; +1
entangled condition for the remaining duration level) + Object-Specific Spell (gambling item; -2 levels)
(Reflex half/neg.). = 1st level; disguised casting causes one card draw,
Field of razorsRR2 occupies only one 5-ft. square/level coin toss, die roll, tile selection, or result of some other
(-1 level) and lasts only 1 min./level (-1 level) = 1 st gambling piece to appear to come up as you specify.
level. Caress, Lastai’sBED: Spook (0 level) + Augment Spell
(cowering; +3 levels) + Variable Spell (no control over
CamouflageCD: Skill enhancement (Stealth; 0 level) +
severity; -1 level) = 2nd level; target is affected by fear
Silent Spell (+1 level) + Extend Spell (1 min./level to 10
according to 1d4 (1 = shaken; 2 = unnerved; 3 =
min./level; +1 level) + Personal Spell (-1 level) = 1 st
panicked; 4 = cowering) for 1 rd./level.
level; you gain +1/2 levels (+5 max.) to Stealth. Carrion StenchBVD: Sickening touch (0 level) + Silent
Variants: Spell (+1 level) + Shape Spell (ray to emanation; +2
ChameleonSRD is Augmented (+5 to +10; +1 level) = levels) + Widen Spell (20’r. to 10’r.; -1 level) + Extend
2nd level. Spell (onset: inst. to 1 rd./level; +1 level) + Sudden
Chameleon skinRR lasts 1 hr./level (+1 level) and is Spell (+0 levels) + Restricted Spell (access to Death
Ritual (full round; -1 level) = 1st level; +5 max. domain or cultist of Kabriri, Orcus, or Yeenoghu; -1
ChameleonCA is the same, but not Personal (+1 level) level) = 2nd level; swift casting provides 10’r. stench
= 2nd level. (Fort or sickened 1 rd./level) for 1 rd. AKA gore
Mass CamouflageCD is not Personal (+1 level), is stenchMM5.
close range instead of silent (+0 levels), and affects CastigateAPG: Spook (0 levels) + Fell Frightening (+1
1 creature/level (+3 levels) = 5th level; +10 max. level) + Augment Spell (shaken to cowering; +3 levels)
Rabbit feetRR is Augmented to +10 (+1 level) but + Language-Dependent Spell (-1 level) + Tenuous
lasts only 1 min./level (-1 level) = 1st level. Tread of
Spells (Grimoire), p. 56
Spell (-1 level) = 2nd level; target cowering (Will among melee attacks (damage is slashing, fire, and
shaken) 1 rd./level or until save. holy).
Castigate, MassAPG: Spook (0 levels) + Reach Spell Eyes of the firre: Jet of flame (0 level) + Shape Spell
(close to medium; +1 level) + Fell Frightening (+1 (ray to target; +0 levels) = 1st level; damage cap 5d6
level) + Mass Effect Spell (+3 levels) + Augment Spell fire (Reflex half).
(panicked to cowering; +1 level) + Language- Horns of the cervidal: Invisible needle (0 level) +
Dependent Spell (-1 level) + Tenuous Spell (-1 level) = Cascade Spell (dispel; +1 level) + Inexorable Spell
4th level spell; 1 target/level cowering (Will shaken) 1 (+3 levels) + Effect-Specific Spell (conjuration only;
rd./level or until saves. -2 levels) + Manifested Spell (-1 level) = 1 st level;
CatapsiSRD: Warding (psionics; 1st level) + Mass melee attack deals up to 5d6 piercing and dispels
Effect Spell (all disciplnes; +4 levels) + Shape Spell any calling or summoning spell (sending conjured
(target to emanation; +2 level) + Extend Spell (1 creature back home).
min./level to 1 rd./level; -1 level) + Resistible Spell (-1 Wings of the astral deva: Mage hand (0 level) = 0
level) = 5th level; those in 20’r. of you cannot manifest level; fly 20 ft.
psionic powers unless they save vs. Intuition. + Extend Spell (inst. to 1 min./level; +3 levels) +
CatapultCSc: Energy mace (0 level) + Channel Spell Restricted Spell ([good] descriptor; -1 level) + Cascade
(+1 level) = 1st level (listed as 2nd); thrown weapon flies Spell (damage attribute: Str; -1 level) = 3 rd level; one of
from your hand at speed, dealing +1d6 bludgeoniong/ effects listed each round (subject’s choice) for 1
level (max. +5d6) on a hit (normal ranged attack). min./level, and caster takes 1d4 Str damage at time of
CaterwaulCM: Sickening touch (0 level) + Reach Spell casting.
(touch to close; +1 level) + Augment Spell (nausea; +2 Celestial BloodBED: Resistance (0 level) + Consecrate
levels) + Fell Sickening (+1 level) + Extend Spell (1 Spell (+1 level) + Augment Spell (+1 to +5; +2 levels) +
rd./level to 1 rd.; -1 level) + Shape Spell (ray to cone; Effect-Specific Spell (Fort saves only; -2 levels) +
+1 level) + Restricted Spell (bard; -1 level) = 3 rd level; Cascade Spell (inure: slashing; +1 level) + Energy
30-ft. cone nauseates 1 round (Fort sickened). Admixture (bludgeoning and piercing; +0 levels) +
CatsfeetCM: Skill enhancement (0 level) + Cascade Tenuous Spell (overcome by evil; -1 level) + Mass
Spell (hand of fate; +1 level) + Variable Spell (choose Effect Spell (sonic; +1 level) + Energy Admixure (cold
skill; +1 level) + Personal Spell (-1 level) + Sudden and electricity; +0 levels) + Maximize Spell (+2 levels)
Spell (+0 levels) = 1st level; as a swift action, reroll any + Ritual Spell (full round; -1 level) + Restricted Spell
one Acrobatics, Athletics, or Stealth check you make ([good] descriptor; -1 level) = 2 nd level (listed as 6th);
with a +1/2 levels (+5 max.) bonus. subject gains +5 sacred bonus to Fort saves, DR
Celerity, Mordenkainen’sTM2: Bestow feat (Extend 10/adamantine, and resistance 10 to acid, cold, and
Spell; 1st level) + Cascade Spell (bestow feat: Sudden electricity for 1 min./level.
Metamagic; +2 levels) + Mass Effect (also Sudden Celestial BrillianceBED: Light (0 level) + Positive
Cascade Spell: celerity; +1 level) + Mass Effect Spell Spell (+0 levels) + Augment Spell (bright light; +1
(1/3 levels; +2 levels) + Effect-Specific Spell level) + Widen Spell (20’r. to 120’r.; +3 levels) + Extend
(movement spells; -2 levels) + Extend Spell (1 rd./level Spell (10 min./level to 1 hr./level; +1 level) = 5 th level
to 1 min./level; +1 level) + Personal Spell (-1 level) = 4 th (listed as 4th); large, long-lasting area of bright light
level; for the next 1 min./level, spells you cast that affects susceptible undead.
grant or alter movement also provide celerity (+40 ft.) Censure ElementalsME: Bolt of force (2nd level) +
and/or are Extended 1 step in duration, subject to Shape Spell (target to emanation; +3 levels) + Reach
Sudden Metamagic limits. Spell (close to personal; -1 level) + Creature-Specific
Celestial AspectBED: Variable Spell (select effect Spell (elementals only; -2 levels) + Selective Spell (+1
each round; +1 level): level) + Concentration Spell (standard; +1 level) = 4th
Blade of the sword archon: Invocation of the knife (0 level; damage cap 10d6 force/rd. in 20’r. against
level) + Energy Admixture (fire; +0 levels) + elementals you specifiy while you concentrate.
Consecrate Spell (+1 level) + Ray Splitting (+1 level) Censure of MesosRR2: Antimagic field (q.v.; 6th level) +
+ Reach Spell (close to touch; -1 level) + Manifested Shape Spell (10’r. emanation to target; -1 level) +
Spell (-1 level) = 1st level; damage cap 6d6, divided Extend Spell (10 min./level to 1 rd./level; -2 levels) +
Spells (Grimoire), p. 57
Reach Spell (touch to medium; +1 level) = 4th level Spell (all schools of magic; +3 levels) + Extend Spell (1
(listed as 9th); target cannot use magical abilities for 1 min./level to 1 rd./level; -1 level) + Cascade Spell (bind;
rd./level (Fort save neg. and initial SR applies). +1 level) + Augment Spell (grapple; +1 level) + Extend
Chain Lightning: Electric arc (0 level) + Conductive Spell (1 rd./level to 10 min./level; +2 levels) = 8th level;
Evocation (+1 level) + Reach Spell (close to long; +1 subject is grappled, treated as being in antimagic field
level) + Shape Spell (ray to target; +0 levels) + Mass (not affecting this spell itself) for 10 min./level.
Effect Spell (1 target/level; +3 levels) = 5th level (listed Chains of VengeanceAUG: Bind (0 level) + Cascade
as 6th); damage cap 15d6, save for half (at -4 if metal- Spell (jet of flame; +1 level) + Lingering Evocation (+1
armored and/or holding metal weapons). level) + Augment Spell (pin; +3 levels) + Reduce Spell
Modenkainen’s electric arcGA affects only one target/3 (15d6 to 10d6; -1 level) = 4 th level; target takes 1d6
levels (-1 level = 4th level; damage cap 10d6). Cross fire/level (max. 10d6, Reflex half) and is pinned 1
of lightningAUG2 is the same, but each target is rd./level, taking 2d6/rd. ongoing fire damage.
Shaped to a line (+1 level = 5 th level; damage cap Challenge EvilAPG: Sickening touch (0 level) + Reach
15d6). Spell (touch to close; +1 level) + Shape Spell (ray to
Heavenly lightning stormBED is Consecrated (+1 level) target; +0 levels) + Extend Spell (1 rd./level to 1
instead of Conductive (-1 level), is Shaped (ray to min./level; +1 level) + Tenuous Spell (sickened only if
target; +0 levels) and Inexorable (+3 levels), and doesn’t attack you; -1 level) + Cascade Spell (blessing;
Reduced (20d6 to 15d6; -1 level) = 7 th level; damage +1 level) + Augment Spell (+3 bonus; +1 level) +
cap 15d6 (half electricity, half holy; no save) to 1 Restricted Spell (paladin; -2 levels) = 1st level; you gain
target/level at long range. Heavenly lightningBED +3 sacred bonus to attacks and damage against target,
affects only 1 target/3 levels (-1 level) at Close who is sickened if doesn’t attack you (spell ends if
range (-1 level) = 5th level; 10d6 (half electricity, you withdraw).
half holy; no save) ChamberMP: Warding (dimensional travel; 1st level)
+ Extend Spell (1 min./level to 1 rd./level; -1 level) +
Chain of PerditionUC: Bind (0 level) + Variable Spell
Reach Spell (touch to close; +1 level) + Cascade Spell
(Cascade Spell: push or topple; +2 levels) +
(wall of force, q.v.; +5 levels) + Transdimensional Spell
Concentration Spell (partial action; +2 levels) = 4 th
(-1 level) + Tenuous Spell (-1 level) = 4 th level (listed as
level; chain binds and either jerks away or pulls prone
3rd); traps ethereal target in spherical wall of force for 1
while you concentrate.
rd./level or until saves.
Chain of SorrowHH: Damage attribute (Cha; 1st level)
Chameleon StrideAPG: Blur (q.v.; 2nd level) + Cascade
+ Reach Spell (touch to close; +1 level) + Augment
Spell (skill enhancement: Stealth; +1 level) + Personal
Spell (+2d4; +1 level) + Crippling Drain (+2 levels) +
Spell (-1 level) = 2nd level; you gain +1/2 levels (+5
Mass Effect Spell (1/level; +3 levels) + Delay Spell
max.) to Stealth and 20% miss chance for 1 min./level.
(when current target touches friend or ally; +1 level) +
Chameleon Stride, GreaterAPG: Chameleon strideAPG
Cascade Spell [(damage attribute: Cha; -1 level) +
(q.v.; 2nd level) + Shape Spell (target to emanation; +2
Augment Spell (+1d4; -1 level)] = 7th level; target takes
levels) + Widen Spell (20’r. to 10’r.; -1 level) + Selective
3d4 Cha drain (Will half), as does next friend or ally
Spell (+1 level) + Restricted Spell (ranger or access to
touched by target, and so on until 1 creature/level
Skalykid domain; -1 level) = 3rd level; as above, but
affected. Caster takes 2d4 Cha damage.
affects you and allies within 10 ft.
Chains of BindingRR2: Invisible needle (0 level) +
Champion’s StrengthTM2: Blessing (0 level) + Still
Cascade Spell (bind; +1 level) + Augment Spell
Spell (+1 level) + Augment Spell (+8 total bonus; +6
(grapple; +1 level) + Reach Spell (close to long; +1
levels) + Extend Spell (10 min./leel to 1 rd.; -3 levels) +
level) + Shape Spell (target to burst; +2 levels) + Widen
Concentration Spell (standard; +1 level) = 5 th level;
Spell (20’r. to 5’r.; -2 levels) + Extend Spell (inst. to 1
subject gains +8 sacred bonus to attacks, damage, and
rd./level; +2 levels) + Reduce Spell (15d6 to 5d6; -2
saves vs. fear while you concentrate.
levels) = 3rd level; small area deals 5d6 piercing/rd.
Change WeaponAUG2: Shaping (2nd level) + Variable
(divine 1d6/rd.) and grapples 1 rd./level (Reflex
Spell (+1 level) + Cascade Spell (enlarge or reduce object;
half/neg.).
+1 level) + Object-Specific Spell (weapon only; -2
Chains of Null MagicAUG2: Warding (1st level) +
levels) = 2nd level (listed as 1st); reshapes weapon into
Reach Spell (touch to close; +1 level) + Mass Effect
Spells (Grimoire), p. 58
a different weapon with same properties for 1 Str; +1 level) + Cascade Spell (damage attribute: Con;
min./level (Craft check needed). +1 level) + Reach Spell (touch to long; +2 levels) +
Changestaff: Summon (1st level) + Augment Spell Shape Spell (ray to burst; +2 levels) + Augment
(CR 8 treant; +5 levels) + Extend Spell (1 rd./lvl to 1 Spell (+2d4 Str; +1 level) + Augment Spell (+2d4
hr./level; +4 levels) + Reach Spell (close to touch; -1 Con; +1 level) + Reduce Spell (25d6 to 15d6; -2
level) + Ritual Spell (full round; -1 level) + Restricted levels) = 8th level; up to 15d6 negative energy plus
Spell (access to Plant domain; -1 level) = 7th level. 3d4 Str and 3d4 Con in a 20’r. (Fort half).
Liveoak requires a full Ritual Spell (-1 level) = 6th Soul BurstAUG2: Ray of entropy (1st level) + Reach
level; to maintain the effect beyond 1 hour/level Spell (close to medium; +1 level) + Shape Spell
requires investiture of 3,500 x CL numen. (target to burst; +2 levels) + Selective Spell (+1
level) + Reduce Spell (15d6 to 10d6; -1 level) = 4th
Channel Negative Energy: Ray of entropy (1st level) +
level; damage cap 10d6 negative energy in 20’r.,
Silent Spell (+1 level) + Shape Spell (ray to burst; +2
normally set to exclude objects, plants, outsiders,
levels) + Widen Spell (20’r. to 60’r.; +2 levels) + Reach
and undead.
Spell (close to personal; -1 level) + Reduce Spell (15d6
Symbol of deathSRD is Maximized (+2 levels),
to 10d6; -1 level) = 4th level; damage cap 10d6.
Delayed (activating condition; +1 level), Reach (can
Variants:
activate at close range; +1 level), Selective
Avascular MassLM: Ray of entropy (1st level) + (password bypass; +1 level), Ritual (-2 levels), and
Cascade Spell (bind; +1 level) + Cascade Spell Augmented (+1 level) = 8 th level; damage cap 150
(inertia; +1 level) + Augment Spell (stun; +3 levels) hp negative energy. Note the numen investiture
+ Shape Spell (target to spread; +2 levels) = 8 th cost for latent spells (400 x CL).
level; damage cap 20d6 necrotic to all in 20’r. Vangal’s WrathDD: Ray of entropy (1st level) + Corrupt
spread, plus stunned 1 rd. and entangled 1 Spell (+1 level) + Shape Spell (ray to burst; +2
rd./level (Fort half/neg.). levels) + Reach Spell (close to personal; -1 level) +
Explosion of RotUW: Ray of entropy (1st level) + Bane Still Spell (+1 level) + Augment Spell (10d6 to 15d6;
Spell (fixed: plants; +0 levels) + Cascade Spell +1 level) = 5th level (listed as 6th); damage cap 15d6
(inertia; +1 level) + Augment Spell (staggered; +1 (half negative energy, half unholy) to those within
level) + Extend Spell (1 rd. to 1 rd./level; +1 level) + 20 ft. of you.
Tenuous Spell (-1 level) + Shape Spell (target to Wretched BlightBVD: Ray of entropy (1st level) +
burst; +2 levels) + Widen Spell (20’r. to 10’r.; -1 Corrupt Spell (+1 level) + Bane Spell (fixed: good;
level) = 4th level; damage cap 10d6 necrotic (10d8 +0 levels) + Cascade Spell (inertia; +1 level) +
vs. plants) in 10’r., plus staggered 1 rd./level or Augment Spell (stun; +3 levels) + Creature-Specific
until save. Spell (stuns [good] creatures only; -2 levels) +
Negative Energy GeyserRR2: Ray of entropy (1st level) + Reach Spell (close to long; +1 level) + Shape Spell
Reach Spell (close to long; +2 levels) + Shape Spell (target to burst; +2 levels) = 7 th level; damage cap
(ray to emanation; +2 levels) + Widen Spell (20’r. to 15d6 (15d8 vs. good; half negative energy, half
40’r.; +1 level) + Extend Spell (inst. to 1 rd./level; +2 unholy) and good creatures stunned 1 rd. (Fort
levels) = 8th level; damage cap 20d6 negative half/neg.).
energy/rd. in 40’r. area.
Channeled Divine HealthPHII: Spark of life (1st level) +
Nystul’s Blacklight Burst: Ray of entropy (1st level) +
Variable Spell (+1 level):
Cascade Spell (inertia; +1 level) + Augment Spell
Quicken Spell (+3 levels) + Reduce Spell (15d6 to
(stagger; +1 level) + Extend Spell (1 rd. to 1
10d6; -1 level) = 4th level; heals 10d6 hp by touch as
rd./level; +1 level) + Tenuous Spell (-1 level) +
a swift action.
Shape Spell (ray to burst; +2 levels) + Bane Spell
Reach Spell (touch to close; +1 level) + Augment
(positive and Upper Planar; +0 levels) + Reduce
Spell (+1/level) = 4th level; heals 10d6 + 1 hp/level
Spell (15d6 to 10d6; -1 level) = 4 th level; damage cap
(+10 max.) at close range.
10d6 (10d8 vs. positive/upper planar) and staggers
Reach Spell (touch to long; +2 levels) + Augment
1 rd./level (save each round to end effect).
Spell (+1/level) + Ritual Spell (full round; -1 level) =
Shadow StormRR: Ray of entropy (1st level) + Silent
4th level; heals 10d6 + 1 hp/level at long range.
Spell (+1 level) + Cascade Spell (damage attribute:
Spells (Grimoire), p. 59
Channeled LifetheftCM: Touch of fatigue (0 level) + (spells or SLAs; -1 level)] + Shape Spell (target to
Reach Spell (touch to close; +1 level) + Cascade Spell spread; +2 levels) = 7th level; those in area confused 1
(spark of life; +1 level) + Cross-Class Spell (arcane; +1 rd./level (no save if used vs. creatures possessing
level) + Variable Spell (+1 level): spells or spell-like abilities).
Quicken Spell (+3 levels) + Reduce Spell (15d6 to Chaos DevotionCC: Deflection or blessing (0 level) +
5d6; -2 levels) = 5th level; swift casting leaves target Corrupt Spell (+1 level) + Augment Spell (+4 bonus; +2
fatigued, and you gain 5d6 temp. hp. levels) + Varible Spell (no control over which effect; -1
Augment Spell (exhaustion; +1 level) + Cascade level) + Personal Spell (-1 level) + Sudden Spell (+0
Spell (ray of entropy; +1 level) + Reduce Spell (15d6 levels) + Restricted Spell ([chaotic] bloodline, domain,
to 10d6; -1 level) = 5th level; damage 1d6/2 levels deity, etc.; -1 level) = 0 level; as a swift action, grant
plus exhausted (Fort half/neg.), and you gain like yourself a +4 profane bonus to AC or attacks and
number of temp. hp. damage (determine which randomly) for 1 round.
Augment Spell (exhaust; +1 level) + Cascade Spell Chaos FlameRR2: Jet of flame (0 level) + Reach Spell
(ray of entropy; +1 level) + Augment Spell (+1/level; (close to medium; +1 level) + Shape Spell (ray to
+1 level) + Ritual Spell (full round; -1 level) + target; +0 levels) + Extend Spell (inst. to 1 rd./level; +2
Reduce Spell (15d6 to 10d6; -1 level) = 5 th level; levels) + Variable Spell (attacks random targets 50%;
1d6+1 per 2 levels (max. 10d6+10) plus exhausted, 1 level) = 2nd level; damage cap 5d6 fire. Each round,
and you gain like number of temp. hp. the fire has a 50% of affecting either the target you
initially selected, or some other creature within range
Channeled PyroburstPHII: Jet of flame (0 level) +
(determine randomly).
Reach Spell (close to medium; +1 level) + Variable
Chaos Hammer: Acid splash (0 level) + Corrupt
Spell (+1 level):
Spell (+1 level) + Bane Spell (lawful; +0 levels) +
Quicken Spell (+3 levels) + Reduce Spell (15d6 to Cascade Spell (inertia; +1 level) + Augment Spell
10d6; -1 level) = 4th level; swift ranged touch attack (staggering; +1 level) + Extend Spell (1 rd. to 1
deals up to 10d6 fire. rd./level; +1 level) + Tenous Spell (-1 level) + Reach
Shape Spell (ray to spread; +2 levels) = 4 th level; Spell (close to long; +1 level) + Shape Spell (ray to
otherwise as fireball. burst; +2 levels) + Reduce Spell (15d6 to 10d6; -1 level)
Shape Spell (ray to spread; +2 levels) + Empower + Restricted Spell ([chaotic] caster; -1 level) = 4 th level;
Spell (+1 level) + Ritual Spell (full round; -1 level) = damage cap 10d6 (10d8 vs. lawful; half acid, half
4th level; damage cap 1.5 x 10d6. entropic) plus staggered 1 rd./level (save each round
Channeled Sound BlastCM: Sound lance (1st level) + to end effect).
Shape Spell (ray to cone; +2 levels) + Variable Spell (+1 Chaos ShieldTM2: Warding (wild surges; 1st level);
level): subject is protected from the effects of wild surges for
1 min./level.
Quicken Spell (+3 levels) + Widen Spell (30 ft. to
Chaos WardS&M: Glamer (1st level) + Cross-Class
15 ft.; -1 level) + Reduce Spell (15d6 to 10d6; -1
Spell (divine; +1 level) + Cascade Spell (deflection; +1
level) = 5th level; damage cap 10d6.
level) + Reach Spell (close to touch; -1 level) +
Empower Spell (+1 level) = 5th level; damage cap
Restricted Spell (access to Chaos domain; -1 level) = 1 st
1.5 x 10d6.
level (listed as 2nd); subject gains +2 deflection to AC
Maximize Spell (+2 levels) + Ritual Spell (full
and 20% miss chance for 1 rd./level.
round; -1 level) = 5th level; damage cap 90.
Chaotic CombatTM2: Deflection (1st level) +
Chant of PainSS: Whelm (0 level) + Augment Spell Consecrate Spell (+1 level) + Cascade Spell (blessing;
(0 to 5d6; +2 levels) + Ritual Spell (full round; -1 level) +1 level) + Augment Spell (+1 to +3; +1 level) + Reach
+ Restricted Spell (access to Suffering domain; -1 Spell (touch to close; +1 level) + Extend Spell (1
level) = 0 level; damage cap 5d6 nonlethal (Will half). min./level to 1 rd./level; -1 level) + Restricted Spell
Chant of agonySS is Augmented one more step (1st level; (access to Chaos domain; -1 level) = 3rd level; grants +3
damage cap 10d6). profane bonus to attacks and damage and +2 profane
ChaosPH1: Lesser compelling confusion (1st level) + bonus to AC for 1 rd./level.
Extend Spell (1 rd. to 1 rd./level; +2 levels) + Chaotic CommandsTM2: Warding (compulsions; 1st
[Inexorable Spell (+3 levels) + Creature-Specific Spell level) + Variable Spell (active effects turned on caster
Spells (Grimoire), p. 60
instead of negated; ad hoc +2 levels) + Shielding Spell illusion of blood dripping from ceiling, massacred
(+1 level) + Extend Spell (1 min./level to 10 min./level; flesh on floor, etc. sickens and counts as difficult
+1 level) + Restricted Spell (access to Chaos domain; -1 terrain (Intuition for 60% chance to ignore effects).
level) = 4th level; enchantment [compusion] effects Charnel TouchHH: Ray of entropy (1st level) + Reach
targeting subject rebound on caster. Spell (close to touch; -1 level) + Augment Spell (1d6 to
Charge ObjectOcA: Nystul’s magic aura (1st level) + 5d6; +1 level) + Restricted Spell (necromancer or
Variable Spell (choose which aura information to [death] bloodline, domain, etc.; -1 level) = 0 level
impart; +1 level) + Ritual Spell (full riutual; -1 level) = (divine 1st); damage cap 5d6 negative energy.
1st level; you psychically “charge” item so that it Charon’s DispensationBotD3: Warding (1st level) +
detects as psychic, and object reading, etc. reveal Rewach Sperll (touch to close; +1 level) + Mass Effect
information you impart (cannot impart false auras). Spell (1 effect/3 levels; +2 levels) + Effect-Specific Spell
Invest 25 x CL numen to maintain indefinitely. (River Styx, Lethe, etc.; -2 levels) + Mass Effect Spell (1
Charm Animal: Ray of beguiling (1st level) + Crfoss- creature/level; +3 levels) = 5th level (listed as 4th);
Class Spell (+1 level) + Shape Spell (ray to target; +0 subjects immune to harmful magical effects of rivers
level) + Extend Spell (1 rd./level to 1 hr./level; +3 of the underworld: loss of memory, soul leaching, etc.
levels) + Creature-Specific Spell (animal; -2 levels) + Chasing PerfectionPHII: Attribute boost (0 level) +
Effect-Specific Spell (attitude towards caster only; -2 Augment Spell (+4 total bonus; +2 levels) + Mass
levels) = 1st level; target’s Cha is treated as 1d6 +1/2 Effect Spell (1/level; +3 levels) = 5th level; +4
levels (+5 max.) lower than actual when determining enhancement to all attributes for 1 min./level.
its attitude towards you (Intuition half, automatically CheatBVD: Skill enhancement (Profession: gambling; 0
Helpful if reduced to 1). level) + Personal Spell (-1 level) + Sudden Spell (+0
Charm ItemAUG: Ray of beguiling (1st level) + levels) + Interrupting Spell (+1 level) + Augment Spell
Threnodic Spell (modified; +0 levels) + Extend Spell (1 (+1 to +5; +1 level) = 1st level; immediate action gives
rd./level to 1 hr./level; +4 levels) + Item-Specific Spell you +1/2 levels (+5 max.) to die roll to resolve a game
(-2 levels) = 3rd level (listed as 1st); intelligent item of chance.
takes penalty to Cha of 1d6 + ½ levels vs. you. Chill/WarmthRR: Variable Spell (ray of frost or jet of
Charm Person, MassRD: Charm person (1st level) + flame; +1 level) + Reach Spell (close to touch; -1 level) +
Mass Effect Spell (1/level; +3 levels) = 4th level; Cha Extend Spell (inst. to 10 min./level; +4 levels) + Ritual
penalty is 1d6 +1/level (+15 max.). Spell (full round; -1 level) + Reduce Spell (10d6 to 0d6;
Charm Person, MassUI: Charm person (1st level) + -3 levels) = 0 level. This is different from endure
Shape Spell (target to spread; +2 levels) + Widen Spell elements insofar as it actually changes the ambient
(20’r. to 40’r.; +1 level) + Selective Spell (+1 level) + temperature for the subject.
Expedient Spell (total HD; -1 level) = 4 th level; as Continual HeatRR2: Jet of flame (0 level) + Shape Spell
charm person, but Cha penalty is 1d6 +1/level (+15 (ray to emanation; +3 levels) + Widen Spell (20’r. to
max.), and affects up to 2d4+ 1/level (+10 max.) HD of 5’r.; -2 levels) + Reach Spell (close to 0; -1 level) +
humanoids in 40’r. (you choose which ones to be Extend Spell (inst. to 1 hr./level; +5 levels) +
affected until potential filled). Reduce Spell (15d6 to 0d6; -4 levels) = 1 st level; 5’r.
Charming LieBRL: Compel (believe lie; 2nd level) + emanation is kept warm, but not hot enough to
Still Spell (+1 level) + Disguise Spell (+1 level) + Shape deal damage. Invest 1,000 numen to make the
Spell (target to spread; +2 levels) + Reach Spell (close emanation permanent around a rock (as a
to personal; -1 level) + Language-Dependent Spell (-1 continuous magic item).
level) + Pacific Spell (-2 levels) = 2nd level; those in 20’r.
Chill GazeRR2: Damage attribute (Dex; 1st level) +
automatically believe one lie you tell as the verbal
Cascade Spell (ray of frost; +1 level) + Shape Spell (ray
component (casting is disguised).
to emanation; +2 levels) + Widen Spell (20’r. to 40’r.;
Charnel HouseHA: Glamer (0 level) + Cascade Spell
+1 level) + Personal Spell (-1 level) + Extend Spell
(sickening touch; +1 level) + Reach Spell (touch to
(inst. to 1 rd./level; +2 levels) = 6 th level; damage cap
medium; +1 level) + Shape Spell (target to cubes; +2
15d6 cold plus 1d4 Dex/rd. in 40’r. of you.
levels) + Extend Spell (1 rd./level to 10 min./level; +2
Chill Touch: Damage attribute (Str; 1st level) +
levels) + Residual Spell (+1 level) + Shadow Spell (-1
Cascade Spell (ray of entropy; +2 levels) + Delay Spell
level) + Ritual Spell (full round; -1 level) = 5th level;
Spells (Grimoire), p. 61
(as used; +1 level) + Reduce Spell (15d6 to 5d6; -2 level) + Extend Spell (1 min./level to 1 rd./level; -1
levels) = 2nd level; damage cap 5d6 negative energy level) + Personal Spell (-1 level) + Cascade Spell
and 1d4 Str damage, or 1d6 and 1 Str damage per (damage attribute: Str; +1 level) + Channel Spell (+1
touch for 1 touch/level (up to 5 total). Variants: level) + Extend Spell (inst. to 1 rd./level; +2 levels) +
Chill WeaponRR2: Damage attribute (Str; 1st level) + Restricted Spell (psychic warrior; -1 level) = 3 rd
Ray Splitting (+1 level) + Channel Spell (+1 level) + level (listed as 2nd); 1 weapon attack/rd. deals 1d4
Extend Spell (inst. to 1 rd./level; +2 levels) = 5 th Str damage; you gain a like bonus to Str.
level (listed as 1st); for 1 rd./level, weapon deals 1 Chill WindSLPG: Ray of frost (0 level) + Cascade Spell
Str damage on each hit. (inertia; +1 level) + Augment Spell (staggered; +1 level)
Cold BlastAUG: Damage attribute (Str; 1st level) + + Extend Spell (1 rd. to 1 rd./level; +1 level) + Shape
Cascade Spell (ray of frost; +1 level) + Reach Spell Spell (ray to burst; +2 levels) + Widen Spell (20’r. to
(touch to medium; +1 level) + Resistible Spell (-1 5’r.; -2 levels) = 3rd level; damage cap 10d6 cold and
level) + Reduce Spell (5d6 to 1d6; -1 level) = 1 st staggered 1 rd./level (Fort half/neg.) in 5’r. burst.
level; ranged touch deals 1d6 cold plus 1d4 Str Chilling Chamber, Darsson’sShS: Ray of frost (0
(Fort half/neg.). level) + Conductive Evocation (+1 level) + Shape Spell
Parching TouchSSt: Damage attribute (Str; 1st level) + (target to cubes; +2 levels) + Extend Spell (inst. to 1
Cascade Spell (ray of entropy; +2 levels) + Bane Spell hr./level; +5 levels) + Delay Spell (onset 1/min. instead
(plants and water elementals; +0 levels) + Delay of 1/rd.; 1 level) + Ritual Spell (full round; -1 level) +
Spell (standard; +1 level) + Reduce Spell (15d6 to Reduce Spell (20d6 to 1d6; -4 levels) = 2nd level; 1d6
5d6; 2 levels) = 2nd level; damage cap 5d6 cold/min. in one 10-ft. cube/level area (Fort half).
desiccation plus 1d4 Str damage, or 1d6 and 1 Str Darsson’s fiery furnaceShS is the same, except it uses jet
damage per touch for 1 touch/level (up to 5 total). of flame as the base seed and deals fire damage.
QuillfireMF: Damage attribute (Str; 1st level) + Reach Chord of DistractionCSc: Inertia (0 level) + Quicken
Spell (touch to close; +1 level) + Augment Spell Spell (+4 levels) + Interupting Spell (+1 level) +
(+2d4; +1 level) + Cascade Spell (invisible needle; +1 Restricted Spell (bard; -1 level) = 4th level; immediate
level) + Variable Spell (ranged or melee; +1 level) + casting leaves opponent flat-footed for 1 rd.
Manifested Spell (-1 level) + Concentration Spell Chromatic BladeDr181: Bolt of force (2nd level) + Ray
(standard; +1 level) + Restricted Spell (access to Splitting (+1 level) + Reach Spell (close to touch; -1
Animal domain; -1 level) + Reduce Spell (10d6 to level) + Extend Spell (inst. to 1 rd./level; +2 levels) +
5d6; -1 level) = 3rd level; each round, make one Cascade Spell (bestow feat; +1 level) + Mass Effect Spell
attack (melee or ranged) for 5d6 piercing plus 3d4 (1 feat/3 levels; +2 levels) + Augment Spell (BAB +11
Str. effects; +2 levels) + Ritual Spell (full round; -1 level) +
Red FesterBVD: Damage attribute (Str; 1st level) + Reduce Spell (25d6 to 10d6; -3 levels) = 5 th level (listed
Cascade Spell (damage attribute: Cha; +2 levels) = 3 rd as 7th); damage cap 15d6/19-20 force, divided among
level; touch deals 1d4 Str and Cha damage. iterative melee touch attacks (max. 10d6 for one), +3 to
Shadow TouchRR: Damage attribute (Str; 1st level) + attacks and damage, and severs limb on a crit.
Silent Spell (+1 level) + Augment Spell (+2d4; +1 Chromatic OrbUA1: Bolt of force (2nd level) + Cascade
level) + Concentration Spell (standard; +1 level) = Spell (alter senses: +1 level) + Augment Spell (vision; +1
4th level (listed as 3rd); one standard action level) + Hex Spell (+0 levels) + Phantasmal Spell (-1
touch/rd. deals 3d4 Str damage (Fort half). level) + Reduce Spell (10d6 to 1d6; -2 levels) = 1 st level;
Shivering TouchFB: Damage attribute (Dex; 1st level) + close ranged touch attack forces Intuition save or
Augment Spell (+2d4; +2 levels) + Inexorable Spell deals 1d6 force plus blind 1 rd./level (Fort neg.).
(+3 levels) + Extend Spell (days to rounds; -3 Paralysis, petrifaction, etc. orbs are not available from
levels) = 3rd level; touch deals 3d4 Dex damage (no a 1st level spell.
save, but recovers at 1 pt./rd., or faster with Fast Circle of BindingAUG2: Compel (don’t leave circle; 2nd
Recovery feat). level) + Reach Spell (close to medium; +1 level) +
Strength of My EnemySRD: Attribute boost (Str; 0 level) Shape Spell (target to emanation; +2 levels) + Widen
+ Augment Spell (+1 level) + Variable Spell Spell (20’r. to 5’r.; -2 levels) + Extend Spell (1 rd. to 1
(augmentation depends on Str damage inflicted; +1 min./level; +2 levels) = 5th level (listed as 4th); those
Spells (Grimoire), p. 62
entering 5’r. circle are compelled not to leave it by any (ranger or access to Animal domain; -1 level) = 2 nd
means for the remainder of the duration. level; subjects can communicate with each other (but
Circle of ClarityUM: Skill enhancement (Perception; 0 not with actual animals) using animal sounds (birds,
level) + Cascade Spell (targeted warding against squirrels, etc.).
concealment; 2nd level) + Irresistible Spell (+2 levels) + Circle of SunmotesTM2: Blessing (0 level) + Augment
Extend Spell (1 min./level to 1 rd./level; -1 level) + Spell (+2 bonus; +1 level) + Selective Spell (+1 level) +
Cascade Spell (bestow feat: Arcane Defense vs. illusion; Variable Spell (Cascade Spell: jet of flame or spark of
+1 level) + Shape Spell (target to emanation; +2 levels) life; +1 level) + Shape Spell (target to spread; +2 levels)
+ Reach Spell (0 to medium; +1 level) = 7 th level; 20’r. + Cascade Spell (light; +1 level) + Augment Spell
emanation eliminates concealment less than full, +1/2 (dazzling; +3 levels) + Widen Spell (20’r. to 60’r.; +1
level to Perception checks to notice creatures or level) + Extend Spell (inst. to 1 min./level; +3 levels) +
objects in area, and illusions in area are saved against Reach Spell (0 to medium; +1 level) + Ritual Spell (full
with +2 bonus. round; -1 level) + Restricted Spell (access to Sun
Circle of NauseaBVD: Sickening touch (0 level) + domain; -1 level) + Reduce Spell (20d6 to 5d6; -3
Variable Spell (+1 level): levels) = 9th level; allies in 60’r. lighted area are healed
Shape Spell (target to emanation; +2 levels); 2d6 hp, gain +2 to atks, damage, saves vs. fear, and
Augment Spell (nausea; +2 levels) + Shape Spell gain 3d6 temp. hp; enemies take 5d6 fire (Reflex half)
(target to emanation; +2 levels) + Widen Spell (20’r. per round and -2 to atks, damage, saves. Your
to 5’r.; -2 levels). enemies in area are illuminated by normal light, and
you and your allies treated as if enemies in dazzling
+ Extend Spell (1 rd./level to 1 min./level; +1 level) +
light.
Location-Specific Spell (pre-prepared circle; -2 levels)
City TransportAUG2: Dimensional skip (1st level) +
= 2nd level; those entering 20’r. of you sickened, those
Reach Spell (destination: close to line of sight; +4
entering 5’r. of you nauseated instead (save each
levels) + Personal Spell (-1 level) + Location-Specific
round; total spell lasts 1 min./level).
Spell (within same settlement; -2 levels) + Mass Effect
Circle of PrivacyTM2: Hand of fate (0 level) +
Spell (1/3 levels; +2 levels) + Delay Spell (standard
Selective Spell (+1 level) + Shape Spell (target to
activation; +1 level) + Ritual Spell (full round; -1 level)
emanation; +2 levels) + Extend Spell (inst. to 1
= 4th level (listed as 8th); you can teleport anywhere
hr./level; +5 levels) + Effect-Specific Spell (random
within the same city as a standard action (up to 1
encounters only; -2 levels) + Restricted Spell (ranger
jump/3 levels total).
or access to Fate or Travel domain; -1 level) + Ritual
Clairtangent HandSRD: Mage hand (0 level) +
Spell (-1 level) = 4 th level; for the next 1 hr./level, roll
Cascade Spell (detection: visual; +3 levels) + Reach
twice for random encounter checks, and encounter
Spell (close to line of sight; +3 levels) + Restricted
occurs only if both checks say so.
Spell (access to clairsentience discipline, oracular
Circle of SeeingRR: Alter senses (0 level) + Augment
mystery, etc.; -1 level) = 5 th level; you can see and
Spell (vision; +1 level) + Reach Spell (close to
manipulate a mage hand clairvoyantly, at a distance of
interplanar; +6 levels) + Mass Effect Spell (up to 1
up to ¼ mile per level.
location/level; +3 levels) + Location-Specific Spell
Clarity of MindAUG2: Skill enhancement
(runes of seeing placed by you; -2 levels) + Extend Spell
(Concentration; 0 level) + Personal Spell (-1 level) +
(1 rd./level to 1 hr./level; +3 levels) + Personal Spell (-1
Augment Spell (+1 to +5; +1 level) = 0 level; you gain
level) + Ritual Spell (-2 levels) = 8th level (listed as 4th);
+1/2 levels (max. +5) enhancement to Concentration
for 1 hr./level, you can see through up to 1 of your
for 1 min./level. Variants:
runes of seeing/level, shifting back and forth among
them at will. Cf. rune of seeingRR. Mind Over MatterRR: Skill enhancement
Circle of SoundsRR: Tongues (3rd level) + Augment (Concentration; 0 level) + Concentration Spell
Spell (basic; +2 levels) + Mass Effect Spell (1 (swift action; +4 levels) = 4 th level; +1/2 levels (+10
creature/level; +3 levels) + Effect-Specific Spell (animal max.) on Concentration checks.
sounds only; -2 levels) + Creature-Specific Spell (those Warding WeaponUC: Skill enhancement
affected only; cannot speak to actual animals; -2 (Concentration; 0 level) + Maximize Spell (+3
levels) + Ritual Spell (-1 level) + Restricted Spell levels) + Personal Spell (-1 level) + Extend Spell (1
Spells (Grimoire), p. 63
min./level to 1 rd./level; -1 level) + Augment Spell Claws of the bebilithCD Cascades bestow feat (+1 level)
(+5 to +10; +1 level) = 2 nd level. Note that this spell with Mass Effect Spell (1 feat/3 levels: Two-
provides only a +10 bonus to Concentration checks Weapon Strike, Improved Grapple, Improved
(+5 for a 1st level version), rather than auto-success. Weapon Maneuvers; +2 levels), and is Augmented
Claws, LittorianAUG: Invocation of the knife (0 level) + (BAB +6 effects; +1 level) = 5 th level; you grow
Ray Splitting (+1 level) + Reach Spell (close to touch; - claws dealing up to 7d6 slashing each, plus sunder
1 level) + Extend Spell (inst. to 10 min./level; +4 levels) if both hit, or grab (and sunder if successful) if
+ Manifested Spell (-1 level) + Reduce Spell (10d6 to only one hits. Add the following feat effects to
5d6; -1 level) = 2nd level (listed as 3rd); damage cap 7d6 claws with increased caster level: 12th—Vital Strike
slashing, divided between two melee claw attacks. (+2d6), 15th—Weapon Specialization (+2/+2), 18th—
Variants: Improved Critical (19-20).
Claws of the savageBVD lasts only 1 min./level (-1
AcuminateAUG2 Cascades magic weapon (+1 level),
level) and Cascades magic weapon (+1 level) with
and is Concentration (10 min./level to standard; -2
Mass Effect Spell (two claws; +1 level)] = 3rd level;
levels) and Delayed (allows breaks in use; +1 level)
subject grows a pair of magic (+1/4 levels) claws
= 2nd level; damage cap 12d6 slashing/rd. (divine
dealing 4d6 slashing damage each.
7d6), divided among iterative melee attacks, each
Claws of the umber hulkTM2 lasts only 1 min./level (-1
with +1/4 levels enhancement.
level) and Cascades burrowUM (q.v.; +3 levels) and
Arms of PlentyLoM Cascades bestow feat (+1 level) +
celerity (+1 level); it has a full round casting time (1
Mass Effect Spell (2 feats; +1 level) is Concentration
level) = 4th level; subject grows claws (up to 7d6
(swift action; +3 levels) rather than Extended (-4
each) and can burrow at 40 ft. rate for 1 min./level.
levels), and is Reduced 1 more step (10d6 to 1d6; -1
Laeral’s cutting handMF Cascades magic weapon (+1
level) = 2nd level (listed as 3rd); subject gains two
level) and is Concentration (10 min./level to
secondary claw attacks (base 1d6 each) usable as a
standard; -2 levels) = 1st level; damage cap 6d6.
swift action, and can rend with them (Two-
Your hand becomes a +1 slashing weapon dealing
Weapon Strike and Vital Strike).
up to 5d6 base damage (1 attack/rd.), 3d6
Beast clawsCD Cascades [keen edge (q.v.; +4 levels) –
(2/round), 2d6 (3/rd.), or 1d6 (4+/rd.), depending
Extend Spell (-2 levels)], lasts only 1 rd./level (-2
on your caster level and BAB.
levels), and is Personal (-1 level) and Restricted
Lash of the Astradaemon BotD3: Invocation of the knife (0
(ranger or access to Animal domain; 1 level), and is
level) + Cascade Spell (enervation; +5 levels) + Ray
Augmented 1 step rather than Reduced (+2 levels)
Splitting (+1 level) + Reach Spell (close to touch; -1
= 2nd level (listed as 3 rd); damage cap 6d6/19-20
level) + Manifested Spell (-1 level) + Extend Spell
slashing, divided between 2 claw attacks.
(inst. to 1 rd./level; +2 levels) + Personal Spell (-1
Beast clawsSC Cascades [keen edge (q.v.; +4 levels) –
level) = 5th level; damage cap 20d6. You grow
Extend Spell (-2 levels)], lasts 1 hr./level (+1 level),
claws dealing up to 10d6 slashing plus 1 temp.
and is Personal (-1 level) and Restricted (ranger or
negative level each.
access to Animal domain; 1 level) = 1st level (listed
as 3rd); claws deal 1d3/19-20 slashing. ClawstrikeRR2: Bolt of force (2nd level) + Reach Spell
Claws of the beastMF is Personal (-1 level), Extended (close to touch; -1 level) + Overwhelming Evocation
to only 1 min./level (-1 level), and Sudden (+0 (+2 levels) + Manifested Spell (-1 level) + Reduce Spell
levels) = 0 level; you grow claws (base 1d3 damage (10d6 to 5d6; -1 level) = 1 st level; melee attack deals
each) as a swift action that last 1 round. 1d6 force/level (max. 5d6) + Str modifier, ignores
Claws of the beastSRD is Extended to 1 hr./level (+1 hardness and energy resistance.
level), Quickened (+3 levels), Personal (-1 level), Cleansing StrikeLoM: Bestow feat (Insightful Strike;
and Restricted (psychic warrior; -1 level); it is also 1st level) + Extend Spell (1 rd./level to 1 rd.; -1 level) +
Reduced 2 more steps (10d6 to 1d6; -2 levels) = 2 nd Cascade Spell (bolt of force; +3 levels) + Channel Spell
level (listed as 1st); damage cap 3d6. You grow (+1 level) + Restricted Spell (psionic; -1 level) = 3 rd
long-lasting claws (1d6 damage each) as a swift level; one melee attack gains Wis modifier to attack
action. and damage and deals +1d6/level force damage (max.
+10d6).
Spells (Grimoire), p. 64
ClearstoneLEF: Transmute (1st level) = 1st level (listed ambient light around you is reduced by 1 step (min.
as 3rd); renders 1 cu. ft./level of rock transparent for up darkness) for everyone except you.
to 1 hr./level. Cloak of RighteousnessRR: Blessing (0 level) +
Clear PathTM2: Residual Spell (+1 level) + Shape Cascade Spell (alter senses; +1 level) + Augment Spell
Spell (target to emanation; +2 levels) + Widen Spell (blindness; +1 level) + Shape Spell (target to
(20’r. to 10’r.; -1 level) + Extend Spell (1 rd. to 1 emanation; +2 levels) + Personal Spell (-1 level) +
hr./level; +4 levels) + Restricted Spell (druid, ranger, Selective Spell (+1 level) = 4 th level; blesses allies and
or access to Travel domain; -1 level) = 5 th level; blinds enemies within 20’r. of you (emanation lasts 1
difficult terrain within 10 ft. of you is treated as rd./level).
normal, and very difficult terrain as difficult, for 1 Cloak of SecretsPC: Glamer (1st level) + Selective
hr./level. Spell (+1 level) + Cascade Spell (skill enhancement:
Climbing TreeCM: Skill enhancement (Athletics; 0 Spellcraft; +1 level) + Extend (1 rd./level to 10
level) + Reach Spell (touch to close; +1 level) + Shape min./level; +2 levels) + Widen Spell (20’r. to 5’r.; -2
Spell (target to vertical line; +1 level) + Augment Spell levels) + Ritual Spell (full round; -1 level) = 2 nd level
(+5 to +10; +1 level) + Ritual Spell (full round; -1 level) (listed as 1st); disguises speech (and lip movements) of
+ Restricted Spell (access to Plant domain; -1 level) = those within 5’r. emenation from those outside, and
1st level; immobile tree (height equal to spell’s range) imposes -1/2 levels (-5 max.) penalty to Spellcraft
provides +1/2 levels (+10 max.) to Climb checks. checks to ID spells being cast from within.
Cloak of Adeamozs7S: Warding (1st level) + Mass Cloak of the PhoenixRRE: Raise dead (5th level) +
Effect Spell (1 effect/level; +4 levels) + Extend Spell (1 Delay Spell (until killed; +1 level) + Mass Effect Spell
min./level to 1 rd./level; -1 level) + Expedient Spell (1/level; +3 levels) = 9th level; one creature/level is
(max. spell level; -1 level) = 3rd level; subject immune raised from the dead if slain. Requires diamond dust
to acid, cold, electricity, fire, or sonic spells of 3 rd level (5,000 gp worth per creature) and investiture of 450 x
or less (and negative energy at CL 6 th, force at 7th, CL numen to maintain the latent effect.
attribute damage at 8th-13th, etc.). Cloak of the SeaCAd: Bestow feat (Favored Terrain:
Cloak of Chaos: Deflection (0 level) + Cascade Spell underwater; 1st level) + Cascade Spell (bestow feat:
(resistance; +1 level) + Augment Spell (+4 bonus; +1 Favored Terrain 3 more times; +4 levels) + Extend
level) + Spell (1 rd./level to 1 hr./level; +3 levels) + Location-
Cascade Spell (spell resistance; +5 levels) + Creature- Specific Spell (underwater only; -2 levels) = 6 th level;
Specific Spell (lawful spells/spells cast by lawful subject gains Favored Terrain (underwater) +8, but no
creatures only; -2 levels); and benefits apply when not actually underwater. Cf.
Cascade Spell (lesser compelling confusion; +1 level) liquid formRRO.
+ Reach Spell (close to touch; -1 level) + Shielding Cloak of WindsAPG: Zephyr (0 level) + Shape Spell
Spell (included in spell resistance; +0 levels) + (line to target; +0 levels) + Extend Spell (1 rd./level to 1
Extend Spell (1 rd. to 1 min./level; +2 levels) + min./level; +2 levels) + Shielding Spell (+1 level) = 3 rd
Creature-Specific Spell (lawful attackers only; -2 level; subject surrounded by severe winds for 1
levels) + Mass Effect Spell (1 attacker/level; +3 min./level.
levels) Clone: Resurrection (7th level) + Cross-Class Spell
(arcane; +1 level) + Delay Spell (new body animates
+ Communal Spell (+1 level) + Restricted Spell
when original dies/is destroyed; +1 level) + Location-
(chaotic caster; -1 level) = 8 th level; +4 deflection to AC
Specific Spell (re-animates in new body’s location,
and +4 resistance to saves, plus SR 10 + Concentration
rather than in location of death; -1 level) = 8 th level.
bonus vs. [lawful] spells, and up to 1 [lawful]
The numen cost for latent spells (400 x CL) applies to
creature/level hitting in melee per round is confused 1
each clone you have ready. AKA aksashic formOcA, astral
rd. Protection lasts 1 min./level total, divided among
seedSRD.
recipients.
Close WoundsMH: Spark of life (1st level) + Reach
Cloak of DarknessBRL: Gloom (0 level) + Selective
Spell (touch to close; +1 level) + Shape Spell (ray to
Spell (+3 levels) + Extend Spell (1 rd./level to 10
target; +0 levels) + Quicken Spell (+3 levels) +
min./level; +2 levels) + Shape Spell (spread to target;
Interrupting Spell (+1 level) + Restricted Spell
2 levels) + Personal Spell (-1 level) = 2 nd level;
(paladin; -2 levels) + Reduce Spell (10d6 to 5d6; -1
Spells (Grimoire), p. 65
level) = 3rd level (listed as 1st); immediate casting heals Bestow feat (Disarming Strike; +1 level) + Ray
5d6 hp. Splitting (+1 level) + Concentration Spell (swift
Cloth of FlameRRO: Jet of flame (0 level) + Lingering action; +3 levels) + Manifested Spell (-1 level) +
Evocation (+1 level) + Reach Spell (close to touch; -1 Reduce Spell (15d6 to 5d6; -2 levels) = 3 rd level;
level) + Extend Spell (inst. to 1 rd./level; +2 levels) + damage cap 8d6 slashing (divided among multiple
Delay Spell (until garment put on; +1 level) + Ritual attacks) and possible disarming.
Spell (-2 levels) = 1st level; person donning affected Black blade of disasterMF uses ray of entropy (+1 level),
garment takes 1d6 fire/level (max. 5d6) per round requires more concentration (standard; -2 levels),
until removed, plus 1d6 burn. Cascades bestow feat (Insightful Strike; +1 level), is
Clothier’s ClosetME: Creation (1st level) + Widen not Reduced (+4 levels), and adds Overwhelming
Spell (1 cu. ft../level to 3 cu./ft.; +1 level) + Cascade Evocation (+1 level) and Empower Spell (+1 level)
Spell (shaping; +2 levels) + Cascade Spell (skill = 8th level (listed as 9th); damage cap 1.5 x 20d6.
enhancement: Craft; +1 level) + Item-Specific Spell Daggers of VaulRR uses invocation of the knife (+0
(clothing only; -2 levels) + Ritual Spell (-2 levels) = 1 st levels), adds Ray Splitting rather than Cascade
level (listed as 2nd); you conjure up to 1 outfit per Spell (-1 level), and is Irresistible (+2 levels) and
level, lasting up 1 hr./level. not Reduced (+4 levels) = 7th level; damage cap
Cloud MindSRD: Invisibility (2nd level) + Personal 27d6 slashing/rd. (divisible among multiple
Spell (-1 level) + Phantasmal Spell (-1 level) + targets, max. 20d6 to any one, and SR does not
Augment Spell (visual and auditory; +1 level) = 2 nd apply).
level; you are invisible (as the spell, including Stealth Mordenkainen’s swordSRD adds the Insightful Strike
bonus) and inaudible to one observer, and things you feat (+1 level), adds Versatile Evocation (force; +1
do are also hidden from that creature (gross effects level), Cascades magic weapon (+1 level), and is
allow another save, and attacking ends the spell). Manifested (-1 level) = 4th level (listed as 7th); 1
Cloud of BewildermentPGF: Sickening touch (0 level) ranged attack/rd. with +3 enhancement to attack
+ Reach Spell (touch to close; +1 level) + Shape Spell deals 5d6+3/19-20 force damage (also use Int or
(target to cone; +1 level) + Widen Spell (30 ft. to 15 ft.; Cha bonus as insight to attacks and damage).
-1 level) + Augment Spell (nausea; +2 levels) + Psychic scimitarSSt has no improved critical (-2
Tenuous Spell (-1 level) = 2 nd level; 15-ft. cone levels), Cascades spectral hand (q.v.; +2 levels), and
nauseates 1 rd./level or unil save. is Variable (melee or ranged touch; +1 level) and
Cloud of KnivesPHII: Invisible needle (0 level) + Reach Extended (1 min./level) rather than Concentration
Spell (close to medium; +1 level) + Cascade Spell (+0 levels) = 3rd level (listed as 2nd); 1d6 slashing
(bestow feat: Improved Critical; +1 level) + Augment plus deliver touch spells at close range (subject to
Spell (BAB +6 effects; +1 level) + Concentration Spell limits of Sudden Metamagic feat).
(swift action; +3 levels) + Reduce Spell (20d6 to 1d6; -4 Spiritual allyAPG uses bolt of force (+2 levels), adds
levels) = 2nd level; each round, make 1 swift ranged Ray Splitting rather than Cascade Spell (-1 level),
touch attack for 1d6/19-20 piercing). Variants: and is Reduced 1 less step (+1 level) = 4 th level;
Arcane cannonUC uses energy mace (+0 levels) + swift ranged touch attacks for 5d6 force (one
Energy Admixture (piercing; +0 levels), adds two attack), or 4d6 each (2 attacks), or 3d6 each (3
more feats (Insightful Strike and Channel Spell; +2 attacks), or 2d6 each (4 attacks/round, at BAB +16).
levels), Cascades magic weapon (+1 level), is Spiritual weaponSRD uses bolt of force (+2 levels),
Irresistible (+2 levels), requires a full-round casting substitutes Insightful Strike for Improved Critical,
time (-1 level), and is Reduced only 3 steps (+1 is Manifested (-1 level), and requires more
level) = 7th level; 10d6/19-20 (half bludgeoning, half concentration (partial action; -1 level) = 2 nd level;
piercing; no SR), plus +1/3 levels enhancement and one close ranged attack/rd. as a partial action, for
Int or Cha bonus as insight to attacks and damage, 1d6 force (add Wis or Cha bonus as insight to
and you can Channel offensive spells into the attacks and damage).
attacks. Sword of darknessCA uses ray of entropy (+1 level),
Bigby’s Fantastic FencersGA: Invocation of the knife (0 Cascades evervation (+4 levels), adds Ray Splitting
level) + Reach Spell (close to medium; +1 level) + (+1 level), requires less concentration (standard; -2
levels), and is Reduced only 3 steps (25d6 to 10d6;
Spells (Grimoire), p. 66
+1 level) = 7th level; damage cap 17d6 negative 1/2 levels (-5 max.) to Bluff and Perception for 1
energy (divided among iterative ranged touch min./level.
attacks, crit 19-20/x2), plus 1 temporary negative Cloudkill: Damage attribute (Con; 1st level) +
level each. Cascade Spell (wisp; +1 level) + Reach Spell (touch to
Sword of deceptionSC uses bolt of force (+2 levels) medium; +1 level) + Shape Spell (ray to spread; +2
requires less concentration (standard; -2 levels), levels) + Concentration Spell (standard; +1 level) +
adds Susceptible Strike (+1 level) and Ray Splitting Expedient Spell (total HD; -1 level) = 5 th level; 1d4 Con
(+1 level) = 4th level; damage cap 9d6 force, divided damage/rd. (Fort half) to all within area with 9 HD or
among iterative raged touch attacks (crit 19-20/x2), less, and obscures vision.
plus stacking -2 to saves for 1 rd./level (Fort 1 rd.). Coat of ArmsCM: Mage armor (1st level) + Variable
Twilight knifeAPG adds the Insightful Strike feat (+1 Spell (shield bonus; +1 level) + Augment Spell (+4 to
level) and Versatile Evocation (force; +1 level), uses +6; +1 level) + Extend Spell (1 hr./level to 1 min./level;
Extend Spell (1 rd./level) rather than -2 levels) + Cascade Spell (bolt of force; +2 levels) +
Concentration Spell (1 level), and is Tenuous Shape Spell (ray to target; +0 levels) + Concentration
(manifestation can be destroyed; -1 level) and Spell (partial action; +2 levels) = 5th level; you gain
Reduced 1 less step (+1 level) = 3 rd level; one shield of force (+6 shield bonus to AC), can fire bolts
ranged touch/rd. (against same target each round) of force as a partial action (damage cap 15d6, Reflex
for 5d6/19-20 force, and add Int or Cha bonus as half).
insight to attack and damage. Coat of Many StarsAPG: Mage armor (1st level) +
Cloud of PurificationTM2: Damage attribute (Con; 1st Cross-Class Spell (divine; +1 level) + Extend Spell (1
level) + Crippling Drain (+1 level) + Cascade Spell (ray hr./level to 1 min./level; -2 levels) + Cascade Spell
of entropy; +1 level) + Cretaure-Specific Spell (Tiny or (inure: bludgeoning; +1 level) + Energy Admixture
smaller animals and vermin; -2 levels) + Cascade Spell (piercing; +0 levels) + Extend Spell (1 min./level to 1
(create water; +1 level) + Reach Spell (touch to medium; hr./level; +2 levels) + Personal Spell (-1 level) +
+1 level) + Shape Spell (ray to spread; +2 levels) + Restricted Spell (access to Void domain, etc.; 1 level)
Widen Spell (20’r. to 10’r.; -1 level) + Concentration = 1st level; you gain +4 armor bonus (and DR
Spell (standard; +1 level) + Restricted Spell (access to 5/slashing or adamantine at CL 4th+) for 1 hr./level.
Air or Water domain; -1 level) = 4th level; mobile Augment to 2nd level to increase armor bonus to +6,
spread deals up to 10d6 negative energy damage to and DR to 10/slashing or adamantine at CL 12th+.
organic filth, garbage, etc. and Tiny or smaller vermin Coax forth PowerAUG2: Bestow feat (Empower Spell;
(which also take 1d4 Con drain, potentially 1st level) + Variable Spell (item spells rather than ones
disintegrating them), leaves behind pure water that you cast; +1 level) + Cascade Spell (bestow feat: Sudden
lasts 1 hr./level before evaporating. Metamagic; +1 level) + Extend Spell (1 rd./level to 10
Cloud of the Achaierai BVD: Ray of entropy (1st level) min./level; +2 levels) + Mass Effect Spell (additional
+ Cascade Spell (wisp; +1 level) + Cascade Spell (ray of uses; +3 levels) + Effect-Specific Spell (direct-damage
obliviousness; +1 level) + Shape Spell (target to spread; spells only; -2 levels) = 6th level (listed as 4th); hp
+2 levels) + Widen Spell (20’r. to 10’r.; -1 level) + damage of spells from item touched are Empowered
Extend Spell (inst. to 10 min./level; +4 levels) + for 10 min./level.
Restricted Spell (afflicted with soul rot, or access to Cobra’s BreathCA: Damage attribute (Con; 1st level) +
Lower Planar domain, mystery, etc.; -1 level) + Reach Spell (touch to close; +1 level) + Shape Spell
Reduce Spell (15d6 to 10d6; -1 level) = 6 th level; 10’r. (cone; +1 level) + Widen Spell (30 ft. to 15 ft.; -1 level)
cloud around you obstructs vision, deals 10d6 + Restricted Spell (water wu jen; -1 level) = 1 st level;
negative energy/rd. (Fort half), and inflicts 1d6 1d4 Con damage in 15-ft. cone (Fort half).
+1/level penalty to Wis (save half, confused at 1). CobwebsRR2: Web (q.v.; 2nd level) – Augment Spell (-
Cloud the MindAUG2: Skill enhancement (Perception; 1 level) = 1st level; as web, but entangled rather than
0 level) + Cascade Spell (skill enhancement: Bluff; +1 grappled.
level) + Hex Spell (+0 levels) + Reach Spell (touch to Cobwebs, ChokingCM: Sickening touch (0 level) +
medium; +1 level) = 2nd level (listed as 1st); target is - Cascade Spell (wisp; +1 level) + Reach Spell (touch to
medium; +1 level) + Shape Spell (target to spread; +2
levels) + Widen Spell (20’r. to 10’r.; -1 level) + Residual
Spells (Grimoire), p. 67
Spell (+1 level) + Variable Spell (see below; +1 level) = (add sense: hearing; +1 level) + Hex Spell (+0 levels) +
6th level; area of difficult terrain sickens and obscures Fell Dazzling (+1 level) + Reach Spell (close to touch; -
vision; overlapping area of two such spells nauseates 1 level) + Delay Spell (square stepped on; +1 level) +
and deals 1d4 Con damage: Ritual Spell (full round; -1 level) + Restricted Spell
Augment Spell (nausea; +2 levels) + Cascade Spell (ranger or rogue; -1 level) = 1st level; intruder blinded
(damage attribute: Con; +1 level) + Location- and deafened (Intuition dazzled/neg.) for 1 rd./level.
Specific Spell (overlapping areas of two choking Combat Trap, FootspikerCSc: Invisible needle (0 level)
cobweb spells; -2 levels) = +1 level. + Cascade Spell (celerity; +1 level) + Delay Spell
(square stepped on; +1 level) + Restricted Spell
Cognitive BlockOcA: Compel (cast slowly; 2nd level) +
(ranger or rogue; -1 level) = 1 st level; intruder takes
Still Spell (+1 level) + Extend Spell (1 rd. to 1 rd./level;
1d6/level (max. 5d6) piercing damage and speed is
+1 level) + Creature-Specific Spell (humanoid; -2
slowed by 10 ft. for 1 min./level (Fort half/neg.).
levels) = 2nd level; target casts standard casting time
Rangers add Ritual Spell (full round; -1 level), for 0
spells as full-round rituals for 1 rd./level. N.B.
level (damage 1d6, regardless of level).
Removing the humanoid-only target limitation results
Combat Trap, GlitterburstCSc: Warding (glamers; 1st
in a 4th level spell.
level) + Cascade Spell (skill enhancement: Stealth; +1
Coin ShotPC: Energy mace (0 level) + Energy
level) + Hex Spell (+0 levels) + Extend Spell (1
Admixture (piercing; +1 level) + Cascade Spell (lesser
min./level to 1 rd./level; -1 level) + Delay Spell (square
versatile weaponAPG; +1 level) + Ray Splitting (+1 level) +
stepped on; +1 level) + Restricted Spell (ranger or
Delay Spell (standard; +1 level) + Reduce Spell (15d6
rogue; -1 level) = 1st level; negates invisibility and
to 5d6; -2 levels) = 2nd level (listed as 1st); 3 thrown
imposes -1/2 levels (-5 max.) penalty to Stealth for 1
coins make short ranged touch attacks for up to 7d6
rd./level.
total damage (half bludgeoning, half piercing) and
Combat Trap, Great ScorcherCSc: Jet of flame (0 level)
penetrate one metal-specific DR.
+ Shape Spell (ray to burst; +3 levels) + Reach Spell
Combat Trap, BefuddlerCSc: Ray of idiocy (1st level) +
(close to touch; -1 level) + Widen Spell (20’r. to 10’r.; -1
Cascade Spell (ray of obliviousness; +2 levels) + Cascade
level) + Delay Spell (square stepped on; +1 level) +
Spell (ray of beguiling; +1 level) + Shape Spell (ray to
Restricted Spell (ranger or rogue; -1 level) = 1 st level;
target; +0 levels) + Reach Spell (close to touch; -1 level)
damage cap 5d6 fire in 10’r. when triggered.
+ Delay Spell (square stepped on; +1 level) + Ritual
Combat Trap, ScorcherCSc: Jet of flame (0 level) +
Spell (full round; -1 level) + Restricted Spell (ranger or
Delay Spell (square stepped on; +2 levels) + Reach
rogue; -1 level) = 2nd level; intruder takes 1d6 + ½
Spell (close to touch; -1 level) + Restricted Spell
levels (+10 max., Intuition half) penalty to Int, Wis,
(ranger or rogue; -1 level) = 0 level; intruder takes 1d6
and Cha for 1 rd./level.
fire damage (Reflex half).
Combat Trap, Enfeebler CSc: Touch of fatigue (0 level)
Combat Trap, SleeperCSc: Whelm (0 level) + Delay
+ Delay Spell (square stepped on; +2 levels) +
Spell (square stepped on; +2 levels) + Restricted Spell
Restricted Spell (ranger or rogue; -1 level) = 1 st level;
(ranger or rogue; -1 level) = 1st level; damage cap 5d6
intruder fatigued. Rangers add Ritual Spell (full
nonlethal.
round; -1 level), for 0 level.
Combat Trap, SpiderwebCSc: Bind (0 level) +
Combat Trap, EntanglerCSc: Bind (0 level) +
Residual Spell (+1 level) + Augment Spell (grapple; +1
Residual Spell (+1 level) + Delay Spell (square stepped
level) + Shape Spell (ray to burst; +2 levels) + Reach
on; +1 level) + Restricted Spell (ranger or rogue; -1
Spell (close to touch; 1 level) + Widen Spell (20’r. to
level) = 1st level; intruder entangled and square is
5’r.; -2 levels) + Delay Spell (square stepped on; +1
difficult terrain for 1 rd./level. Rangers add Ritual
level) + Restricted Spell (ranger or rogue; -1 level) = 1 st
Spell (full round; -1 level), for 0 level.
level; 5’r. grapples, is difficult terrain for 1 rd./level.
Combat Trap, EqualizerCSc: Topple (0 level) + Delay
Rangers add Ritual Spell (full round; -1 level), for 0
Spell (square stepped on; +2 levels) + Reach Spell
level.
(close to touch; -1 level) + Restricted Spell (ranger or
Combat Trap, StinkburstCSc: Wisp (0 level) +
rogue; 1 level) = 0 level; intruder knocked prone.
Cascade Spell (sickening touch; +1 level) + Augment
Combat Trap, FlashbangCSc: Alter senses (0 level) +
Spell (nausea; +2 levels) + Delay Spell (square stepped
Augment Spell (vision; +1 level) + Augment Spell
on; +1 level) + Restricted Spell (ranger or rogue; -1
Spells (Grimoire), p. 68
level) + Ritual Spell (full round; -1 level) = 2 nd level; levels; subject is pinned, cannot speak or breathe,
intruder nauseated, and vision obscured in square. and immediately begins to suffocate.
Combined TalentCM: Skill enhancement (0 level) + Invocation of the knife (0 level) + Lingering
Variable Spell (choose skill at time of casting; +1 level) Evocation (+1 level) + Shape Spell (target to
+ Reach Spell (touch to medium; +1 level) + Delay emanation; +2 levels) + Extend Spell (inst. to 1
Spell (until skill used; +1 level) + Extend Spell (1 rd./level; +2 levels) = +5 levels; those in 20’r. of
min./level to 1 rd.; -2 levels) + Augment Spell (+5 to subject take up to 20d6 slashing/rd. plus 1d6 bleed.
+10; +1 level) + Restricted Spell (bard; -1 level) = 1 st + Quicken Spell (+3 levels) + Creature-Specific Spell
level; +1/2 levels (+10 max.) to next check with (under [bleed] effect; -2 levels) = 7 th level; swift
selected skill. casting, effects last 1 rd./level or until bleed ends.
CombustMF: Jet of flame (0 level) + Ray Splitting Command MetalAUG2: Variable Spell (+1 level):
(anyone touching target; +1 level) + Lingering
Shaping (1 metal object up to 1 cu. ft./level; 2 nd
Evocation (1d6; +1 level) = 2nd level; damage cap 12d6
level) + Reach Spell (touch to close; +1 level) = +3
(half to initial target; the rest divided among other
levels;
targets) plus 2d6 burn.
Animate object (1st level) + Irresistible Spell (object
CometstrikeFB: Ray of frost (0 level) + Energy
need not be unattended; +2 levels) = +3 levels;
Admixture (bludgeoning; +0 levels) + Cascade Spell
MagnetismCA (3rd level).
(inertia; +1 level) + Augment Spell (stun; +3 levels) +
Reach Spell (close to long; +1 level) + Ray Splitting (+1 = 4th level (listed as 7th); move (with concentration),
level) + Concentration Spell (standard; +1 level) = 7th shape (instantly), or animate (1 rd./level) one metal
level (listed as 9th); damage cap 27d6, divided among object.
comets. Each round, make 3 long ranged touch Command Plants: Speak with plants (3rd level) +
attacks for 3d6 bludgeoning + 1d6 cold/3 levels above Effect-Specific Spell (1-way communication only; -2
2nd (max. 6d6 at 20th) each plus stunning 1 rd. levels) + Silent Spell (+1 level) + Cascade Spell (damage
Comforts of HomeDHD: Glamer (1st level) + Cross- attribute: Cha; +1 level) + Augment Spell (+3d4; +2
Class Spell (divine; +1 level) + Phantasmal Spell (-1 levels) + Reach Spell (touch to close; +1 level) + Mass
level) + Cascade Spell (bestow feat: Fast Recovery; +1 Effect Spell (1/3 levels; +2 levels) + Creature-Specific
level) + Extend Spell (1 rd./level to 2 hrs./level; +4 Spell (plants only; -2 levels) + Expedient Spell (total
levels) + Creature-Specific Spell (humanoid; -2 levels) HD; -1 level) + Restricted Spell (ranger or access to
+ Ritual Spell (full round; -1 level) + Augment Spell Plant domain; -1 level) = 4th level; you can speak with
(olfactory, tactile, and thermal effects; +1 level) + plants and 2d4 +1 HD/level (+10 max.) of them take a
Restricted Spell (halfling or access to Travel domain; 1 4d4 Cha penalty vs. your commands.
level) = 3rd level (listed as 1st); for up to 2 hrs./level, Command Undead: Damage attribute (Cha; 1st level)
cold, hard ground seems like a warm, soft bed to + Reach Spell (touch to close; +1 level) + Augment
subject, who also gains Fast Recovery. Spell (+2d4; +1 level) + Threnodic Spell (+0 levels) = 3 rd
Command BloodPF74: Variable Spell (+1 level): level; 3d4 Cha damage to one undead.
Command, MurderousUM: Compel (attack ally; 2nd
Alter senses (0 level) + Augment Spell (blindness; +1
level) + Still Spell (+1 level) = 3 rd level (listed as 1st).
level) + Fell Blinding (+1 level) + Cascade Spell
Variants:
(inertia; +1 level) + Augment Spell (stagger; +1
level) + Extend Spell (1 rd. to 1 rd./level; +1 level) = Aura of HatredDD: Compel (attack ally; 2nd level) +
+5 levels; subject is blinded and staggered (Fort Still Spell (+1 level) + Reach Spell (close to touch; -1
dazzled/neg.). level) + Shape Spell (target to emanation; +2 levels)
FumblePH1 (q.v.; 4th level) + Cascade Spell (skill + Personal Spell (-1 level) + Widen Spell (20’r. to
enhancement: Escape Artist; +1 level) = +5 levels; 60’r.; +2 levels) + Extend Spell (1 rd. to 1 min./level;
subject drops objects, falls prone, but is +1/2 levels +2 levels) = 7th level; those within 60 ft. of you
to Escape Artist checks. attack their own allies.
Bestow feat (Throat Punch; 1st level) + Cascade Spell Call of the RubyAUG2: Compel (attack nearest creature;
(bind; +1 level) + Augment Spell (pin; +3 levels) = +5 2nd level) + Accursed Spell (+1 level) + Reach Spell
(close to planar; +5 levels) + Expedient Spell
(individual HD; -1 level) + Ritual Spell (full round;
Spells (Grimoire), p. 69
-1 level) = 6th level; named creature of 10 HD must Companion TranspositionUW: Dimensional skip (1st
steal the nearest object worth >500 gp it is aware of level) + Cross-Class Spell (+1 level) + Reach Spell
and doesn’t already own. Invest 1,800 x CL numen (touch to long; +2 levels) + Mass Effect Spell (2 targets;
to maintain effect past 1 rd. +1 level) + Creature-Specific Spell (you and your
Foe to FriendAPG: Compel (attack ally; 2nd level) + animal companion, familiar, etc.; -2 levels) + Location-
Reach Spell (close to medium; +1 level) + Quicken Specific Spell (you switch places; -2 levels) = 1 st level
Spell (+3 levels) + Interrupting Spell (+1 level) + (listed as 5th); you and your animal companion,
Restricted Spell (bard; -1 level) = 6 th level; familiar, etc. switch places if within long range.
immediate action causes attacks to target attacker’s Compassionate AllyUM: Compel (aid injured ally; 2nd
ally for 1 rd. level) + Extend Spell (1 rd. to 1 rd./level; +2 levels) +
Friend to FoePHII: Compel (attack allies; 2nd level) + Creature-Specific Spell (fails if no injured ally; -2
Reach Spell (close to medium; +1 level) + Mass levels) = 2nd level; subject compelled to spend next
Effect Spell (1 creature/level; +3 levels) + round tending to an injured ally.
Phantasmal Spell ( 1 level) = 5th level. CompelOA: Glamer (alignment aura; 1st level) +
Incite RiotPHII: Compel (attack nearest creature in Cascade Spell (compel: behave as aligned per false
melee; 2nd level) + Still Spell (+1 level) + Mass Effect aura; +3 levels) + Accursed Spell (+1 level) + Extend
Spell (1 creature/level; +3 levels) + Language- Spell (1 rd. to 1 hr./level; +4 levels) + Ritual Spell (full
Dependent Spell (-1 level) = 5th level. round; 1 level) = 8th level; creature detects and acts as
Mythic Murderous CommandMA: Compel (attack ally; if aligned as you specify; invest 400 x CL numen to
2nd level) + Cascade Spell (blessing; +1 level) + maintain effect indefinitely. Cf. morality undoneFC1.
Augment Spell (+3 total; +1 level) + Extend Spell (1 Compel HostilityUC: Compel (attack me instead; 2nd
rd. to 1 rd./level; +1 level) + Tenuous Spell (-1 level) + Concentration Spell (swift action; +4 levels) +
level) = 4th level (listed as 1st); attack ally with most Interrupting Spell (+1 level) + Creature-Specific Spell
powerful ability, at +3 to attacks and damage (if (creature attacking one of your allies; -2 levels) +
applicable), for 1 rd./level or until save. Personal Spell (attacks transferred to you; -1 level) =
Song of DiscordCRB: Compel (attack nearest target; 2nd 4th level; as an immediate action, you can force an
level) + Reach Spell (close to medium; +1 level) + opponent to redirect an attack from an ally to you. As
Shape Spell (target to spread; +2 levels) + Extend long as you spend at least 1 immediate action/rd., the
Spell (1 rd. to 1 rd./level; +1 level) + Restricted spell remains in effect, limited only by your number
Spell (bard or access to Music domain; 1 level) = 5th of immediate actions and willingness (and ability) to
level; those in 20’r. attack one another for 1 continue concentrating. Cf. tauntUA1.
rd./level. Compelling Question, Lesser AUG: Compel (answer
Symbol of StrifeUM: Compel (attack nearest creature; truthfully; 2nd level) + Language-Dependent Spell (-1
2nd level) + Extend Spell (1 rd. to 1 rd./level; +2 level) = 1st level; subject compelled to truthfully
levels) + Shape Spell (target to emanation; +2 provide a brief (up to 6-second) answer to 1 question.
levels) + Widen Spell (20’r. to 60’r.; +2 levels) + Compelling Question, GreaterAUG: Compelling
Delay Spell (activating condition; +1 level) + Ritual question (q.v., 1st level) + Extend Spell (1 rd. to 1
Spell (-2 levels) = 7th level; AKA symbol of discordPH1. rd./level; +2 levels) = 3rd level; allows longer, more
Commanding PresenceRR: Eagle’s splendor (2nd level) complete replies (taking up to 6 seconds/level).
+ Extend Spell (1 min./level to 1 hr./level; +2 levels) = Compelling RantHA: Damage attribute (Wis; 1st level)
4th level (listed as 2 nd); +4 enhancement to Charisma + Cascade Spell (ray of beguiling; +2 levels) + Shape
for 1 hr./level. Spell (target to emanation; +2 levels) + Widen Spell
Commune with CityAUG2: Augury (2nd level) + Mass (20’r. to 120’r.; +3 levels) + Pattern Spell (auditory; -1
Effect Spell (1 question/level; +4 levels) + Location- level) + Language-Dependent Spell (-1 level) +
Specific Spell (pertaining to settlement where you are Concentration Spell (standard; +1 level) + Ritual Spell
at time of casting; -2 levels) = 4th level (listed as 5th). (full round; -1 level) + Cascade Spell (damage attribute:
Companion Mind LinkUC: Mindlink (1st level) + Wis; -1 level) = 5th level; listeners in 120’r. take 1d4
Cascade Spell (charm animal; +2 levels) + Creature- Wis damage (Wis half) and Cha penalty of 1d6 +
Specific Spell (animal companion; -2 levels) = 1st level. 1/level (+15 max., Intuition half, Helpful at 1) to you
Spells (Grimoire), p. 70
while you continue speaking and for 1 rd./level level version lasts only 1 min./level and has a
thereafter; you take 1d4 Wis damage. maximum bonus of +5.
CompressionSRD: Reduce (3rd level) + Extend Spell (1 Concussion BlastSRD: Bolt of force (2nd level) + Reach
min./level to 1 rd./level; -1 level) + Personal Spell (-1 Spell (close to medium; +1 level) + Shape Spell (ray to
level) = 1st level; your size is reduced by 1 step. target; +0 levels) + Reduce Spell (10d6 to 5d6; -1 level)
CompulsionPH5: Compel (move in indicated = 2nd level; damage cap 5d6 (Fort half). Variants:
direction; 2nd level) + Still Spell (+1 level) + Shape Spell Arcane boltWotC includes Mass Effect Spell (1 target/3
(target to spread; +2 levels) + Reach Spell (close to levels; +2 levels) and is Reduced 2 more steps
personal; -1 level) + Selective Spell (+1 level) + (15d6 to 1d6; -2 levels) = 2nd level (listed as 1st); 1d6
Concentration Spell (partial action; +2 levels) + force damage (Reflex half) to one target/3 levels.
Tenuous Spell (-1 level) + Language-Dependent Spell Blast of castigationAUG lasts with Concentration
(-1 level) = 5th level (listed as 4th); designated targets (standard; +1 level) = 3rd level; damage cap 10d6
within 20 ft. move in the direction you indicate for 1 force/rd. Sacrifice spellRR is the same, but not
rd. while you concentrate or until save. Reduced (+1 level) = 4th level; damage cap 15d6
Compulsive LiarUI: Compel (lie; 2nd level) + Reach force.
Spell (close to touch; -1 level) + Extend Spell (1 rd. to 1 Bolt of conjuringAUG2 is Close range (-1 level) and
hr./level; +5 levels) + Effect-Specific Spell (about Cascades summon (+2 levels) = 3rd level; damage
factual topics only; -2 levels) = 4th level (listed as 2nd); cap 5d6 force plus attacked by random CR ½
for 1 hr./level, subject always lies about factual topics monster for 1 rd./level.
(but otherwise can talk normally). Deific vengeanceCD is Close range (-1 level) and
Compulsive OrderTM2: Compel (meticulously includes Consecrate Spell (+1 level) and Positive
organize evything you encounter; 2nd level) + Spell (+0 levels), and is not Reduced (+1 level) = 3 rd
Accursed Spell (+1 level) + Extend Spell (1 rd. to 1 level; damage cap 10d6 force (x1.5 vs. undead; x0.5
min./level; +2 levels) + Restricted Spell (access to Law vs. others).
domain; -1 level) = 4th level; subject cannot act except Luminous swarmCM is Lingering instead of Reach,
in a comically OCD fashion; all actions must be Cascades flare (+1 level), and is Reduced 1
justified as such or cannot be completed. Invest 400 x additional step (-1 level) = 2nd level; target takes
CL numen to maintain curse indefinitely. 1d6 force/rd. and is dazzled 1 rd./level (Ref
Comrade’s TrailAUG2: Figment (0 level) + Shape Spell half/neg.).
(cubes to line; -2 levels) + Selective Spell (+1 level) +
Condemnation, Apolioth’sAUG2: Bolt of force (2nd
Reach Spell (close to line of sight; +3 levels) + Effect-
level) + Cascade Spell (bind; +1 level) + Tenuous Spell
Specific Spell (glowing path marker only; -2 levels) +
(1 level) + Reach Spell (close to long; +1 level) + Shape
Location-Specific Spell (your actual path; -2 levels) +
Spell (ray to burst; +2 levels) + Reduce Spell (15d6 to
Extend Spell (1 rd./level to 1 hr./level; +3 levels) = 1 st
10d6; -1 level) = 4th level; damage cap 10d6 force in
level (listed as 0); creates illusory glow to mark your
20’r. plus entangled 1 rd./level. (or until save).
path (up to ¼ mi./level) that only those you name
CondemnedRR: Warding (positive energy; 1st level) +
during casting can see.
Accursed Spell (+1 level) + Extend Spell (1 min./level
Conceal ItemDHD: Glamer (1st level) + Cross-Class
to 1 hr./level; +2 levels) = 4th level; victim touched
Spell (divine; +1 level) + Reach Spell (close to touch; -1
unaffected by spark of life effects. Invest 200 x CL
level) + Augment Spell (invisibility; +1 levels) +
numen to maintain as a curse.
Extend Spell (1 rd./level to 1 min./level; +1 level) +
Conduit of LifeCC: Spark of life (1st level) + Delay
Object-Specific Spell (item held or worn by you; -2
Spell (activating condition; +2 levels) + Personal Spell
levels) = 1st level (listed as 3rd); one item you are
(-1 level) = 2nd level; you heal 1d6 hp/level (max. 5d6)
holding or wearing becomes invisible for 1 min./level.
the next time you use a spell or class feature to heal
Conceal ThoughtsSRD: Skill enhancement (Bluff; 0
someone else.
level) + Use-Specific Spell (conceal motives only; -2
Conditional FavorUI: Bestow feat (Delay Spell; 1st
levels) + Cascade Spell (bestow feat: Arcane Defense,
level) + Cascade Spell (bestow feat: Sudden Metamagic;
divination; +2 levels) + Extend Spell (1 rd./level to 1
+2 levels) + Extend Spell (1 rd./level to 1 min./level; +1
hr./level; +3 levels) = 3rd level; +1/2 levels (+10 max.) to
level) + Personal Spell (-1 level) + Sudden Spell (+0
conceal motives, and +2 to saves vs. divinations. A 1st
Spells (Grimoire), p. 71
levels) + Creature-Specific Spell (subject of 2nd spell reduces effective Int by 1d6 +1/2 levels for purposes of
must be willing; -2 levels) = 1 st level; swift casting speaking languages, and imposes -1/2 levels (-10
Delays next spell cast on willing subject so that it max.) penalty to Lingustics, with resultant loss of
activates if the subject either breaks some pre-selected languages spoken.
promise or encounters some pre-selected condition. Conjure AnimalsPH5: Summon (1st level) + Variable
Cone of Cold: Ray of frost (0 level) + Silent Spell (+1 Spell (+1 level) + Augment Spell (CR 2; +2 levels) +
level) + Shape Spell (ray to cone; +1 level) + Widen Extend Spell (1 rd./level to 10 min./level; +2 levels) +
Spell (30-ft. to 60-ft.; +1 level) + Augment Spell (10d6 Ritual Spell (-2 levels) + Restricted Spell (access to
to 15d6; +1 level) = 4th level (Winter 5th). Variants: Animal domain; -1 level) = 3rd level; summons
Cold ice strikeUM is Quickened (+3 levels) rather than animals: 1 CR 2, 1d3 CR 1, or 1d4+1 CR ½.
Augmented (-1 level) = 6 th level; damage cap 15d6 Conjure AurumvoraxDHD: Summon (1st level) +
cold (Reflex half) as a swift action. Extend Spell (1 rd./level to 2 rds./level; +1 level) +
ColdscreamAUG2 is Energy Admixture (sonic; +1 Augment Spell (CR 7; +4 levels) + Restricted Spell
level), Overwhelming (both energy types; +2 (gnome; -1 level) = 5th level.
levels), affects a 30-ft. cone (-1 level), and is not Conjure Black PuddingUM: Summon (1st level) +
Augmented (-1 level) = 4th level; damage cap 10d6 Tenacious Spell (+1 level) + Augment Spell (CR 5
(half cold, half sonic, and ignores energy resistance black pudding; +3 levels) + Extend Spell (1 rd./level to
and hardnes). 1 min./level; +1 level) + Ritual Spell (-1 level) = 5 th
Heat leechSF Cascades bestow feat (+1 level) + Extend level; can be extended by investing numen.
Spell (1 rd./level to 1 min./level; +1 level), and is Conjure CarriageUI: Summon (1st level) + Augment
not Augmented (-1 level) = 5 th level; as cone of cold, Spell (CR 1; +1 level) + Augment Spell (1d4+1; +1
and you gain Innate Metamagic (Empower Spell: level) + Extend Spell (1 rd./level to 1 hr./level; +3
fireball) for 1 min./level. levels) + Shadow Spell (-1 level) + Pacific Spell (-2
Space chillGA is Irresistible (+2 levels) and Restricted levels) = 3rd level; summons carriage with (roll 1d3): 1
Spell (access to Void domain; -1 level), and is not = two light horses; 2 = two light horses and a 3 rd level
Augmented (-1 level) = 4 th level; damage cap 10d6 Expert coachman; 3 = four light horses and a
cold (Fort. half; no SR). coachman.
Conjure CavernRRE: Shaping (2nd level) + Widen
ConfoundCC: Blessing (0 level) + Reach Spell (touch
Spell (1 cu. ft./level to 5,832 cu. ft./level; +5 levels) +
to close; +1 level) + Augment Spell (+1 to +3; +1 level)
Effect-Specific Spell (cave in existing unworked earth
Variable Spell (+1 level) + Selective Spell (+1 level) +
or stone; -2 levels) = 5th level.
Extend Spell (10 min./level to 1 rd./level; -2 levels) +
Conjure Fire ElementalPH1: Summon (1st level) +
Cascade Spell (inertia; +1 level) + Extend Spell (1 rd.
Variable Spell (no control over results; -1 level) +
to 1 rd./level; +1 level) = 4th level; target is flat-footed
Augment Spell (CR 10; +6 levels) + Extend Spell (1
(cannot make AoO) and -3 to attacks and damage;
rd./level to 10 min./level; +2 levels) + Ritual Spell (full
you are +3 to attacks and damage against the subject.
round; -1 level) + Restricted Spell (access to Fire
Confounding Battlefield, Talen’sRR2: Glamer (1st
domain, etc.; -1 level) = 6th level; summons one of the
level) + Reach Spell (close to medium; +1 level) + Mass
following:
Effect Spell (1 creature/level; +3 levels) + Variable
d% Results
Spell (random assignment; -1 level) + Concentration
01-85 1d3 Huge fire elementals
Spell (+1 level) = 5th level; up to 1 creature/level is 86-94 1d4+1 salamanders
magically disguised as one of the other affected 95-98 1 efreeti
creatures (determine randomly); illusion includes 99-00 1 greater fire elemental
auditory, visual, olfactory, and tactile elements. Cf.
Variants:
bewildering substitutionCC.
Confuse LanguagesPH1: Ray of idiocy (1st level) + Animate FireCA: Summon (1st level) + Augment Spell
Reach Spell (close to touch; -1 level) + Cascade Spell (CR 1 Small fire elemental; +1 level) + Extend Spell
(skill enhancement: Linguistics; +1 level) + Augment (1 rd./level to 1 rd.; -1 level) + Concentration Spell
Spell (+5 to +10; +1 level) + Hex Spell (+0 levels) + (standard; +1 level) + Ritual Spell (full round; -1
Ritual Spell (full round; -1 level) = 1 st level; touch level) = 1st level (listed as 2nd).
Spells (Grimoire), p. 72
Animate FlameS&M: Summon (1st level) + Reach Spell (2d4+1 summoned; +3 levels) + Extend Spell (1
(close to medium; +1 level) + Augmrent Spell (CR 8 rd./level to 1 hr./level; +3 levels) + Ritual Spell (-2
Huge fire elemental; +4 levels) + Ritual Spell (full levels) = 4th level; summons 2d4+1 1st level hafling
round; -1 level) = 5th level. Experts with tools, trained in Craft (construction),
Animate waterOA is the same as animate fireCA (see Profession (mining), etc.
above), but instead summons a water elemental. Consume LikenessBVD: Polymorph (3rd level) +
Death CandleARG: Summon (1st level) + Cascade Spell Variable Spell (type; +1 level) + Creature-Specific Spell
(jet of flame; +1 level) + Augment Spell (CR 3 fire (assume form of creature eaten; -2 levels) + Personal
elemental; +2 levels) + Shape Spell (ray to target; +0 Spell (-1 level) + Extend Spell (1 min./level to 1
levels) + Restricted Spell (race, bloodline, etc. with hr./level; +2 levels) + Concentration (standard; +1
[fire] descriptor; -1 level) + Ritual Spell (full round; level) + Accursed Spell (+1 level) = 5 th level; you
-1 level) = 2nd level; 1d6 fire/level (max. 5d6, Fort assume the form of a creature you eat (of the same
half) at close range and summons a Medium fire size as you) as if polymorphed, can switch back & forth
elemental. between forms as a standard action. Invest 250 x CL
Distracting EmberToB: Summon (1st level) + Augment numen to retain access to alternate form indefinitely,
Spell (CR 1; +1 level) + Quicken Spell (+3 levels) + gaining the [shape-changer] descriptor.
Extend Spell (1 rd./level to 1 rd.; -1 level) + Consume PersonAUG2: Damage attribute (Con; 1st
Restricted Spell (access to Desert Wind maneuvers, level) + Reach Spell (touch to close; +1 level) +
Fire domain, etc.; -1 level) = 3 rd level (listed as 1st); Augment Spell (+5d4; +4 levels) + Crippling Drain (+5
swift action summons a Small fire elemental for 1 levels) + Creature-Specific Spell (humanoid only; -2
rd. levels) = 9th level; close ranged touch deals 6d4 Con
Consecrate: Enhancement (2nd level) + Effect-Specific drain (Fort half).
Spell (positive energy DCs; -2 levels) + Cascade Spell Consumption of FireRR: Jet of flame (0 level) +
(blessing; +1 level) + Cascade Spell (resistance; +1 level) Cascade Spell (damage attribute: Dex; +2 levels) +
+ Creature-Specific Spell (undead; -2 levels) + Cascade Cascade Spell (damage attribute: Con; +1 level)+ Reach
Spell (warding: animate dead, summon undead; +1 Spell (touch to planar; +6 levels) + Irresistible Spell (+2
level) + Shape Spell (target to emanation; +2 levels) + levels) + Inexorable Spell (+3 levels) + Cascade Spell
Extend Spell (1 min./level to 1 hr./level; +2 levels) + (enervation; -4 levels) + Ritual Spell (-2 levels) +
Ritual Spell (full round; -1 level) + Restricted Spell Reduce Spell (25d6 to 10d6; -3 levels) = 5 th level (listed
([good] caster; -1 level) = 3rd level; undead cannot be as 2nd); target takes 10d6 fire plus 1d4 Dex and 1d4
animated or summoned into area, are -1 to attacks, Con damage (no save, no SR), from anywhere on the
damage, and saves, and positive energy DCs are same plane (caster takes 1d4 temp. negative levels).
increased by +1, +1/4 levels. For the stronger effect, Consumptive AuraBotD: Touch of fatigue (1st level) +
add the Augment Spell feat (+1 level) and the Cascade Spell (whelm; +1 level) + Shape Spell (target to
Location-Specific Spell feat (emanates from altar or emanation; +2 levels) + Quicken Spell (+3 levels) +
shrine; -2 levels) = 2nd level; undead are -3 to attacks, Reduce Spell (15d6 to 1d6; -3 levels) + Reduce Spell
damage, and saves. (daemon cultist, etc.; -1 level) = 3 rd level; aura deals
Consistent AimMW: Hand of fate (0 level) + Quicken 1d6 nonlethal/rd. plus fatigued.
Spell (+4 levels) + Interrupting Spell (+1 level) + Effect- Contact EntityHA: Mindlink (1st level) + Reach Spell
Specific Spell (ranged attack roll; -2 levels) + Personal (close to continental; +5 levels) + Mass Effect Spell
Spell (-1 level) = 2nd level; reroll one ranged attack as (1/level; +3 levels) + Creature-Specific Spell (-2 levels)
an immediate action. + Variable Spell (choose type or species at time of
Constricting ChainsBED: Bind (0 level) + Cascade casting; +1 level) + Expedient Spell (individual HD; -1
Spell (whelm; +1 level) + Augment Spell (grapple; +1 level) + Extend Spell (1 min./level to inst.; -2 levels) +
level) + Reach Spell (close to long; +1 level) = 3 rd level Ritual Spell (-2 levels) = 3rd level; up to 1 creature/level
(listed as 7th); damage cap 10d6/rd. nonlethal and of specified type within 100 miles/level (affected in
grappled 1 rd./level. order of distance) of 7 HD or less receives notice of
Construction Crew, Bigby’sGA: Summon (1st level) + your location and intent to make contact. A 4 th level
Augment Spell (CR 1/3; -1 level) + Augment Spell contact greater entity spell would have no HD limit
(and emulates the 7th level contact entity IV spell).
Spells (Grimoire), p. 73
Contagion, Bleeding DiseaseRR: Contagion (2nd level) (20’r. to 1,000’r.; +5 levels) + Ritual Spell (full round; -1
+ Reach Spell (touch to medium; +2 levels) + Creature- level) = 9th level (listed as epic); infects those in area
Specific Spell (see below; -2 levels) + Tenuous Spell with slimy doom.
(see below; -1 level) + Ritual Spell (full round; -1 level) Contagion, PlaguePHII: Damage attribute (1st level) +
= 0 level; inflicts minor disease on a creature that has Reach Spell (touch to close; +1 level) + Extend Spell
not prayed to a god of pestilence in over a week (can (inst. to 1 rd./level; +2 levels) + Mass Effect Spell
end effects by doing so). (1/level; +3 levels) = 7th level spell dealing 1d4
Contagion, Breath of DeathTM2: Contagion (2nd level) attribute damage/rd. for 1 rd./level to up to 1
+ Shape Spell (target to spread; +3 levels) + Widen creature/level.
Spell (20’r. to 1,000 r.; +5 levels) + Ritual Spell (-2 Contagion, Plague BearerPC: Contagion (2nd level) +
levels) + Restricted Spell (access to Pestilence domain; Shape Spell (target to emanation; +3 levels) + Widen
-1 level) = 7th level; all within 1,000 feet of you must Spell (20’r. to 5’r.; -2 levels) + Extend Spell (onset: inst.
save or be infected with chosen disease. to 1 rd./level; +2 levels) = 5th level (listed as 6th);
Contagion, Contagious TouchCD: Contagion (2nd creature touched exudes disease in 5’r. for 1 rd./level.
level) + Still Spell (+1 level) + Concentration Spell Contagion, Plague CarrierRF: Contagion (2nd level) +
(standard; +1 level) + Restricted Spell (access to Reach Spell (touch to close; +1 level) + Mass Effect
Pestilence domain; -1 level) = 3 rd level; 1 touch/rd. Spell (1/3 levels; +2 levels) + Delay Spell (as contact
inflicts disease. occurs; +1 level) = 6th level (listed as 4th); as contagion,
Contagion, Crypt Warden’s GraspCM: Contagion (2nd but contact with victim can infect up to one other
level) + Augment Spell (mummy rot; +1 level) + creature/3 levels above 3rd.
Cascade Spell (warding: remove disease; +1 level) + EpidemicUM affects up to 1 victim/level (+1 level) =
Accursed Spell (+1 level) = 5th level; touch inflicts 7th level; AKA pestilenceBVD.
mummy rot, cannot be magically cured until curse EpidemicMW (9th level) is similar to epidemicUM, but
lifted. Temporatily invest 250 x CL numen to maintain each of the secondary infected victims can in turn
effect until victim dies or is cured. affect up to one other creature/3 levels.
Mummy rotCWH also Cascades a warding (healing; +1 Contagion, Plague CarrierUM: Bestow feat (Unclean
level) that includes non-magical healing Strike; 1st level) + Extend Spell (1 rd./level to 1
(Irresistible Spell; +2 levels) but affects only hr./level; +4 levels) = 5th level.
humanoids (Creature-Specific Spell; -2 levels); in Contagion, Plague StormUM: Contagion (2nd level) +
addition, the effects occur only 1/week instead of Cascade Spell (wisp; +1 level) + Shape Spell (target to
1/day (-1 level) = 5th level. spread; +2 levels) + Reach Spell (touch to medium; +1
Contagion, EpidemicUM: Contagion (2nd level) + level) + Concentration Spell (partial action; +2 levels) +
Reach Spell (touch to close; +1 level) + Mass Effect Ritual Spell (full round; -1 level) = 7th level; mobile fog
Spell (1/level; +3 levels) + Delay Spell (by contact, over cloud carries disease.
length of illness; +1 level) + Delay Spell (12-hour Contagion, Plague TouchRR2: Contagion (2nd level) +
incubation period; -1 level) = 7th level; target contacts Extend Spell (inst. to 1 min./level; +3 levels) = 5 th level;
disease, can transmit it to 1 additional target/level you can use contagion at will for 1 min./level.
over the duration of its incubation period and Contagion, ScourgeCD: Greater contagion (q.v., 5th
affliction. AKA pestilenceBVD. level) + Reach Spell (touch to long; +2 levels) + Mass
Contagion, GreaterUM: Contagion (2nd level) + Effect Spell (1/level; +3 levels) + Restricted Spell
Inexorable Spell (+4 levels) + Tenuous Spell (initial (access to Pestilence domain; -1 level) = 9th level (listed
save applies; -1 level) = 5th level; if afflicted, saving as 7th); one creature/level within long range is afflicted
throws vs. the disease fail thereafter. with a greater contagion.
Contagion, MassRF: Contagion (2nd level) + Reach Containment of MesosRR2: Dispel (0 level) +
Spell (touch to close; +1 level) + Mass Effect Spell (1 Shielding Spell (+2 levels) + Personal Spell (-1 level) +
creature/3 levels; +2 levels) = 5th level; the 6th level Irresistible Spell (no check needed; +2 levels) + Mass
version instead affects up to 1 creature/level. Effect Spell (1/3 levels; +2 levels) + Effect-Specific Spell
Contagion, PestilenceSRD: Contagion (2nd level) + (specific schools: see below; -2 levels) + Cascade Spell
Shape Spell (target to spread; +3 levels) + Widen Spell [(bolt of force; +2 levels) + Reach Spell (close to
Spells (Grimoire), p. 74
personal; -1 level) + Shape Spell (ray to burst; +2 Concentration Spell (standard; +1 level) = 3rd level
levels) + Expedient Spell (damage limited by spell (listed as 1st); illuminate one 10-ft. cube/level (up to
levels absorbed; -1 level) + Augment Spell (15d6 to normal light), or reduce ambient illumination by up
25d6; +2 levels) = 7th level; one spell/3 levels targeting to 2 steps.
you is negated (one each Transmutation, Conjuration, Control Light, SwiftRR: Variable Spell (gloom or
and Enchantment, and one Necromancy at CL 12th, light; +1 level) + Reach Spell (touch to medium; +1
Evocation at CL 15th, and Divination at CL 18th), and level) + Concentration Spell (swift action; +3 levels) =
you can emit a 20-ft. radius burst of force (damage 5th level (listed as 4th); illuminate 20’r. area up to
1d6 x level of spell absorbed, to a max. of 25 total spell normal light, or reduce ambient light up to 3 steps, as
levels for all spells absorbed). a swift action each round.
Contraception (new): Warding (fertility; 1st level) + Control ObjectSRD: Animate object (1st level) +
Silent Spell (+1 level) + Irresistible Spell (+2 levels) + Extend Spell (1 rd./level to 1 rd.; -1 level) +
Extend Spell (1 min./level to 10 min./level; +1 level) + Concentration Spell (standard; +1 level) = 1st level.
Creature-Specific Spell (humanoid; -2 levels) + Pacific Control Plants: Damage attribute (Cha; 1st level) +
Spell (cannot be used against nonwilling subject; -2 Reach Spell (touch to close; +1 level) + Augment Spell
levels) + Ritual Spell (full round; -1 level) = 0 level; (+5d4; +4 levels) + Extend Spell (days to minutes; -2
willing humanoid becomes infertile for 10 min./level. levels) + Cascade Spell (mindlink; +1 level) + Coaxing
Control AirSRD: Zephyr (0 level) + Variable Spell Spell (+0 levels) + Mass Effect Spell (1/level; +3 levels)
(increase or decrease winds; +1 level) + Reach Spell + Expedient Spell (-1 level) + Restricted Spell (access
(close to long; +1 level) + Shape Spell (line to spread; to Plant domain; -1 level) = 6th level (listed as 8th); 6d4
+1 level) + Widen Spell (20’r. to 360’r.; +4 levels) + Cha damage each to one plant/level (total HD 2d4 +
Extend Spell (1 rd./level to 1 rd.; -1 level) + 1/level, +15 max.) and telepathic commands.
Concentration Spell (standard; +1 level) + Reduce Control SoundSRD: Glamer (1st level) + Reach Spell
Spell (6 steps to 1 step; -5 levels) = 2nd level; increase or (close to medium; +1 level) + Concentration Spell
decrease wind speed by 1 step. (standard; +1 level) + Augment Spell (dampen
Control BodySRD: Possession (3rd level) + Cross-Class existing sound if desired; +1 level) + Reduce Spell (no
Spell (psychokinesis; +1 level) + Reach Spell (touch to olfactory, tactile, or visual; -2 levels) = 2nd level.
medium; +1 level) + Extend Spell (1 hr./level to 1 rd.; Control TemperaturePH1: Variable Spell (jet of flame
4 levels) + Concentration Spell (standard; +1 level) = or ray of frost; 1st level) + Merciful Spell (+0 levels) +
2nd level (listed as 4th); you telekinetically control the Reach Spell (close to touch; -1 level) + Shape Spell (ray
subject (Fort neg.), but the effect is otherwise similar to emanation; +2 levels) + Widen Spell (20’r. to 10’r.; -1
to possession. level) + Extend Spell (inst. to 10 min./level; +4 levels) +
Control ConstructUM: Dispel (0 level) + Reach Spell Restricted Spell (access to Weather domain; -1 level) +
(touch to close; +1 level) + Cascade Spell (animate Reduce Spell (10d6 to 5d6; -1 level) = 3 rd level; you
object; +1 level) + Widen Spell (Small to Huge; +4 create (or negate) freezing or sweltering conditions
levels) + Concentration Spell (+1 level) = 7 th level; within a mobile 10’r. of you (up to 5d6).
dispels master’s control of a construct of up to Huge Control TemperatureFB,AUG: Variable Spell (jet of
size, allowing you to control it by concentration. flame or ray of frost; +1 level) + Merciful Spell (+0
Control CurrentsSW: Celerity (water speed; 0 level) + levels) + Reach Spell (close to touch; -1 level) + Shape
Variable Spell (+1 level) + Shape Spell (target to Spell (ray to emanation; +2 levels) + Widen Spell (20’r.
emanation; +2 levels) + Widen Spell (20’r. to 120’r.; +3 to 40’r.; +1 level) + Extend Spell (inst. to 1 hr./level; +5
levels) + Extend Spell (1 min./level to 1 rd.; -2 levels) + levels) + Pacific Spell (-2 levels) + Reduce Spell (15d6
Concentration Spell (partial action; +2 levels) + to 1d6; -3 levels) = 3rd level; you can adjust
Restricted Spell (access to Water domain; -1 level) + temperature in 40’r. emanation, but not increase or
Reduce Spell (50 ft. to 30 ft.; -1 level) = 4 th level; you lower it enough to cause nonlethal damage.
control water speed (±30 ft./rd.) and flow direction in Control the SoulRR: Alter senses (0 level) + Augment
120’r. Spell (vision; +1 level) + Augment Spell (also hearing;
Control LightSRD: Variable Spell (gloom or light; +1 +1 level) + Cascade Spell (mindlinkSRD; +1 level) +
level) + Reach Spell (touch to medium; +1 level) + Cascade Spell (damage attribute: Cha; +1 level) +
Shape Spell (emanation to cubes; +0 levels) + Augment Spell (+5d4; +3 levels) + Reach Spell (touch
Spells (Grimoire), p. 75
to planar; +6 levels) + Cascade Spell (enervation; -4 elementals). You control up to one 10-ft. cube of
levels) + Ritual Spell (-2 levels) = 8th level (listed as 3rd); water/level with concentration.
as dominate monster, but functions at any range on the Control Weather: Variable Spell (create water, ray of
same plane, and you can see and hear what the frost, jet of flame, wisp, zephyr; +1 level) + Shape Spell
subject does (you take 1d4 temp. negative levels). (emanation; +2 levels) + Widen Spell (20’r. to 1 mi.; +6
Invest 400 x CL numen to maintain indefinitely (but levels) + Concentration Spell (+1 level) + Ritual Spell (-
the neg. levels last that same period of time). 2 levels) + Restricted Spell (access to Weather domain,
Control Undead: Damage attribute (Cha; 1st level) + etc.; -1 level) = 7th level; each round, choose wind (up
Reach Spell (touch to close; +1 level) + Augment Spell to hurricane speed), rain, and/or freezing or very hot
(+5d4; +4 levels) + Threnodic Spell (+0 levels) + Mass temperatures. If two effects chosen, Reduce all by 1
Effect Spell (+3 levels) + Expedient Spell (-1 level) + step (e.g., violent to heavy rain, hurricane to
Tenuous Spell (-1 level) = 7th level; 4d6 Cha damage to windstorm); for 3 effects, Reduce all by 2 steps (e.g.,
one undead/level (total HD 2d4 + 1/level, +15 max.), moderate rain, severe winds). Variants:
save each round to halve remaining damage.
Calm weatherRRE is Effect-Specific (ameliorate
Control Water: Creation (water; 1st level) + Extend
extreme conditions only; -2 levels), Extended
Spell (1 hr./level to 10 min./level; -1 level) + Reach
(conc. to 10 min./level; +3 levels), and Widened (1
Spell (touch to long; +2 levels) + Shape Spell (volume
mi. to 40 ft.; -5 levels), and has a casting time of
to emanation; +2 levels) + Widen Spell (20’r. to 120’r.;
only 1 full round (+1 level) = 4 th level; maintains an
+3 levels) + Ritual Spell (full round; -1 level) +
emanation of calmer, milder weather.
Restricted Spell (access to Water domain, etc.; -1 level)
Weather stasisTM2 is Effect-Specific Spell (maintain
= 5th level (listed as 4th); lowers or raises water level in
current weather conditions; -2 levels) = 5th level.
area by up to 2 ft./level. Control sandSSt is essentially
similar. Variants: ConvertRR: Compel (worship caster’s deity; 2nd level)
+ Accursed Spell (+1 level) + Inexorable Spell (+3
Airy WaterPH1,SW: Creation (1st level) + Variable Spell
levels) + Extend Spell (1 rd. to 1 hr./level; +4 levels) +
(air/water; +1 level) + Extend Spell (1 hr./level to 10
Ritual Spell (full round; -1 level) = 9 th level; invest 450
min./level; -1 level) + Widen Spell (1 cu. ft./level to
x CL numen to maintain effect.
5,832 cu. ft./level; +4 levels) + Shape Spell (volume
ConvictionSC: Resistance (0 level) + Consecrate Spell
to emanation; +0 levels) = 5th level; sphere around
(+1 level) + Augment Spell (+5 total bonus; +2 levels) +
you underwater contains air instead (20’r. at 6 th,
Extend Spell (1 min./level to 10 min./level; +1 level) +
25’r. at 11th, 30’r. at 19th) for 10 min./level. Air
Ritual Spell (full round; -1 level) = 3rd level (listed as
bubbleUC affects only 0.125 cu. ft./level (-5 levels)
1st); subject gains +5 sacred bonus to saves.
and is Communal (+1 level) = 1st level; divide
Cooling Breeze, Darsson’sShS: Zephyr (0 level) +
duration among those affected.
Extend Spell (1 rd./level to 1 hr./level; +4 levels) +
Part the WatersSW: Creation (air; 1st level) + Extend
Reduce Spell (severe to light; -3 levels) = 1st level;
Spell (1 hr./level to 10 min./level; -1 level) +
creates long-lasting light breeze.
Cascade Spell (shaping; +3 levels) + Concentration
Co-Opt ConcentrationSRD: Dispel (0 level) + Reach
(chage shape as standard action; +1 level) + Widen
Spell (touch to medium; +2 levels) + Augment Spell
Spell (1 cu. ft./level to 8 million cu. ft./level; +6
(steal effect; +1 level) + Extend Spell (inst. to 1 rd.; +1
levels) + Ritual Spell (-2 levels) = 8 th level (listed as
level) + Concentration Spell (standard; +1 level) = 5th
epic); displaces up to 8 million cu. ft./level of water
level; you take over effects of ongoing spell while you
in a mobile cylinder for 1 hr./level total.
concentrate.
WaveformTM2: Animate object (1st level) + Cascade
CopyCWH: Shaping (2nd level) + Effect-Specific Spell
Spell (energy mace; +1 level) + Silent Spell (+1 level)
(copy of document touched; -2 levels) + Irresistible
+ Bane Spell (fixed: water elementals; +0 levels) +
Spell (no Craft check needed, but also no variation
Shape Spell (target to cubes; +2 levels) +
from original possible; +3 levels) + Widen Spell (1 cu.
Concentration Spell (standard; +1 level) + Object-
ft./level to 1/64 cu. ft./level; -2 levels) + Ritual Spell
Specific Spell (water only; -2 levels) = 4th level
(full round; -1 level) = 0 level (listed as 1 st); creates an
(listed as 5th); damage cap 10d6 (10d8 vs. water
exact copy of an existing document, using ink and
paper you provide as material components.
Spells (Grimoire), p. 76
Corpse CandleCA: Light (0 level) + Extend Spell (10 and up to 2 neutral creatures hitting per round are
min./level to 1 min./level; -1 level) + Cascade Spell (see nauseated 1 rd. Protection lasts 1 min./level total,
invisibility; +3 levels) + Reach Spell (personal to close; divided among recipients.
+1 level) + Shape Spell (target to emanation; +2 levels) CountercharmBRL: Remove condition (Cha penalty; 1st
+ Widen Spell (20’r. to 5’r.; -2 levels) = 3 rd level; mobile level) + Reach Spell (touch to close; +1 level) +
light reveals invisible creatures. Restricted Spell (bard; -1 level) = 1st level.
Corpse VisageCWH: Spook (0 level) + Shape Spell CountermoonMW: Variable Spell (+1 level):
(target to emanation; +3 levels) + Reach Spell (close to In true form: Warding (polymorph; 1st level)
personal; -1 level) + Personal Spell (-1 level) + Extend In shapechanged form: Warding (dispel of
Spell (onset: inst. to 1 rd./level; +2 levels) + Tenuous polymorph; 1st level)
Spell (-1 level) + Expedient Spell (individual HD; -1
+ Irresistible Spell (+2 levels) + Reach Spell (touch to
level) + Cascade Spell (glamer; +1 level) + Ritual Spell
medium; +1 level) + Extend Spell (1 min./level to 1
(full round; -1 level) = 1st level; for 1 rd./level, your
hr./level; +2 levels) + Creature-Specific Spell ([shape-
face appears as a rotting corpse’s, and creatures of 5
changer]; -2 levels) + Restricted Spell (druid or access
HD or less within 20 ft. are shaken 1 rd./level or until
to Void domain; -1 level) = 4th level (listed as 3rd);
save.
prevents one [shapechanger] from changing from its
CorrespondSRD: Mindlink (1st level) + Reach Spell
current form for 1 hr./level.
(close to interplanar; +7 levels) + Extend Spell (1
CounterspellPH5: Dispel (0 level) + Reach Spell
min./level to 1 rd./level; -1 level) + Creature-Specific
(touch to close; +1 level) + Quicken Spell (+3 levels) +
Spell (must have had physical or mental contact with
Interrupting Spell (+1 level) = 5 th level (listed as 3rd);
subject in the past; -1 level) + Ritual Spell (-2 levels) =
immediate casting allows counterspelling of one spell
4th level; as mindlink, but proximity with subject can
being cast within Close range. AKA stifle spellPHII.
be prior to casting.
Variants:
Corruption ResistanceAPG: Inure (alignment-based;
0 level) + Variable Spell (select alignment at time of DuelwardCA: Bestow feat (Improved Counterspell; 1st
casting; +1 level) + Extend Spell (1 min./level to 10 level) + Cascade Spell (skill enhancement: Spellcraft;
min./level; +1 level) + Restricted Spell (paladin or +1 level) + Augment Spell (16 ranks effects; +3
access to Inquisition domain; -1 level) + Augment levels) + Personal Spell (-1 level) = 4 th level (listed
Spell (15 to 30; +1 level) = 2nd level; subject gains as 5th); for 1 rd./level, you can counterspell as an
resistance 5/2 levels (max. 30) to damage that targets immediate action and gain +1/2 levels bonus to
specific alignment (e.g., holy smite). Spellcraft.
Corrupting TouchSRD: Glamer (evil aura; 1st level) + Elminster’s effulgent epurationPGF: Dispel (0 level) +
Reach Spell (close to touch; -1 level) + Cascade Spell Reach Spell (touch to close; +1 level) + Mass Effect
(spook; +1 level) + Restricted Spell (access to Spell (1 spell/level; +3 levels) + Selective Spell
Damnation domain; -1 level) = 0 level; victim touched (choose which spells to counter; +1 level) + Extend
is shaken and radiates as [evil] for 1 rd./level. Spell (inst. to 1 rd./level; +2 levels) + Irresistible
Counterbalancing AuraPnA: Deflection (0 level) + Spell (no checks needed; +2 levels) = 9 th level;
Cascade Spell (resistance; +1 level) + Augment Spell during the next 1 rd./level, up to 1 spell/level you
(+4 bonus; +1 level) + Cascade Spell [(spell resistance; specify within range is automatically
+5 levels) + Creature-Specific Spell (neutral counterspelled.
spells/spells cast by neutral creatures only; -2 levels)] Epic counterspellSRD has Medium range (+1 level)
+ Cascade Spell [(sickening touch; +1 level) + Augment and is Irresistible (no check needed; +2 levels) = 8th
Spell (nausea; +2 levels) + Shielding Spell (included level (listed as epic); immediate casting
above; +0 levels) + Extend Spell (1 rd./level to 1 automatically counterspells one spell being cast
min./level; +1 level) + Creature-Specific Spell (neutral within Medium range.
attackers only; -2 levels) + Mass Effect Spell (2 Spellcaster’s baneCM is similar to duelwardCA (see
attackers/rd.; +1 level)] + Communal Spell (+1 level) + above), but is Quickened instead of Augmented
Restricted Spell (non-neutral caster; -1 level) = 8 th (+0 levels) = 4th level (listed as 3rd); as a swift action,
level; +4 deflection to AC and +4 resistance to saves, you gain Improved Counterspell and +1/2 levels to
plus SR 10 + Concentration bonus vs. neutral spells, Spellcraft for 1 rd/level.
Spells (Grimoire), p. 77
Spell SnareME: Dispel (0 level) + Shielding Spell (+2 ecology, etc.) for subject to wander through (if can be
levels) + Irrestistible Spell (no check needed; +2 enticed to enter). You need not have the Power over
levels) + Ritual Spell (ful round; -1 level) = 3 rd level; Shadow feat, as the effect is illusory. Greater create
the next spell or SLA targeting the subject is mindscapeOcA affects 1 creature/level (+3 levels), lasts 1
automatically counterspelled. hr./level (+1 level), and is not Augmented (-2 levels) =
Crafter’s CurseAPG: Skill enhancement (Craft; 0 level) 7th level.
+ Hex Spell (+0 levels) + Reach Spell (touch to close; +1 Create PitAPG: Energy mace (0 level) + Cascade Spell
level) + Shape Spell (ray to target; +0 levels) + (bind; +1 level) + Augment Spell (grapple; +1 level) +
Accursed Spell (+1 level) = 2nd level (listed as 1st); Shape Spell (spread; +2 levels) + Widen Spell (20’r. to
target is -1/2 levels (-5 max.) to Craft checks. 10’r.; -1 level) + Residual Spell (+1 level) + Reduce
Create BonfirePH5: Jet of flame (0 level) + Shape Spell Spell (10d6 to 5d6; -1 level) = 3rd level; “fall” for 5d6
(ray to spread; +3 levels) + Widen Spell (20’r. to 5’r.; -2 bludgeoning plus grappled (in essence; victims can
levels) + Concentration Spell (standard; +1 level) + climb out instead of breaking free); initial Reflex save
Location-Specific Spell (area cannot be re-directed; -2 for half/negates. The pit remains for 1 rd./level (treat
levels) = 0 level; creates fire in small area (1d6, Reflex as difficult terrain, but creatures jump over/skirt the
half). pit instead of ignoring the terrain via Acrobatics, etc.).
Create CampsiteTM2: Shaping (2nd level) + Cascade Bottomless PitRR: Dimensional skip (1st level) + Reach
Spell (skill enhancement: Stealth; +1 level) + Shape Spell Spell (target: touch to close; +1 level) + Reach Spell
(target material to spread; +2 levels) + Widen Spell (destination: close to interplanar; +6 levels)
(20’r. to 40’r.; +2 levels) + Effect-Specific Spell +Location-Specific Spell (plane of endless falling; -
(campsite only; -2 levels) + Ritual Spell (full round; -1 2 levels) + Shape Spell (target to horizontal wall; +1
level) + Restricted Spell (ranger or access to Travel level) + Extend Spell (inst. to 1 rd./level; +2 levels) +
domain; -1 level) = 3rd level (ranger 2nd); makes 40’r. Widen Spell (10-ft. squares to 2.5-ft. squares; -2
campsite using materials at hand; +1/2 levels (+10 levels) = 7th level (listed as 4 th); opens
max.) to DC of Perception checks to notice it. extradimensonal pit (infinitely deep) in floor.
Create EquipmentBRL: Creation (1st level) + Variable Create acid pitAPG adds Energy Admixture (acid; +0
Spell (material and item; +1 level) + Cascade Spell levels) and Lingering Evocation (+1 level) = 4th
(shaping; +2 levels) + Object-Specific Spell (mundane level; fall deals 1d6/level (max. 10d6), of which 2d6
object of low value only; -2 levels) + Extend Spell (1 is acid, plus 2d6 acid/round thereafter.
hr./level to 1 rd./level; -3 levels) + Cascade Spell (skill Create hungry pitAPG adds Extend Spell (inst. to 1
enhancement: Craft; +1 level) = 0 level. Conjures a rd./level) = 5th level; fall deals 1d6/level (max. 10d6)
single simple, mundane (non-masterwork) item of up plus grappled; damage recurs each round.
to 1 lb./level, lasting 1 rd./level before disappearing. Create SoundSRD: Ghost sound (0 level) + Cross-Class
The spell grants you a Craft check (DC 15) of +1/2 Spell (metacreativity/conjuration (creation); +1 level) +
levels (max. +5) to properly shape the item even if you Inexorable Spell (+3 levels) + Reduce Spell (no
have no ranks; if this check is failed, the conjured item olfactory, tactile, or visual; -3 levels) = 1st level.
is unusable. Whether the item is called from some Creation, TrueSRD: Major creation (4th level); invest
other place or created is immaterial. Cf. call 200 x CL numen (as a latent spell effect with duration
weaponrySRD. Variant: multiplier added) to change the duration to
Drawmij’s tool boxGA conjures one tool/level (+3 Instantaneous.
levels) lasting 10 min./level (+2 levels), and has a Creeping Eye, Tevikk’sRR: Arcane eye (3rd level) +
full-round casting time (-1 level) = 4th level. Extend Spell (1 min./level to 1 hr./level; +2 levels) +
Create MindscapeOcA: Dimensional pocket (1st level) + Reach Spell (line of sight to extreme; -1 level) = 4 th
Widen Spell (1 lb./level to 27 lbs./level; +3 levels) + level; as arcane eye, but shorter range and lasts longer.
Reach Spell (touch to long; +2 levels) + Augment Spell Invest 2,000 x CL numen to make permanent (use-
(environment and ecology; +2 levels) + Extend Spell (1 activated spell effect).
hr./level to 10 min./level; -1 level) + Ritual Spell (full Creeping IceACG: Creation (ice; 1st level) + Extend
round; -1 level) + Phantasmal Spell (-1 level) = 5 th Spell (1 hr./level to 10 min./level; -1 level) + Widen
level; creates illusory demiplane (you select terrain, Spell (1 cu. ft./level to 8 cu. ft./level; +2 levels) + Reach
Spells (Grimoire), p. 78
Spell (touch to medium; +1 level) + Concentration Brilliant EmanationBED: Light (0 level) + Augment
(swift action; +3 levels) + Ritual Spell (full round; -1 Spell (blinding; +5 levels) + Fell Dazzling (+1 level)
level) + Location-Specific Spell (on horizontal + Creature-Specific Spell (only [evil] creatures
surfaces; -1 level) = 4th level; creates ice 10 ft. x 10 ft. x blinded; 2 levels) + Widen Spell (20’r. to 360’r.; +4
1 inch thick per level, spreads each round thereafter levels) + Personal Spell (emanation centered on
as a swift action. you; -1 level) + Extend Spell (10 min./level to 1
Creeping Shadow, Lorloveim’sTM2: Alter senses (1st rd./level; -2 levels) + Restricted Spell ([good] caster;
level) + Augment Spell (vision; +1 level) + Augment -1 level) + Pattern Spell (-1 level) = 3 rd level; evil
Spell (add sense: hearing; +1 level) + Reach Spell creatures in 360’r. of you are blinded (Fort
(close to long; +1 level) + Personal Spell (-1 level) = 3 rd dazzled) by your aura of light.
level; you can see, hear, and speak through sensor Nimbus of LightCD: Light (0 level) + Augment Spell
(appearing as an extension of your shadow) at Long (bright light; +1 level) + Extend Spell (10 min./level
range. ShadowcatTM2 is Extended to 10 min./level (+2 to 1 min./level; -1 level) + Personal Spell (-1 level) +
levels) = 5th level (listed as 7th). Cascade Spell (jet of flame; +1 level) + Delay Spell
Crime of OpportunityUI: Compel (2nd level) + (standard action trigger; +2 levels) + Tenuous Spell
Variable Spell (no control over compulsion; -1 level) = (jet of flame ends light effect; -1 level) = 1st level; you
1st level; target rolls 1d4: 1 = refuses to accept Aid shed bright light, can end effect with jet of flame
Another or beneficial spells, 2 = attempts to attack (damage cap 5d6).
pickpocket valuables from nearest creature, 3 = RadiancePHII: Light (0 level) + Augment Spell
attempts to vandalize nearest structure, 4 = attack (dazzling; +4 levels) + Inexorable Spell (+3 levels) +
nearest creature. If unable to do any of these, attempts Creature-Specific Spell (undead; -2 levels) + Widen
to hide. Spell (20’r. to 60’r.; +2 levels) + Extend Spell (10
Crime WaveUI: Crime of opportunityUI (q.v.; 1st level) min./level to 1 rd./level; -2 levels) = 5 th level; light
+ Reach Spell (close to medium; +1 level) + Mass Effect in 60’r. aura around you dazzles undead (no save).
Spell (1 creature/level; +3 levels) + Extend Spell (1 rd. Unbearable BrightnessACG: Light (0 level) + Augment
to 1 rd./level; +1 level) = 6th level (listed as 7th). Spell (dazzling; +4 levels) + Inexorable Evocation
Crisis of LifeSRD: Damage attribute (Con; 1st level) + (+3 levels) + Extend Spell (10 min./level to 1
Cross-Class Spell (telepathy; +1 level) + Reach Spell round/level; 2 levels) + Personal Spell (-1 level) =
(touch to medium; +1 level) + Augment Spell (+5d4; +4 4th level; you emit dazzling light (no save) in a 20’r.
levels) = 7th level; 6d4 Con damage (Fort half) at for 1 rd./level.
Medium range. Crown of GloryCD: Eagle’s splendor (2nd level) +
Critical StrikeCAd: Bestow feat (Improved Critical; 1st Cascade Spell (Compel: watch; +2 levels) + Extend
level) + Augment Spell (BAB +6 effects; +2 levels) + Spell (inst. to 1 min./level; +3 levels) + Shape Spell
Cascade Spell (bestow feat: Vital Strike; +1 level) + (target to emanation; +2 levels) + Widen Spell (20’r. to
Creature-Specific Spell (vs. flanked or Dex-denied 120’r.; +3 levels) + Expedient Spell (individual HD; -1
opponent only; -2 levels) + Still Spell (-1 level) + level) + Pattern Spell (-1 level) + Pacific Spell (-1 level)
Personal Spell (-1 level) + Extend Spell (+1 level) + + Restricted Spell (access to Glory domain; -1 level) =
Sudden Spell (+0 levels) = 1 st level; against flat-footed 8th level; you gain +4 Cha, and creatures in 120’r. with
opponents (or those denied Dex bonus), you deal up to 12 HD are fascinated.
Vital Strike damage, double crit threat range, and are Crown of VerminSRD: Invisible needle (0 level) +
+4 to confirm crits for 1 round (swift casting). Shape Spell (ray to emanation; +3 levels) + Widen
Crown of BrillianceBED: Light (0 level) + Positive Spell (20’r. to 10’r.; -1 level) + Selective Spell (+1 level)
Spell (+0 levels) + Augment Spell (blinding; +5 levels) + Reach Spell (close to personal; -1 level) + Extend
+ Fell Dazzling (+1 level) + Extend Spell (10 min./level Spell (inst. to 1 rd./level; +2 levels) + Maximize Spell
to 1 rd./level; -2 levels) + Selective Spell (+2 levels) = (+2 levels) + Irresistible Spell (+2 levels) +
6th level; subject gains aura of light; enemies blinded Overwhelming Evocation (+1 level) + Ritual Spell (full
while within and 1 rd. thereafter (Fort dazzled). round; -1 level) = 8th level (listed as epic); damage cap
Variants: 120/rd. to those within 10 feet of you (overcomes DR,
and SR does not apply).
Spells (Grimoire), p. 79
Cruel DisappointmentBVD: Compel (fail at next Spell (1 rd./level to 1 min./level for effects; +1 level) +
effort, but believe you succeeded; 2nd level) + Cascade Reduce Spell (frightened to shaken; -1 level) = 3 rd
Spell (sickening touch; +1 level) + Augment Spell level; those in 30-ft. cone are shaken and sickened for
(ailing; +1 level) + Reach Spell (touch to medium; +1 1 min./level.
level) + Phantasmal Spell (-1 level) = 4 th level; subject Crushing Fist of Spite BVD: Bolt of force (2nd level) +
saves or fails at next task, but believes it succeeded for Reach Spell (close to medium; +1 level) +
1 rd. Thereafter, it must save again or be ailing for 1 Concentration Spell (swift action; +3 levels) + Shape
rd./level. Spell (ray to cylinder; +2 levels) + Widen Spell (10’r. to
Cruel JauntHA: Dimensional skip (1st level) + Reach 5’r.; -1 level) + Explosive Spell (+1 level) = 8th level
Spell (close to medium; +1 level) + Personal Spell (-1 (listed as 9th); damage cap 20d6 force in a 5’r., 25-ft.-
level) + Concentration Spell (standard; +1 level) + tall cylinder, and those affected ejected from area.
Location-Specific Spell (adjacent to creature affected Direct each round as a swift action.
by [fear] condition; -2 levels) + Cascade Spell (sense Crushing SphereLEM: Otiluke’s resilient sphere (q.v.;
fearHA, q.v.; +4 levels) + Widen Spell (20’r. to 120’r.; +3 th
4 level) + Extend Spell (1 min./level to 1 rd./level; -1
levels) = 7th level (listed as 6th); you sense fear within level) + Cascade Spell (whelm; +1 level) + Energy
120 ft. for 10 min./level, and can make standard-action Admixture (bludgeoning; +0 levels) + Extend Spell
teleports to arrive adjacent to affected creatures. (inst. to 1 rd./level; +2 levels) = 6 th level; damage cap
Crunchy SnowFB: Skill enhancement (Stealth; 0 level) 20d6/rd. (half crushing, half nonlethal).
+ Accursed Spell (+1 level) + Shape Spell (target to Crushing WallsTM2: Energy mace (0 level) + Shape
horizontal wall; +1 level) + Widen Spell (10-ft. to 20-ft. Spell (ray to cubes; +3 levels) + Maximize Spell (+2
squares; +1 level) + Reach Spell (touch to medium; +1 levels) + Delay Spell (activating condition and 1 rd.
level) + Extend Spell (1 min./level to 1 hr./level; +2 time delay; +1 level) + Irresistible Spell (+2 levels) +
levels) + Location-Specific Spell (snow-covered area Ritual Spell (-2 levels) = 6th level; area up to one 10-ft.
only; -2 levels) + Ritual Spell (full round; -1 level) + cube/level crushes intruders for up to 7.5d6+90
Resticted Spell (ranger or access to Winter, domain, damage (Reflex half, no SR) 1 rd. after entered.
etc.; -1 level) = 2nd level (listed as 1st); -1/2 levels to Cry of YsgardBED: Summon (1st level) + Augment
Stealth in large area of snowy ground. Spell (1-3 summoned; +1 level) + Augment Spell (CR 9
Crusader’s StrikeToB: Spark of life (0 level) + bariaur ranger; +5 levels) + Extend Spell (1 rd./level to
Augment Spell (+1/level; +1 level) + Channel Spell (+1 1 hr./level; +3 levels) + Ritual Spell (full round; -1
level) + Reach Spell (touch to close; +1 level) + level) + Cascade Spell (damage attribute: Str; -1 level) +
Creature-Specific Spell (credible threat; -2 levels) = 1 st Crippling Drain (-1 level) = 7th level; summons 1d3
level; successful [strike] heals you or ally within close bariaur defenders of Ysgard, but caster takes 1d4 Str
range 1d6 +1/level (+5 max.) hp. Variants: drain.
Rallying strikeToB is Shaped (burst; +2 levels) and Crystal Dirk, Nystul’sGA: Invocation of the knife (0
Selective (+1 level) = 4th level (listed as 6th); allies level) + Ray Splitting (+1 level) + Cascade Spell
within 20 ft. heal 5d6 + 1/level (+10 max) hp. [(inertia; +1 levels) + Augment Spell (daze; +2 levels) +
Revitalizing strikeToB is Reach (close; +1 level) = 2nd Creature-Specific Spell (undead and lower planar; -1
level; you or one ally within Close range heals level) + Positive Spell (+0 levels)] + Concentration
1d6+1/level (max. 5d6+5) hp. Spell (standard action; +1 level) + Reach Spell (close to
Another option is to simply use bestow feat touch; -1 level) = 3rd level; damage cap 13d6 slashing,
(Rallying Strike; 1st level), then Augment as divided among melee touch attacks (1.5x and possible
needed. dazing vs. undead and lower-planar, others take
Strike of righteous vitalityToB: Heal (q.v., 6th level) + half).
Reach Spell (touch to close; +1 level) + Channel Crystal Recording (Roger Zelazny, Knight of
Spell (+1 level) = 8th level (listed as 9th); max. 120 hp Shadows): Figment (0 level) + Extend Spell (1 rd./level
healed. to 1 hr./level; +4 levels) + Reach Spell (close to touch; -
1 level) + Reduce Spell (no olfactory; 1 level) = 2nd
Crushing Despair: Spook (0 level) + Cascade Spell
level; creates audiovisual recording lasting up to 1
(sickening touch; +1 level) + Reach Spell (touch to close;
hr./level in glass or crystal (repeats continually if
+1 level) + Shape Spell (ray to cone; +1 level) + Extend
Spells (Grimoire), p. 80
shorter recording throughout remaining duration, or rd./level; -1 level) + Cascade Spell (bestow feat:
permanently, if 6,000 numen invested). Improved Critical; +1 level) + Hex Spell (+0 levels) +
Crystal of ReflectionAUG2: Dispel (0 level) + Reach Spell (touch to medium; +1 level) + Effect-
Augment Spell (reverse back onto caster instead of Specific Spell (ranged attacks only; -1 level) = 3 rd level
dispelling; +2 levels) + Effect-Specific Spell (rays only; (2nd for ranger or access to Archery domain); target -5
-2 levels) + Reach Spell (touch to medium; +1 level) + AC vs. ranged attacks, and attackers +4 to confirm
Irresistible Spell (no check needed; +2 levels) + crits (greater crit effects if attacker’s BAB +6/+11/+16).
Shielding Spell (+1 level) + Extend Spell (inst. to 1 Seeking rayPHII Cascades electric arc and true strike
min./level; +3 levels) + Personal Spell (-1 level) = 6th (+2 levels) and is Reduced (15d6 to 10d6; -1 level) =
level (listed as 2nd); ranged touch attacks targeting you 4th level; 5d6 ray of electricity ignores cover,
are reflected back on attacker (up to Medium range). concealment and target is -5 AC vs. missiles for 1
AKA mirror shieldAUG2. rd./level.
Crystal Rhythms, Otto’sGA: Compel (clap hands; 2nd
Curse of ChaosDLM: Polymorph (mutant; 3rd level) +
level) + Reach Spell (close to medium; +1 level) +
Cascade Spell (ray of beguiling; +2 levels) + Accursed
Extend Spell (1 rd. to 1 rd./level; +1 level) = 4 th level;
Spell (+1 level) + Extend Spell (1 rd./level to 1
target claps obsessively for 1 rd./level (but can
hr./level; +2 levels) + Reduce Spell (+20 to +0 and
perform actions not requiring hands).
fewer special abilities; -4 levels) + Restricted Spell
Crystal ShardAUG2: Invisible needle (0 level) + Reach
([chaotic] bloodline, patron, etc.; -1 level) = 3 rd level;
Spell (close to medium; +1 level) + Irresistible Spell (+2
target takes 1d6 penalty to Charisma and is noticeably
levels) + Manifested Spell (-1 level) + Reduce Spell
deformed (possibly gaining a natural attack). Invest
(10d6 to 5d6; -1 level) = 1st level; ranged attack deals
150 x CL numen to maintain indefinitely.
1d6 piercing/level (max. 5d6, no SR).
Curse of DisgustUM: Sickening touch (0 level) +
Crystalline MemoriesCM: Damage attribute (Int; 1st
Reach Spell (close; +1 level) + Delay Spell (proximity
level) + Reach Spell (touch to close; +1 level) +
to trigger; +1 level) + Cascade Spell (compel; leave
Cascade Spell (invisible needle; +1 level) + Cascade
proximity; +2 levels) + Extend Spell (1 rd. to 1
Spell (detection: memories; +2 levels) – Concentration
rd./level; +1 level) = 5th level; subject sickened within
Spell (-1 level) + Ritual Spell (full round; -1 level) +
close range of location or class of items and compelled
Reduce Spell (10d6 to 5d6; -1 level) = 2nd level; damage
to leave. Invest 1,000 x CL numen investiture to make
cap 5d6 piercing plus 1d4 Int, and you gain
permanent (5th level x 50 x 4 for duration).
instantaneous reading of subject’s surface thoughts
Curse of Fell SeasonsHA: Control weather (q.v.; 7th
from the last round.
level) + Extend Spell (conc. to 1 rd./level; +1 level) +
Cup of DustAPG: Warding (hydration; 1st level) +
Accursed Spell (+1 level) = 9th level; as control weather,
Accursed Spell (+1 level) + Irresistible Spell (normal
but invest 450 x CL numen to maintain extreme
water; +2 levels) + Extend Spell (1 min./level to 1
weather effect in 1 mi-radius area until curse
rd./level; -1 level) = 3rd level; target immediately
removed.
begins to die of thirst (invest 600 x CL numen to
Curse of Impending BladesMH: Enhancement (2nd
maintain effect).
level) + Effect-Specific Spell (AC only; -2 levels) +
Cultural AdaptationUI: Skill enhancement
Accursed Spell (+1 level) + Reach Spell (touch to
(Knowledge: linguistics; 1st level) + Cascade Spell
medium; +1 level) + Shape Spell (ray to target; +0
(skill enhancement: Perform (acting); +1 level) + Extend
levels) = 2nd level; target takes -1/4 levels penalty to
Spell (1 min./level to 10 min./level; +1 level) +
AC.
Personal Spell (-1 level) + Augment Spell (+5 to +10; +1
Curse of Languishing DeathAUG: Damage attribute
level) + Effect-Specific Spell (language/culture/locale
(Con; 1st level) + Accursed Spell (+1 level) + Reach
specified; -2 levels) = 1st level, you gain +1/2 levels to
Spell (touch to medium; +1 level) = 3rd level (listed as
Perform (acting) and Knowledge (linguistics) checks
8th); deals 1d4 Con damage (Fort half) at range, and
to pass as a native (including accent) of the location or
invest 150 x CL numen to repeat damage each day.
culture specified during casting.
Curse of LycanthropyCD: Polymorph (animal; 3rd
Curse of Arrow AttractionPHII: Deflection (0 level) +
level) + Accursed Spell (+1 level) + Cascade Spell
Hex Spell (+0 levels) + Augment Spell (-5 total
(enlarge person; +1 level) + Cascade Spell (ray of idiocy;
penalty; +3 levels) + Extend Spell (1 min./level to 1
Spells (Grimoire), p. 81
+1 level) + Extend Spell (1 rd./level to 1 hr./level; +3 Attributes Str 12, Dex 15, Con 16, Int 10, Wis 15, Cha 8
levels) + Delay Spell (full moon; +1 level) + Restricted Feats AlertnessB, Canny DefenseB, Exotic Weapon
Spell (appropriate domain; -1 level) + Time-Specific Proficiency (short sword), Improved Initiative, Practiced
Spell (only manifests during full moon; -2 levels) = 7 th Sneak Attack, Unclean StrikeB, Weapon FinesseB
level; subject becomes a lycanthrope of your choice Skills Acrobatics (3/+8), Athletics (3/+7), Bluff (3/+5),
(animal form Tiny to Large). Invest 350 x CL numen to Endurance (3/+8), Escape ArtistB (1/+6), PerceptionB
maintain past 1 night. (3/+8), StealthB (3/+8), StreetwiseB (1/+3), Survival (3/+8)
Lycanthrope infestationRR produces Medium Curse of Magic NegationUM: Dispel (0 level) +
lycanthropes (-1 level), works at line of sight range Accursed Spell (+1 level) + Extend Spell (inst. to 10
(+4 levels), affects 1 creature/level (+3 levels), is min./level; +4 levels) + Reach Spell (touch to medium;
Ritual rather than Restricted (-1 level), and casues +1 level) + Variable Spell (affects both incoming spells
the caster to take 1d4 temp. negative levels (-4 and victim’s own; +1 level) + Ritual Spell (full round; -
levels) = 8th level (listed as 5th); up to one creature/ 1 level) = 6th level (listed as 4th); victim gains SR 10 +
level within ¼ mi./level become lycanthropes for 1 your Concentration bonus, which cannot be lowered,
hr./level during full moon (you take 1d4 temp. and must defeat its own SR to cast spells or use SLAs.
negative levels). Invest 400 x CL numen to maintain Curse of NightHA: Warding (light; 1st level) + Extend
past 1 night. Spell (1 min./level to 1 rd./level; -1 level) + Cascade
Were-doomBVD is long range (+2 levels), affects 1 Spell (gloom; +1 level) + Shape Spell (target to
creature/3 levels (+2 levels), is not delayed (-1 emanation; +2 levels) + Widen Spell (20’r. to 1 mi.; +6
level), and is Ritual rather than Restricted (-1 level) levels) + Accursed Spell (+1 level) + Extend Spell (1
= 9th level; 1 creature/3 levels changes to animal rd./level to 1 hr./level; +3 levels) + Ritual Spell (-2
form and takes penalty to Int of 1d6 +1/level levels) + Reduce Spell (5 steps to 2 steps; -3 levels) =
(savagely attacks those around at Int 1 or 2). 8th level; reduces natural ambient light by 2 steps and
negates magical light in large area; invest 400 x CL
Curse of LycanthropySC: Ray of entropy (1st level) +
numen to maintain effect until curse removed and
Cascade Spell (summon; +2 levels) + Augment Spell
sunburst cast on area.
(CR 2 wererats; +1 level) + Augment Spell (1d4+1
Curse of Petty FailingMH: Spook (0 level) + Accursed
summoned; +1 level) + Extend Spell (1 rd./level to 1
Spell (+1 level) + Extend Spell (1 rd./level to 1
hr./level; +3 levels) + Reach Spell (close to touch; -1
min./level; +1 level) + Inexorable Spell (+3 levels) +
level) + Restricted Spell (access to Pestilence domain;
Reduce Spell (panicked to shaken; -2 levels) = 3rd level;
1 level) = 6th level; touch deals 1d6 negative
target takes -2 morale penalty to attacks, saves, and
energy/level (max. 15d6) and 1d4+1 wererats burst
checks (no save) for 1 min./level.
forth from victim, remaining for 1 hr./level.
Curse of Spilt WaterDr334: Transmute (flesh to water;
st
WERERATS (1D4+1) CR 2 1 level) + Reach Spell (touch to close; +1 level) +
Human lycanthrope 2/rogue 1 Widen Spell (1 lb./level to 27 lbs./level; +2 levels) +
NE Medium humanoid [rodent, shapechanger] Accursed Spell (+1 level) = 5th level (listed as 6th);
Init +6; Senses alertness +1 (DC 22), low-light vision, scent; ranged touch turns 1 creature within weight limit to
Perception +8 water (Fort neg.). Invest 250 x CL numen to maintain
Languages Common effect.
AC 18, touch 14, flat-footed 16; 19 in hybrid form Curse of TerrorRR: Spook (0 level) + Accursed Spell
(+2 Dex, +2 insight, +2 natural, +2 armor) (+1 level) + Delay Spell (until encounter specified
hp 22 (3 HD; LW 9/HW 4); 25 in hybrid form object of phobia; +1 level) + Reach Spell (close to long;
DR 5/silver (10/silver in hybrid form) +1 level) + Extend Spell (trigger; inst. to 10 min./level;
Fort +6, Ref +5, Int +5, Will +0
+4 levels) + Language-Dependent Spell (-1 level) +
Spd 30 ft. Ritual Spell (full round; -1 level) + Reduce Spell
Melee short sword +4 (1d6+1/19-20/x3 plus disease)
(panicked to frightened; -1 level) = 4 th level; subject
Base Atk +2; CMB +4; CMD 15
frightened 1 rd./level when encountering specified
Special Atks disease (filth fever: injury DC 13),
object of phobia (cannot be ubiquitous or necessary).
sneak attack +2d6
Skill Tricks Known (IL 3rd, capacity 2nd) Invest minimum 300 x CL numen to maintain.
1st (DC 14 Perception)—seekerAUG (+2 to atk & dmg)
Spells (Grimoire), p. 82
Curse of the Chaotic Mind AUG: Ray of idiocy (1st touch; -1 level) + Extend Spell (inst. to 1 rd./level; +2
level) + Variable Spell (choose Int, Wis, Cha; +1 level) levels) + Delay Spell (1/min., instead of 1/rd.; +1 level)
+ Reach Spell (close to long; +1 level) + Accursed Spell + Resistible Spell (-1 level) = 3 rd level; touch deals up
(+1 level) + Extend Spell (1 rd./level to 1 hr./level; +3 to 10d6 necrotic/min. (Fort half) for 1 min./level.
levels) = 7th level; imposes long-lasting penalty of 1d6 Curse of VengeanceAUG: Spook (0 level) + Cascade
+ 1/level to one mental attribute. Invest 350 x CL Spell [(hand of fate; +1 level) + Delay Spell (when most
numen to mauntain curse, with attribute affected inconvenient; +1 level) + Selective Spell (+1 level)] +
staying constant or changing each day as you decide. Accursed Spell (+1 level) + Reach Spell (touch to
Curse of the FatespurnedRW: Spook (0 level) + medium; +1 level) + Ritual Spell (full round; -1 level) =
Cascade Spell (resistance; +1 level) + Lucky Spell (+1 4th level; subject -2 morale to attacks, saves, and
level) + Still Spell (+1 level) + Extend Spell (1 rd./level checks for 1 rd./level, and once must reroll one critical
to 1 min./level; +1 level) + Restricted Spell (halfling or roll and keep the worse result. Invest 400 x CL numen
access to Fate domain, etc.; -1 level) + Reduce Spell (4th level x 50 x 2) to maintain curse indefinitely (reroll
(frightened to shaken; -1 level) = 2 nd level; target 1/day).
shaken for 1 min., and you gain +3 luck bonus to Curse of WoundingAUG2: Hand of fate (0 level) +
saves. Selective Spell (+1 level) + Accursed Spell (+1 level) +
Curse of the black cloudRW is the same, but those in a Extend Spell (inst. to 1 hr./level; +5 levels) + Effect-
20’r. are shaken and your luck bonus is +3 (4 th Specific Spell (attacks against only; -2 levels) = 5 th
level). level; target’s attackers roll twice, choose the better
result. Invest 250 x CL numen to maintain effect.
Curse of the FireflyRR2: Skill enhancement (Stealth; 0
Curse of YondallaDHD: Modify memory (q.v.; 4th
level) + Hex Spell (+0 levels) + Cascade Spell (light; +1
level) + Cascade Spell (polymorph; +3 levels) + Effect-
level) + Reach Spell (touch to medium; +1 level) = 2 nd
Specific Spell (younger version of self; -2 levels) +
level; target glows 1 min./level and is -1/2 levels (-5
Cascade Spell (reduce; +3 levels) + Augment Spell (+1
max.) to Stealth.
level) + Accursed Spell (+1 level) + Ritual Spell (full
Curse of the GypsiesDr348: Variable Spell (+1 level):
round; -1 level) + Restricted Spell (access to Outrider
Bad Luck: Hand of fate (0 level) + Reach Spell (touch or Time domain; -1 level) = 8 th level; target loses two
to close; +1 level) + Extend Spell (inst. to 1 rd./level; size categories and all memories, becomes infant
+2 levels) + Effect-Specific Spell (reroll natural 20s version of self. Invest 400 x CL numen to make effect
only; -2 levels) = +1 level; subject rerolls all natural permanent (subject can still grow up and make new
20s. memories).
Mark of the Gypsies: Arcane mark (0 level) + Curse Water: Ray of entropy (1st level) + Accursed
Cascade Spell (ray of beguiling; +1 level) = +1 level; Spell (+1 level) + Bane Spell (fixed: [good] outsiders;
subject bears an arcane mark and takes a penalty +0 levels) + Delay Spell (throw as standard action; +1
to Charisma (1d6 +1/level, +10 max.). level) + Ritual Spell (-2 levels) = 1 st level; flask (ranged
Unnatural Aura: Spook (0 level) + Shape Spell touch) deals 1d6 negative energy/level (max. 5d6; 5d8
(target to emanation; +2 levels) + Creature-Specific vs. celestials). Variants:
Spell (animals only; -2 levels) + Augment Spell
Dark TideSW: Ray of entropy (1st level) + Cascade
(frightened to panicked; +1 level) = +1 level; panics
Spell (spook; +1 level) + Cascade Spell (damage
animals within 20 ft.
attribute: Str; +1 level) + Reach Spell (touch to long
+ Silent Spell (+1 level) + Accursed Spell (+1 level) + +2 levels) + Shape Spell (target to spread; +2 levels)
Restricted Spell (Rhennee, Varisian, Vistani, etc.; -1 + Widen Spell (20’r. to 1,000’r.; +5 levels) + Extend
level) = 3rd level. Invest 150 x CL numen to maintain Spell (total spell: inst. to 1 hr./level; +5 levels) +
curse until broken. Extend Spell (frequency of effects: rounds to hours;
Curse of the Putrid HuskBVD: Whelm (0 level) + -3 levels) + Location-Specific Spell (within body of
Cascade Spell (inertia; +1 level) + Augment Spell water; -2 levels) + Ritual Spell (full round; -1 level)
(daze; +2 levels) = 3rd level; damage cap 10d6 + Restricted Spell ([evil] caster; -1 level) + Reduce
nonlethal plus dazed 1 rd. Spell (25d6 to 10d6 and cowering to shaken; -3
Curse of Unexpected DeathPF89: Ray of entropy (1st levels) = 7th level; large area of affected water deals
level) + Silent Spell (+1 level) + Reach Spell (close to
Spells (Grimoire), p. 83
10d6 negative energy and 1d4 Str damage per gains DR 2/5 levels vs. bludgeoning damage (max. DR
hour, and those within are shaken. 15/slashing or piercing).
Dark WaterRR: Ray of entropy (1st level) + Cascade CynosureDr338: Bestow feat (Variable Spell; 1st level) +
Spell (enervation; +5 levels) + Reach Spell (close to Cascade Spell (bestow feat: Sudden Metamagic; +2
long; +1 level) + Shape Spell (ray to spread; +2 levels) + Augment Spell (16 ranks effects; +3 levels) +
levels) + Widen Spell (20’r. to 10’r.; -1 level) + Effect-Specific Spell (dimensional skip spells only; -2
Concentration Spell (standard; +1 level) + levels) + Extend Spell (1 rd./level to 1 rd.; -1 level) = 3 rd
Location-Specific Spell (in body of water only; -2 level (listed as 4th); allows person using plane shift or
levels) + Reduce Spell (15d6 to 10d6 and 1d4 to teleport during the next round to arrive on-target
1d3; -1 level) = 6th level; damage cap 10d6 plus 1d3 without mishap chance, even if would normally be
temp. negative levels/rd. (latter do not stack). unable to cast 6th or 7th level spells.
Blackwater InvocationSW: Ray of frost (0 level) + Shape
Spell (target to spread; +3 levels) + Reach Spell D
(close to touch; -1 level) + Selective Spell (+1 level) CAd
Daggerspell Stance : Enhancement (weapons only;
+ Cascade Spell (wisp; +1 level) + Extend Spell (inst. 0 level) + Variable Spell (more than one affected; +1
to 1 min./level; +3 levels) + Location-Specific Spell level) + Cascade Spell (spell resistance; +5 levels) +
(in body of water at least waist-deep; -2 levels) + Cascade Spell (bestow feat: Combat Expertise; +1 level)
Restricted Spell (able to channel negative energy; - + Extend Spell (1 min./level to 1 rd./level; -1 level) +
1 level) + Reduce Spell (10d6 to 1d6; -2 levels) = 2 nd Personal Spell (-1 level) + Specific Spells (when using
level; 1d6 cold/rd. to those in affected water, and pair of daggers only; -2 levels) + Reduce Spell (+1/4
obstructs vision. levels to +1 and 12+level to 5+level; -1 level) = 2nd level;
Blackwater taintSW is as dark waterRR (see above), but you gain enhancement bonus, Combat Expertise, and
includes Crippling Drain rather than Reach Spell, SR when using pair of daggers. For swift action
affects a 20’r. emanation (+1 level), includes activation, add the Sudden Spell feat (and the spell
desecration (+2 levels), but cannot affect any lasts only 1 round).
creature more than once (-2 levels) and is Reduced DamnationHA: Bolt of force (2nd level) + Consecrate
1 more step (-1 level) = 6 th level; area of desecration Spell (+1 level) + Reach Spell (close to personal; -1
also deals 10d6 negative energy plus 1d2 level) + Shape Spell (ray to burst; +2 levels) + Widen
temporary negative levels (1 of which may become Spell (20’r. to 40’r.; +1 level) + Creature-Specific Spell
permanent). (evil casters, or willing recipients of spells from same;
Cursed EarthUM: Variable Spell (2nd level +1 level) + 2 levels) = 3rd level; damage cap 10d6 (half force, half
Shape Spell (target to emanation; +2 levels) + Widen holy).
Spell (20’r. to 1 mi.; +6 levels) + Ritual Spell (-2 levels) DamnationSRD: Plane shift (to Hell; 6th level) +
= 9th level; choose from lesser animate dead (corpses in Cascade Spell [(compel: stay there; +2 levels) + Reach
area become uncontrolled zombies at nightfall), blight Spell (close to touch; -1 level)] + Extend Spell (1 rd. to
(plants do not grow), or contagion (each night, all in 1 hr./level; +4 levels) + Cascade Spell (damage
area save or contract disease). Invest 7,650 numen to attribute: Wis; -1 level) + Restricted Spell (lawful evil
make effect permanent until a specified condition is caster; -1 level) = 9th level (listed as epic); touch sends
met (9th level x CL 17th x 50 x 1). victim to Hell and compels them to stay there for at
Cursed LocaleAUG: Blessing (0 level) + Cascade Spell least 1 hr./level, caster takes 1d4 Wis damage.
(resistance; +1 level) + Cascade Spell (skill enhancement; Damnation StrideARG: Dimension door (4th level) +
+1 level) + Accursed Spell (+1 level) + Augment Spell Cascade Spell (jet of flame; +1 level) + Shape Spell
(-3 total; +1 level) + Reach Spell (touch to long; +2 (burst; +2 levels) + Widen Spell (20’r. to 10’r.; -1 level)
levels) + Shape Spell (target to cubes; +2 levels) + + Reduce Spell (15d6 to 10d6; -1 level) = 5 th level; you
Ritual Spell (-2 levels) = 6 th level; -3 to attacks, saves, dimension door away, leaving behind a small fireball.
checks in area, invest numen to maintain curse. Damp PowderUC: Dispel (0 level) + Reach Spell
Cushioning BandsUM: Inure (bludgeoning; 0 level) + (touch to medium; +2 levels) + Tenuous Spell (jam can
Extend Spell (1 min./level to 1 hr./level; +3 levels) + be cleared; -1 level) = 1st level; successful check
Reduce Spell (30 to 15; -1 level) = 2 nd level; subject suppresses wand, firearm, or similar device until
cleared by user as a standard action (up to 1 rd./level).
Spells (Grimoire), p. 84
Dampen MagicCC: Enhancement (2nd level) + Hex Specific Spell (chain only; -2 levels) + Mass Effect Spell
Spell (+0 levels) + Mass Effect Spell (1/3 levels; +3 (1 chain/level; +3 levels) = 4th level; you control 1
levels) + Shielding Spell (+1 level) + Extend Spell (1 chain/level as an animated object (each can attack,
min./level to 1 rd./level; -1 level) + Restrict Spell grapple, help you to higher location, etc.).
(access to Magic domain; -1 level) = 4th level; up to 1 Dancing LanternAPG: Light (0 level) + Extend Spell
weapon or spell/3 levels targeting subject each round (10 min./level to 1 hr./level; +2 levels) + Ritual Spell
gains -1/4 levels enhancement penalty (weapon or (full round; -1 level) = 1st level.
attack spell) or to save DC (offensive spells that allow Dancing WebBED: Whelm (0 level) + Cascade Spell
saves). (bind; +1 level) + Reach Spell (close to long; +1 level) +
Dance of a Hundred CutsUM: Blessing (0 level) + Still Shape Spell (target to burst; +2 levels) = 4th level;
Spell (+1 level) + Augment Spell (+1 to +5; +3 levels) + damage cap 10d6 nonlethal in 20’r. plus entangled 1
Extend Spell (10 min./level to 1 rd./level; -2 levels) + rd./level.
Cascade Spell (deflection; +1 level) + Augment Spell Dancing Whip, Laeral’s7S: Invocation of the knife (0
(scaling bonus; +1 level) + Cascade Spell (skill level) + Ray Splitting (+1 level) + Extend Spell (inst. to
enhancement: Acrobatics; +1 level) + Personal Spell (-1 1 rd./level; +2 levels) + Reduce Spell (10d6 to 1d6; -2
level) + Tenuous Spell (ends during any round you do levels) = 1st level; two close ranged touch attacks/rd. (2
not move at least 10 ft.; -1 level) + Restricted Spell to attack roll) against target for 1d6 piercing each.
(bard; -1 level) = 2nd level; you gain +5 morale to Daredevil AthleteCSc: Skill enhancement (0 level) +
attacks, damage, saves vs. fear, +2 deflection to AC Variable Spell (Acrobatics, Athletics, Escape Artist, or
(+1/6 levels, max. +5), and +1/2 levels (+5 max.) Handle Animal; +1 level) + Personal Spell (-1 level) +
enhancement to Acrobatics checks. Dance of a thousand Sudden Spell (+0 levels) + Interrupting Spell (+1 level)
cutsUM also Cascades haste (+3 levels) = 5th level. = 1st level; immediate action grants you +1/2 levels (+5
Dance of RuinBVD: Electric arc (0 level) + Silent Spell max.) to one skill check.
(+1 level) + Shape Spell (ray to spread; +2 levels) + Dark MirrorDr181: Dispel (0 level) + Reach Spell
Empower Spell (+1 level) + Reach Spell (close to (touch to close; +1 level) + Augment Spell (redirect; +1
personal; -1 level) + Ritual Spell (full round; -1 level) = level) + Fell Dispelling (dispelled, rather than
2nd level; those in 20’r. of you take 1.5d6 redirected, if check fails; +1 levels) + Effect-Specific
electricity/level (max. 7.5d6, Reflex half). Spell (darkness spells only; -2 levels) + Shape Spell
Electrical delugeAUG2 is Widened instead of (target to emanation; +2 levels) + Extend Spell (inst. to
Empowered (120’r.; +2 levels), and has a standard 1 rd./level; +2 levels) = 5th level (listed as 2nd); darkness
casting time (+1 level) = 5th level (listed as 6th); spells cast into area are reflected back on caster or
damage cap 15d6 in 120’r. around you. negated.
StormboltsAPG: Electric arc (0 level) + Cascade Spell Dark WaySC: Mage armor (1st level) + Augment Spell
(inertia; +1 level) + Augment Spell (stun; +3 levels) (cover, for semi-solid bridge; +1 level) + Reach Spell
+ Reach Spell (close to personal; -1 level) + Shape (touch to close; +1 level) + Shape Spell (target to wall;
Spell (burst; +2 levels) + Widen Spell (20’r. to 40’r.; +1 level) + Extend Spell (1 hr./level to 1 rd./level; -3
+1 level) + Selective Spell (+1 level) = 7 th level; levels) = 1st level (2nd for divine casters); bridge of
damage cap 20d6 electricity plus stunned 1 rd. in a force 5 ft. wide and 20 ft./level long lasts 1 rd./level.
40’r. of you. Variants:
Dance of Seduction, Rie’s RR: Ray of beguiling (1st Blazing Rainbow (Bridge)ACG: Mage armor (1st level) +
level) + Disguise Spell (+1 level) + Shape Spell (ray to Cross-Class Spell (+1 level) + Augment Spell
emanation; +2 levels) + Reach Spell (close to personal; (cover, for semi-solid; +1 level) + Cascade Spell
-1 level) + Extend Spell (1 rd./level to 1 hr./level; +3 [(light; +1 level) + Augment Spell (dazzling; +3
levels) + Ritual Spell (-2 levels) = 4th level (listed as 6th); levels)] + Cascade Spell (resistance; +1 level) +
ritual dance imposes penalty to onlookers’ Charisma Shape Spell (wall; +1 level) + Widen Spell (100 sq.
(1d6 + ½ levels; +10 max.) lasting 1 hr./level thereafter. ft. to 25 sq. ft.; -1 level) + Ritual Spell (full round; -1
Dancing ChainsBVD: Animate object (1st level) + level) + Restricted Spell (access to Weather
Widen Spell (Small to Medium; +2 levels) + domain; -1 level) = 6th level; bridge 2.5 ft. x 10
Concentration Spell (standard; +1 level) + Object-
Spells (Grimoire), p. 85
ft./level long emits dazzling light, allies +1 to saves; among up to 1 bolt/2 levels, plus each target save or
lasts up to 1 min./level. dazed 1 rd.
Bridge of AirRRE: Dark waySC (q.v.; 1st level) + DarkfireDHD: Produce flame (q.v.; 1st level) – Reduce
Selective Spell (+2 levels) = 3rd level (divine 4th); Spell (+1 level) = 2nd level; damage cap 10d6.
bridge of force 5 ft. wide and 20 ft./level long lasts Darkness, Assassin’sCSc: Gloom (0 level) + Shape
1 rd./level and is insubstantial except to the Spell (spread to emanation; +0 levels) + Selective Spell
creatures you select when casting. (you are unaffected; +3 levels) + Widen Spell (20’r. to
Hovering RoadTM2: Mage armor (1st level) + Cross- 40’r.; +1 level) + Extend Spell (1 rd./level to 1
Class Spell (divine; +1 level) + Augment Spell min./level; +1 level) + Personal Spell (-1 level) +
(cover; +1 level) + Shape Spell (target to horizontal Augment Spell (+1 step; +1 level) + Restricted Spell
wall; +1 level) + Widen Spell (100 sq. ft. to 32,400 (rogue skill trick; -1 level) = 4th level; lowers light by 4
sq. ft.; +4 levels) + Variable Spell (32,400 sq. steps (max. supernatural darkness) in mobile 40’r.
ft./level, rather than 180-ft. squares; +1 level) + around you, and you can see normally.
Variable Spell (change elevation; +1 level) + Extend Darkness, CreepingCA: Gloom (0 level) + Reach Spell
Spell (1 hr./level to 10 min./level; -1 level) + Ritual (touch to medium; +2 levels) + Cascade Spell (silence;
Spell (full round; -1 level) + Restricted Spell (access +2 levels) + Concentration Spell (partial action; +2
to Travel domain; -1 level) = 7th level; shapable levels) + Restricted Spell (wu jen; -1 level) = 5 th level;
bridge of force 10 ft. wide and up to 3,240 ft./level silence 20’r., and ambient light reduced by 3 steps.
long lasts 10 min./level. Darkness, Nystul’s EnvelopingGA: Displacement (3rd
Moon PathSC: Moonlight bridgeAPG (see below; 3rd level) + Personal Spell (-1 level) + Cascade Spell
level) + Cascade Spell [(sanctuary; +1 level) + Mass (gloom; +1 level) + Widen Spell (20’r. to 40’r.; +1 level)
Effect Spell (1 creature/level; +3 levels) + Location- + Augment Spell (2 steps to 4 steps; +1 level) = 5 th
Specific Spell (on the bridge; -2 levels) + Extend level; reduces ambient light by 4 steps, and you gain
Spell (1 rd./level to 1 min./level; +1 level) = 6 th level displacement vs. creatures who can see in darkness.
(listed as 5th); creates briedge or ramp of force (four Darkness, Pall of Twilight CM: Gloom (0 level) +
5-ft. squares/level) on which you and your allies Cascade Spell (skill enhancement: Perception; +1 level)
are sheltered from attacks unless you attack first. + Hex Spell (+0 levels) + Reach Spell (touch to
Moonlight bridgeAPG (3rd level) is the same as bridge medium; +1 level) + Shape Spell (target to spread; +2
of airRRE, except 10 ft. wide and only 10 ft./level levels) + Pattern Spell (-1 level) = 3 rd level; lowers light
long. by 2 steps, and -1/2 levels (-10 max.) penalty to
Dark WhispersUI: Figment (0 level) + Cascade Spell Perception in area.
(alter senses; +1 level) + Reach Spell (close to long; +1 Darkness, Shroud ofPC: Gloom (0 level) + Reach Spell
level) + Extend Spell (1 rd./level to 10 min./level; +2 (touch to medium; +2 levels) + Shape Spell (emanation
levels) + Reduce Spell (no olfactory, tactile, or visual to target; -2 levels) + Mass Effect Spell (1/3 levels; +2
elements; -2 levels) = 2nd level; voice seems to whisper levels) + Augment Spell (1 step to 3 steps; +1 level) =
to subject from its shadow, and you can hear its 3rd level (listed as 4th); one creature/3 levels treats light
replies at Long range. as 3 steps lower than actual for 1 rd./level (Will neg.).
DarkboltBVD: Ray of frost (0 level) + Corrupt Spell Darkness, UtterdarkBVD: Gloom (0 level) + Selective
(+1 level) + Cascade Spell (inertia; +1 level) + Augment Spell (evil creatures ignore; +3 levels) + Widen Spell
Spell (stagger; +1 level) + Reduce Spell (10d6 to 5d6; -1 (20’r. to 1,000’r..; +5 levels) + Extend Spell (1 rd./level
level) = 2nd level; damage cap 5d6 (half cold, half to 1 hr./level; +3 levels) + Ritual Spell (-2 levels) +
unholy) plus staggered 1 round. Reduce Spell (5 steps to 4 steps; -1 level) = 8 th level;
Darkbolt, GreaterSC: Ray of entropy (1st level) + ambient light lowered by 4 steps in a 1,000-foot radius
Corrupt Spell (+1 level) + Cascade Spell (inertia; +1 (evil creatures can see normally).
level) + Augment Spell (daze; +2 levels) + Ray Darkness, Veil ofAUG: Gloom (0 level) + Still Spell (+1
Splitting (+1 level) + Restricted Spell (access to level) + Extend Spell (1 rd./level to 10 min./level; +2
Darkness domain, etc.; -1 level) = 5th level; damage levels) + Augment Spell (2 steps to 4 steps; +1 level) +
cap 20d6 (half negative energy, half unholy), divided Widen Spell (20’r. to 10’r.; -1 level) = 3rd level (listed as
1st); lowers light in 10’r. by 4 steps (max. supernatural
darkness) for 10 min./level.
Spells (Grimoire), p. 86
DarksoulRR2: Energy mace (0 level) + Ray Splitting Dazing TouchCRB: Compel (do nothing; 2nd level) +
(+1 level) + Reach Spell (close to touch; -1 level) + Reach Spell (close to touch; -1 level) + Restricted Spell
Extend Spell (inst. to 1 rd./level; +2 levels) + (access to Charm domain; -1 level) = 0 level.
Manifested Spell (-1 level) + DazzlesphereAUG: Inertia (0 level) + Reach Spell
Cascade Spell (inure: slashing; +1 level) + Energy (close to medium; +1 level) + Augment Spell (daze; +2
Admixture (bludgeoning and piercing; +0 levels) + levels) + Shape Spell (target to burst; +2 levels) +
Mazimize Spell (+2 levels) + Widen Spell (20’r. to 10’r.; -1 level) + Extend Spell (1
Cascade Spell (attribute boost; +1 level) + Augment rd. to 1 rd./level; +1 level) + Tenuous Spell (-1 level) +
Spell (+2 to +4; +1 level) + Mass Effect Spell (1 Expedient Spell (individual HD; -1 level) = 3 rd level
attribute/3 levels; +2 levels) + (listed as 2nd); those in 10’r. with 7 HD or less are
Cascade Spell (lesser confusion; -1 level) + Extend dazed 1 rd./level (Fort save each round to end).
Spell (1 rd. to 1 rd./level; -1 level) Dead Man’s EyesCWH: Damage attribute (Con; 1st
level) + Reach Spell (touch to close; +1 level) +
+ Personal Spell (-1 level) = 5th level; for 1 rd./level,
Augment Spell (+5d4; +4 levels) + Concentration Spell
you gain +4 enhancement to Str, Dex, and Con (and
(standard; +1 level) + Ritual Spell (full round; -1 level)
Cha, Wis, and Int at CL 12 th, 15th, 18th), two melee
= 6th level; each round, you deal 6d4 Con damage
attacks/rd. (damage cap 20d6, divided between them),
(Fort half) with a ranged touch attack.
and DR 10/adamantine. You must also save vs.
Deadeye’s LoreUC: Skill enhancement (Survival; 0
Intuition or be confused for the duration (attacking
level) + Cascade Spell (celerity; +1 level) + Consecrate
objects instead of doing nothing).
Spell (+1 level) + Extend Spell (1 min./level to 1
Darkvision, GreaterUM: Darkvision (q.v.; 2nd level) +
hr./level; +2 levels) + Personal Spell (1 level) + Ritual
Widen Spell (60’r. to 120’r.; +1 level) = 3 rd level (listed
Spell (full round; -1 level) = 2nd level (ranger 1st); you
as 4th). Superior darkvisionUnE is Widened to 1 mile (6th
gain +1/2 levels sacred bonus to Survival, and +20 ft.
level; listed as 4th).
speed while tracking or hiding your trail.
Darts of LifeCC: Spark of life (1st level) + Reach Spell
Deadly JuggernautUC: Blessing (0 level) + Cascade
(touch to close; +1 level) + Ray Splitting (+1 level) +
Spell (attribute boost: Str; +1 level) + Augment Spell (+5
Delay Spell (swift action; +3 levels) + Interrupting
total; +2 levels) + Cascade Spell (inure: slashing; +1
Spell (+1 level) + Reduce Spell (20d6 to 10d6; -2 levels)
level) + Energy Admixture (bludgeoning and
= 5th level; 15d6 hp healing, divided among close-
piercing; +0 levels) + Personal Spell (-1 level) +
range rays fired by you as immediate actions.
Expedient Spell (bonus equal to number of credible
Daunting StrikeToB: Spook (0 level) + Channel Spell
threats defeated; -1 level) = 2nd level (listed as 3rd); on
(+1 level) + Fell Frightening (+1 level) = 2nd level (listed
dropping a credible threat in combat, you gain +1 to
as 5th); [strike] causes target to be unnerved (Will
attacks, damage, and Str, and DR 2/adamantine, for 1
shaken) for 1 rd./level.
min./level (cumulative, up to +5 and DR
Daybreak ArrowUC: Light (0 level) + Positive Spell
10/adamantine).
(+0 levels) + Channel Spell (+1 level) + Mass Effect
Deadly Strike, Tenser’sGA: Bestow feat (Perfect
Spell (1 missile/level; +3 levels) = 4 th level; missiles
Strike; 1st level) + Still Spell (+1 level) + Augment Spell
shed light and deal +50% damage to molds, fungi,
(BAB +11 effects; +2 levels) + Personal Spell (-1 level) =
oozes, and undead, half to others.
3rd level; your first weapon attack each round
Daze AnimalMW: Compel (do nothing; 2nd level) +
(excluding all spells) deals maximum damage, for 1
Cross-Class Spell (druid; +1 level) + Creature-Specific
rd./level.
Spell (animal; -2 levels) + Expedient Spell (individual
Deadly SunstrokeCM: Jet of flame (0 level) + Bane
HD; -1 level) = 0 level; dazes 1 animal of up to 4 HD
Spell (undead and plants; +1 level) + Cascade Spell
for 1 rd.
(touch of fatigue; +1 level) + Augment Spell (exhaust; +2
Daze Person, MassUM: Compel (do nothing; 2nd
levels) + Reach Spell (touch to long; +2 levels) + Mass
level) + Reach Spell (close to medium; +1 level) + Mass
Effect Spell (1/level; +3 levels) = 9th level; damage cap
Effect Spell (1 creature/level; +3 levels) + Creature-
25d6 fire (25d8 vs. undead or plant) plus exhaustion
Specific Spell (humanoids; -2 levels) = 4th level (no HD
(Fort half/neg.) in 1 creature/level.
limit).
Deafening ClangMF: Alter senses (0 level) + Channel
Spell (+1 level) + Reach Spell (close to touch; -1 level) +
Spells (Grimoire), p. 87
Shape Spell (target to burst; +2 levels) + Widen Spell rd. to 1 rd./level; +1 level) + Fell Staggering (+1
(20’r. to 10’r.; -1 level) + Extend Spell (inst. to 1 level) = 8th level; 1d4 Con drain and staggered 1
rd./level; +2 levels) + Restrict Spell (paladin; -2 levels) rd./level (Fort half/flat-footed).
= 1st level; hit by weapon deafens those in 10’r. for 1 Death FieldPnA: Ray of entropy (1st level) + Reach
rd./level. Spell (close to touch; -1 level) + Shielding Spell (+2
Death ArmorMF: Ray of entropy (1st level) + Reach levels) + Extend Spell (inst. to 1 min./level; +3 levels) +
Spell (close to touch; -1 level) + Shielding Spell (+2 Creature-Specific Spell (swarms; -2 levels) + Reduce
levels) + Extend Spell (inst. to 1 rd./level; +2 levels) + Spell (+10 to +0; -2 levels) + Cascade Spell (warding:
Personal Spell (-1 level) + Reduce Spell (+10 to +5; -1 Plant domain spells; +1 level) + Cascade Spell (bestow
level) = 2nd level; melee attackers take 1d6 + 1/level feat: Favored Terrain (forest); +1 level) + Cascade Spell
(max. +5) negative energy. Variants: (warding: healing; -1 level) + Personal Spell (-1 level)
Fungal blistersPF119 is Shaped Spell (burst; +2 levels), + Sudden Spell (+0 levels) = 1st level; swift casting: for
Widened Spell (5’r.; -2 levels), and Extended (1 the next round, swarms entering your space take 1d6
min./level; +1 level), and Restricted (access to negative energy damage, you are immune to Plant
Pestilence domain, etc.; -1 level) = 2 nd level; domain spells and have the woodland stride ability,
whenever you are hit in melee, you release a 5’r. and you are immune to magical healing.
cloud of spores dealing 1d6 +1/level (+5 max.) Death from BelowARG: Bestow feat (Dodge; 1st level)
necrotic damage (Fort half). + Cascade Spell (enhancement; +3 levels) + Effect-
StarmantleBED is Interrupting (+1 level), Specific Spell (dodge bonus only; -2 levels) +
Overwhelming (+1 level), and Extended (1 Creature-Specific Spell (vs. attacks by larger creatures
min./level; +1 level), and can be cast on others (+1 only; -1 level) + Augment Spell (+1 to +1/3 levels; +2
level) = 6th level; weapons hitting subject take 1d6 levels) = 3rd level (gnome caster 2nd); subject gains
+1/level (+15 max.; divine +10) negative energy dodge bonus of +1, +1/3 levels, vs. attacks by larger
damage that ignores hardness/energy resistance creatures.
(possibly destroying them before they can inflict Death GrimaceBVD: Shaping (2nd level) + Creature-
damage; nonmagical steel weapons have only 10 Specific Spell (corpse of creature slain by you; -1 level)
hp). = 1st level; you deform murder victim in some way
Death by ThornsBVD: Invisible needle (0 level) + (distinctive expression, word carved in flesh, etc.;
Cascade Spell (inertia; +1 level) + Augment Spell (stun; Heal check for fineness of detail).
+3 levels) + Fell Staggering (+1 level) + Extend Spell Death HailFB: Damage attribute (1st; Constitution) +
(inst. to 1 rd./level; +2 levels) + Mass Effect Spell (1/3 Versatile Spell (split damage between Str and Con; +0
levels; +2 levels) + Cascade Spell (damage attribute; -1 levels) + Reach Spell (touch to medium; +1 level) +
level) + Crippling Drain (-1 level) = 7th level; damage Shape Spell (ray to burst; +2 levels) + Widen Spell
cap 20d6 piercing/rd. plus stunned for 1 rd./level (20’r. to 40’r.; +1 level) + Extend Spell (inst. to 1
(Fort half/flat-footed), vs. up to one target/3 levels. rd./level; +2 levels) + Restricted Spell (access to Winter
Caster takes 1d4 Wis drain. domain, etc.; -1 level) = 6 th level; 1d2 Str and 1d2
Death ClutchHA: Variable Spell (+1 level): Con/rd. within 40’r. area.
Death Knell: Ray of entropy (1st level) + Shape Spell
200 hp or less: Ray of entropy (1st level) + Cascade
(ray to target; +0 levels) + Creature-Specific Spell
Spell (inertia; +1 level) + Augment Spell (stagger; +1
(dying creature; -2 levels) + Cascade Spell (attribute
level) + Extend Spell (inst. to 1 rd./level; +2 levels) +
boost: Str; +1 level) + Cascade Spell (spark of life; +1
Tenuous Spell (-1 level) + Maximize Spell (+2
level) + Extend Spell (1 min./level to 10 min./level; +1
levels) + Reaping Spell (+2 levels) + Reduce Spell
level) = 2nd level; deals 1d6 negative energy/2 levels
(25d6 to 20d6; -1 level) = 8th level; damage cap
(max. 5d6) to dying creature within close range (Fort
120/rd. and staggered until save, and raise dead
half); if it dies, you gain +2 Str, +1d6 per HD (max.
does not work on victim.
+5d6) temp. hp for 10 min./HD of creature. Variants:
201+ hp: Damage attribute (Con; 1st level) + Reach
Spell (touch to close; +1 level) + Crippling Drain Aura of SuccombingPC is as death knell auraBotD3 (see
(+1 level) + Cascade Spell (inertia; +1 level) + below), but is also Restricted (able to channel
Augment Spell (stagger; +1 level) + Extend Spell (1 negative energy; -1 level) and Reduced (5d6 to 1d6;
Spells (Grimoire), p. 88
-1 level) = 2nd level; deals 1d6/rd. to dying creatures energy plus 5d6/rd. and dazed 1 rd./level (save each
in 20’r. and grants you 1d6 temp. hp. round to end effect).
Death knell auraBotD3 has a range of Personal (-1 Death TouchSRD: Ray of entropy (1st level) +
level) and is Shaped (target to emanation; +2 Augment Spell (5d6 to 20d6; +3 levels) + Reach Spell
levels), Personal (-1 level), and Extended (inst. to 1 (close to touch; -1 level) + Tenuous Spell (no damage
rd./level; +2 levels) = 4th level; deals 1d6 negative if total is less than current hp; -1 level) + Restricted
energy/2 levels (max. 5d6) to dying creatures in Spell (access to Death domain; -1 level) = 1 st level;
20’r. (Fort half); you gain +2 Str, +1d6/HD (max. touch deals 1d6 necrotic/level (max. 20d6), but only if
+10d6 at any one time) temp. hp for 10 min./HD of the total exceeds the target’s current hp.
creature that dies. AKA consumptive fieldLM. Death WardCRB: Warding ([death]; 1st level) +
GutwrenchBVD: Damage attribute (Con; 1st level) + Cascade Spell (inure: negative energy; +1 level) +
Reach Spell (touch to close; +1 level) + Augment Irresistible Spell (+2 levels) = 4 th level; subject is
Spell (+2d4; +1 level) + Cascade Spell (ray of immune to [death] effects (Chapter 7) and gains
entropy; +1 level) + Shape Spell (ray to target; +0 resistance 5/2 levels (max. 30) to negative energy.
levels) + Cascade Spell [(attribute boost: Str; +1 level) Variants:
+ Augment Spell (+4 bonus; +1 level) + Extend Death wardSRD uses warding [negative energy]
Spell (1 min./level to 10 min./level; +1 level) + instead of inure (+1 level) = 5th level (listed as 4th);
Personal Spell (-1 level)] + Cascade Spell [(spark of grants full immunity to negative energy.
life; +1 level) + Thanatopic Spell (+2 levels) + Mark of deathAUG2 is Extended (1 hr./level; +2 levels)
Personal Spell (-1 level)] + Restricted Spell (undead and Ritual (full round; -1 level). It then adds
caster; -1 level) = 7th level; deals 3d4 Con damage Cascade Spell [(ray of entropy; +1 level) + Maximize
plus 10d6 negative energy at close range (Fort Spell (+2 levels) + Delay Spell (+1 level) + Tenuous
half); if victim dies, you gain like temp. hp and +4 Spell (ends warding; -1 level)] = 8th level; death
Str for 10 min./level. ward lasts 1 hr./level or until subject makes ranged
Reaving AuraCM: Ray of entropy (1st level) + Shape touch attack for 6 negative energy/level (max. 150).
Spell (ray to burst; +3 levels) + Reach Spell (close to Negative Plane ProtectionUA1: Warding (energy drain;
0; 1 level) + Quicken Spell (+3 levels) + Creature- 1st level) + Cascade Spell (spark of life; +2 levels) +
Specific Spell (0 or fewer hp only; -2 levels) + Shielding Spell (+1 level) + Ritual Spell (full round;
Reduce Spell (10d6 to 1d6; -2 levels) = 2 nd level; 1 level) = 3rd level; subject is immune to negative
swift casting deals 1d6 negative energy to all in levels for 1 min./level, and first level-draining
20’r. with 0 or fewer hp. undead touching subject takes 10d6 positive
Death PactCD: Dimensional skip (1st level) + Still energy damage.
Spell (+1 level) + Reach Spell (close to planar; +5 NethershieldRR2: Warding (energy drain; 1st level) +
levels) + Location-Specific Spell (transports to Variable Spell (as netherblastRR2, q.v.; +1 level) +
designated sanctum only; -2 levels) + Cascade Spell Shielding Spell (+1 level) + Extend Spell (inst. to 1
(raise dead; +5 levels) + Cascade Spell (spark of life; +1 rd./level; +2 levels) + Mass Effect Spell (1
level) + Delay Spell (activating condition; +1 level) + warding/3 levels; +2 levels) + Reduce Spell (+20 to
Ritual Spell (-2 levels) = 8 th level; if killed, target is +10; -2 levels) = 5th level; for 1 min./level, you are
teleported to your sanctum, raise dead activates, and is immune to energy drain and Con and Dex
healed 1d6 hp/level (max. 20d6). Note the 400 x CL damage/drain (also Str at CL 12th, Cha at 15th, Wis
numen investiture cost. at 18th), and undead attacking you in melee take
Death Screen, Otiluke’sGA: Ray of entropy (1st level) 1d6+10 positive energy damage/hit (living
+ Cascade Spell (inertia; +1 level) + Augment Spell opponents attacking you from within close range
(daze; +2 levels) + Extend Spell (1 rd. to 1 rd./level; +1 take 1d6+10 cold/hit instead).
level) + Tenuous Spell (-1 level) + Lingering Evocation Positive Energy ProtectionMP: Warding (positive
(+2 levels) + Reach Spell (close to long; +1 level) + energy; 1st level) + Extend Spell (1 min./level to 1
Shape Spell (ray to wall; +1 level) + Widen Spell (10-ft. rd./level; -1 level) + Cascade Spell [(ray of entropy;
to 5-ft. squares; -1 level) = 7th level; 15d6 negative +2 levels) + Reach Spell (close to touch; -1 level) +
Shielding Spell (+1 level) + Extend Spell (inst. to 1
Spells (Grimoire), p. 89
rd./level; +2 levels) + Reduce Spell (+10 to +5; -1 Death’s KissAPG: Polymorph (undead; 3rd level) +
level)] = 3rd level; subject is warded against positive negative energy affinity (ad hoc +1 level) + Extend
energy, and if source was by touch (e.g., spark of Spell (1 min./level to 1 rd./level; -1 level) + Restricted
life), user takes 1d6+5 negative energy damage. Spell (access to Death domain, etc.; -1 level) = 2nd level;
Sealed LifeOcA: Warding (hp transfer effects; 1st level) target gains negative energy affinity for 1 rd./level.
+ Silent Spell (+1 level) + Reach Spell (touch to DeathsightCM: Bestow feat (Killing Stroke; 1st level) +
medium; +1 level) + Extend Spell (1 min./level to 1 Silent Spell (+1 level) + Augment Spell (BAB +21
rd./level; -1 level) = 2nd level; target is immune to effects; +4 levels) + Extend Spell (1 rd./level to 1 rd.; -1
vampiric touch and similar effects, but also cannot level) + Personal Spell (-1 level) + Restricted Spell
share hp with others through shield other, etc. (rogue skill trick; -1 level) = 3 rd level (listed as 4th); you
Sealed Life, GreaterOcA: Death ward (4th level) + Mass can perform a coup de grâce as a standard action
Effect Spell (also wards against hp transfer effects; against a cowering, dazed, flat-footed, grappled,
+1 level) = 5th level (listed as 6th), lasts 1 min./level. staggered, or stunned target.
Undeath’s eternal foeMF Cascades ghost touch weapon Debilitating PortentUC: Spark of life (1st level) +
(+3 levels) and deflection [(+1 level) + Augment Channel Spell (+1 level) + Reach Spell (touch to
Spell (+1 level)], has a Mass Effect warding (1/3 medium; +1 level) + Extend Spell (inst. to 1 rd./level;
levels; +2 levels), affects 1 subject/3 levels (+2 +1 level) + Shielding Spell (+1 level) + Accursed Spell
levels), lasts only 1 rd./level (-1 level), and is (+1 level) = 6th level; each of victim’s attacks and/or
Creature-Specific (applies vs. undead only; -2 damaging spells deals less damage (1d6 hp + ½ levels,
levels) and Restricted (access to Protection or Sun max. +15, each; Intuition neg.). You can maintain the
domain; -1 level) = 9th level; 1 creature/level gains curse until the victim confirms a crit, by expenditure
ghost touch attacks and +4 deflection to AC vs. of numen (e.g., 6th level x CL 11th x 50 x 1 = 3,300).
undead, and protection from [death] effects, DecapitateHA: Invocation of the knife (0 level) +
energy drain, negative energy, attribute Channel Spell (+1 level) + Cascade Spell (bestow feat:
damage/drain, etc. Improved Critical; +1 level) + Augment Spell (BAB
Undying auraME adds Cascade Spell [(spark of life; +1 +16 effects; +3 levels) + Quicken Spell (+3 levels) +
level) + Cascade Spell (inertia; +1 level) + Augment Interrupting Spell (+1 level) + Creature-Specific Spell
Spell (daze; +2 levels) + Threnodic Spell (+0 levels) (hit by crit; -2 levels) + Reduce Spell (20d6 to 15d6; -1
+ Tenuous Spell (touch attack ends death ward; -1 level) = 6th level; immediate casting auto-confirms crit
level) + Reduce Spell (20d6 to 15d6; -1 level)] = 6 th threat within close range, increases crit multiplier by
level (listed as 5th); as death ward, and subject can +1, and deals +1d6 slashing/level (max. +15d6).
end effect by making a melee touch attack vs. one DecastaveUnE: Bolt of force (2nd level) + Energy
undead (damage cap 15d6 positive energy plus Admixture (sonic; +1 level) + Cascade Spell (alter
dazed 1 rd.). senses; +1 level) + Reach Spell (close to touch; -1 level)
Vestorimin’s Golden AuraAUG2: Warding (1st level) + + Concentration Spell (standard; +1 level) + Reduce
Mass Effect Spell (1/3 levels; +3 levels) + Shape Spell (15d6 to 5d6; -2 levels) = 2nd level; each round,
Spell (target to emanation; +2 levels) + Personal make one melee touch attack for up to 5d6 (1d6 sonic,
Spell (-1 level) = 5th level (listed as 6th); wards and the remainder force) plus deafens 1 rd./level.
against negative energy, magical Con Deceitful VeneerUI: Skill enhancement (Bluff; 0 level)
damage/drain, energy drain, and summoning at + Reach Spell (touch to close; +1 level) + Cascade Spell
CL 12th, etherealness at 15th, and Dex damage/drain (glamer; +1 level) + Extend Spell (1 rd./level to 10
at 18th. min./level; +2 levels) + Selective Spell (suppress and
Death’s CallCM: Sound lance (1st level) + Bane Spell resume as a standard action; +1 level) = 5 th level;
(swarms; +0 levels) + Cascade Spell (touch of fatigue; +1 subject always seems to be lying (Bluff check,
level) + Shape Spell (target to burst; +2 levels) + Widen opposed to subject’s passive Bluff score +1/2 levels, to
Spell (20’r. to 10’r.; -1 level) + Reduce Spell (10d6 to discern otherwise), unless you suppress the effect. Lie
5d6; -1 level) = 2nd level (bard 1st); damage cap 5d6 detection spells fooled by glamer unless it is
sonic (5d8 vs. swarms) plus fatigue in 10’r. burst disbelieved. Cf. false lieCM.
around you.
Spells (Grimoire), p. 90
DecelerationSRD: Celerity (0 level) + Reach Spell Decrepit DisguiseOcA: Glamer (1st level) + Still Spell
(touch to close; +1 level) = 1 st level; target’s land speed (+1 level) + Extend Spell (1 rd./level to 1 hr./level; +3
reduced by 10 ft. (Fort neg.) for 1 min./level. levels) + Effect-Specific Spell (-2 levels) + Widen Spell
Deceptive FacadeCM: Glamer (1st level) + Extend (20’r. = 80 cu. ft./level to 10 cu. ft./level; -2 levels) = 1 st
Spell (1 rd./level to 10 min./level; +3 levels) + Reach level; object within volume limit appears as a
Spell (close to touch; -1 level) + Reduce Spell (visual worthless version of itself. AKA dust and dirtBRL.
only; -1 level) = 2nd level; disguise self/other/object. DeeppocketsUA1: Dimensional pocket (1st level) +
DecerebrateSRD: Damage attribute (1st level) + Cross- Widen Spell (1 lb./level to 216 lbs./level; +4 levels) +
Class Spell (teleportation; +1 level) + Reach Spell Location-Specific Spell (extradimensional spaces must
(touch to medium; +1 level) + Augment Spell (+3d4; +2 be in existing pockets of focus garment; -1 level) +
levels) + Crippling Drain (+2 levels) + Mass Effect Ritual Spell (-2 levels) = 2nd level.
Spell (Int and Wis; +1 level) = 8 th level (listed as 7th); Defenestrating SphereCA: Topple (0 level) + Cascade
4d4 Int and Wis drain at medium range. Spell (energy mace; +1 level) + Reach Spell (close to
Declaration of DeathRR: Phantasmal killer (q.v.; 4th medium; +1 level) + Shape Spell (ray to target; +0
level) + Cascade Spell (whelm; +1 level) = 5th level levels) + Concentration Spell (partial action; +2 levels)
(listed as 6th); as phantasmal killer, but initial damage is + Reduce Spell (15d6 to 10d6; -1 level) = 4th level;
up to 15d6 nonlethal, rather than 3d6. damage cap 10d6 bludgeoning and knock prone with
DecollateHA: Polymorph (monstrous humanoid; 3rd medium ranged touch attack.
level) + Extend Spell (1 min./level to 1 hr./level; +3 Defense against Lycanthropes, Mordenkainen’s GA:
levels) + Tenuous Spell (target dies if head destroyed; Warding (curses; 1st level) + Cascade Spell (deflection;
-1 level) = 5th level; target’s head detaches; he/she +1 level) + Extend Spell (1 min./level to 1 hr./level; +2
gains DR 5/, blindsense 30 ft., immunity to levels) + Creature/Effect Specific Spell (lycanthropes
decapitation. and shapeshifters only; -2 levels) = 2nd level; subject
DecomposeRR2: Variable Spell (ray of entropy or gains +2 deflection vs. [shapeshifters] and is immune
spark of life; 1st level + 1 level) + Augment Spell (5d6 to to lycanthrope for 1 hour/level.
10d6; +1 level) + Restricted Spell (access to Death or Defense against Reptiles and Amphibians,
Destruction domain; -1 level) = 2nd level; damage cap Mordenkainen’sGA: Resistance (0 level) + Augment
10d6 disintegration to corpse, or 10d6 positive energy Spell (+4 total; +2 levels) + Cascade Spell (deflection; +1
to undead touched. level) + Creature-Specific Spell ([reptilian] or
Decompose CorpseUM: Ray of entropy (1st level) + [amphibian] only; -1 level) = 2 nd level; for 1 min./level,
Reach Spell (close to touch; -1 level) + Selective Spell subject gains +2 deflection and +4 on saves against
(+1 level) = 1st level; touch deals 1d6/level to dead creatures with one of the appropriate descriptors
flesh (only), turning a corpse (or zombie) into a (include dinosaurs, since Gygax described them as
skeleton. reptiles in AD&D).
DecompositionCD: Ray of entropy (1st level) + Defile Snow and IceFB: Warding (fire; 1st level) +
Lingering Evocation (+1 level) + Shape Spell (ray to Reach Spell (touch to close; +1 level) + Mass Effect
emanation; +2 levels) + Widen Spell (20’r. to 40’r.; +1 Spell (also positive energy; +1 level) + Shape Spell
level) + Selective Spell (+1 level) + Extend Spell (inst. (target to spread; +2 levels) + Irresistible Spell (+2
to 1 rd./level; +2 levels) + Creature-Specific Spell levels) + Location-Specific Spell (snow-covered or icy
(injured creatures only; -2 levels) + Restricted Spell ground; 2 levels) + Creature-Specific Spell (undead
(access to Death or Destruction domain; -1 level) + and [cold] creatures; -1 level) + Restricted Spell (access
Reduce Spell (10d6 to 1d6; -2 levels) = 3rd level; injured to Evil or Winter domain, etc.; -1 level) = 3 rd level;
creatures within 40’ of you take 1d6 negative undead and [cold] creatures in 20’r. are immune to
energy/round ongoing damage. fire and positive energy for 1 min./level.
Decoy ImageMF: Figment (0 level) + Reach Spell Deflect BlameUI: Glamer (1st level) + Quicken Spell
(close to long; +2 levels) + Extend Spell (1 min./level to (+4 levels) + Interrupting Spell (+1 level) + Extend
10 min./level; +1 level) + Shape Spell (cubes to spread; Spell (1 rd./level to 1 rd.; -1 level) + Phantasmal Spell
+0 levels) + Widen Spell (20’r. to 40’r.; +1 level) = 4 th (-1 level) = 4th level (listed as 3rd); immediate casting
level; mimics you and allies within 40 ft.; audio, makes it seemt to subject that it was attacked by
visual, olfactory, and tactile/thermal components.
Spells (Grimoire), p. 91
someone other than you, or that someone else just round; -1 level) = 3rd level (listed as 2nd); suppresses
failed your botched Bluff or Diplomacy check, etc. magical pain effects.
Defuse TensionPC: Remove condition (fear; 1st level) + Delay Poison: Warding (attribute damage; 1st level)
Mass Effect Spell (also fatigue; +2 levels) + Restricted + Irresistible Spell (+3 levels) + Effect-Specific Spell
Spell (bard; -1 level) = 2nd level; removed shaken and (poison only; -2 levels) + Effect-Specific Spell
fatigued conditions. (suppresses, but does not grant immunity to
DehydrateSC: Damage attribute (Con; 1st level) + exposure; -2 levels) + Extend Spell (1 min./level to 1
Augment Spell (+1d4; +1 level) + Reach Spell (touch to hr./level; +2 levels) = 2nd level.
medium; +1 level) + Bane Spell (plants & [water]; +0 DemoralizeSRD: Spook (0 level) + Shape Spell (target
levels) = 3rd level; 2d4 Con (2d6 vs. plants & water to spread; +3 levels) + Extend Spell (1 rd./level to 1
creatures). min./level; +1 level) + Reach Spell (close to personal;
Déjà VuSRD: Compel (repeat last action; 2nd level) + 1 level) + Augment Spell (frightened to shaken; 1
Reach Spell (close to medium; +1 level) + Creature- level) = 2nd level; demoralizes those in 20’r. of you
Specific Spell (humanoid only; -2 levels) = 1 st level. (this is a “pulse,” not an aura).
Variants: DenounceAPG: Ray of beguiling (1st level) + Extend
Aura of RepetitionAPG: Compel (repeat last round’s Spell (1 rd./level to 1 hr./level; +4 levels) + Language-
action; 2nd level) + Selective Spell (+1 level) + Shape Dependent Spell (-1 level) = 4 th level; subject takes
Spell (target to emanation; +2 levels) + Reach Spell penalty to Cha equal to 1d6 + 1/level (+15 max.).
(close to personal; -1 level) + Restricted Spell Desecrate: Blessing (0 level) + Corrupt Spell (+1
(access to Law domain; -1 level) = 3rd level. level) + Cascade Spell (spark of life; +1 level) +
Rigid thinkingTM2 affects all creatre types (+2 levels), Thanatopic Spell (+1 level) + Shape Spell (target to
lasts 1 rd./level (+1 level), and is Restricted (access emanation; +2 levels) + Creature-Specific Spell
to Law domain; -1 level) = 3rd level. (undead only; -2 levels) + Extend Spell (10 min./level
to 1 hr./level; +1 level) + Ritual Spell (full round; -1
Delay DeathRD: Warding (death due to hp loss; 1st
level) + Restricted Spell ([evil] caster; -1 level) = 2 nd
level) + Cascade Spell (skill enhancement: Endurance;
level; undead in 20’r. area gain 5d6 temp. hp and +1
+1 level) + Irresistible Spell (+2 levels) + Extend Spell
profane bonus to attacks, damage, saves vs. positive
(1 min./level to 1 rd./level; -1 level) = 3 rd level; subject
energy.
cannot die from hp loss for 1 rd./level (is still dying at
-1, however, but gains +1/2 levels to Endurance Ectoplasmic enhancementBVD is Augmented (+5 total
checks). Variants: bonus; +3 levels) and is Mass Effect rather than an
emanation (1 creature/level; +1 level) = 6th level;
Delay deathCWH lasts 1 min./level (+1 level) but
undead affected gain up to 15d6 temp. hp and +5
requires a full-round casting time (-1 level).
profane bonus to attacks, damage, saves vs.
Immortal fortitudeToB is Concentration (swift action;
positive energy.
+3 levels) and Cascades bestow feat (Diehard; +1
Incorporeal enhancementLM Cascades deflection (+1
level) = 7th level (listed as 8th).
level), is Augmented (scaling bonus; +1 level), and
Prorogate deathAUG2 lasts 10 min./level (+2 levels) =
affects one undead/3 levels (+2 levels) = 6th level
5th level (listed as 6th).
(listed as 3rd); undead affected gain up to 15d6
Delay DiseaseARG: Warding (afflictions; 1st level) + temp. hp and +1/4 levels to attacks, damage,
Irresistible Spell (affects nonmagical afflictions; +3 deflection, and channel resistance.
levels) + Effect-Specific Spell (disease only; -2 levels) +
Desert TempestToB: Bestow feat (Dodge; 1st level) +
Extend Spell (1 min./level to 1 hr./level; +2 levels) +
Augment Spell (BAB +6; +2 levels) + Effect-Specific
Resistible Spell (-1 level) + Ritual Spell (full round; -1
Spell (use as prerequisite only; -2 levels) + Cascade
level) = 2nd level; target cannot catch new diseases,
Spell (bestow feat: Skirmish; +1 level) + Extend Spell (1
and existing ones suspended (Concentration check vs.
rd./level to 1 min./level; +1 level) + Personal Spell (1
disease DC needed), for 1 hr./level.
level) + Sudden Spell (+0 levels) = 2nd level (listed as
Delay PainUM: Warding (pain; 1st level) + Reach
6th); swift casting allows you to move your speed and
Spell (touch to close; +1 level) + Extend Spell (1
still make iterative attacks that round.
min./level to 1 hr./level; +2 levels) + Ritual Spell (full
Spells (Grimoire), p. 92
DesiccateSSt: Touch of fatigue (0 level) + Reach Spell Destructive AuraCRB: Bestow feat (Improved Critical;
st
(touch to close; +1 level) + Cascade Spell (ray of 1 level) + Cascade Spell (blessing; +1 level) + Augment
entropy; +1 level) + Shape Spell (ray to target; +0 Spell (BAB +11 effects; +2 levels) + Effect-Specific Spell
levels) + Bane Spell (plant or water elemental: fixed; (crit confrm only; -2 levels) + Augment Spell (+4
+0 levels) = 2nd level; damage cap 5d6 desiccation bonus; +2 levels) + Effect-Specific Spell (damage only;
(10d6 arcane), or 5d8 (10d8 arcane) vs. plant or water -2 levels) + Shape Spell (target to emanation; +2 levels)
elemental), plus fatigued (Fort half/neg.). Variants: + Sudden Spell (+0 levels) + Restricted Spell (access to
Ashen UnionSSt: Ray of entropy (1st level) + Cascade Destruction domain; -1 level) = 3rd level; swift casting
Spell (damage attribute: Con; +1 level) + Crippling grants those in 20’r. +4 profane bonus to damage and
Drain (+1 level) + Cascade Spell (touch of fatigue; +1 automatically confirmed crits for 1 round.
level) + Augment Spell (exhaustion; +1 level) + Destructive Resonance, Tenser’sS&M: Bolt of force (2nd
Reach Spell (touch to medium; +1 level) + Shape level) + Reach Spell (close to medium; +1 level) +
Spell (ray to target; +0 levels) = 6th level; damage Variable Spell:
cap 15d6 desiccation plus 1d4 Con drain after + Maximize Spell (+2 levels) + Overwhelming
damage accrued (which might destroy victim if the Evocation (+1 level) + Object-Specific Spell
additional hp loss kills), exhausted if survive (Fort (unattended object; -2 levels) = +1 level;
half/neg./neg.). + Shape Spell (ray to burst; +2 levels) + Reduce
Release the Water WithinSSt: Touch of fatigue (0 level) Spell (15d6 to 10d6; -1 level) = +1 level.
+ Reach Spell (touch to close; +1 level) + Cascade =5th level; ray deals up to 90 hp force against object
Spell (ray of entropy; +1 level) + Cascade Spell struck (hardness and energy resistance do not apply)
(summon; +1 level) + Augment Spell (CR 3 water and up to 10d6 force in a 20’r. blast centered on
mephit; +2 levels) + Extend Spell (1 rd./level to 1 impact point.
min./level; +1 level) + Restricted Spell (access to Destructive SmiteCRB: Enhancement (2nd level) +
Desert domain; -1 level) + Reduce Spell (15d6 to Corrupt Spell (+1 level) + Effect-Specific Spell
10d6; -1 level) = 4th level; damage cap 10d6 (damage; -2 levels) + Augment Spell (+1 to +1/2 levels;
desiccation plus fatigued, and water mephit +3 levels) + Personal Spell (-1 level) + Sudden Spell (+0
summoned. levels) + Restricted Spell (access to Destruction
Desperate WeaponUI: Bestow feat (Power over domain; -1 level) = 2nd level; swift casting grants you
Shadow; 1st level) + Cascade Spell (skill enhancement: +1/2 levels profane bonus to damage for 1 rd.
Planar Sense; +1 level) + Augment Spell (6 ranks Detect CharmPH1: Detection (Cha penalty or
effects; +1 level) + Extend Spell (1 rd./level to 1 damage; 2nd level) + Ritual Spell (full round; -1 level) =
min./level; +1 level) + Personal Spell (-1 level) + 1st level; 1st round—presence; 2nd—number; 3rd—type
Sudden Spell (+0 levels) + Effect-Specific Spell of effect (charm, domination, etc.).
(common object only; -2 levels) + Object-Specific Spell Detect CreatureAUG: Detection (creature; 2nd level) +
(improvised weapon; -2 levels) = 0 level (listed as 1st); Creature-Specific Spell (single creature type; -2 levels)
swift casting allows you to find an improvised + Variable Spell (select creature type at time of
weapon appropriate to your surroundings within casting; +1 level) + Tenuous Spell (ends if encounters
easy reach (DC 20 Planar Sense check at +1/2 levels overwhelming aura, and you are stunned 1 round if
needed). HD = 2x yours; -1 level) = 0 level; can detect type only,
Destined BlowRRE: Blessing (0 level) + Reach Spell not specific creatures.
(touch to close; +1 level) + Accursed Spell (+1 level) + Detect DiseaseAUG, OA: Detection (disease; 2nd level) +
Augment Spell (+3 total; +1 level) + Extend Spell (10 Extend Spell (concentration to inst.; -1 level) +
min./level to 1 hr./level; +1 level) = 4th level; attacks, Restricted Spell (additional information requires Heal
damage vs. target are at +3 by a specific weapon or check; ad hoc -1 level) = 0 level.
creature, or in a specific place (Shape Spell). Detect Favored EnemyMW: Detection (creatures; 2nd
Destiny DissonanceSRD: Sickening touch (0 level) + level) + Creature-Specific Spell (favored enemies or
Cross-Class Spell (clairsentience/divination; +1 level) quarry; -2 levels) + Silent Spell (+1 level) + Still Spell
= 1st level. (+1 level) + Reach Spell (close to extreme; +2 levels) +
Restricted Spell (ranger; -2 levels) = 2nd level (listed as
Spells (Grimoire), p. 93
3rd); 1st round—presence or absence, 2nd—type(s) and strongest, 3rd—locations and power of each. Cf.
numbers, 3rd—locations and HD. discern shapechangersCA.
Detect FireFB: Detection (creatures, effects, and Discern shapechangerCA is Extended (concentration
items with [fire] subtype/descriptor, or on fire; 2 nd to 1 rd./level; +3 levels), Personal (-1 level), and
level) + Tenuous Spell (ends if encounters Ritual (full round; -1 level) = 3rd level.
verwhelming aura, and you are stunned 1 rd. if
Detect ShipSW: Detection (objects; 2nd level) +
HD/CL = 2x yours; -1 level) = 1st level.
Object-Specific Spell (ships only; -2 levels) + Reach
Detect Hostile IntentSRD: Detection (aggression; 2nd
Spell (close to line of sight; +4 levels) = 4 th level (listed
level) + Shape Spell (cone to emanation; +1 level) +
as 3rd); 1st round—presence/absence; 2nd round—
Reach Spell (close to personal; -1 level) + Extend Spell
number and locations; 3rd round—type, allegiance,
(conc. to 10 min./level; +3 levels) = 5 th level (listed as
etc.
2nd); you are instantly aware of aggression/hostile
Detect TeleportationSRD: Detection (teleportation;
intent in 20’r. of you. nd
2 level) + Shape Spell (cone to emanation; +1 level) +
Detect IllusionPH1: Detection (illusions; 2nd level) +
Widen Spell (20’r. to 40’r.; +1 level) + Personal Spell (-
Restricted Spell (illusionist; -1 level) = 1st level.
1 level) + Restricted Spell (nomad; -1 level) = 2 nd level;
Detect LifeUA1: Detection (life; 2nd level) + Reach
you sense use, can determine direction with
Spell (close to medium; +1 level) + Ritual Spell (full
concentration.
round; 1 level) = 2nd level; 1st
nd Detect the FaithfulUI: Detection (worshippers; 2nd
round—presence/absence; 2 round—number; 3rd
level) + Restricted Spell (worshippers of your deity
round—locations and if comatose, incapacitated,
only; -1 level) = 1st level. 1st round—presence or
dying, etc.
absence; 2nd—numbers; 3rd—locations.
Detect Metal and MineralsRF: Detection (specified
Detect Thoughts: Detection (thoughts of conscious
metal/mineral; 2nd level) + Variable Spell (change
creatures of Int 1+; 2 nd level). “Strength” info is Int
specified material with concentration; +1 level) = 3 rd
score; locations not revealed unless you can see the
level; 1st round—presence or absence; 2nd—mass; 3rd—
creatures. 3rd round of concentration allows reading of
distance and direction.
surface thoughts (Intuition negates). Variants:
Detect PhaseS&M: Detection (incorporeal; 2nd level) +
Transdimensional Spell (-1 level) = 1st level. Brain spiderCD is Shaped (cone to target; -1 level),
Detect PsionicsSRD: Detection (magical or psionic Cascades suggestion (+4 levels), and is Reach (long
power manifestation; 2nd level) + Tenuous Spell (ends range; +1 level), Mass Effect (1 creature/level; +3
if encounters overwhelming aura, and you are dazed levels), and Ritual (full round; -1 level) = 8th level;
1 round; -1 level) = 1st level. with concentration you can read thoughts of, and
Detect Scrying: Detection (scrying sensors; 2nd level) implant suggestions in, up to 1 creature/level within
+ Shape Spell (cone to emanation; +1 level) + Widen Long range.
Spell (20’r. to 40’r.; +1 level) + Reach Spell (close to Detect AnxietiesUI: 1st round—presence or absence
personal; -1 level) + Extend Spell (Concentration to 1 of fear; 2nd—relative Wis score of one creature and
hr./level; +4 levels) + Effect-Specific Spell (very intensity of any [fear] condition affecting it; 3 rd—
contingent usage; -2 levels) + Ritual Spell (full round; specific anxieties/fears for that creature.
1 level) = 4th level; no concentration needed to Detect DesiresUI: 1st round—presence or absence of
maintain effect. Additional information (if you do desires; 2nd—relative Cha score of one creature; 3rd
concentrate) is visual image, direction, and distance of —most pressing current desire for that creature.
scryer (requires opposed Concentration check). Detect DreamsRR2: 1st round—presence or absence of
Detect Secret Passages and Portals S&M: Detection dreams; 2nd round—locations and emotional
(secret doors/passages; 2nd level) + Shape Spell (cone intensity; 3rd round—you can “see” one dream you
to cubes; +1 level) – Concentration Spell (-1 level) = 2 nd continue to concentrate on.
level (rogue skill trick 1st). Discern kinACG is Effect-Specific Spell (identities and
Detect ShapechangersRR2: Detection (shapechangers feelings for subject’s relatives only; -2 levels) and
and polymorphed creatures; 2nd level); 1st round— Variable (multiple relatives, one after the other; +1
presence/absence, 2nd—number and power of level) = 1st level.
Spells (Grimoire), p. 94
Dream scanOcA is Reach (interplanar; +7 levels), levels) + Reach Spell (touch to medium; +1 level) +
Shaped (cone to target; -1 level), and Creature- Cascade Spell [jet of flame (0 level) + Reach Spell (close
Specific (subject must be asleep; -2 levels) = 6th to medium; +1 level) + Shape Spell (ray to burst; +2
level; you read sleeping creature’s thoughts for as levels) + Reduce Spell (-1 level) = +2 levels] = 9 th level;
long as you concentrate, from any distance. 3d4 Con drain to target and up to 20d6 fire damage in
EmpathySRD: Detection (needs/drives/emotions; 2nd a 20’r. centered on the target.
level) + Shape Spell (cone to emanation; +1 level) + Devastation, MassAUG: Energy mace (0 level) +
Reach Spell (close to personal; -1 level) = 2 nd level Reach Spell (close to long; +2 levels) + Shape Spell (ray
(listed as 1st). to burst; +2 levels) + Widen Spell (20’r. to 120’r.; +3
Flickering fateBRL is Shaped (spread; +1 level), Reach levels) + Restricted Spell (access to bloodline, domain,
(touch; -1 level), Effect-Specific (intended actions etc. with appropriate elemental descriptor; -1 level) +
that round; -2 levels), Quickened (+3 levels), and Ritual Spell (full round; -1 level) + Variable Spell (+1
Cascades bestow feat [(Canny Defense and level):
Insightful Strike; +2 levels) + Augment Spell (BAB Air: Cascade Spell (zephyr; +1 level) + Augment
+16 effects; +3 levels) + Extend Spell (1 rd./level to 1 Spell (windstorm to tornado; +1 level) = 8th level;
rd.; -1 level) + Creature-Specific Spell (those whose damage cap 20d6 bludgeoning, plus gust of
thoughts were read; -2 levels)] = 5th level (listed as tornado wind.
4th); swift casting reveals actions of others in 20’r. Earth: Cascade Spell (bind; +1 level) + Augment
for next round (they must announce them if saves Spell (pin; +3 levels) + Reduce Spell (20d6 to 10d6; -
failed) and grants you insight bonuses to attacks, 2 levels) = 8th level; 10d6 bludgeoning plus pinned
damage, and AC against them for that round. 1 rd./level.
Inner viewRRO is non-personal (+1 level), Shaped Fire: Versatile Evocation (fire; +0 levels) +
(cone to target; -1 level), and Restricted (access to Lingering Evocation (+2 levels) = 8th level; damage
Communuty or Inquisition domain; -1 level) = 1st cap 20d6 fire plus 5d6 burn.
level; with concentration, subject can read the Water: Cascade Spell (topple; +1 level) + Explosive
surface thoughts of one designated target creature. Spell (+1 level) = 8th level; damage cap 20d6
Mind probeOcA,SRD is Shaped (cone to target; -1 level), bludgeoning plus knocked prone and swept out of
Extended (conc. to 1 rd./level; +1 level), Expedient area.
(opposed Bluff check persimissible to give false or
Devilbane RefrainAG: Versatile weaponAPG (q.v.; 2nd
no replies; -1 level), and Ritual (-2 levels), and
level) + Cascade Spell (bladebaneUnE; +4 levels) +
Cascades mindlink and compel (+2 levels) = 3rd level;
Restricted Spell (bard; -1 level) + Reduce Spell (15d6
you mentally ask 1 question/rd. and gain
to 10d6; -1 level) = 4th level; weapon penetrates
telepathic response (subject compelled to answer).
DR/silver and deals up to +10d6 damage vs. [evil],
Probe thoughtsCD has a full-round casting time (+1
divided among attacks, each with +5 to attack and
level) = 4th level; sleeping subject saves each round
damage.
to wake up and end effect, if awake can also move
Devil’s EgoBVD: Warding (creature-specific effects;
out of range. st
1 level) + Cascade Spell (attribute boost: Cha; +1 level)
Ray’s mind scanGA is Augmented (gain access to
+ Augment Spell (+4 Cha; +1 level) + Personal Spell (-1
dreams, suppressed memories, etc. after 5 rounds;
level) = 2nd level; you gain +4 enhancement to Cha and
ad hoc +2 levels) = 4th level.
immunity to magic targeting non-outsiders (assuming
DetonateAPG: Ray of frost (0) + Variable Spell (acid, you are some other type).
cold, electricity, or fire, chosen at time of effect; +1 Devil’s GateAUG2: Summon (1st level) + Augment
level) + Shape Spell (ray to burst; +2 levels) + Reach Spell (CR 7 max. devil; +5 levels) + Variable Spell (no
Spell (close to personal; -1 level) + Widen Spell (20’r. control over type; -1 level) + Extend Spell (onset: inst.
to 40’r.; +1 level) + Empower Spell (+1 level) = 4 th level; to 1 rd./level; +2 levels) = 7 th level, each round for 1
1.5 x 1d6/level (max. 15d6 at 10 th level) in 40’r. burst rd./level, a random lesser devil (bearded devil, kyton,
centered on you. or erinyes) is summoned.
DetonatePHII: Damage attribute (Con; 1st level) + Devil’s TailBVD: Invisible needle (0 level) + Concen-
Augment Spell (+2d4; +2 levels) + Crippling Drain (+3 tration Spell (swift action; +4 levels) + Reach Spell
Spells (Grimoire), p. 95
(close to touch; -1 level) + Manifested Spell (-1 level) + Cascade Spell (dismissal: q.v.; +4 levels); or
Restricted Spell (access to [lawful, evil] domain, Cascade Spell (damage attribute: Dex; +1 level) +
mystery, or bloodline; -1 level) = 1 st level; you grow a Augment Spell (+4d4; +3 levels).
tail that makes melee attacks (1/round as a swift + Cascade Spell (sound lance; +1 level) + Still Spell (+1
action) for 1d6/level (max. 5d6). level) + Shape Spell (ray to spread; +2 levels) + Widen
Devil’s TongueBVD: Bind (0 level) + Silent Spell (+1 Spell (20’r. to 40’r.; +1 level) + Creature-Specific Spell
level) + Augment Spell (grapple; +1 level) + Extend (non-lawful; -1 level) + Expedient Spell (individual
Spell (1 rd./level to 1 min./level; +1 level) + hp; -1 level) + Restricted Spell ([lawful] caster; -1
Concentration Spell (standard; +1 level) + Cascade level) = 7th level; non-lawful creatures in 40’r. are
Spell (damage attribute: Wis; -1 level) = 3rd level; your affected based on current hp:
tongue can grapple at Close range as a standard
Up to 66 hp: 1d6 sonic/level, deafened 1 rd./level,
action. AKA tongue tendrilsBVD. Variant:
and either sent back to home plane (if applicable)
Frog TongueRR: Bind (0 level) + Concentration Spell or take 4d4 Dex damage.
(partial action; +3 levels) + Mass Effect Spell (1 67-132 hp: No damage, deafened for 1 rd. only,
creature/3 levels; +2 levels) + Ritual Spell (full and Dex damage lasts only 10 min./level.
round; 1 level) + Restricted Spell (druid; 1 level) 133+ hp: Deafened 1 rd.
= 3rd level; 1 ally/3 levels gains tongue (entangles at
DigPH1: Shaping (2nd level) + Reach Spell (touch to
close range as a partial action).
close; +1 level) + Effect-Specific Spell (earth only; -2
Dextrous Digits, Bigby’sGA: Mage hand (0 level) + levels) + Widen Spell (1 cu. ft./level to 27 cu. ft./level;
Reach Spell (close to medium; +1 level) + Widen Spell +2 levels) + Concentration Spell (standard; +1 level) =
(1 lb./level to 8 lbs./level; +1 level) + Variable Spell 4th level; moves one 5-ft. cube/level of earth per round
(manipulate multiple objects; +1 level) + Cascade Spell while you concentrate. Variants:
(attribute boost: Dex; capable of fine manipulation; +1
BurrowUM is Extended (conc. to 1 min./level; +2
level) + Ritual Spell (full round; -1 level) = 3rd level;
levels), non-Reach (touch; -1 level), and Creature-
you can manipulate objects (up to weight limit
Specific (single subject must actively burrow; -2
shown) and even use manual skills at Medium range.
levels) = 3rd level; subject gains burrow speed of 5
Diagnose DiseaseUM: Detection (disease; 2nd level);
ft.
1st round—presence, 2nd round—type and location, 3rd
Expeditious excavationAPG is also Expedient (volume
—effects, and best means to treat. For purposes of this
does not scale past 6th level; -1 level) and is
spell, molds, slimes, and similar hazards, plus effects
instantaneous rather than Concentration (-1 level)
causing sickness and/or nausea, count as “diseases.”
= 2nd level; excavates a 5-ft. x 5-ft. section of earth
DictateS&M: Compel (2nd level) + Variable Spell
to a depth of 1.08 feet per level (max. 6.5 ft. deep at
(choose command at time of casting; +1 level) + Still
6th level).
Spell (+1 level) + Extend Spell (1 rd. to 1 rd./level; +1
Move earthCRB is long range (+2 levels), Widened
level) + Shape Spell (target to spread; +2 levels) +
(216 cu. ft./level; +1 level), and Ritual (full round; -
Widen Spell (20’r. to 10’r.; -1 level) + Language-
1 level) = 6th level; moves one 46 ft. x 46 ft. x 10 ft.
Dependent Spell (-1 level) + Restricted Spell (access to
deep block per level, per 10-minute period, while
Charm or Law domain; -1 level) = 4th level (listed as
you concentrate (e.g., after 4 hours, an 11 th level
3rd); as command, but longer-lasting and affects all in
caster can move a 755-ft. square to a depth of 10
area.
feet).
DictationS&M: Summon (1st level) + Extend Spell (1
rd./level to 1 min./level; +2 levels) + Effect-Specific DilationTM2: Bestow feat (Widen Spell; 1st level) +
Spell (trabscription only; -2 levels) = 1 st level; invisible Cascade Spell (bestow feat: Sudden Metamagic; +2
scribe (treat as Expert 2 with max. ranks and Skill levels) + Extend Spell (1 rd./level to 1 rd.; -1 level) =
Focus in Knowledge (linguistics)) provides 2nd level; area-effect spells you cast for the next round
transcription of everything said in vicinity for the next are Widened, as if by the Sudden Metamagic (Widen
1 min./level. Spell) feat (limits to total spell level, etc. apply).
Dictum: Alter senses (deafened; 0 level) + Variable
Spell (+1 level):
Spells (Grimoire), p. 96
Dimension HopPHII: Dimensional skip (1st level) + Dimension SwapSRD: Dimensional skip (1st level) +
Still Spell (+1 level) = 2nd level spell; you transport Still Spell (+1 level) + Reach Spell (target: touch to
subject to location within Close range. medium; +1 level) + Mass Effect Spell (dimensional skip
Dimension ShufflePHII: Dimensional skip (1st level) + one additional close target; +1 level) + Location-
Reach Spell (target: touch to close; +1 level) + Mass Specific Spell (switch places only; -2 levels) = 2 nd level;
Effect Spell (1 creature/level; +3 levels) = 5 th level; you two targets save or swap places. AKA baleful
teleport up to 1 creature/level to new locations within transpositionMH. Benign transpositionMH is also Creature-
Close range (Will neg.). Tactical teleportation CM affects Specific (willing targets; -1 level) = 1st level.
only 1 creature/3 levels (-1 level) = 4th level. Dimensional BladeS&M: Invocation of the knife (0
Dimension SlideSRD: Dimensional skip (1st level) + level) + Ray Splitting (+1 level) + Cascade Spell (magic
Silent Spell (+1 level) + Still Spell (+1 level) + Personal weapon; +1 level) + Overwhelming Evocation (+1 level)
Spell (-1 level) = 2nd level (listed as 3rd); you transport + Transdimensional Spell (+1 level) + Extend Spell
yourself anywhere within Close range with line of (inst. to 1 rd./level; +2 levels) = 6 th level; damage cap
sight as a partial action. AKA shadow jaunt, shadow 26d6 slashing, divided among interative touch attacks
strideToB. Variants: that ignore hardness and DR, and deal full damage to
Dimensional jauntCM is neither Silent (-1 level) nor incorporeal targets, with +1 enhancement/3 levels.
Stilled (-1 level) = 0 level. Dimensional BounceACG: Dimensional skip (1st level)
Dimension leapME is not Silent (-1 level), but allows a Personal Spell (-1 level) + Still Spell (+1 level) +
teleport of up to Long range (+1 level) = 2nd level. Concentration Spell (swift action; +3 levels) +
The dimensional hopCRB power (1st level) is similar Location-Specific Spell (two fixed locations; -2 levels)
but requires access to the Travel domain. + Variable Spell (select locations at time of casting; +1
Misty stepPH5 (1st level) is also similar, but with a level) + Delay Spell (up to 1 rd./level; +1 level) = 4 th
verbal component. level (listed as 7th); you make multiple swift-action
Sudden escapeCSc is Quickened (+2 levels), works at jumps to/from specified locations within Close range.
Long range (+1 level), and is Restricted (Bluff 7+ Variants:
ranks; -1 level) = 4th level. Shadow blinkToB is similar, Inconstant locationSSt is also Silent (+1 level) and
but is Close range (-1 level) and is restricted to requires no fixed locations (+1 level), but is not
monks and rogues. Delayed (-1 level) = 5th level (listed as 6th); you close
Tree strideCRB is Cross-Class (Plant domain) rather range dimension door 1/round as a swift action.
than Silent, is Reach (close to extreme; +2 levels) AKA dimension jumperCM.
rather than Stilled (-1 level), and is Mass Effect (1 Lutzaen’s frequent jauntMF is requires a partial
jump/level; +3 levels), Delayed (make jumps over action, rather than a swift action, to activate each
multiple rounds; +1 level), and Location-Specific round (-1 level) = 3rd level.
(between trees of like type; -2 levels) = 5 th level Dimensional FoldingTM2: Dimensional skip (1st level)
(ranger 4th). + Cross-Class Spell (divine; +1 level) + Reach Spell
Walk through spaceUC includes Mass Effect Spell (1 (touch to planar; +6 levels) + Variable Spell (bi-
jump/level; +3 levels) + Delay Spell (as used, by directional; +1 level) + Shape Spell (target to wall; +1
partial action; +2 levels) = 7th level; you can make level) + Widen Spell (5.6’r./level to 1.4’r./level; -2
one dimensional step each round as a partial action, levels) + Extend Spell (inst. to 1 rd.; +1 level) + Ritual
up to 1 jump/level total. Spell (full round; -1 level) + Restricted Spell (access to
Dimension StepPHII: Dimensional skip (1st level) + Travel or Void domain; -1 level) = 7th level (listed as
Reach Spell (target: touch to close; +1 level) + Mass 4th); you open a small 2-directional gate to another
Effect Spell (1 creature/3 levels; +2 levels) + Variable location on the same plane.
Spell (recipients choose destinations; +1 level) + Dire ProphecyUM: Ray of enfeeblement (1st level) +
Creature-Specific Spell (willing; -2 levels) = 3 rd level; 1 Accursed Spell (+1 level) + Mass Effect Spell (1
ally/3 levels teleports to location it chooses within attribute/3 levels; +2 levels) + Extend Spell (1 rd./level
Close range. ShuffleShS allows one such to 1 hr./level; +3 levels) = 7th level; subject takes 1d6 +
teleportation/rd. as a partial action (Concentration 1/level penalty to all attributes. Invest 350 x CL numen
spell; +2 levels) = 5th level (listed as 6th). to maintain effect beyond 1 hr./level.
Spells (Grimoire), p. 97
Dire WinterSRD: Zephyr (0 level) + Cascade Spell DiscordRR2: Skill enhancement (Perform; 0 level) +
(ray of frost; +1 level) + Shape Spell (ray to emanation; Hex Spell (+0 levels) + Reach Spell (touch to close; +1
+2 levels) + Reach Spell (close to personal; -1 level) + level) + Restricted Spell (bard; -1 level) = 0 level;
Widen Spell (20’r. to 1,000’r.; +5 levels) + Extend Spell subject takes -1 penalty to Perform checks. Variant:
(inst. to 1 hr./level; +5 levels) + Ritual Spell (full Talen’s Maligned PerformanceRR2: Skill enhancement
round; -1 level) + Restricted Spell (access to [cold] or (Perform; 0 level) + Hex Spell (+0 levels) + Cascade
[weather] bloodline, domain, etc.; -1 level) + Reduce Spell [(glamer; +2 levels) + Phantasmal Spell (-1
Spell (25d6 to 15d6 and tornado to windstorm; -2 level)] + Concentration Spell (+1 level) + Ritual
levels) = 8th level (listed as epic); 15d6 cold/rd. and Spell (full round; -1 level) + Augment Spell (+1
windstorm winds in 1,000’r. emanation around level) = 2nd level (listed as 4th); subject -1/2 levels (-
subject, lasting 1 hr./level 10 max.) to Perform while you concentrate and 1
Directed CharmAUG: Skill enhancement (Diplomacy; rd./level thereafter, but is convinced it’s being
0 level) + Reach Spell (touch to close; +1 level) + Mass received very well regardless of results.
Effect Spell (1 skill/3 levels; +2 levels) + Creature-
Discordant BlastAPG: Sound lance (1st level) +
Specific Spell (vs. creatures of same type as you only;
Cascade Spell (pushPH1: q.v.; +1 level) + Variable Spell
-2 levels) = 1st level; subject +1/2 levels (+5 max.) to
(+1 level) + Shape Spell (+1 level; 30-ft. cone or 10’r.
Diplomacy vs. creaures of your type (also Bluff at CL
burst; +1 level) = 4th level (bard 3rd); damage cap 10d6
6th, one additional Cha-based skill/3 levels thereafter).
sonic and bull rush away from caster.
DirgeMF: Damage attribute (Str; 1st level) + Cascade
Discordant MaledictionCM: Sound lance (1st level) +
Spell (damage attribute: Dex; +2 levels) + Selective Spell
Shape Spell (ray to burst; +2 levels) + Widen Spell
(+1 levels) + Shape Spell (emanation; +2 levels) +
(20’r. to 10’r.; -1 level) + Delay Spell (activating
Widen Spell (20’r. to 40’r.; +1 level) + Extend Spell
condition; +1 level) + Interrupting Spell (+1 level) +
(inst. to 1 rd./level; +2 levels) + Ritual Spell (full
Extend Spell (inst. to 1 hr./level; +5 levels) + Reduce
round; -1 level) + Phantasmal Spell (Intuition neg.; -1
Spell (20d6 to 5d6; -3 levels) = 6th level (bard 5th); for
level) + Restricted Spell (bard; -1 level) = 6 th level; 1d4
the next 1 hr./level, every time the subject casts a spell
Str and 1d4 Dex/rd. to enemies within 40’r. of you
with a verbal component, it triggers a 10’r. burst for
(Fort half).
5d6 sonic (this damage forces a Concentration check
Dirge of WoeRR: Compel (lament; 2nd level) + Still
for the caster to avoid losing the spell).
Spell (+1 level) + Concentration Spell (standard; +1
Discovery TorchUC: Light (0 level) + Cascade Spell
level) + Shape Spell (target to emanation; +2 levels) +
(skill enhancement: Knowledge; +1 level) + Variable
Pacific Spell (-2 levels) + Restricted Spell (bard; -1
Spell (different Knowledge checks; +1 level) + Shape
level) = 3rd level; those in 20’r. take no action while
Spell (target to emanation; +2 levels) + Ritual Spell
you concentrate, unless attacked.
(full round; -1 level) = 3rd level; sheds normal light in
DisableSRD: Compel (act as if disabled; 2nd level) +
20’r. and provides +1/level (max. +10) bonus to
Shape Spell (cone; +2 levels) + Widen Spell (30 ft. to 15
Knowledge checks.
ft.; -1 level) + Extend Spell (1 rd. to 1 rd./level; +1
Disdain MagicDr328: Hand of fate (0 level) + Quicken
level) + Expedient Spell (individual HD; -1 level) +
Spell (+4 levels) + Interrupting Spell (+1 level) + Effect-
Phantasmal Spell (-1 level) + Tenuous Spell (-1 level) =
Specific Spell (save vs. magic; -2 levels) + Personal
1st level; those with 5 HD or less in 15-ft. cone
Spell (-1 level) = 2nd level; as an immediate action,
disbelieve or are disabled 1 rd./level or until save.
reroll one save against a spell, spell-like ability, or
Disable ConstructACG: Damage attribute (Str; 1st
supernatural ability.
level) + Augment Spell (+2d4; +2 levels) + Irresistible
Disdain the DivineBEM2: Resistance (0 level) +
Spell (+2 levels) + Creature-Specific Spell (constructs
Augment Spell (+1 to +5; +3 levels) + Ritual Spell (full
only; -2 levels) + Tenuous Spell (-1 level) = 3rd level;
round; -1 level) + Effect-Specific Spell (divine magic
touch deals 3d4 Str damage to construct (save for half;
only; -2 levels) = 0 level (listed as 1st); subject +5 to
helpless at 0); a new save applies each round to halve
saves vs. divine magic (cleric spells, channeled
remaining damage.
energy, etc.).
Discern BloodlineRD: Detection (race; 2nd level); 1st
Disfiguring TouchUM: Variable Spell (attribute boost,
round—creature type; 2nd round—species; 3rd round—
blessing, celerity, or resistance; +1 level) + Hex Spell (+0
templates and bloodline(s) possessed.
Spells (Grimoire), p. 98
levels) + Accursed Spell (+1 level) = 2 nd level. Imposes level; damage cap 10d6+120 in a 30-ft. cone, and
2 penalty to one attribute, -1 to attacks and damage, - victims are even harder to resurrect.
10 ft. to land speed, or -1 to saves; curse manifests as Curtain of Chaos (Roger Zelazny’s Blood of Amber):
deformation appropriate to penalty, and can be made Ray of entropy (1st level) + Cascade Spell (dispel; +1
permanent by investing 200 x CL numen. level) + Reach Spell (touch to medium; +1 level) +
Disguise, GhostlyUM: Glamer (1st level) + Extend Shape Spell (ray to wall; +1 level) + Overwhelming
Spell (1 rd./level to 10 min./level; +3 levels) + Effect- Evocation (+1 level) + Extend Spell (inst. to 1 rd.; +1
Specific Spell (appear as self, except translucent and level) + Quicken Spell (+3 levels) + Interrupting
oddly-colored; -2 levels) = 2nd level. Spell (+1 level) + Restricted Spell (acess to Chaos
Disguise OtherUM: Glamer (1st level) + Extend Spell domain or bloodline, initiate of the Logrus, etc.; -1
(1 rd./level to 10 min./level; +3 levels) + Creature- level) + Reduce Spell (20d6 to 10d6; -2 levels) = 7 th
Specific Spell (your same type only; -2 levels) = 2 nd level; immediate casting creates 1-round wall of
level; visual and auditory. disintegration (damage cap 15d6, or 10d6 for divine
Disguise Self, AdjustableACG: Disguise self (1st level) casters) that also dispels magic passing through it.
+ Variable Spell (+1 level) = 2nd level (inquisitor 3rd, as DiscorporateAUG is not Maximized (-2 levels) or
a Cross-Class Spell). Empowered (-1 level), but is Concentration
Disguise ShipSW: Glamer (1st level) + Extend Spell (1 (standard; +1 level) = 4th level; damage cap 15d6
rd./level to 1 hr./level; +3 levels) = 4th level; long- disnitegration (divine 10d6, ignores energy
lasting illusion disguises ship type, armaments, resistance and hardness) while you concentrate.
condition, flags, etc. Includes auditory, visual, and Disintegration fieldAUG is Shaped (ray to cubes; +2
tactile (feel of wake, etc.) components. levels), Widened (10-ft. to 5-ft. cubes; -1 level),
Disguise WeaponACG: Glamer (1st level) + Extend Extended (inst. to 1 rd./level; +2 levels), and Ritual
Spell (1 rd./level to 1 hr./level; +4 levels) + Item- (full round; -1 level) = 8th level; 10d6+120 damage
Specific Spell (manufactured weapon, to look like each round in area.
another; -2 levels) + Reach Spell (close to touch; -1 Disintegrating blowPC is Channeled (+1 level) and
level) + Ritual Spell (full round; -1 level) = 1st level. Reach (medium to touch; -2 levels) = 5th level;
Disintegrate: Ray of entropy (1st level) + Reach Spell damage cap 7.5d6+90.
(close to medium; +1 level) + Empower Spell (+1 level) Greater ruinSRD has a range of line of sight (+3
+ Maximize Spell (+2 levels) + Overwhelming levels) = 9th level (listed as epic); damage cap
Evocation (+1 level) + Resistible Spell (-1 level) + 10d6+120 at a distance of up to ¼ mi./level.
Augment Spell (15d6 to 20d6; +1 level) = 6 th level; RuinSRD is as greater ruinSRD, but is neither
damage cap 10d6+120 (bypasses hardness and energy Empowered (-1 level) nor Maximized (-2 levels) =
resistance, but Fort save applies for half), and creature 6th level (listed as epic); damage cap 20d6 at a
or object struck is destroyed (Chapter 7) if reduced to distance of up to ¼ mi./level, and disintegrated if
negative hp total equal to max. hp + Con score or destroyed.
hardness, respectively. Damage comparisons: Sphere of ultimate destruction CA is maintained with
CL 12 th
CL 20 th Concentration (partial action; +2 levels) = 8 th level;
Disintegrate
Damage PF KF PF KF damage cap 12.5d6+150 as a Medium ranged touch
Minimum 24 70 40 130 attack 1/rd.
Mean 84 95 140 155 DismantleRRO: Shaping (2nd level) + Cascade Spell
Maximum 144 120 240 180 (dispel; +1 level) + Silent Spell (-1 level) + Inexorable
Variants: Spell (destroys, rather than suppressing; +3 levels) +
Restricted Spell (access to Artifice or Destruction
AnnihilationDr294 is Irresistible (+2 levels) and
domain; -1 level) = 4th level (listed as 7th); touch
Concentration (standard; +1 level) = 9 th level;
disassembles item (up to 1 cu. ft./level) into
damage cap 12.5d6+150 negative energy (no SR,
component parts and destroys magical properties.
energy resistance does not apply).
Dispel IllusionPH1: Dispel (0 level) + Reach Spell
Cone of oblivionRR2 is not Resistible (+1 level), but is
(touch to close; +1 level) + Irresistible Spell (no check
Shaped (ray to cone; +1 level) and Reaping (+2
levels), and Reduced (25d6 to 20d6; -1 level) = 9 th
Spells (Grimoire), p. 99
needed; +2 levels) + Effect-Specific Spell (illusions (target to wall; +1 level) + Extend Spell (inst. to 1
only; -2 levels) = 1st level (listed as 3rd). Variant: rd./level; +2 levels) = 4th level.
Slay IllusionAUG2: Dispel (0 level) + Cascade Spell Dispelling TouchPHII: Dispel (0 level) + Bouncing
(figment; +1 level) + Concentration Spell (standard; Spell (if one effect not dispelled, try another on same
+1 level) + Effect-Specific Spell (illusions only; -2 target; +2 levels) = 2nd level spell.
levels) + Cascade Spell (detection: illusions; +2 Dispelling, SuperbSRD: Greater dispel magic (6th level)
levels) + Reach Spell (touch to medium; +1 level) = + Cascade Spell (skill enhancement: Concentration; +1
3rd level; each round while you concentrate, an level) + Insightful Spell (+1 level) = 8 th level (listed as
illusory monster (audible, visual, olfactory) locates epic); as greater dispel magic, but with +1/2 levels (+10
an illusion within Medium range and dispels it. max.) insight bonus to check.
Dispelling, TenaciousCM: Greater dispel magic (6th
Dispel WaterSSt: Variable Spell (+1 level):
level) + Creature-Specific Spell (target of dispel, etc.
Dry up water: Transmute (1st level) + Reach Spell last round; -2 levels) = 4th level; you can cast a follow-
(touch to medium; +1 level) + Widen Spell (1 cu. up greater dispel magic at a discounted spell level.
ft./level to 216 cu. ft./level; +3 levels) + Effect- Displace SelfS&M: Displacement (3rd level) + Personal
Specific Spell (water to air only; -2 levels) = 4 th Spell (-1 level) = 2nd level.
level; turns large volume of water to air DisquietudeMF: Compel (avoid physical contact; 2nd
(surrounding water rushes in to fill void). level) + Extend Spell (1 rd. to 1 rd./level; +2 levels) +
Counterspell: Dispel (0 level) + Reach Spell (touch Creature-Specific Spell (humanoid only; -2 levels) +
to medium; +1 level) + Quicken Spell (+3 levels) + Restricted Spell (bard; -1 level) = 1st level; target
Interrupting Spell (+1 level) + Effect-Specific Spell moves to avoid physical contact with any other
([water] spells only; -2 levels) = 4th level; immediate creatures, including allies (touch spells from them
casting dispels one [water] or ice spell being cast. must be touch attacks). If attacked in melee, subject
Dismiss water creature: Dismissal (q.v.; 4th level) + moves away (if possible) or uses full defense
Reach Spell (close to medium; +0 levels due to (otherwise).
metamagic synergy) + Creature-Specific Spell Disrupt SilenceUI: Warding (silence; 1st level) +
([water]; -1 level) = 4th level; as medium-range Shape Spell (target to emanation; +3 levels) + Widen
dismissal, but affects only outsiders with the Spell (20’r. to 10’r.; -1 level) + Extend Spell (1
[water] subtype. min./level to 1 rd./level; -1 level) = 2nd level; negates
Dispel, ChainPHII: Dispel (0 level) + Reach Spell magical silence.
(touch to close; +1 level) + Bouncing Spell (+1 level) + Disrupting BlowLoM: Ray of beguiling (1st level) +
Mass Effect Spell (1 spell/3 levels; +2 levels) + Mass Channel Spell (+1 level) + Augment Spell (+10 to +20)
Effect Spell (1 creature/level targeted; +3 levels) = 7 th = 3rd level; [strike] inflicts 1d6 +1/level penalty to
level. Charisma for 1 rd./level, likely preventing the use of
Dispel, SlashingPHII: Dispel (0 level) + Cascade Spell spell-like abilities, sorcerer or incarnate spells, and/or
(invocation of the knife; +1 level) + Reach Spell (touch to psionic abilities during that time.
medium; +1 level) + Shape Spell (target to burst; +2 Disrupting Hand, Bigby’sPHII: Dispel (0 level) +
levels) + Bouncing Spell (+1 level) + Expedient Spell Reach Spell (touch to medium; +2 levels) +
(damage capped by dispelling; -1 level) = 4 th level; Concentration Spell (partial action; +2 levels) +
dispel magic in 20’r. and deals 1d6 slashing/spell level Tenuous Spell (hand can be physically destroyed; -1
dispelled. level) = 3rd level; spend a partial action each round to
Dispelling BufferSRD: Warding (dispel; 1st level) + force opposed Concentration checks to cast.
Reach Spell (touch to close; +1 level) + Extend Spell (1 Disrupting WeaponSRD: Spark of life (0 level) + Ray
min./level to 1 hr./level; +2 levels) = 4 th level (listed as Splitting (+1 level) + Channel Spell (+1 level) +
6th); spells affecting target cannot be dispelled while Creature-Specific Spell (undead; -2 levels) + Extend
warding is up (the warding does not protect itself). Spell (inst. to 1 rd./level; +2 levels) + Maximize Spell
AKA ghostdweomerRR. (+2 levels) = 4th level; damage cap +84 hp/rd. vs.
Dispelling Screen, Otiluke’sCA: Dispel (0 level) + undead, divided among iterative attacks (max. +60 for
Reach Spell (touch to close; +1 level) + Shape Spell any one attack). Augment to 5th level for damage cap
+120/rd. (+90 for any one).
levels; +2 levels) + Location-Specific Spell (grove; -2 (CR 3 giant eagles; +3 levels) + Mass Effect Spell (1/3;
levels) + Ritual Spell (-2 levels) + Restricted Spell +2 levels) + Reach Spell (close to long; +1 level) +
(access to Plant domain; -1 level) = 5 th level; you can Extend Spell (1 rd./level to 1 hr./level; +3 levels) +
store up to 1 spell/3 levels (max. 6 th level) in the trees Ritual Spell (full round; -1 level) + Restricted Spell
of a sacred grove, held latent until you use a standard (summoner or access to Animal domain; -1 level) +
action to release them. Pacific Spell (-2 levels) = 6th level; summons 1 giant
Drums of Despair, Otto’sGA: Spook (0 level) + Reach eagle/3 levels which, if ordered to fight, are entitled to
Spell (close to medium; +1 level) + Shape Spell (target a save each round of combat to end the spell. Cf.
to cubes; +2 levels) + Widen Spell (10-ft. to 20-ft.; +1 summon flight of eaglesAG.
level) + Augment Spell (frightened to shaken; -1 level) Ears of the WolfRR2: Skill enhancement (Perception; 0
= 3rd level; those in one 20-ft. cube/level are shaken 1 level) + Insightful Spell (+2 levels) + Augment Spell
rd./level. (+5 to +10; +1 level) + Personal Spell (-1 level) +
DungeonsightPC: Detection (architectural layout; 2nd Restricted Spell (ranger or access to Animal domain; -
level) + Shape Spell (cone to emanation; +1 level) + 1 level) = 1st level; you gain +1/level (+10 max.) insight
Widen Spell (20’r. to 60’r.; +2 levels) = 5 th level; you to Perception. AKA eyes of the hawkRR2.
gain mental image of architectural layout in 60’r. Earth BlastRR2: Invisible needle (0 level) + Energy
while you concentrate. Note that areas enclosed Admixture (bludgeoning; +0 levels) + Cascade Spell
behind more than 1 ft. of stone, 3 ft. or earth or wood, (topple; +1 level) + Reach Spell (close to long; +1 level)
or 1” of metal are hidden from the divination. + Shape Spell (target to burst; +2 levels) = 4th level;
DuplicateCWH: Creation (1st level) + Variable Spell damage cap 10d6 (half piercing, half bludgeoning)
(material(s); +1 level) + Cascade Spell (shaping; +2 and knocked prone (Reflex half/neg.) in 20’r.
levels) + Augment Spell (complex objects possible; +1 Earth BurstAUG: Energy mace (0 level) + Energy
level) + Item-Specific Spell (object to be duplicated; -2 Admixture (piercing; +0 levels) + Shape Spell (ray to
levels) + Variable Spell (choose object at time of burst; +3 levels) + Delay Spell (standard activation; +1
casting; +1 level) + Shape Spell (target to cubes; +2 level) + Ritual Spell (full round; -1 level) + Reduce
Spell (close to long; +1 level) + Maximize Spell (+2 Widen Spell (8 cu. ft./level to 216 cu. ft./level; +2
levels) = +4 levels; 6 x CL negative energy damage levels) + Restricted Spell (transmuter; -1 level) = 6 th
(max. 120). level.
Cascade Spell (damage attribute: Con; +1 level) + Fade into DarknessDU: Skill enhancement (Stealth; 0
Augment Spell (+3d4; +2 levels) + Reach Spell level) + Augment Spell (+1 to +5; +1 level) + Extend
(touch to medium; +1 level) = +4 levels; ray deals Spell (1 min./level to 10 min./level; +1 level) +
4d4 Con damage (Fort half). Personal Spell (-1 level) + Restricted Spell (access to
Cascade Spell (mage hand; +1 level) + Widen Spell Darkness domain or able to use darkness as spell-like
(1 lb./level to 27 lbs./level; +2 levels) + Reach Spell ability; -1 level) = 0 level; you gain +1/level (+5 max.)
(close to long; +1 level) = +4 levels; telekinesis effect. to Stealth for 10 min./level.
+ Concentration Spell (partial action; +2 levels) = 7 th Faerie Fire: Warding (glamers; 1st level) + Shape
level; +1/2 levels to Perception and activate one Spell (target to burst; +3 levels) + Effect-Specific Spell
ray/round as a partial action (choose each round). (concealment only; -2 levels) + Widen Spell (20’r. to
Eye of the Eagle, Tenser’s GA: Skill enhancement 10’r.; -1 level) + Cascade Spell (light; +1 level) + Reach
(Perception; 0 level) + Cascade Spell (bestow feat: Far Spell (touch to medium; +1 level) + Augment Spell
Shot; +2 levels) + Extend Spell (1 rd./level to 10 (dim light; -1 level) + Restricted Spell (access to Sun or
min./level; +2 levels) + Ritual Spell (full round; -1 Void domain; -1 level) = 1st level; creatures and objects
level) = 3rd level; subject gains Far Shot feat and +1/2 in burst glow softly, lose concealment from darkness
levels (+10 max.) to Perception. Cf. HawkeyeCAd. or glamer spells (blur, invisibility, etc.) for 1 min./level.
Eyebite: Sickening touch (0 level) + Cascade Spell Faithful Phantom Defenders, Mordenkainen’s GA:
(spook; +1 level) + Cascade Spell (whelm; +1 level) + Summon (1st level) + Variable Spell (+1 level) +
Selective Spell (summoned monsters not affected by
Fire SnakeAPG: Jet of flame (0 level) + Reach Spell Fire StrideSC: Dimensional skip (1st level) + Cascade
(close to medium; +1 level) + Shape Spell (ray to Spell (detect fire; +2 levels) + Reach Spell (close to long;
cubes; +2 levels) + Widen Spell (10-ft. cubes to 5-ft. +1 level) + Personal Spell (-1 level) + Mass Effect Spell
cubes; -1 level) + Augment Spell (10d6 to 15d6; +1 (1 jump/level; +3 levels) + Location-Specific Spell
level) = 3rd level (listed as 5th); damage cap 15d6 fire in (jump between fires; -2 levels) = 4 th level; 1 standard
one 5-ft. cube/level. Variants: action long-range teleport/level between fires.
Fire Trap: Jet of flame (0 level) + Shape Spell (ray to
Fire stormSRD is Selective (ignores vegetation; +1
burst; +3 levels) + Widen Spell (20’r. to 10’r.; -1 level) +
level), Widened (20-ft. cubes; +2 levels), and is
Selective Spell (password; +1 level) + Delay Spell
Lingering instead of Augmented (+1 level) = 7th
(when opened; +1 level) + Ritual Spell (-2 levels) = 2 nd
level; damage cap 15d6 plus 5d6 burn.
level; damage cap 5d6. Note numen investiture for
FireflowTM2 affects a horizontal wall (-1 level) of 10-
latent spells: e.g., 2nd level x CL 3rd x 50 = 300.
ft. squares (+1 level), is Irresistible instead of
Fire, RecoilUC: Topple (0 level) + Cascade Spell
Augmented (+1 level), and is Variable (four 5-ft.
(dispel; +1 level) + Reach Spell (touch to medium; +1
squares/level; +1 level), Concentration (standard;
level) + Object-Specific Spell (wand, loaded firearm,
+1 level), Location-Specific (must start at existing
etc.; -2 levels) = 0 level; expends 1 charge or shot to
fire source; -2 levels), and Reduced (10d6 to 5d6; -1
knock wielder prone.
level) = 3rd level; you can spread flames across up
Fire, ThunderUC: Alter senses (deafness; 0 level) +
to four contiguous 5-ft. squares/level (5d6 fire/rd.,
Shape Spell (target to burst; +3 levels) + Widen Spell
Reflex half, no SR).
(20’r. to 10’r.; -1 level) + Location-Specific Spell
FiresnakeToB is Concentration (standard; +1 level)
(loaded firearm or charged wand or staff as origin
and Irresistible (+2 levels), and is Reduced instead
point; -2 levels) + Cascade Spell (dispel; +1 level) +
of Augmented (-2 levels) = 4 th level; damage cap
Reach Spell (touch to medium; +1 level) = 2 nd level;
10d6 (divine 5d6; no SR).
expends 1 charge or shot to deafen those in 10’r. for 1
Rain of colorless fireGA is Maximized rather than
rd./level.
Augmented (+1 level), and is Overwhelming (+1
Fireball: Jet of flame (0 level) + Reach Spell (close to
level), Violated (+1 level), Widened (10-ft. cubes; +1
medium; +1 level) + Shape Spell (ray to burst; +2
level), Extended (inst. to 1 rd./level; +2 levels), and
levels) = 3rd level; damage cap 10d6 fire in 20’r. bust
Reduced (25d6 to 5d6; -4 levels) = 5th level; 30 hp
(Reflex half). Variants:
fire/rd. (energy resistance, hardness do not apply,
and half is Vile damage) in one 10-ft. cube/level. Blood of FireOA affects only a 5’r. burst (-2 levels),
but is Mass Effect (1 burst/3 levels; +2 levels) = 3rd
Ironwood: Versatile weaponAPG (q.v.; 2nd level) + Spell (CR 2 worgs; +2 levels) + Augment Spell (2d4+1;
Effect-Specific Spell (steel; -2 levels) + Cascade Spell +2 levels) + Restricted Spell (access to Animal domain;
(enhancement; +2 levels) + Cascade Spell (bestow feat: -1 level) = 4th level; summons 1 worg/2 levels.
Druid of Earth & Metal; +1 level) + Extend Spell (1 Jet of SteamCM: Jet of flame (0 level) + Shape Spell
rd./level to 2 hrs./level; +4 levels) + Restricted Spell (ray to line; +1 level) = 1st level; damage cap 5d6 fire in
(access to Plant domain; -1 level) + Ritual Spell (-2 Close range line. Variants:
levels) = 4th level (listed as 6th); wooden object
FirestreamARG is Lingering (+1 level) and
becomes equivalent of steel, but is still usable by
Concentration (standard; +1 level) = 3 rd level;
druids, and gains +1/4 levels enhancement bonus.
damage cap 10d6 fire plus 1d6 burn (Reflex
Note that, rather than investing 45,000 numen to
half/neg.), and you can redirect the line each
maintain a permanent active spell effect, in this case
round.
more cost-effective permanent ironwood is available
Moonraker (new) is Reach (close to planar; +5
using the special materials rules in Chapter 6.
levels), Widened (5’ dia. to ¼ mi. dia; +6 levels),
Irresistible Dance, Otto’s: Compel (dance; 2nd level)
Overwhelming (+1 level), Concentration (standard;
+ Still Spell (+1 level) + Reach Spell (close to touch; -1
+1 level), Location-Specific (outdoors at night; -2
level) + Extend Spell (1 rd. to 1 rd./level; +1 level) +
levels), Ritual (-2 levels), and Reduced (25d6 to
Cascade Spell (ray of clumsiness; +1 level) + Inexorable
20d6; -1 level) = 9th level; 20d6 fire (ignores
Spell (+3 levels) = 7th level (listed as 8 th); compels
hardness, energy resistance) in a quarter-mile
victim to dance for 1 rd./level (no save), provoking
diameter anywhere on the same plane of existence,
attacks of opportunity and taking a 1d6+15 penalty to
as long as you can see the target; continue blasting
Dex.
each round as a standard action. With this spell,
IsolateMC: Glamer (1st level) + Selective Spell (+1
you can melt craters on the moon or destroy fleets
level) + Augment Spell (invisibility; +1 level) = 3 rd
of enemy spacecraft (not appropriate for all
level; target is invisible and inaudible to its allies for 1
settings).
rd./level.
Molten blastAUG2 Cascades ray of clumsiness (+2
Item from BeyondAUG2: Dimensional skip (1st level) +
levels) and is Irresistible (+2 levels) = 5th level;
Variable Spell (+1 level):
damage cap 15d6 fire plus 1d6+1/level (+15 max.)
Reach Spell (target: touch to interplanar; +7 levels) penalty to Dex (Reflex half, no SR).
+ Location-Specific Spell (to hand, through scrying
Jig of the WavesSW: Sickening touch (0 level) + Reach
sensor; -2 levels) = +5 levels; or
Spell (touch to close; +1 level) + Cascade Spell (compel:
Reach Spell (destination: close to interplanar; +6
move in random direction; +2 levels) + Shape Spell
levels) + Location-Specific Spell (to location scryed
(target to burst; +2 levels) + Widen Spell (20’r. to 10’r.;
through sensor; -2 levels) = +4 levels.
-1 level) + Concentration Spell (standard; +1 level) +
+ Object-Specific Spell (object only; no creatures; -2 Expedient Spell (total HD; -1 level) + Restricted Spell
levels) = 5th level (listed as 3rd); transports an item up (bard; -1 level) = 3rd level (listed as 2nd); up to 2d4+5
to 50 lbs. through an existing scrying sensor. Mirror HD worth of creatures spend a move action each
theftAUG2 (3rd level; listed as 5th) is essentially similar, round to move in a random direction, and are
but can only bring an object rather than sending it, sickened while you concentrate and 1 round
and takes a full round to cast. thereafter.
Ivory FleshFB: Skill enhancement (Stealth; 0 level) + Joyful NoiseCAd: Warding (glamer; 1st level) + Shape
Augment Spell (+1 level) + Extend Spell (1 min./level Spell (target to emanation; +3 levels) + Widen Spell
to 1 hr./level; +2 levels) + Location-Specific Spell (20’r. to 10’r.; -1 level) + Effect-Specific Spell (silence
(snowy and/or icy areas; -2 levels) + Restricted Spell only; -2 levels) + Extend Spell (1 min./level to 1 rd.; -2
(Perception and saves vs. sleep only; -2 levels) + (undead: fixed; +0 levels) + Cascade Spell (inertia; +1
Restricted Spell (bard; -1 level) + Ritual Spell (full level) + Augment Spell (daze; +2 levels) + Reach Spell
round; -1 level) = 0 level; -1d6 penalty to Wis for (close to touch; -1 level) + Cascade Spell (dispel; +1
purposes stated only. level) + Concentration Spell (standard; +1 level) +
Luminous ArmorBED: Mage armor (1st level) + Ritual Spell (full round; -1 level) + Restricted Spell
Augment Spell (+5 bonus; +1 level) + Cascade Spell (access to Law or Protection domain; -1 level) = 4 th
(light; +1 level) + Augment Spell (dazzling; +3 levels) + level (listed as 3rd); one melee touch/rd. deals up to
Creature-Specific Spell (dazzling only when attacking 10d6 force plus dazed 1 rd., and you can use a held
subject of spell; -2 levels) + Extend Spell (10 min./level action to attempt to dispel a spell targeting you.
to 1 hr./level; +1 level) + Cascade Spell (damage Mad HallucinationUM: Ray of beguiling (1st level) +
attribute: Str; -1 level) + Restricted Spell (caster with Silent Spell (+1 level) + Extend Spell (1 rd./level to 1
min./level; +1 level) = 3rd level; 1d6 + ½ levels (max.
(shaping; +2 levels) + Object-Specific Spell (mundane Remove FatigueBED: Remove condition (debilitation;
ammunition only; -2 levels) + Delay Spell (1/rd.; +1 1st level) + Silent Spell (+1 level) + Mass Effect Spell
level) + Extend Spell (1 hr./level to 1 rd./level; -3 (1/3 levels; +2 levels) + Ritual Spell (-2 levels) = 2 nd
levels) + Cascade Spell (celerity; +1 level) = 1st level; level (listed as 4th); touch reduces debilitation
weapon reloads self once per round with conjured conditions (Chapter 7) by 1 step in up to 1 ally/3
ammunition for 1 rd./level. levels. Variants:
Relocate TownRR: Dimensional skip (1st level) +
Dispel ExhaustionPH1: Remove condition (fatigue; 1st
Cross-Class Spell (+1 level) + Widen Spell (10
level) + Augment Spell (moderate; +1 level) +
lbs./level to 500 lbs./level; +5 levels) + Mass Effect
Cascade Spell (spark of life (1st level) + Cross-Class
Spell (1/level; +3 levels) + Object-Specific Spell
Spell (arcane; +1 level) + Mass Effect Spell (1/3
(buildings, etc. of village only; -2 levels) + Reach Spell
levels; +2 levels) + Creature-Specific Spell
(destination: close to line of sight; +3 levels) +
(humanoids only; 2 levels) + Shadow Spell (-1
Location-Specific Spell (within forest; -2 levels) +
level) = 3rd level; touch heals up to 10d6 damage
Ritual Spell (-2 levels) = 7th level; teleports village (up
and removes fatigue/exhaustion, but only 20% real
to one small building/level) up to ¼ mi./level away
if Intuition save failed.
within the same forest.
Limbs of EnduranceRR: Remove condition (debilitation;
Remote View TrapSRD: Warding (scrying; 1st level) +
2nd level) + Cascade Spell (skill enhancement:
Personal Spell (-1 level) + Extend Spell (1 min./level to
Endurance; +1 level) + Cascade Spell (resistance: +1
1 hr./level; +3 levels) + Cascade Spell (electric arc; +1
level) + Consecrate Spell (+1 level) + Extend Spell
level) + Shape Spell (ray to target; +0 levels) + Reach
(1 min./level to 1 hr./level; +2 levels) + Personal
Spell (close to interplanar; +6 levels) + Creature-
Spell (-1 level) + Restricted Spell (monk or paladin;
Specific Spell (scryer only; -2 levels) + Shielding Spell
-2 levels) = 4th level; reduces fatigue by 2 steps, and
(+1 level) + Ritual Spell (full round; -1 level) + Reduce
you gain +1 sacred bonus to saves and +1/2 levels
Spell (20d6 to 10d6; -2 levels) = 6th level; cloaks you
(+10 max.) to Endurance for 1 hr./level.
from scrying, and first attempt deals 10d6 electricity
Ray of ResurgenceLEF: Remove condition (fatigue; 1st
damage to scryer (save half). AKA seer’s banePF102.
level) + Reach Spell (touch to close; +1 level) +
Variants:
Mass Effect Spell (also Str damage/penalty; +1
Scry RetaliationAUG2: Bolt of force (2nd level) + Shape level) = 3rd level (arcane 4th; listed as 1st/2nd); ranged
Spell (ray to target; +0 levels) + Reach Spell (close touch removes exhaustion, fatigue, Str penalties,
to interplanar; +7 levels) + Location-Specific Spell and/or up to 3d4 Str damage.
(through scrying sensor; -2 levels) + Creature-