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APPENDIX 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).

Spells (Grimoire), p. 100


(or) Damage attribute (Cha; 1st level) + Threnodic Dissolving WeaponSRD: Acid splash (0 level) +
Spell (+0 levels) + Channel Spell (+1 level) + Crippling Channel Spell (+1 level) + Delay Spell (until next hit;
Drain (+1 level) + Extend Spell (inst. to 1 rd./level; +2 +1 level) = 2nd level; next successful hit by weapon
levels) = 5th level; one hit/rd. from weapon deals 1d4 deals +1d6 acid/level (max. 10d6). Variants:
Cha drain to undead (Will half) for 1 rd./level (an  Acid MawPC: Acid splash (0 level) + Lingering
undead is destroyed if its Cha is drained to 0). Evocation (+1 level) + Reach Spell (close to touch; -
Dissipating TouchSRD: Ray of entropy (1st level) + 1 level) + Channel Spell (+1 level) + Effect-Specific
Cross-Class Spell (teleportation; +1 level) + Reach Spell (through bite only; -2 levels) + Extend Spell
Spell (close to touch; -1 level) + Reduce Spell (5d6 to (inst. to 1 min./level; +3 levels) + Creature-Specific
1d6; -1 level) = 0 level; damage 1d6. Spell (your animal companion; -2 levels) +
Dissolving TouchSRD: Acid splash (0 level) + Silent Augment Spell (+1 level) = 1st level; for 1
Spell (+1 level) + Irresistible Spell (+2 levels) + Reach min./level, your animal companion’s bite deals
Spell (close to touch; -1 level) + Reduce Spell (10d6 to +1d6 acid damage (+1d6/rd.).
5d6; -1 level) = 1st level (listed as 2nd); deal 1d6  VenomfireSK: Acid splash (0 level) + Ray Splitting (+1
acid/level (max. 5d6, no SR) by melee touch. AKA level) + Channel Spell (+1 level) + Extend Spell
corrosive touchUM. Variants: (inst. to 1 hr./level; +5 levels) + Effect-Specific Spell
 Acid Lash7S: Acid splash (0 level) + Bane Spell (channeled through natual poison only; -2 levels) +
(undead: fixed; +0 levels) + Ray Splitting (+1 level) Reduce Spell (15d6 to 5d6; -2 levels) = 3 rd level;
+ Reach Spell (close to touch; -1 level) + Cascade damage cap 8d6 acid, divided among attacks
Spell [(bestow feat: Precise Shot; +1 level) + delivering natural venom (max. 5d6 for any one).
Augment Spell (BAB +16 effects; +3 levels) + Dissonant ChordCAd: Sound lance (1st level) + Shape
Extend Spell (1 rd./level to 1 rd.; -1 level) + Spell (burst; +3 levels) + Reach Spell (close to
Personal Spell (-1 level)] + Concentration Spell personal; -1 level) + Selective Spell (+1 level) + Widen
(partial action; +2 levels) + Reduce Spell (15d6 to Spell (20’r. to 10’r.; -1 level) = 3 rd level; damage cap
10d6; -1 level) = 3rd level; you make iterative touch 10d6 sonic in 10’r. burst around you (bard 2nd, 5d6).
attacks that ignore all cover, for up to 13d6 acid Distance DistortionPH1: Celerity (0 level) + Variable
total (13d8 vs. undead). Spell (increase or decrease speed; +1 level) + Reach
 Brutal Seething SurgeAUG2: Acid splash (0 level) + Spell (touch to long; +1 level) + Shape Spell (target to
Cascade Spell (inertia; +1 level) + Augment Spell horizontal wall; +1 level) + Widen Spell (10-ft. to 30-ft.
(daze; +2 levels) + Reach Spell (close to touch; -1 squares; +2 levels) + Extend Spell (1 min./level to 10
level) + Extend Spell (1 rd. to 1 rd./level; +1 level) + min./level; +1 level) + Reduce Spell (60 ft. to 40 ft.; -1
Tenuous Spell (-1 level) + Concentration Spell levels) = 5th level; speed to traverse large area of
(standard action; +1 level) = 3rd level; 1 standard ground is increased or decreased by up to 40 ft./rd.
action touch attack/rd. deals up to 10d6 acid plus Distort ShadowRR: Gloom (0 level) + Reach Spell
dazed 1 rd./level or until save. (touch to close; +1 level) + Extend Spell (1 rd,/level to
 Corrosive ConsumptionUM: Acid splash (0 level) + 10 min./level; +2 levels) + Location-Specific Spell
Maximize Spell (+3 levels) + Extend Spell (inst. to 1 (around existing shadow; -2 levels) + Reduce Spell
rd./level; +2 levels) + Reach Spell (close to touch; -1 (darkness to dim light; -1 level) = 0 level; changes
level) + Tenuous Spell (-1 level) = 3 rd level (listed as size/outline of existing shadow.
5th); touch deals 6 hp/level (60 max.) acid damage Distort SummonsBVD: Compel (attack summoner; 2nd
(no save); damage repeats each round thereafter level) + Reach Spell (close to medium; +1 level) +
until removed or neutralized (by successful save). Shape Spell (target to spread; +2 levels) + Widen Spell
 Corrosive graspMF is susceptible to SR (-2 levels), can (20’r. to 40’r.; +1 level) + Extend Spell (1 rd. to 1
be repeated each round as a standard action (+1 rd./level; +1 level) + Creature-Specific Spell
level), and is not Reduced (+1 level) = 1st level; (summoned monsters only; -2 levels) + Restricted
damage cap 5d6. Destructive gripAUG is corrosive Spell (evil caster; -1 level) = 4th level; summoning spells
graspMF + Channeled spell (+1 level) = 2nd level; summon evil versions that attack caster.
damage cap 10d6 acid by touch or grapple. DistractSRD: Skill enhancement (Perception; 0 level) +
Hex Spell (+0 levels) + Reach Spell (touch to close; +1

Spells (Grimoire), p. 101


level) = 1st level; imposes -1/2 levels (-5 max.) penalty levels) + Personal Spell (-1 level) = 4th level; increase
to Perception for 1 min./level. AKA daydreamDHD. the duration of divination spells (per Innate
DistractDr314: Skill enhancement (Perception; 0 level) Metamagic [Extend Spell], but affects 1/3 levels x as
+ Cascade Spell (skill enhancement: Concentration; +1 many spells) for 1 min./level. At CL 12th, also gain
level) + Reach Spell (touch to medium; +1 level) + Innate Metamagic (Reach Spell), usable likewise.
Mass Effect Spell (1 creature/level; +3 levels) + Extend Divine AgilityCD: Cat’s grace (2nd level) + Extend
Spell (1 min./level to 1 rd./level; -1 level) + Reduce Spell (1 min./level to 1 rd./level; -1 level) + Cascade
Spell (+10 to +5; -1 level) = 3 rd level (listed as 1st); Spell (bestow feat: Lightning Reflexes; +2 levels) +
multiple targets receive -1/2 levels (-5 max.) penalty to Cascade Spell (dodge; +1 level) + Cascade Spell (bestow
Perception and Concentration for 1 rd./level. feat: Spring Attack; +1 level) = 5th level; subject +4
Distract AssailantCAd: Inertia (0 level) + Quicken enhancement to Dex, +2 to Reflex saves, +1 dodge
Spell (+4 levels) + Reach Spell (close to touch; -1 level) bonus to AC, and Spring Attack (if already has 6+
+ Restricted Spell (rogue skill trick; -1 level) = 2 nd level ranks in Acrobatics).
(listed as 1st); swift action leaves target flat-footed 1 Divine CleansingCW: Resistance (0 level) +
rd. AKA vital strikeCM, ghost bladeToB Consecrate Spell (+1 level) + Extend Spell (1 min./level
Distracting ShadowsME: Skill enhancement to 1 rd./level; -1 level) + Shape Spell (target to burst;
(Perception; 0 level) + Shape Spell (target to +2 levels) + Widen Spell (20’r. to 60’r.; +2 levels) +
emanation; +3 levels) + Widen Spell (20’r. to 10’r.; -1 Selective Spell (+1 level) + Effect-Specific Spell (Fort
level) + Extend Spell (1 min./level to 1 hr./level; +2 only; -2 levels) + Augment Spell (+1 to +3; +1 level) +
levels) + Reduce Spell (+10 to +5; -1 level) = 3 rd level Restricted Spell (able to channel positive energy; -1
(listed as 1st); -5 to Perception in mobile emanation. level) = 3rd level; allies in 60’r. gain +3 sacred bonus to
Distracting WilesRRO: Skill enhancement (Bluff; 0 Fort saves for 1 rd./level.
level) + Reach Spell (touch to close; +1 level) + Mass Divine EmissaryPGF: Mindlink (1st level) + Cross-
Effect Spell (also Seight of Hand; +1 level) + Hex Spell Class Spell (divine; +1 level) + Shape Spell (target to
(+0 levels) + Extend Spell (1 min./level to 1 hr./level; emanation; +2 levels) + Widen Spell (20’r. to 60’r.; +2
+2 levels) + Creature-Specific Spell (humanoid; -2 levels) + Reach Spell (close to personal; -1 level) +
levels) + Restricted Spell (access to Charm domain, Creature-Specific Spell (same alignment or servant of
etc.; -1 level) = 1st level; subject is -1/2 levels to Bluff same deity; -2 levels) + Cascade Spell (skill
and Sleight of Hand. enhancement: Diplomacy; +1 level) + Extend Spell (1
DistractionAUG: Compel (do nothing; 2nd level) + min./level to 1 hr./level; +2 levels) + Personal Spell (-1
Reach Spell (close to medium; +1 level) + Extend Spell level) + Restrricted Spell (you must serve a patron
(1 rd. to 1 rd./level; +1 level) + Tenuous Spell (-1 level) deity; -1 level) = 4th level; you gain telepathy 60 ft. with
+ Phantasmal Spell (-1 level) = 2nd level (listed as 1st); those of your alignment and servants of your deity,
target saves vs. Intuition or completes no actions 1 and also +1/2 levels to Diplomacy.
rd./level (or until Will save—check each round) due Divine ImpetusToB: Bestow feat (Combat Reflexes; 1st
to phantasmal distraction. level) + Augment Spell (special; +3 levels) + Personal
Distressing ToneUM: Sickening touch (0 level) + Spell (-1 level) + Sudden Spell (+0 levels) + Restricted
Reach Spell (touch to close; +1 level) + Ray Splitting Spell (able to channel energy; -1 level) = 2nd level; swift
(+1 level) = 2nd level; those hit by rays are sickened for casting grants you 2 additional immediate actions,
1 rd./level. usable for 1 rd. (i.e., the swift action for casting is
Divert ChargeAUG2: Mage hand (0 level) + Extend replaced, and an additional one gained).
Spell (concentration to instantaneous; -1 level) + Divine InsightCAd: Skill enhancement (0 level) +
Shielding Spell (+2 levels) = 1st level; charge against Variable Spell (choose skill when activated; +1 level) +
you from within Close range is diverted up to 20 ft. in Consecrate Spell (+1 level) + Personal Spell (-1 level) +
a different direction of your choosing. Sudden Spell (+0 levels) + Augment Spell (+5 to +10;
Divination EnhancementTM2: Bestow feat (1st level) + +1 level) = 2nd level; swift casting grants +1/2 levels
Still Spell (+1 level) + Mass Effect Spell (1 feat/3 levels; (+10 max.) sacred bonus to 1 skill check. Cf. Master’s
+2 levels) + Mass Effect Spell (1 spell/3 levels; +2 touchPHII.
levels) + Extend Spell (1 rd./level to 1 min./level; +1 Divine InspirationBED: Blessing (0 level) + Augment
level) + Effect-Specific Spell (divinations only; -2 Spell (+3 total; +2 levels) + Extend Spell (10 min./level

Spells (Grimoire), p. 102


to 1 rd./level; -2 levels) = 0 level (listed as 1st); as Divine PursuitUM: Celerity (0 level) + Variable Spell
blessing, but +3 bonus and shorter duration (bonus (movement type appropriate to quarry; +1 level) +
applies to all attacks, not just those vs. evil). Cascade Spell (skill enhancement; +1 level) + Variable
Divine InspirationTM2: Divination (4th level) – Ritual Spell (Athletics for climbing or swimming, Fly for
Spell (+2 levels) = 6th level. flying, etc., +1 level) + Cascade Spell (lasting breathTM2:
Divine InterdictionWotC: Warding (channeled q.v.; +1 level) + Personal Spell (-1 level) + Augment
energy; 1st level) + Still Spell (+1 level) + Variable Spell Spell (+30 ft. to +60 ft.; +2 levels) + Restricted Spell
(includes variant channeling; +1 level) + Shape Spell (access to Inquisition or Hunting domain; -1 level) =
(target to emanation; +2 levels) + Widen Spell (20’r. to 4th level; you gain movement speed appropriate to
10’r.; -1 level) + Extend Spell (1 min./level to 1 creature pursued (max. 60 ft.) and +1/2 levels (+10
rd./level; -1 level) = 3rd level (listed as 4th); blocks max.) to applicable skill checks for that movement for
channeled energy in 10’r. emanation. 1 rd./level, and can breathe if swimming or
Divine InterferenceRRO: Dispel (0 level) + Accursed burrowing, etc.
Spell (+1 level) + Extend Spell (inst. to 10 min./level; Divine SacrificeCD: Bolt of force (2nd level) + Cross-
+4 levels) + Reach Spell (touch to medium; +1 level) + Class Spell (divine; +1 level) + Channel Spell (+1 level)
Variable Spell (affects both incoming spells and + Concentration Spell (standard; +1 level) + Cascade
victim’s own; +1 level) + Effect-Specific Spell (divine Spell (ray of entropy; -1 level) + Reduce Spell (10d6 to
spells only; -2 levels) + Selective Spell (+1 level) = 6 th 5d6; 1 level) + Restricted Spell (paladin; -2 levels) = 1 st
level (listed as 7th); victim gains SR 10 + your level; each round, deal +1d6 force/level (max. 5d6) as
Concentration bonus vs. divine magic from those of a [strike], but you take 1d6 negative energy if
religions other than yours, which cannot be lowered, successful.
and must defeat its own SR to cast divine spells or use Divine ShieldCW: Enhancement (2nd level) +
divine SLAs. Consecrate/Corrupt Spell (+1 level) + Effect-Specific
Divine InterferenceUM: Hand of fate (0 level) + Reach Spell (shield; -2 levels) + Extend Spell (1 min./level to
Spell (touch to close; +1 level) + Quicken Spell (+3 1 rd./level; -1 level) + Augment Spell (+1 to +1/3; +3
levels) + Interrupting Spell (+1 level) + Effect-Specific level) + Restricted Spell (able to channel energy,
Spell (attack roll; -2 levels) = 3 rd level; immediate proficient with shield; -1 level) = 1st level; your shield
casting forces reroll of attack hitting one ally within gains +1/3 levels sacred/profane bonus for 1 rd./level.
Close range. Variant:
Divine Power: Attribute boost (Str; 0 level) +  Hell’s BulwarkDLM: Deflection (0 level) + Corrupt
Augment Spell (+6 to Str; +3 levels) + Extend Spell (1 Spell (+1 level) + Augment Spell (+4 total bonus; +1
min./level to 1 rd./level; -1 level) + Cascade Spell level) + Item-Specific Spell (shield; -2 levels) +
(spark of life; +1 level) + Cascade Spell (haste; +3 levels) Extend Spell (1 min./level to 10 min./level; +1 level)
+ Personal Spell (-1 level) + Restricted Spell (access to = 1st level; shield provides +4 profane bonus to AC.
War domain; -1 level) = 4th level; you are hasted and
Divine SurgeToB: Bolt of force (2nd level) + Consecrate
gain a +6 enhancement to Strength and 1d6/level
Spell (+1 level) + Reach Spell (close to touch; -1 level) +
(max. 10d6) temp. hp.
Channel Spell (+1 level) + Irresistible Spell (+2 levels) +
Divine ProtectionMH: Deflection (0 level) + Cascade
Reduce Spell (15d6 to 10d6; -1 level) = 4th level; [strike]
Spell (resistance; +1 level) + Consecrate Spell (+1 level)
deals +1d6/level (max. +10d6, half force, half holy, and
+ Shape Spell (target to burst; +2 levels) + Selective
SR does not apply). Variants:
Spell (+1 level) = 5th level (listed as 2nd); allies in 20’r.
burst gain +2 sacred bonus to AC and +1 to saves for 1  Castigating StrikeToB Cascades Augmented, hex
min./level. blessing (+1 level), and is Shaped (burst; +2 levels),
Divine ProtectionRR2: Attribute boost (0 level) + Still Selective (+1 level), and Reduced 1 more step (-1
Spell (+1 level) + Augment Spell (+6 total; +2 levels) + level) = 7th level; 5d6 force and 5d6 holy damage,
Mass Effect Spell (1 attribute/3 levels; +2 levels) + plus -2 to attacks, damage, and saves vs. fear for 10
Mass Effect Spell (1 creature/level; +3 levels) + Extend min./level, to enemies within 20’r. of creature
Spell (1 min./level to 1 rd./level; -1 level) = 7 th level; 1 struck (which gets no save for half damage).
ally/level gains +6 enhancement to Dex, Con, Wis,  Greater divine surgeToB Cascades blessing [(0 level) +
Cha (and Str at CL 15th, Int at CL 18th). Augment Spell (+6 levels) + Extend Spell (10

Spells (Grimoire), p. 103


min./level to 1 rd.; -3 levels) + Personal Spell (-1 Domination, EnslaveSRD: Damage attribute (Cha; 1st
level)], and is Empowered (+1 level) and level) + Accursed Spell (+1 level) + Augment Spell
Augmented (+1 level) rather than Reduced (+1 (+2d4; +1 level) + Cascade Spell (mindlink; +1 level) +
level), and has drawbacks: Cascade Spell (damage Cascade Spell (compel; +2 levels) + Reach Spell (touch
attribute: Con; -1 level) + Cascade Spell (inertia; -1 to medium; +1 level) + Extend Spell (1 rd. to 1
level) = 7th level (listed as 8th); damage cap 1.5 x hr./level; +4 levels) + Ritual Spell (-2 levels) = 9 th level
20d6, with +7 to the attack and damage, but you (listed as epic); 3d4 Cha damage and telepathic
then take 1d4 Con damage and are flat-footed 1 rd. commands (even self-destructive ones). Invest 450 x
Divine TalionDD: Acid splash (0 level) + Variable CL numen to maintain the effect indefinitely.
Spell (+1 level) + Versatile Evocation (bludgeoning, Domination, Monstrous ThrallCD: Damage attribute
cold, electricity, fire, force, negative energy, piercing, (Cha; 1st level) + Augment Spell (+3d4; +3 levels) +
slashing, or sonic: +1 level) + Reach Spell (close to Crippling Drain (+3 levels) + Reach Spell (touch to
long; +1 level) + Shielding Spell (+1 level) + Extend medium; +1 level) + Cascade Spell (compel; +2 levels) +
Spell (inst. to 1 rd./level; +2 levels) + Personal Spell (-1 Ritual Spell (full round; -1 level) = 9th level; 4d4 Cha
level) + Augment Spell (+15 to +20; +1 level) = 6 th level; drain, and self-destructive commands possible (but
attackers within Long range take 1d6 +1/level damage no telepathic link).
of the same type they inflict on you each time they Domination, TrueCD: Damage attribute (Cha; 1st
damage you. level) + Accursed Spell (+1 level) + Augment Spell
Divine WisdomRR: Owl’s wisdom (2nd level) + Extend (+2d4; +1 level) + Cascade Spell (mindlink; +1 level) +
Spell (1 min./level to 1 hr./level; +2 levels) = 4 th level Cascade Spell (compel; +2 levels) + Reach Spell (touch
(listed as 2nd). to medium; +1 level) + Extend Spell (1 rd. to 1
Dolorous MotesBED: Compel (dazing; 2nd level) + hr./level; +4 levels) + Creature-Specific Spell
Reach Spell (close to medium; +1 level) + Extend Spell (humanoids only; -2 levels) + Restricted Spell (access
(onset: inst. to 1 rd./level; +2 levels) + Shape Spell to Charm or Possession domain; -1 level) = 8 th level;
(target to cubes; +2 levels) + Cascade Spell (damage 3d4 Cha damage and telepathic commands (even self-
attribute: Wis; -1 level) = 6th level (listed as 3rd); those in destructive ones). AKA utter thrallAUG2; invest 400 x CL
affected cubes save each round or dazed 1 rd., but numen to maintain the effect indefinitely.
caster takes 1d4 Wis damage. Doom ChargeToB: Inure (slashing; 0 level) + Energy
Dominate Animal: Damage attribute (Cha; 1st level) Admixture (bludgeoning and piercing; +0 levels) +
+ Reach Spell (touch to close; +1 level) + Augment Channel Spell (+1 level) + Irresistible Spell (+2 levels) +
Spell (+3d4; +2 levels) + Cascade Spell (mindlink; +1 Maximize Spell (+2 levels) + Personal Spell (+1 level) +
level) + Creature-Specific Spell (animal; -2 levels) + Sudden Spell (+0 levels) + Reduce Spell (-1 level) = 5 th
Restricted Spell (access to Animal domain; -1 level) = level; [strike] grants you DR 10/― for 1 round; you
2nd level; 4d4 Cha damage and mental commands can activate as a swift action to make the [strike] at
possible. the end of a charge, etc.
Dominate ItemAUG2: Damage attribute (Cha; 1st level) Doom of the Seas SW: Summon (1st level) + Augment
+ Threnodic Spell (modified: intelligent items rather Spell (CR 15; +9 levels) + Ritual Spell (full round; -1
than undead; +0 levels) + Augment Spell (+2d4; +2 level) = 9th level; summons one half-fiend kraken.
levels) + Cascade Spell (mindlink; +1 level) + Reach DOOM OF THE SEAS CR 15
Spell (touch to medium; +1 level) = 5th level; intelligent Half-fiend kraken
item takes 3d4 Cha damage with respect to you, and NE Gargantuan magical beast [aquatic, evil, mollusc]
mental commands possible. Init +8; Senses blindsight 50 ft., darkvision 60 ft., low-light
Dominate Vermin: Damage attribute (Cha; 1st level) + vision; Perception +28
Reach Spell (touch to close; +1 level) + Augment Spell Languages Aquan, Common
(+3d4; +2 levels) + Cascade Spell (mindlink; +1 level) + AC 29, touch 18, flat-footed 22
Restricted Spell (access to Pestilence domain; -1 level) (-4 size, +3 Dex, +4 dodge, +5 insight, +11 natural)
+ Coaxing Spell (+0 levels) = 3rd level; 4d4 Cha damage hp 310 (20 HD; LW 155/HW 77); DR 10/good
and mental commands possible. Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 35
Fort +20, Ref +13, Int +14, Will +13

Spells (Grimoire), p. 104


Speed swim 60 ft., jet 240 ft. door only; -2 levels) = 0 level; you can see through
Melee 2 +5 arms +30 (2d6+19/19-20 plus grab), doors, out to Close range.
8 +5 tentacles +26 (1d8+12 plus grab), and Door WarningAUG: Augury (2nd level) + Cross-Class
bite +23 (1d8+7) Spell (arcane; +1 level) + Object-Specific Spell (door
Base Atk +15; CMB +33 (grapple +38); CMD 51 touched during casting; +2 levels) + Delay Spell
Special Atks constrict, rend (4d6+21 plus 1d8 bleed), smite (activating condition; +1 level) = 2 nd level (listed as 0);
1/day (+6/+20) the next time designated door opens, you learn the
Spell-Like Abilities (CL 20th, capacity 15th)
name of who or what opened it (e.g., “Bob Smith” or
1/day—blasphemy (DC 22), control weather, horrid
“the wind.”).
wilting (DC 24)
3/day—control winds Doorway to ElsewhereAUG2: Alter senses (0 level) +
At will—darkness, dominate animal (DC 18), resist Augment Spell (vision; +1 level) + Cascade Spell
energy, greater magic fang (dimensional skip; +1 level) + Shape Spell (target to
Attributes Str 39, Dex 19, Con 33, Int 25, Wis 20, Cha 22 wall; +1 level) + Widen Spell (10-ft. to 2.5-ft. squares;
Feats Bleeding Strike, Blind-Fight, Canny Defense, Cleave, 2 levels) + Reach Spell (close to interplanar; +6 levels)
Dodge, Improved Critical (arms), Improved GrappleB, + Extend Spell (inst. to 1 hr./level; +5 levels) + Mishap
Improved Initiative, MultiattackB, Multiweapon FightingB, Possibility (ad hoc -1 level) + Ritual Spell (-2 levels) =
Skirmish, Two-Weapon Strike, Venomous Natural Attack 9th level; 1-way door allows viewing of, and travel to,
(ink) destination chosen. Invest 9,000 x CL numen to make
Skills Athletics (20/+37; swim +43), Bluff (20/+26), the doorway permanent.
Concentration (20/+29), Diplomacy (20/+26), Knowledge Doppelganger TransformationRE: Polymorph
(planes) (20/+28), Perception (20/+28), Spellcraft (monstrous humanoid; 3rd level) + Effect-Specific Spell
(20/+27), Stealth (20/+15), Survival (20/+25) (doppelganger; -2 levels) + Cascade Spell (attribute
Ink Cloud (Ex) 80’r., total concealment and acts as contact boost; +1 level) + Mass Effect Spell (1/3 levels; +2
poison to non-krakens (contact DC 31, 1d2 Str/round for levels) + Cascade Spell (non-extended barkskin; +1
6 rounds, cure 1 save). The ink persists for 1 minute. level) + Personal Spell (-1 level) = 4 th level (listed as
DoomhoundDHD: Spook (0 level) + Cascade Spell 7th); you become a doppelganger, +2 Str, Con, Cha
[(figment; +1 level) + Cross-Class Spell (+1 level) + (and Wis if CL 9th+, Dex if 12th, +4 Str at 15th, +4 Cha at
Phantasmal Spell (-1 level)] + Accursed Spell (+1 level) 18th) and bonus to natural armor of +2 +1/4 levels, plus
+ Fell Frightening (+1 level) = 3 rd level; victim stalked darkvision 60 ft., +2 to saves vs. enchantments.
by phantom black hound, is frightened 1 rd./level DoublespeakCM: Glamer (0 level) + Variable Spell
(Will shaken). Invest 150 x CL numen to extend effect (scripted; +1 level) + Mass Effect Spell (1 creature/3
until remove curse or remove fear used. levels; +2 levels) + Extend Spell (1 rd./level to 1
DoomtideCD: Wisp (0 level) + Cascade Spell (inertia; min./level; +1 level) + Reach Spell (close to touch; -1
+1 level) + Augment Spell (daze; +2 levels) + Extend level) + Restricted Spell (bard; -1 level) = 2 nd level;
Spell (fog: 1 min./level to 1 rd./level; -1 level) + Shape subjects’ actual conversation is concealed by scripted
Spell (target to cubes; +2 levels) + Selective Spell (+2 illusion (auditory and visual components).
levels) + Pattern Spell (-1 level) = 5 th level (listed as DowndraftRR2: Zephyr (0 level) + Cascade Spell
4th); short-lived fog obscures vision and dazes 1 rd. (alter senses: hearing; +1 level) + Cascade Spell (topple;
(save each round while within), you and allies +1 level) + Reach Spell (close to personal; -1 level) +
immune. Cascade Spell (wisp; +1 level) + Shape Spell (target to
DoomwailRR: Spook (0 level) + Fell Frightening (+1 burst; +2 levels) + Reduce Spell (severe to strong; -1
level) + Cascade Spell (alter senses; +1 level) + Cascade level) + Restricted Spell (race or bloodline, mystery,
Spell (inertia; +1 level) + Augment Spell (daze; +2 domain, etc. with [air] descriptor; -1 level) = 3 rd level
levels) + Shape Spell (target to cone; +1 level) = 6 th (listed as 2nd); 20’r. burst of severe wind also creates
level (listed as 5th); those in 30-ft. cone dazed 1 rd., dust cloud, deafens 1 rd./level, and knocks prone.
panicked and deafened 1 rd./level (shaken 1 rd./level DracomorphDr297: Form of the dragon III (q.v.; 8th
even if save). level) – Personal Spell (+1 level) + Augment Spell
Door SightAPG: Alter senses (0 level) + Augment (attributes; +1 level) + Creature-Specific Spell
Spell (vision; +1 level) + Extend Spell (1 rd./level to 1 (humanoid to bronze dragon only; -2 levels) + Extend
min./level; +1 level) + Location-Specific Spell (through Spell (1 min./level to 1 hr./level; +2 levels) + Ritual

Spells (Grimoire), p. 105


Spell (full round; -1 level) = 9th level; subject becomes (Shape Spell: cone, or Reach Spell: medium; +1 level) +
a Huge bronze dragon: +10 Str, -4 Dex, +4 Con, +6 Still Spell (+1 level) + Reduce Spell (15d6 to 10d6; -1
natural armor +1/2 levels (max. +16 total at CL 20th), level) = 4th level; damage cap 14d6, divisible among
low-light vision, darkvision 120 ft., blindsight 60 ft., multiple breaths (each released as a standard action).
fly 120 ft., swim 120 ft., 6 natural attacks (bite 3d6, 2 Drain Away SpeedAUG: Celerity (0 level) + Variable
claws 2d6, 2 wings 1d8, tail slap 2d6), breath weapon, Spell (different speeds; +1 level) + Reach Spell (touch
electricity immunity, frightful presence, DR 10/+2, SR. to medium; +1 level) + Extend Spell (1 min./level to 1
Trade feats for Improved Overrun and Vital Strike to rd./level; -1 level) + Augment Spell (+10 ft. to +30 ft.;
gain trample (crush) ability. +1 level) = 2nd level; target’s speed reduced by 30 ft.
Draconic SuppressionPC: Enervation (4th level) + for 1 min./level.
Creature-Specific Spell (dragons only; -2 levels) = 2 nd Drain VitalityToB: Damage attribute (Con; 1st level) +
level; ray deals 1d4 temp. negative levels (apply vs. Channel Spell (+1 level) = 2 nd level; melee attack also
sorcerer levels first) to a dragon, causing loss of spells deals 1d4 Con damage (Fort half).
and/or spell-like abilities, possible reduction of breath Draw Upon Holy MightTM2: Attribute boost (0 level)
weapon damage, etc. + Variable Spell (select attribute at time of casting; +1
Dragon KnightSRD: Summon (1st level) + Augment level) + Augment Spell (+2 to +6; +2 levels) + Personal
Spell (CR 14 adult red dragon; +8 levels) = 9 th level Spell (-1 level) = 2nd level; you gain +6 enhacement to
(listed as epic); summons an adult red dragon for 1 one attribute for 1 rd./level.
rd./level. River dragonSW is Augmented 2 more steps Dread BlastPGF: Ray of entropy (1st level) + Cascade
(CR 17-18 black or bronze wyrm; +2 levels), has a full Spell (inertia; +1 level) + Augment Spell (daze; +2
round casting time (-1 level), and is Restricted (access levels) + Reach Spell (close to long; +1 level) = 5 th level;
to Water domain; -1 level) = 9th level (listed as epic). Close ranged touch deals up to 15d6 negative energy
Dragon Turtle ShellPC: Reduce (3rd level) + Effect- plus dazed 1 rd.
Specific Spell (damage dice only; -2 levels) + Cross- Dread WordBVD: Damage attribute (Cha; 1st level) +
Class Spell (+1 level) + Shielding Spell (+1 level) + Crippling Drain (+1 level) + Reach Spell (touch to
Augment Spell (1 step to 3 steps; +1 level) + Mass medium; +1 level) + Shape Spell (ray to target; +0
Effect Spell (1 attack/3 levels; +2 levels) + Tenuous levels) + Still Spell (+1 level) + Restricted Spell (evil
Spell (overcome by manufactured weapons; -1 level) + caster; -1 level) = 3rd level; 1d4 Cha drain at Medium
Extend Spell (1 min./level to 1 rd./level; -1 levels) + range (Will half; if successful, second save neg.).
Personal Spell (-1 level) = 3rd level; each round for 1 Dreaded FreezeAUG2: Spook (0 level) + Reach Spell
rd./level, damage dice for up to one natural or (close to medium; +1 level) + Extend Spell (1 rd./level
unarmed attack/3 levels are reduced by 3 steps. to 1 rd.; -1 level) + Mass Effect Spell (1/3 levels; +2
DragonbaneTM2: Hedge (dragons; 2nd level) + Shape levels) + Fell Frightening (+1 level) + Augment Spell
Spell (emanation to cubes; +0 levels) + Reach Spell (cowering; +1 level) = 4th level (listed as 1st); targets
(touch to medium; +2 levels) = 4th level (listed as 6th); cower, motionless, for 1 rd. (Will shaken instead).
dragons cannot physically enter area for 1 rd./level. DreadscapeHA: Ray of beguiling (1st level) + Cascade
Dragon BreathCD: Dragon’s breathAPG (3rd level) + Spell (spook; +1 level) + Mass Effect Spell (1/level; +3
Concentration Spell (standard; +1 level) = 4 th level; levels) + Extend Spell (1 rd./level to 10 min./level; +2
damage cap 10d6 (breathe each round). levels) + Phantasmal Spell (-1 level) + Reduce Spell (to
Dragon’s BreathAPG: Acid splash (0 level) + Variable panicked to unnerved and +20 to +15; -1 level) = 5 th
Spell (x2: choose shape and energy type at time of level (listed as 4th); unless disbelieve, subjects
casting; +2 levels) = 3rd level; damage cap 10d6. unnerved and determine reaction to others as if their
 Shape Spell (ray to line or ray to cone; +1 level) Cha were 1d6 +1/level (+15 max.) less than actual
 Versatile Evocation (electricity, cold or fire; +0 (hostile if reduced to 1).
levels). Dream SightCD: Detection (visual; 2nd level) + Reach
Spell (close to line of sight; +4 levels) + Extend Spell
Dragon’s BreathRR: Acid splash (0 level) + Variable
(concentration to 1 min./level; +2 levels) + Ritual Spell
Spell (Versatile Evocation: acid, cold, electricity, fire;
(full round; -1 level) + Restricted Spell (Dreamspun
+1 level) + Ray Splitting (+1 level) + Delay Spell
bloodline, etc.; -1 level) = 6th level; your spirit travels
(standard action trigger; +1 level) + Variable Spell
up to ¼ mile/min. and observes as it goes.

Spells (Grimoire), p. 106


Dreaming PuppetHH: PossessionOcA (3rd level) + levels) + Widen Spell (10-ft. to 5-ft. cubes; -1 level) +
Cross-Class Spell (enchantment [compulsion]; +1 Ritual Spell (-1 level) = 4 th level; by touch, you create a
level) + Reach Spell (touch to interplanar; +7 levels) + duplicate of any mundane, nonliving object that can
Extend Spell (1 hr./level to 1 min./level; -2 levels) + fit within one 5-ft. cube/level (no craft check needed
Ritual Spell (-2 levels) + Creature-Specific Spell due to template).
(sleeping target; -2 levels) = 5th level; you possess a Dust of TwilightAPG: Gloom (0 level) + Cascade
sleeping creature from any distance. Spell (touch of fatigue; +1 level) + Reach Spell (touch to
Dress CorpseUI: Shaping (2nd level) + Object-Specific medium; +1 level) + Shape Spell (ray to emanation; +2
Spell (corpse; -2 levels) + Cascade Spell (skill levels) + Widen Spell (20’r. to 10’r.; -1 level) = 3 rd level;
enhancement: Heal; +1 level) + Widen Spell (1 cu. reduces ambient light by 2 steps and save or fatigued
ft./level to 8 cu. ft./level; +1 level) = 2 nd level; make in 10’r. area.
state of corpse seem to match cause of death you Dust WardMC: Ray of entropy (1st level) + Reach Spell
decide (opposed Heal check to interpret correctly, and (close to touch; -1 level) + Overwhelming Evocation
you get +1/2 levels bonus). (+2 levels) + Irresistible Spell (+2 levels) + Selective
Drowning GlanceCM: Touch of fatigue (0 level) + Spell (+1 level) + Delay Spell (time delay; +1 level) +
Reach Spell (touch to close; +1 level) + Augment Spell Variable Spell (two activating conditions; +1 level) +
(exhausting; +1 level) + Fell Fatigue (+1 level) + Extend Ritual Spell (full round; -1 level) = 6 th level; item takes
Spell (1 min./level to 1 rd.; -2 levels) = 1 st level; target 1d6 negative energy/level (max. 15d6; no SR, bypasses
is exhausted 1 rd. (Fort fatigued). hardness and energy resistance) after 1 hour of being
Drug ResistanceBVD: Warding (addiction; 1st level) + held/worn by unauthorized creature type, or if
Extend Spell (1 min./level to 1 hr./level; +3 levels) + studied to learn properties, etc. Requires investment
Effect-Specific Spell (drug addiction only; -2 levels) = of 300 x CL numen as a latent spell effect.
2nd level.
Druid GroveMW: Spell (6th level or below) + Delay E
Spell (standard; +2 levels) + Mass Effect Spell (1/3 Eagle Aerie : Summon (1st level) + Augment Spell
UM

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

Spells (Grimoire), p. 107


Spell (10d6 to 5d6; -1 level) = 2nd level; rock bursts on  IcebergFB: Energy mace (0 level) + Cascade Spell
command for 5d6 damage (half bludgeoning, half (bind; +1 level) +Augment Spell (pin; +3 levels) +
piercing) in 20’r. Reach Spell (close to long; +1 level) + Shape Spell
Earth TremorUW: Energy mace (0 level) + Variable (target to spread; +2 levels) + Widen Spell (20’r. to
Spell (+1 level): 60’r.; +2 levels) + Restricted Spell ([cold] bloodline,
 Shape Spell (ray to line or ray to cone; +1 level); etc.; -1 level) = 8th level (listed as 9th); damage cap
 Shape Spell (ray to spread; +2 levels) + Reach Spell 20d6 bludgeoning plus pinned in 60’r. (Reflex
(close to personal; -1 level) = +1 level. half/neg.).
 Stone AssaultRR2: Energy mace (0 level) + Cascade
+ Residual Spell (+1 level) = 3rd level; damage cap 10d6
Spell (bind; +1 level) + Augment Spell (pin; +3
(divine 5d6) bludgeoning, plus leaves area of difficult
levels) + Reach Spell (close to long; +1 level) +
terrain.
Shape Spell (ray to cubes; +2 levels) + Restricted
EarthboltCA: Energy mace (0 level) + Shape Spell
Spell (access to Earth domain; -1 level) = 6 th level
(ray to line; +1 level) + Location-Specific Spell (earth
(listed as 7th); damage cap 15d6 plus pinned 1
or stone ground or floor; -1 level) + Irresistible Spell
rd./level in one 10-ft. cube/level.
(+2 levels) + Residual Spell (+1 level) = 3 rd level;
 VortexAPG: Energy mace (0 level) + Cascade Spell
damage cap 10d6 (no SR) and difficult terrain.
(bind; +1 level) + Augment Spell (pin; +3 levels) +
Earthen ClawAUG: Invocation of the knife (0 level) +
Reach Spell (close to long; +1 level) + Shape Spell
Cascade Spell (topple; +1 level) + Augment Spell (5d6
(ray to vertical cone; +1 level) + Extend Spell (inst.
to 10d6; +1 level) = 2nd level; close ranged touch deals
to 1 rd./level; +2 levels) + Location-Specific Spell (in
1d6 slashing/level (max. 10d6) and knocks prone.
water only; -2 levels) = 6th level; damage cap 15d6
Earthen GraspCA: Bind (0 level) + Augment Spell
bludgeoning plus pinned (and subject to damage
(grapple; +2 levels) + Extend Spell (inst. to 1 rd./level;
each round until freed).
+2 levels) + Location-Specific Spell (unworked earth;
2 levels) = 2nd level; makes 1 grapple attempt/round. Ease of BreathFB: Bestow feat (Favored Terrain:
Earthquake: Energy mace (0 level) + Lingering mountains; 1st level) + Extend Spell (1 rd./level to 1
Evocation (+1 level) + Cascade Spell (bind; +1 level) + hr./level; +4 levels) + Effect-Specific Spell (altitude
Augment Spell (pin; +3 levels) + Reach Spell (close to affinity only; -2 levels) = 3rd level (ranger 1st).
long; +1 level) + Shape Spell (target to spread; +2 Ease PainBED: Remove condition (pain; 1st level) +
levels) + Widen Spell (20’r. to 60’r.; +2 levels) + Reduce Augment Spell (moderate conditions; +1 level) = 2 nd
Spell (25d6 to 10d6; -3 levels) = 7th level; 10d6 level; removes minor and moderate fatigue, nonlethal
bludgeoning (divine 5d6) and pinned under rubble damage, sickening, etc. from [pain] effects.
(+1d6/round). Variants: Easy ClimbCAd: Skill enhancement (Athletics; 0 level)
+ Reach Spell (close to medium; +1 level) + Shape
 Cave FangsUW: Energy mace (0 level) + Energy
Spell (target to line; +1 level) + Widen Spell (5 ft. wide
Admixture (piercing; +0 levels) + Cascade Spell
to 10 ft. wide; +1 level) + Extend Spell (1 min./level to
(topple; +1 level) + Cascade Spell (bind; +1 level) +
10 min./level; +1 level) + Location-Specific Spell
Shape Spell (target to cubes; +2 levels) + Widen
(vertical surface; -1 level) + Restricted Spell (ranger;
Spell (10-ft. cubes to 5-ft. cubes; -1 level) + Variable
2 levels) = 1st level (listed as 3rd); +1/2 levels (+10
Spell (cubes need not be adjacent; +1 level) + Delay
max.) to climb surface (10’ft. wide area, to a height up
Spell (area entered; +1 level) = 5 th level; damage
to Medium range) for 10 min./level.
10d6 (half piercing, half bludgeoning) plus
EchoUW: Figment (0 level) + Cross-Class Spell (+1
knocked prone and entangled in rubble (Reflex
level) + Variable Spell (+1 level) + Reduce Spell (no
half/neg.), and leaves difficult terrain 1 rd./level.
visual component; -1 level) = 1st level; as ghost sound,
 Great Worm of the Earth CM: Energy mace (0 level) +
but speech possible, either repeat same sound for 1
Enegy Admixture (acid; +0 level) + Cascade Spell
rd./level, or change sound (and apparent source
(bind; +1 level) + Augment Spell (pin; +3 levels) +
location, within area) as a standard action.
Extend Spell (inst. to 1 rd./level; +2 levels) +
EclipseRR: Gloom (0 level) + Cascade Spell (warding:
Restricted Spell (access to Earth domain, etc.; -1
light; +2 levels) + Irresistible Spell (+2 levels) + Extend
level) = 5th level; damage cap 15d6 (half
Spell (1 rd./level to 10 min./level; +2 levels) + Widen
bludgeoning, half acid) per round plus pin.

Spells (Grimoire), p. 108


Spell (20’r. to 5 mi./level; +9 levels) + Ritual Spell (-2 Effortless ArmorUC: Bestow feat (Skill Focus:
levels) + Restricted Spell (shadow bloodline, mystery, Endurance; 1st level) + Cascade Spell (skill
etc.; -1 level) + Reduce Spell (5 steps to 2 steps; -3 enhancement: Endurance; +1 level) + Effect-Specific
levels) = 9th level; light reduced by 2 steps across large Spell (reduce armor penalty only; -2 levels) + Extend
area lasts 10 min./level, cannot be alleviated with Spell (1 rd./level to 1 hr./level; +3 levels) + Personal
mundane or magical light sources. Spell (-1 level) = 2 nd level; reduces ACP by 1 + 1/6
EclipseSRD: Gloom (0 level) + Extend Spell (1 levels.
rd./level to 1 hr./level; +4 levels) + Widen Spell (20’r. Ego WhipSRD: Damage attribute (Cha; 1st level) +
to 5 mi.; +7 levels) + Ritual Spell (-2 levels) + Personal Reach Spell (touch to close; +1 level) + Cascade Spell
Spell (-1 level) + Reduce Spell (4 steps to 3 steps; -1 (compel: daze; +2 levels) + Creature-Specific Spell
level) = 7th level (listed as epic); area of darkness in 5- (humanoid; -2 levels) = 2nd level; 1d4 Cha damage
mile radius emanation around you lasts 1 hr./level. plus dazed 1 rd. (Will half/neg.).
Ecstasy, Gulaben’sRR2: Damage attribute (Wis; 1st Ego Whip IOcA: Ray of beguiling (1st level) + Variable
level) + Cascade Spell (spook; +1 level) + Mass Effect Spell (choose mental attribute at time of casting; +1
Spell (also Cha; +1 level) + Crippling Drain (+1 level) + level) + Cascade Spell (inertia; +1 level) + Augment
Extend Spell (1 rd./level to 1 min./level; +1 level) + Spell (stagger; +1 level) + Silent Spell (+1 level) +
Reduce Spell (panicked to shaken; -1 level) = 4 th level Reduce Spell (+15 to +5; -2 levels) = 3rd level; target
(listed as 5th); touch deals 1d4 Wis and Cha damage takes 1d6 + ½ levels (+5 max.) penalty to one mental
(up to 1d4 total is drain) and unnerves 1 min./level attribute for 1 rd./level and is staggered 1 rd. (Will
(Will half/neg.). half/neg.).
Ectoplasmic ArmorLM: Mage armor (1st level) + Ego Whip IIOcA: Ray of beguiling (1st level) + Variable
Augment Spell (+8 total bonus; +3 levels) + Effect- Spell (choose mental attribute at time of casting; +1
Specific Spell (incorporeal attacks only; -2 levels) + level) + Cascade Spell (inertia; +1 level) + Augment
Personal Spell (-1 level) = 1st level; you gain +8 armor Spell (stagger; +1 level) + Silent Spell (+1 level) +
bonus vs. incorporeal attacks. Extend Spell (1 rd. to 1 rd./level; +1 level) + Tenuous
Ectoplasmic ShamblerSRD: Wisp (0 level) + Cascade Spell (-1 level) + Reduce Spell (+15 to +10; -1 level) =
Spell (dispel; +1 level) + Extend Spell (inst. to 1 rd.; +1 4th level; target takes 1d6 + ½ levels penalty to one
level) + Cascade Spell (ray of entropy; +1 level) + Shape mental attribute and is staggered 1 rd./level or until
Spell (target to cubes; +2 levels) + Reach Spell (touch save (Will half/neg.).
to long; +2 levels) + Concentration Spell (+1 level) + Ego Whip IIIOcA: Ego whip IIOcA (4th level) – Tenuous
Ritual Spell (full round; -1 level) + Reduce Spell (20d6 Spell (+1 level) = 5th level; target takes 1d6 + 1/level
to 10d6; -2 levels) = 5th level; area deals negative (+15 max.) penalty to one mental attribute and is
energy damage (10d6/rd., Fort half), obstructs vision, staggered 1 rd./level (Will half/neg.).
forces opposed Concentration checks to cast spells Ego Whip IVOcA: Ego whip IIIOcA (5th level) – Reduce
while you concentrate. Spell (+1 level) = 6th level; target takes 1d6 + 1/level
Ectoplasmic SnareOcA: Bind (0 level) + Cascade Spell (+20 max.) penalty to one mental attribute and is
(energy mace; +1 level) + Augment Spell (grapple; +1 staggered 1 rd./level (Will half/neg.).
level) + Fell Entangling (+1 level) + Extend Spell (1 ElationBEM: Attribute boost (Str; 0 level) + Cascade
rd./level to 1 rd.; -1 level) + Concentration Spell Spell (attribute boost: Dex; +1 level) + Consecrate Spell
(standard; +1 level) = 3 rd level; damage cap 10d6 (+1 level) + Cascade Spell (celerity; +1 level) + Extend
bludgeoning and grappled (Reflex half/entangled) Spell (1 min./level to 1 rd./level; -1 level) + Shape Spell
while you concentrate. (target to spread; +2 levels) + Widen Spell (20’r. to
Efficacious Monster WardTM2: Hedge (2nd level) + 60’r.; +2 levels) + Reduce Spell (+60 ft. to +5 ft.; -3
Shape Spell (emanation to cubes; +0 levels) + Still levels) = 3rd level; +2 morale bonus to Str and Dex, and
Spell (+1 level) + Mass Effect Spell (1 creature +5 ft. speed, to those in 120’r.
type/level; +3 levels) + Expedient Spell (individual Electric VengeancePHII: Inure (electricity; 0 level) +
HD; -1 level) + Restricted Spell (access to Protection or Cascade Spell (electric arc; +1 level) + Shielding Spell
Riftwarden domain; -1 level) = 4th level; creatures of 8 (+1 level) = 2nd level; you gain resistance 5/2 levels (30
HD or less of 1 type/level are hedged out of area for 1 max.) to electricity for 1 min./level, and the next
rd./level. attacker to hit you in melee takes up to 1d6

Spells (Grimoire), p. 109


electricity/level (max. 10d6 arcane or 5d6 for divine appropriate elemental descriptor; -1 level) = 9 th level;
caster). AKA vivid dischargeAUG2. Variants: choose one element: you gain immunity to
 Defensive ShockUM: Electric arc (0 level) + Ray appropriate energy type and to attacks from
Splitting (+1 level) + Reach Spell (close to touch; -1 elemementals of that element, and can survive,
level) + Shielding Spell (+1 level) + Delay Spell (+1 breathe, move, etc. on the appropriate elemental
level) = 2nd level; damage cap 12d6 electricity (half plane.
on first discharge, then half of remainder, etc.). Elemental Body ICRB: Polymorph (elemental; 3rd
 Greater electric vengeancePHII also Cascades inertia level) + Personal Spell (-1 level) + Variable Spell (+1
(+1 level) + Augment Spell (dazing; +2 levels) = 5 th level: Cascade Spell (attribute boost or enhancement:
level; damage cap 15d6 plus dazed 1 rd. natural AC; +1 level)) = 4th level
 Lethene’s inner stormRR2 is Bane (metal-armored; +0 Elemental Body IICRB: Polymorph (elemental; 3rd
levels), Personal (-1 level), Extended (1 rd./level; +2 level) + Personal Spell (-1 level) + Cascade Spell
levels), Mass Effect (1 attack/level; +3 levels), and (attribute boost; +1 level) + Cascade Spell (enhancement:
Reduced (-1 level) = 5th level; one melee natural AC; +1 level) + Augment Spell (better natural
attack/level per round hitting you deals up to 10d6 AC) = 5th level.
electricity to the attacker (arcane 15d6; 10d8/15d8 if Elemental Body IIICRB: Elemental body II (5th level) +
metal-armored). Cascade Spell (enlarge self; +1 level) = 6th level.
 Radiant shieldBED is Extended to 1 rd./level (+2 Elemental Body IVCRB: Polymorph (elemental; 3rd
levels) = 4th level; attackers take 1d6 +1/level (+15 level) + Creature-Specific Spell (specific element; -2
max.) electricity per hit. levels) + Personal Spell (-1 level) + Cascade Spell
(attribute boost; +1 level) + Mass Effect Spell (1/3 levels;
Electrical Screen, Otiluke’sGA: Electric arc (0 level) +
+2 levels) + Cascade Spell (enlarge self; +1 level) +
Conductive Evocation (+1 level) + Cascade Spell (bind;
Augment Spell (Huge; +1 level) = 7th level; +6 Str, -2
+1 level) + Shape Spell (ray to wall; +1 level) + Widen
Dex, +2 Con, +2 Wis (and +2 Cha at 15 th, +2 Int at 18th),
Spell (20-ft. squares; +1 level) + Extend Spell (inst. to 1
+4 natural AC, elemental traits as shown. AKA
rd./level; +2 levels) + Reduce Spell (15d6 to 10d6; -1
elemental bodyMP.
level) = 5th level; 10d6 electrical and entangled 1
Elemental BurstCA: Variable Spell (invisible needle,
rd./level.
jet of flame, or topple; +1 level) + Shape Spell (target to
Elemental AuraAPG: Ray of frost (0) + Shape Spell
burst; +2 levels) + Widen Spell (20’r. to 10’r.; -1 level) +
(ray to emanation; +3 levels) + Reach Spell (close to
Reduce Spell (5d6 to 1d6; -1 level) = 1st level; deal 1d6
personal; -1 level) + Extend Spell (inst. to 1 rd./level;
damage or knock prone in 10’r. burst.
+2 levels) + Personal Spell (-1 level) + Variable Spell
Elemental EyeCM: Alter senses (0 level) + Augment
(+2 levels; see below) + Reduce Spell (15d6 to 1d6; -3
Spell (vision; +1 level) + Reach Spell (close to long; +1
levels) = 3rd level; damage 1d6/rd. plus additional
level) + Extend Spell (1 rd./level to 1 min./level; +1
effect in 20’r. emanation around you:
level) + Irresistible Spell (not blocked by stone; +2
 Versatile evocation (acid; +0 levels) + Cascade Spell levels) + Location-Specific Spell (scrying sensor must
(sickening touch; +1 level); be placed in advance; -1 level) + Delay Spell (+1 level)
 Versatile evocation (cold; +0 levels) + Cascade Spell + Ritual Spell (full round; -1 level) + Restricted Spell
(touch of fatigue; +1 level); (wu jen; 1 level) = 3rd level; as clairvoyance, but you
 Versatile evocation (electricity; +0 levels) + Cascade place focus in advance (which then becomes the
Spell (bind; +1 level); sensor) and it activates some time thereafter (either by
 Versatile evocation (fire; +0 levels) + Lingering standard action concentration or in response to pre-
Evocation (2d6, +1 level). set trigger).
Elemental AuraTM2: Warding (1st level) + Variable Elemental KissRR2: Polymorph (elemental; 3rd level) +
Spell (choose element at time of casting; +1 level) + Extend Spell (1 min./level to 1 rd./level; -1 level) +
Irresistible Spell (+2 levels) + Cascade Spell (hedge; +2 Cascade Spell (spark of life; +2 levels) + Cascade Spell
levels) + Personal Spell (-1 level) + Cascade Spell (neutralize poison; +4 levels) + Cross-Class Spell (+1
(planar adaptation; +4 levels) + Extend Spell (1 rd./level level) + Reduce Spell (-1 level) = 8 th level (7th with
to 10 min./level; +2 levels) + Ritual Spell (full round; -1 access to appropriate elemental domain); subject
level) + Restricted Spell (bloodline, school, etc. with healed 1d6/level (max. 20d6), cured of poisons, and

Spells (Grimoire), p. 110


gains elemental type (including DR, senses,  Augment Spell (stun; +3 levels) + Extend Spell (1
immunities, etc.) for 1 rd./level. rd. to 1 rd./level; +1 level) + Creature-Specific Spell
Elemental ProdME: PushPH1 (0 level) + Silent Spell (evil only; -2 levels) = +2 levels; or
(+1 level) + Cascade Spell (bolf of force; +2 levels) +  Augment Spell (daze; +2 levels)
Creature-Specific Spell (elementals only; -2 levels) + + + Shape Spell (target to burst; +2 levels) = 5th level;
Selective Spell (+1 level) + Concentration Spell stuns evil creatures 1 rd./level; others dazed 1 rd.
(standard; +1 level) + Ritual Spell (full round; -1 level) Emerald Energy Shield, Nezram’sLEF: Inure (sonic; 0
= 2nd level; pushes elemental 20 ft./rd. with level) + Cascade Spell (warding; +2 levels) + Mass
concentration; you can choose to deal 1d6 force/level Effect Spell (1/3 levels; +2 levels) = 4th level; subject
(max. 10d6) if it resists. gains resistance to sonic 5/2 levels (max. 30) and temp.
Elemental Swarm: Summon (1st level) + Reach Spell immunity to deafness and compulsions, plus
(close to medium; +1 level) + Augment Spell (CR 10 [language-dependent] spells at CL 9th, charms at 12th,
greater elemental; +5 levels) + Augment Spell (1d3 etc. for 1 min./level.
Huge elementals plus 1d4+1 Large elementals = 1d4+1 Emotion ReadTM2: Detection (emotions; 2nd level) –
greater elementals; +1 level) + Extend Spell (1 rd./level Concentration Spell (-1 level) = 1st level; provides
to 10 min./level; +2 levels) + Ritual Spell (full round; -1 instantaneous reading of subject’s dominant emotion.
level) = 9th level; summons one greater elemental, 1d3 Emotive BlockOcA: Compel (don’t cast spells; 2 nd
Huge elementals, and 1d4+1 Large elementals of the level) + Silent Spell (+1 level) + Extend Spell (1 rd. to 1
same type. rd./level; +1 level) + Creature-Specific Spell (special; -2
Elemental TouchAPG: Acid splash (0) + Concentration levels) = 2nd level; creature with any [fear] or non-
Spell (standard action; +2 levels) + Reach Spell (close harmless [emotion] condition cannot cast spells or use
to touch; -1 level) + Channel Spell (+1 level) + Reduce spell-like abilities for 1 rd./level.
Spell (-2 levels) + Variable Spell (+2 levels; see below) Empathic FeedbackSRD: Whelm (0 level) + Shielding
= 2nd level; touch or attack deals +1d6 energy damage Spell (+2 levels) + Reach Spell (close to touch; -1 level)
plus sickened, fatigued, entangled, or catch on fire. + Extend Spell (inst. to 10 min./level; +4 levels) +
 Versatile evocation (acid; +0 levels) + Cascade Spell Personal Spell (-1 level) + Reduce Spell (+15 to +5; -2
(sickening touch; +1 level) levels) = 3rd level; melee attackers take 1d6 + 1/level
 Versatile evocation (cold; +0 levels) + Cascade Spell (+5 max.) nonlethal damage per hit.
(touch of fatigue; +1 level) Empathetic Resonance, Madriel’s RR: Blessing (0
 Versatile evocation (electricity; +0 levels) + Cascade level) + Hex Spell (+0 levels) + Augment Spell (-2
Spell (bind; +1 level) penalty; +1 level) + Extend Spell (10 min./level to 1
 Versatile Evocation (fire; +0 levels) + Lingering hr./level; +1 level) + Accursed Spell (+1 level) + Effect-
Evocation (+1 level). Specific Spell (only while attempting to harm others; -
Elemental WardCA: Compel (leave w/o attacking; 2nd 2 levels) = 1st level; target is -2 to attacks, damage,
level) + Creature-Specific Spell (specific elemental saves vs. fear while attempting to harm others.
type; -2 levels) + Shape Spell (emanation; +2 levels) + Empathic SurgeRRO: MindlinkSRD (1st level) + Reach
Widen Spell (20’r. to 60’r.; +2 levels) + Extend Spell (1 Spell (close to touch; -1 level) + Cascade Spell (spook;
rd. to 1 rd./level; +1 level) + Restricted Spell (wu jen, +1 level) + Shape Spell (target to emanation; +2 levels)
elementalist, etc.; -1 level) = 4th level; turns elementals. + Widen Spell (20’r. to 60’r.; +2 levels) + Extend Spell
Embrace the WildCAd: Polymorph (animal; 3rd level) + (1 rd./level; to 1 min./level; +1 level) + Restricted Spell
Effect-Specific Spell (senses only; -1 level) + Personal (fear only transferred if you are under effect; -1 level)
Spell (-1 level) + Still Spell (+1 level) + Extend Spell (1 + Reduce Spell (panicked to shaken; -2 levels) = 3 rd
min./level to 10 min./level; +1 level) + Restricted Spell level; you broadcast your emotions to those in 60’r.,
(ranger or access to Animal domain; -1 level) = 2 nd and they become shaken if you are.
level; gain animal senses for 10 min./level. Empathic TransferRRO: MindlinkSRD (1st level) +
Emerald BurstBEM: Inertia (0 level) + Variable Spell Reach Spell (close to touch; -1 level) + Cascade Spell
(+1 level): (spook; +1 level) + Cascade Spell (sickening touch; +1
level) + Cascade Spell (lesser confusion; +1 level) +
Reach Spell (touch to medium; +1 level) + Shape Spell

Spells (Grimoire), p. 111


(target to emanation; +2 levels) + Widen Spell (20’r. to condition; +1 level) = 3rd level; you get a mental alert if
40’r.; +1 level) + Extend Spell (1 rd./level; to 1 the subject performs a specific action specified during
min./level; +1 level) + Restricted Spell (conditions only casting.
transferred if subject is under effects; -2 levels) + Enemy’s HeartARG: Spark of life (1st level) + Augment
Reduce Spell (panicked to shaken; 2 levels) = 4th Spell (+1/level; +1 level) + Cascade Spell (attribute
level; thoughts of subject within range are broadcast boost: Str; +1 level) + Corrupt Spell (+1 level) + Extend
to those in 40’r., and they become confused, shaken, Spell (1 min./level to 10 min./level; +1 level) +
or sickened if the subject is. Personal Spell (-1 level) + Restricted Spell (orc or half-
Empyreal EcstasyBED: Remove condition (pain; 1st orc; -1 level) + Ritual Spell (full round; -1 level) +
level) + Cascade Spell (warding: compulsions; +2 Location-Specific Spell (adjacent to helpless, living
levels) + Cascade Spell (warding: other [mind- creature; -2 levels) + Channel Spell (+1 level) = 1st
affecting]; +1 level) + Mass Effect Spell (1 level; your coup de grâce blow grants you +2 profane
creature/level; +3 levels) + Ritual Spell (full round; -1 bonus to Str and 1d6 +1/level temp. hp (max. +5) for
level) = 6th level; removes minor, moderate, and 10 min./level.
serious [pain] effects affecting up to 1 subject/level, Energetic HealingBED: Warding (1st level) + Variable
and wards 1 min./level against [mind-affecting] Spell (choose energy type at time of casting; +1 level)
spells. + Cascade Spell (spark of life; +1 level) + Shielding Spell
 Sublime revelryBED also Cascades inure (slashing; +1 (+1 level) + Extend Spell (1 min./level to 10 min./level;
level) + Energy Admixture (bludgeoning and +1 level) = 5th level; subject immune to 1 energy type
piercing; +0 levels) + Maximize Spell (+2 levels) = and heals half damage it would have caused (up to
9th level; removes [pain] effects, provides DR 15d6 total over spell duration) when targeted.
15/adamantine, and wards against [mind- Energize PotionBED: Sound lance (1st level) + Variable
affecting] for 1 subject/level. Spell (Versatile Evocation: choose at time of casting;
+1 level) + Splash Evocation (+0 levels) + Shape Spell
End to StrifeBED: Energy mace (0 level) + Consecrate
(ray to burst; +2 levels) + Widen Spell (20’r. to 10’r.; -1
Spell (+1 level) + Variable Spell (Merciful Spell if
level) + Expedient Spell (special; -1 level) = 2 nd level;
desired; +1 level) + Ray Splitting (+1 level) + Creature-
thrown potion or alchemical flask explodes for up to
Specific Spell (makes attack; -2 levels) + Shape Spell
1d6/spell level of potion (max. 5d6).
(ray to emanation; +2 levels) + Widen Spell (20’r. to
EnergumenMW: Resistance (0 level) + Augment Spell
120’r.; +3 levels) + Extend Spell (inst. to 1 rd./level; +2
(+1 level) + Cascade Spell (attribute boost: Str; +1 level)
levels) = 8th level; damage cap 28d6, divided among
+ Cascade Spell (attribute boost: Con; +1 level) + Reach
attacks. Those in 120’r. of you take 1d6/level after
Spell (touch to medium; +1 level) + Mass Effect Spell
each attack made (up to 14d6 each for 2 attacks, 9d6
(1/level; +3 levels) + Creature-Specific Spell (same
each for 3, 7d6 each for 4, etc.); damage can be either
nation, tribe, etc. and religion as you; -2 levels) +
half bludgeoning, half holy, or nonlethal (you choose
Restricted Spell (cultist; -1 level) = 3 rd level; +2 Str,
at time of casting).
Dex, and saves to one creature/level.
Endless FountRRO: Variable Spell (+1 level):
Energy AbsorptionCM: Variable Spell (+1 level):
 Creation (wine; 1st level) + Augment Spell
 Inure (sonic; 0 level) + Energy Admixture (acid,
(valuable; +1 level) + Reach Spell (touch to close; +1
cold, electricity, fire; +0 levels) + Concentration
level) + Widen Spell (1 cu. ft./level to 0.125 cu.
Spell (change to other variable as a swift action; +3
ft./level; -1 level) = 3rd level; produces up to 1
levels) + Interrupting Spell (+1 level) = +4 levels.
gallon/level of quality wine.
 Warding (choose 1 energy type; 1st level) +
 Energy mace (0 level) + Cascade Spell (topple; +1
Irresistible Spell (+2 levels) + Extend Spell (1
level) + Shape Spell (target to spread; +2 levels) +
min./level to 1 rd.; -2 levels) + Cascade Spell (spark
Widen Spell (20’r. to 5’r.; -2 levels) + Extend Spell
of life; +1 level) + Cross-Class Spell (arcane; +1
(inst. to 1 rd./level; +1 level) = 3rd level; geyser deals
level) + Delay Spell (+1 level) = +4 levels.
1d6 bludgeoning/level (max. 5d6) and knocks
prone, lasts 1 rd./level. + Extend Spell (1 min./level to 1 hr./level; +2 levels) =
7th level; subject gains resistance 8 each to acid, cold,
Enduring ScrutinyCM: Mindlink (1st level) +
electricity, fire, and sonic. As an immediate action,
Accursed Spell (+1 level) + Delay Spell (activating

Spells (Grimoire), p. 112


gains immunity to one type and also heals 1d6  Versatile Evocation (electricity; +0 levels) +
hp/level (max. 20d6) when exposed to it. Cascade Spell (bestow feat: Ability Focus; +1 level)
Energy AdaptationSRD: Inure (0 level) + Cascade + Reach Spell (close to touch; -1 level) + Shape Spell
Spell (light; +1 level) + Mass Effect Spell (1 energy (target to emanation; +2 levels) + Personal Spell (-1
type/level; +3 levels) + Personal Spell (-1 level) + level) + Extend Spell (inst. to 1 rd./level; +2 levels) +
Extend Spell (1 min./level to 10 min./level; +1 level) = Widen Spell (20’r. to 5’r.; -2 levels) + Reduce Spell
4th level; you gain resistance 5/2 levels (max. 30) (5d6 to 1d6; -1 level) = 2 nd level; damage 1d6/rd.
against 1 energy type/level for 10 min./level, and can electricity (with +2 to DC), 1.5d6 cold, 1.5d6 fire, or
convert energy damage to light in a 20’r. 1d6 sonic (ignores energy resistance and hardness) to
Energy AegisPHII: Inure (0 level) + Variable Spell all within 5 ft. of you (Fort half each round).
(choose type at time of casting; +1 level) + Reach Spell Energy ImmunityCA: Warding (1st level) + Variable
(touch to medium; +1 level) + Quicken Spell (+3 Spell (select energy type at time of casting; +1 level) +
levels) + Interrupting Spell (+1 level) + Extend Spell (1 Extend Spell (1 min./level to 1 hr./level; +2 levels) +
min./level to 1 rd.; -2 levels) + Reduce Spell (30 to 15; - Irresistible Spell (+2 levels) = 6th level; subject gains
1 level) = 3rd level; immediate casting grants ally long-lasting immunity to one energy type.
resistance 15 to one energy type for 1 rd. Energy LashAUG2: Bolt of force (2nd level) + Cascade
Energy ConversionSRD: Inure (0 level) + Mass Effect Spell (bind; +1 level) + Augment Spell (grapple; +1
Spell (1 energy type/level; +4 levels) + Extend Spell (1 level) + Ray Splitting (+1 level) + Concentration Spell
min./level to 10 min./level; +1 level) + Personal Spell (- (standard; +1 level) + Reduce Spell (20d6 to 1d6; -4
1 level) + Cascade Spell (sound lance, etc.; +1 level) + levels) = 2nd level; 1d6 force plus grappled, for up to 3
Delay Spell (when potential; +1 level) = 6 th level (listed iterative ranged touch attacks/rd. while you
as 7th); you gain resistance 5/2 levels (max. 40) against concentrate.
1 energy type/level for 10 min./level, and can convert Energy RaySRD: Sound lance (1st level) + Variable
energy damage resisted into close ranged attacks Spell (Versatile Evocation: choose cold, electricity, or
(damage cap 20d6). Variant: fire instead; +1 level) + Reduce Spell (10d6 to 5d6; -1
 Robe of ReflectionAUG2: Inure (0 level) + Variable Spell level) = 1st level; as sound lance, but choose energy type
(choose energy at time of casting; +1 level) + at time of casting.
Extend Spell (1 min./level to 1 rd./level; -1 level) +  Attack from withinAUG is Long range (+1 level),
Cascade Spell (sound lance; +1 level) + Versatile Shaped (ray to target; +0 levels), and not Reduced
Evocation (energy type appropriate to resistance; (+1 level) = 3rd level; damage cap 10d6 (Fort half).
+0 levels) + Reach Spell (close to long; +1 level) +  Energy ballSRD is Long range (+1 level) and affects a
Concentration Spell (partial action; +2 levels) = 4 th 20’r. burst (+2 levels) = 4th level; damage cap 10d6.
level; subject gains resistance 5/2 levels (max. 30) AKA sorcerous blastAUG.
to one energy type, and can redirect it as partial  Energy boltSRD is Long range (+1 level) and Shaped
action ranged touch attacks (damage cap 15d6). (line; +1 level) = 3rd level; damage 5d6 (Reflex half)
Energy EbbLM: Enervation (4th level) + Cross-Class in long-range line.
Spell (divine and non-necromancer Sor/Wiz; +1 level)  Energy burstSRD is Shaped (burst; +2 levels),
+ Extend Spell (inst. to 1 rd./level; +3 levels) + Widened (40’r.; +1 level), and Reach (close to
Tenuous Spell (-1 level) = 7th level; ray deals 1 personal; -1 level) = 3rd level; damage 5d6 in 40’r.
negative level/rd. for 1 rd./level. (save each round to (Reflex half).
end effect). The Necromancer specialist version (also  Energy coneSRD is Shaped (cone; +1 level) and
7th level) lacks the Cross-Class Spell and Tenuous Widened (60 ft.; +1 level) = 3rd level; damage 5d6 in
Spell feats. 60-ft. cone (Reflex half).
Energy EmanationFB: Sound lance (1st level) +  Energy currentSRD is Shaped (target; +0 levels), Mass
Variable Spell (+1 level): Effect (1/3 levels; +2 levels), Concentration
 Overwhelming Evocation (+1 level) (standard; +1 level), and not Reduced (+1 level) =
 Versatile Evocation (cold or fire; +0 levels) + 5th level; damage cap 15d6/rd. (Reflex half) to
Empower Spell (+1 level) multiple targets while you concentrate.

Spells (Grimoire), p. 113


 Energy flashFB is touch range (-1 level) and Cascades template of the same name (increase the damage
inertia (+1 level) + Augment Spell (dazing; +2 cap as the creature’s maximim allowable spell
levels); and is either Empowered, Overwhelming, level increases)
or Cascades bestow feat (Ability Focus) (+1 level) =  Energy ShroudAUG2: Energy sheathAUG (q.v.; 6th level) +
4th level; touch deals up 10d6 energy damage plus Ray Splitting (+1 level) + Channel Spell (+1 level) +
dazes 1 rd. Creature-Specific Spell (undead; -2 levels) + Mass
 Energy missileSRD includes Ray Splitting (+1 level) Effect Spell (1/level; +3 levels) + Reduce Spell (25d6
and Shape Spell (ray to target; +0 levels), and is not to 1d6 and +25 to +0; -5 levels) = 4 th level (listed as
Reduced (+1 level) = 3rd level (listed as 2nd); damage 5th); one undead/level gains +2 deflection, +1d6
cap 13d6, divided among multiple targets. energy damage (and melee attackers take like
 Energy pushSRD Cascades pushPH1 (+1 level) = 2nd amount). To maintain indefinitely, invest 1,000 x
level; damage cap 5d6 and bull rushed. CL numen.
 Energy retortSRD is Shielding (+1 level), Extended (1 Energy Siege ShotUC: Jet of flame (0 level) + Channel
min./level; +3 levels), Resistible (-1 level), and Spell (+1 level) + Extend Spell (inst. to 10 min./level;
Reduced 1 more step (15d6 to 5d6; -1 level) = 3 rd +4 levels) + Variable Spell (+2 levels worth of
level; ray targets first attacker within close range additional effects; +1 level) + Ritual Spell (-2 levels) +
each round for 5d6 energy (Reflex half). Reduce Spell (15d6 to 10d6; -1 level) = 6 th level; siege
 Energy stunSRD Cascades inertia (+1 level) + missiles from designated engine deal additional
Augment Spell (dazing; +2 levels), and is Shaped energy damage (select type and additional effects at
(burst; +2 levels), Widened (20’r. to 5’r.; -2 levels), time of casting) for 10 min./level:
and Reduced 2 more steps (15d6 to 1d6; -2 levels) =
 Versatile Evocation (acid; +0 levels) + Shape Spell
2nd level; 1d6 energy damage plus dazed 1 rd.
(burst; +2 levels); 10d6 acid in 20’r. burst.
(Reflex half/neg.) in 5’r. burst.
 Versatile Evocation (cold; +0 levels) + Lingering
 Energy vortexSC is Shaped (burst; +2 levels), Reach
Evocation (+1 level) + Cascade Spell (grease; +1
(close to personal; -1 level), and not Reduced (+1
level) = 10d6 cold plus 2d6/rd., and 5’r. area of
level) = 4th level; damage cap 10d6 (Reflex half) in a
slippery ice.
20’r. burst around you.
 Versatile Evocation (electricity; +0 levels) +
 Energy wallSRD is Shaped (wall; +1 level) and
Cascade Spell (inertia; +1 level) + Augment Spell
Concentration (standard; +1 level) = 3 rd level;
(stagger; +1 level) = 10d6 electricity and target
damage 5d6.
staggered 1 rd.
 Energy waveSRD is Shaped (cone; +1 level), Widened
 Versatile Evocation (fire; +0 levels) + Lingering
(30 ft. to 180 ft.; +3 levels), and nor Reduced (+1
Evocation (+2 levels) = 10d6 fire plus 4d6 burn.
level) = 6th level (listed as 7th); damage cap 15d6.
 Versatile Evocation (sonic; +1 level) + Cascade
Energy SheathAUG: Deflection (0 level) + Cascade Spell (alter senses: deafness; +1 level) = 10d6 sonic
Spell (sound lance; +2 levels) + Variable Spell (Versatile plus deafened 1 rd./level.
Evocation: acid, cold, electricity, or fire; +1 level) +  Versatile Evocation (force; +1 level) + Augment
Reach Spell (close to touch; -1 level) + Shielding Spell Spell (+1 level) = up to 15d6 force damage.
(+1 level) + Variable Spell (touch or shield; +1 level) +
Energy VulnerabilityPHII: Metaphysical feat (1st level)
Extend Spell (inst. to 1 rd./level; +2 levels) = 6 th level;
+ Augment Spell (Empower Spell; +1 level) + Effect-
you gain +2 deflection, touch attack for 1d6
Specific Spell (selected energy type; -2 levels) + Reach
energy/level (max. 15d6) and those hitting you in
Spell (touch to medium; +1 level) + Shape Spell (target
melee take 1d6 +1/level. Variants:
to burst; +2 levels) + Widen Spell (20’r. to 10’r.; -1
 Arcane BloodDr350: Jet of flame (or acid splash, ray of level) + Selective Spell (+1 level) + Extend Spell (inst.
frost, etc.; 0 level) + Shielding Spell (+2 levels) + to 1 rd./level; +2 levels) = 5th level (listed as 3rd);
Reach Spell (close to touch; -1 level) + Personal specified creatures in 10’r. gain vulnerability to
Spell (-1 level) + Extend Spell (inst. to 1 hr./level; +5 specified energy type for 1 rd./level. Variant:
levels) + Reduce Spell (+15 to +0; -4 levels) = 1 st
 Induce vulnerabilityAUG2 is Mass Effect (1/3 levels; +2
level; damage 1d6 per hit. In conjunction with the
levels) rather than Shaped (-1 level), and lasts 1
Permanent Spell feat, this can stand in for the
min./level (+1 level) = 7th level (listed as 3rd); 1

Spells (Grimoire), p. 114


creature/3 levels gains vulnerability to specified level; damage cap 20d6 acid plus 1d4 temp.
energy type for 1 min./level (Fort neg.). negative levels in 40’r. burst.
Enervating Shadow StrikeToB: Enervation (4th level)  Shade StormRR2: Enervation (4th level) + Cascade Spell
+ Channel Spell (+1 level) + Reach Spell (close to (ray of entropy; +2 levels) + Shape Spell (ray to cone;
touch; 1 level) + Cascade Spell (personal, cross-class +1 level) + Thanatopic Spell (+1 level) + Reduce
spark of life; +1 level) + Restricted Spell (rogue or Spell (20d6 to 10d6 and 1d4 to 1d2; -2 levels) = 6th
monk; -1 level) = 4th level (listed as 8th); melee attack level; damage cap 10d6 negative energy plus 1d4
also deals 1d4 temp. negative levels, and you gain temporary negative levels (Fort half/neg.), undead
1d6 temp. hp/level (max. 10d6). are damaged instead of healed and are susceptible
Enervating TouchHH: Enervation (4th level) + to the negative levels.
Cascade Spell (ray of entropy; +2 levels) + Reach Spell Enervation, RetributiveCM: Enervation (4th level) +
(close to touch; -1 level) + Restricted Spell Ray Splitting (+1 level) + Reach Spell (close to touch; -
(necromancer or access to [death] bloodline, domain, 1 level) + Shielding Spell (+1 level) + Extend Spell
etc.; -1 level) = 4th level; damage cap 10d6 negative (inst. to 1 rd./level; +2 levels) + Personal Spell (-1 level)
energy plus 1d4 temp. negative levels by touch. = 6th level (listed as 7th); those striking you in melee
Variants: take 1 temp. negative level (max. 1d4+6 total).
 Blackwater TentacleSW: Enervation (4th level) + Enfeebled MindAUG: Ray of idiocy (1st level) + Reach
Cascade Spell (energy mace; +1 level) + Spell (close to medium; +1 level) + Accursed Spell (+1
Concentration Spell (standard; +1 level) + Reduce level) + Extend Spell (1 rd./level to 1 hr./level; +3
Spell (15d6 to 10d6 and 1d4 to 1d3; -1 level) = 5 th levels) = 6th level (listed as 5th); inflicts penalty of 1d6
level; 1 close ranged touch/rd. deals 10d6 +1/level to Int (Intuition half). Invest 300 x CL numen
bludgeoning plus 1d3 temp. negative levels. to maintain effect indefinitely.
 Circlet of EnervationShS: Enervation (4th level) + Enhance Magical FlowAUG: Bestow feat (Spell Focus;
st
Crippling Drain (+1 level) + Cascade Spell (ray of 1 level) + Cascade Spell (bestow feat: Greater Spell
entropy; +1 level) + Concentration Spell (standard; Focus; +2 levels) + Mass Effect Spell (1/3 levels; +2
+1 level) + Reduce Spell (20d6 to 5d6 and 1d4 to 1; - levels) + Extend Spell (1 rd./level to 10 min./level; +2
2 levels) = 5th level; one ranged touch/rd. deals 5d6 levels) + Personal Spell (-1 level) = 6 th level (listed as
negative energy plus 1 negative level (Fort to 2nd); you gain +2 to save DCs for your spells from 1
avoid the latter being permanent). school of magic/3 levels.
 Curtain of DarknessRR: Gloom (0 level) + Reach Spell Enhanced SensesRR2: Darkvision (2nd level) + Exend
(touch to close; +1 level) + Cascade Spell Spell (19 min./level to 1 rd./level; -2 levels) + Cascade
(enervation +4 levels) + Cascade Spell [ray of entropy; Spell (alter senses: smell; +1 level) + Cascade Spell (skill
+1 level) + + Shape Spell (ray to wall; +1 level) + enhancement: Perception; +1 level) + Extend Spell (1
Concentration Spell (standard; +1 level) + Reduce rd./level to 1 hr./level; +3 levels) + Ritual Spell (full
Spell (1d4 to 1d2, 20d6 to 10d6, and 4 steps to 2 round; -1 level) = 4th level; subject gains darkvision,
steps; -2 levels) = 6 th level (listed as 5th); curtain of scent, and +1/2 levels to Perception for 1 hr./level.
darkness deals 10d6 negative energy plus 1d2 Entanglement, BurningPC: Lesser entangle (q.v.; 1st
temp. negative levels, lasts while you concentrate. level) + Cascade Spell (jet of flame; +1 level) + Extend
 Orb of the VoidUM: Enervation (4th level) + Crippling Spell (inst. to 1 rd./level; +2 levels) + Cascade Spell
Drain (+1 level) + Cascade Spell (ray of entropy; +1 (wisp; +1 level) + Reduce Spell (10d6 to 5d6; -1 level) =
level) + Concentration Spell (partial action; +2 4th level (listed as 3 rd); as lesser entangle, but growth is
levels) = 8th level; damage cap 20d6 negative afire (5d6/rd., Reflex half) and smoke obscures vision.
energy plus 1d4 temp. negative levels (Fort. or 1 Entanglement, SickeningACG: Lesser entangle (q.v.; 1st
permanent). level) + Cascade Spell (sickening touch; +1 level) = 2nd
 Scourge of the HorsemenBotD3: Enervation (4th level) + level; 20’r. area entangles and sickens.
Cascade Spell (acid splash; +1 level) + Reach Spell Entanglement, ThirstingPC: Bind (0 level) + Residual
(close to long; +1 level) + Shape Spell (ray to burst; Spell (+1 level) + Cascade Spell (damage attribute: Con;
+2 levels) + Widen Spell (20’r. to 40’r.; +1 level) = 9th +1 level) + Reach Spell (touch to medium; +1 level) +
Shape Spell (target to spread; +2 levels) + Widen Spell

Spells (Grimoire), p. 115


(20’r. to 40’r.; +1 level) + Extend Spell (inst. to 1 used, with the caster’s CR and Handle Animal bonus
min./level; +3 levels) + Location-Specific Spell both being limiting factors.
(vegetation; -2 levels) + Creature-Specific Spell (Con Entice GiftBVD: Compel (“give me what you’re
damage applies only vs. entangled creatures; -2 holding”; 2nd level). AKA demand offeringOcA.
levels) + Restricted Spell (access to Plant domain, etc.; Entrap SpiritOcA: Plane shift (to mirror demi-plane;
-1 level) = 4th level; as greater entangle, but those th
6 level) + Reach Spell (touch to close; +1 level) +
entangled take 1d4 Con/rd. (Fort half). Creature-Specific Spell (incorporeal; -2 levels) = 5th
Entanglement, ThornyACG: Greater entangle (q.v.; 3rd level; traps incorporeal being in mirror demiplane.
level) + Cascade Spell (invisible needle; +1 level) = 4th Entropic BoltCD: Sound lance (1st level) + Corrupt
level; damage cap 10d6/rd. plus entangled and Spell (+1 level) + Reduce Spell (10d6 to 5d6; - 1 level) =
difficult terrain in 40’r. AKA briartanglePGF. 1st level; damage cap 5d6 (half sonic, half unholy).
Entangling BladeToB: Celerity (0 level) + Variable Entropic Shield: Blur (q.v.; 2nd level) + Cross-Class
Spell (various movement modes; +1 level) + Channel Spell (divine; +1 level) + Effect-Specific Spell
Spell (+1 level) + Irresistible Spell (+2 levels) + Hex (concealment vs. ranged attacks only; -2 levels) = 1 st
Spell (+0 levels) + Inexorable Spell (+3 levels) + Extend level; you gain 20% miss chance vs. ranged attacks for
Spell (1 min./level to 1 rd.; -2 levels) + Reduce Spell (- 1 min./level.
50 ft. to -30 ft.; -1 level) = 4th level; [strike] reduces Entropy ShieldS&M: Hedge (lawful; 2nd level) +
target’s speeds by 30 ft. for the next round (no save, Widen Spell (10’r. to 5’r.; -1 level) + Cascade Spell
no SR). (deflection; +1 level) + Cascade Spell (warding; +1 level)
Entangling EctoplasmSRD: Bind (0 level) + Cross- + Mass Effect Spell (1 type/3 levels; +2 levels) +
Class Spell (creation/metacreativity; +1 level) + Shape Personal Spell (-1 level) + Cascade Spell (displacement;
Spell (target to ray; +0 levels) = 1st level; ranged touch +3 levels) + Restricted Spell (access to Chaos domain; -
entangles 1 rd./level (no save, but SR applies). 1 level) = 6th level; [lawful] creatures cannot approach
Entangling StaffCAd: Bind (0 level) + Cascade Spell within 5 ft. of you, and you gain +2 deflection, 50%
(energy mace; +1 level) + Lingering Evocation (+1 level) miss chance, and temp. immunity to magical acid,
+ Reach Spell (close to touch; -1 level) + Channel Spell electricity, fire, force (and cold at CL 15 th and sonic at
(+1 level) + Item-Specific Spell (channeled through 18th).
staff only; -2 levels) + Concentration Spell (+1 level) + Enveloping CocoonCD: Bind (0 level) + Reach Spell
Quicken Spell (+3 levels) = 4th level; hit deals +1d6 (close to medium; +1 level) + Augment Spell (pin; +3
bludgeoning/level (max. 10d6) and entangles 1 levels) + Cascade Spell (bestow feat; +1 level) + Mass
rd./level for 1d6 bludgeoning/rd. while entangled; Effect Spell (1 feat/3 levels; +2 levels) + Restricted
make one such attack each round as a standard Spell (access to Pestilence domain; -1 level) = 6 th level;
action. target pinned for 1 rd./level, and one spell you cast on
Enter ImageAPG: Alter senses (0 level) + Augment it is Delayed (until the pin ends) and Inexorable, as if
Spell (vision; +1 level) + Augment Spell (also hearing by the Sudden Metamagic feat (limits to total spell
and smell; +1 level) + Cascade Spell (glamer; +1 level) + level, etc. apply).
Reach Spell (close to long; +1 level) + Location-Specific Envious UrgeUM: Compel (mug; 2nd level) + Reach
Spell (object bearing your image; -2 levels) + Extend Spell (close to medium; +1 level) + Mass Effect Spell (1
Spell (1 rd./level to 1 rd.; -1 level) + Concentration creature/level; +3 levels) + Extend Spell (1 rd. to 1
Spell (standard; +1 level) = 2nd level (listed as 3rd); rd./level; +1 level) + Tenuous Spell (-1 level) = 6 th level;
while you concentrate, you can perceive the affected targets attempt to rob the nearest creature,
surroundings of a statue, paitning, etc. of you, and disarming weapons and stealing items (grappling if
can make it appear to move and speak. necessary), until a successful save is made.
Entice FeyUI: Dimensional skip (1st level) + Reach Ephod of MeleeRR: Deflection (0 level) + Cascade
Spell (touch to interplanar; +8 levels) + Creature- Spell (resistance; +1 level) + Consecrate Spell (+1 level)
Specific Spell (fey; -2 levels) + Ritual Spell (-2 levels) + + Augment Spell (+6 bonus; +3 levels) + Effect-Specific
Restricted Spell (bard, druid, or ranger; -1 level) = 4 th Spell (ranged attacks and Reflex saves only; -2 levels)
level. Rather than higher-level spells being needed to + Personal Spell (-1 level) + Restricted Spell (paladin;
call more powerful fey, the mark of the wild rules are 2 levels) = 0 level; you gain +6 sacred bonus to Reflex
saves and to AC vs. ranged attacks for 1 min./level.

Spells (Grimoire), p. 116


ErasePH1: Shaping (2nd level) + Cascade Spell (dispel; touch; +1 level) + Augment Spell (ailing; +1 level) + Fell
+1 level) + Effect-Specific Spell (writing only; -2 levels) Sickening (+1 level) + Reach Spell (touch to medium;
= 1st level; removes mundane writing/drawing from +1 level) + Accursed Spell (+1 level) + Phantasmal
up to 1 cu. ft./level, and possibly destroys one item of Spell (1 level) = 9th level; 3d6 nonlethal plus 1d4 drain
magical writing (scroll, symbol, etc). to all attributes and ailing (Intuition negates all
Erase ImpressionsOcA: Remove condition (psychic effects; Fort halves attribute damage and reduces
impressions; 1st level) + Crippling Drain (permanent ailing to sickened, if that fails). Invest 450 x CL numen
impressions; +1 level) + Augment Spell (serious; +2 to maintain effect so that it repeats every day
levels) + Ritual Spell (full round; -1 level) = 3 rd level; (affliction continuous) until some condition is met.
erases psychic impressions from target object. Ether BlastMP: Zephyr (0 level) + Shape Spell (line to
Escalating EnfeeblementCM: Ray of enfeeblement (1st emanation; +2 levels) + Reach Spell (close to personal;
level) + Variable Spell [(Empower Spell; +3 levels) + -1 level) + Widen Spell (20’r. to 40’r.; +1 level) +
Creature-Specific Spell (fatigued or exhausted; -2 Transdimensional Spell (-1 level) + Augment Spell
levels) = 2nd level; as ray of enfeeblement, but penalty is (moderate to tornado; +4 levels) = 5th level (listed as
1.5x greater vs. a fatigued or exhausted target. 4th); creates area of hurricane winds on the ethereal
Escaping WardARG: Skill enhancement (Acrobatics; 0 plane lasting 1 rd./level. Large or smaller creatures
level) + Cascade Spell (celerity; +2 levels) + Cascade take 2d6 nonlethal damage and are blown 0.4 x CL
Spell (feat: Combat Reflexes; +1 level) + Personal Spell miles away (assuming 240 mph winds and no
(-1 level) = 2nd level; you gain +1/2 levels (+5 max.) resistance once initial movement begins) in a random
enhancement to Acrobatics and +20 ft. to speed for 1 direction.
rd./level, plus additional immediate actions used to Ethereal BarrierS&M: Hedge (incorporeal or on other
take the additional movement. plane; 2nd level) + Reach Spell (touch to medium; +2
Essential BladeRR2: Bestow feat (1st level) + Still Spell levels) + Shape Spell (emanation to cubes; +0 levels) +
(+1 level) + Mass Effect Spell (1 feat/3 levels; +2 levels) Widen Spell (5-ft. to 10-ft. cubes; +1 level) + Extend
+ Augment Spell (BAB +11 effects; +2 levels) + Extend Spell (1 rd./level to 1 min./level; +1 level) + Restricted
Spell (1 rd./level to 1 min./level; +1 level) + Object- Spell (access to Protection or Void domain; -1 level) +
Specific Spell (melee weapon; -2 levels) = 5 th level; Ritual Spell (full round; -1 level) = 4th level (listed as
weapon affected gains ghost touch property (Ghost 2nd); keeps out ethereal, incorporeal, etc. creatures,
Strike), or single attacks are resolved as touch attacks and prevents teleportation into area (outgoing is not
(Unstoppable Strike), or penetrate any damage affected).
reduction or object hardness and ignore 75% of the Ethereal BoltRR: Bolt of force (2nd level) + Reach Spell
target’s fortification (if any) (Penetrating Strike). (close to medium; +1 level) + Shape Spell (ray to line;
Starting at CL 12th, it can make iterative attacks for +1 level) + Transdimensional Spell (-1 level) = 3rd level;
either of those options (at a -5 penalty; Rapid Strike). damage cap 10d6 vs. incorporeal and ethereal targets.
At CL 15th and 18th, it also gains +3 to attacks and Ethereal Jaunt: Dimensional skip (1st level) + Cross-
damage (Weapon Specialization) and a doubled crit Class Spell (+1 level) + Reach Spell (close to
range and auto-confirmed crits (Improved Critical), interplanar; +6 levels) + Location-Specific Spell
respectively. (ethereal plane; -2 levels) + Extend Spell (inst. to 1
Estate TransferrenceTM2: Create lesser demiplane (7th rd./level; +2 levels) + Personal Spell (-1 level) = 7 th
level) + Transdimensional Spell (elemental plane; +1 level. AKA wraithformUA1. Variants:
level) + Variable Spell (maintain material plane  Body of moonlightRRO Cascades skill enhancement
features as were; +1 level) = 9 th level; you impinge up (Stealth; +1 level) and is Extended (1 min./level; +1
to one 20-ft. cube/level of the Material Plane as a level) and Transdimensional (you can cast spells at
demi-planar pocket in an elemnental plane of your material targets; +1 level) = 9th level; you become
choice. Invest 4,500 x CL numen to maintain the estate, ethereal, can cast spells at material targets, gain
or else re-cast the spell once per day. +1/2 levels to Stealth.
Eternity of TortureBVD: Damage attribute (1st level) +  Enter shadowBRL is Silent rather than Cross-Class,
Crippling Drain (+1 level) + Mass Effect Spell (1 and is Mass Effect (1 creature/3 levels; +2 levels),
attribute/3 levels; +2 levels) + Selective Spell (Con Location-Specific (must stay with specific
never drained to 0; +1 level) + Cascade Spell (sickening

Spells (Grimoire), p. 117


corporeal creature; -2 levels), Extended (1 Etheric ShardsOcA: Invisible needle (0 level) + Energy
min./level; +1 level), and Tenuous (if target Admixture (slashing; +0 levels) + Lingering Evocation
creature enters bright light, spell ends; -1 level) = (+1 level) + Shape Spell (ray to cubes; +2 levels) +
7th level (listed as 4 th), up to 1 creature/3 levels Residual Spell (+1 level) + Transdimensional Spell (+1
“hide” ethereally in another creature’s shadow. level) + Extend Spell (inst. to 1 hr./level; +5 levels) +
 DisbeliefTM2 is Selective (+1 level) and Restricted Reduce Spell (25d6 to 1d6; -5 levels) = 5 th level (listed
(access to Mind domain; -1 level) = 7 th level; for 1 as 4th); volume of space deals damage and impedes
rd./level, you are ethereal with respect to the movement on both material and ethereal planes.
objects and creatures you specify (only) at the time Euphoric CloudACG: Compel (do nothing; 2nd level) +
of casting. Cascade Spell (wisp; +1 level) + Extend Spell (1 rd. to 1
 EtherealnessSRD is Extended (1 min./level; +1 level) rd./level; +1 level) + Shape Spell (target to spread; +2
and Communal (+1 level) = 9th level; divide levels) = 6th level (listed as 2nd); creates 20’r. area of
duration among recipients (you must be one). fog: save each round or fascinated.
 Jevicca’s ostracismAUG2 is Reach (target: close) rather Euphoric TranquilityAPG: Bind (0 level) + Cascade
than Cross-Class, and is non-Personal (+1 level), Spell (inertia; +1 level) + Augment Spell (daze; +2
Mass Effect (1/3 levels; +2 levels), and Ritual (full levels) + Extend Spell ( 1 rd. to 1 rd./level; +1 level) +
round; -1 level) = 9th level (listed as 7th); sends 1 Cascade Spell (ray of beguiling; +1 level) + Reach Spell
creature or object/3 levels to the ethereal plane for (close to touch; -1 level) + Inexorable Spell (+3 levels) =
1 rd./level. 7th level (listed as 8th); victim touched is dazed,
 Lorloveim’s shadowy transformation TM2 is not entangled, and takes a penalty to Cha equal to 1d6 +
Personal (+1 level) = 8th level (listed as 6th); creature 1/levels (+15 max.) for 1 rd./level, no save.
touched becomes incorporeal for 1 rd./level. Evacuation RuneCSc: Dimensional skip (1st level) +
 Phase door is Silent rather than Cross-Class, and is Reach Spell (close to continental; +5 levels) + Personal
Location-Specific (30-ft. line through wall; -2 Spell (-1 level) + Location-Specific Spell (to site
levels) and Mass Effect (1 use/level; +3 levels) = 7 th marked by pre-drawn rune only; -2 levels) + Tenuous
level. Spell (rune can be destroyed, ruining spell; -1 level) +
 Shadow form of LyrandRR Cascades silence (-2 levels) Quicken Spell (+3 levels) = 5th level; as a swift action,
= 5th level (listed as 4th); you become ethereal for 1 you teleport to location of mark placed in advance (up
rd./level but cannot make sounds during that time. to 100 mi./level away).
Ethereal MountMP: Summon (ethereal horse-like Evade BurstSRD: Bestow feat (Lightning Reflexes; 1st
being; 1st level) + Augment Spell (phantom steed level) + Augment Spell (6 ranks effects; +2 levels) +
template; +1 level) + Cascade Spell (celerity; +1 level) + Cascade Spell (skill enhancement: Acrobatics; +1 level)
Mass Effect Spell (1/3 levels; +2 levels) + Extend Spell + Personal Spell (-1 level) + Sudden Spell (+0 levels) +
(1 rd./level to 1 hr./level; +3 levels) + Augment Spell Interrupting Spell (+1 level) = 4 th level; you gain +2 to
(+80’ to +100’; +1 level) + Location-Specific Spell Reflex saves, +1/2 levels to Actobatics, and evasion 1
(ethereal plane; -2 levels) + Ritual Spell (-2 levels) + rd. as an immediate action.
Pacific Spell (-2 levels) = 3rd level (listed as 4th); Ever ScentRR: Figment (0 level) + Extend Spell (1
ethereal mounts move at a speed of 160 ft. + 5 ft./2 rd./level to 1 hr./level; +4 levels) + Shape Spell (cubes
levels through the ethereal plane. to emanation; +0 levels) + Reach Spell (close to
Ethereal PrisonAUG2: Damage attribute (Dex; 1st level) personal; -1 level) + Reduce Spell (no auditory or
+ Accursed Spell (+1 level) + Augment Spell (+4d4; +3 visual; -1 level) = 2nd level; illusory scent in 20’r.
levels) + Cascade Spell (mindlink; +1 level) + Cascade around you lasts 1 hr./level.
Spell (dimensional pocket; +1 level) + Ritual Spell (full Ever Scent, GreaterRR: Variable Spell (see below; +1
round; -1 level) = 6th level (listed as 4th); helpless or level) + Phantasmal Spell (-1 level) = 4th level:
willing subject sent to demi-plane, held in stasis if 5d4  Attribute boost (Cha; 0 level) + Augment Spell (+2 to
Dex damage reduces to 0 or less, and caster can +6; +3 levels) + Extend Spell (1 min./level to 1
mentally communicate with subject. Invest 400 x CL hr./level; +2 levels) + Personal Spell (-1 level) = +4
numen to maintain indefinitely. levels; you gain +6 to Cha for 1 hr./level;

Spells (Grimoire), p. 118


 Alter senses (0 level) + Augment Spell (smell; +1 Spell (damage attribute: Con; +1 level) + Cascade Spell
level) + Shape Spell (target to emanation; +2 levels) (celerity; +1 level) + Extend Spell (inst. to 1 rd./level; +2
+ Reach Spell (close to personal; -1 level) + Extend levels) + Tenuous Spell (-1 level) + Reduce Spell (1d4
Spell (1 min./level to 1 hr./level; +2 levels) = +4 to 1d2, 15d6 to 5d6, and 50’ to 30’; -2 levels) = 3 rd level.
levels; deadens scent in 20’r. around you; Victim takes 5d6 nonlethal plus 1d2 Dex and 1d2 Con
 Ray of enfeeblement (1st level) + Cascade Spell per round, and speed is reduced by 30 ft. (to a
(sickening touch; +1 level) + Shape Spell (target to minimum 10 ft.), for 1 rd./level (save each round to
emanation; +2 levels) + Extend Spell (1 rd./level to end effect).
1 hr./level; +3 levels) + Reduce Spell (+20 to +5; -3 Exhalation of ChernRR2: Damage attribute (Int; 1st
levels) = +4 levels; your stench in 20’r. sickens, level) + Crippling Drain (+1 level) + Extend Spell (inst.
imposes 1d6 + ½ levels (+5 max.) penalty to Str to 1 rd./level; +1 level) + Reach Spell (touch to close; +1
while within (Fort neg./half). level) + Shape Spell (ray to cone; +1 level) = 5 th level;
EvergreenFB: Spark of life (1st level) + Cascade Spell cone deals 1d4 Int drain +1d4/rd.
(inure: cold; +1 level) + Extend Spell (1 min./level to 1 Exhalation of the Black Dragon SRD: Acid spash (0
hr./level; +2 levels) + Reach Spell (touch to medium; level) + Reach Spell (close to medium; +1 level) = 1 st
+1 level) + Shape Spell (target to spread; +2 levels) + level (listed as 3rd); damage cap 5d6 acid.
Widen Spell (20’r. to 10’r.; -1 level) + Creature-Specific Exile from Nature, Denev’sRR: Ray of beguiling (1st
Spell (plants only; -2 levels) + Ritual Spell (full round; level) + Creature-Specific Spell (penalty applies vs.
1 level) + Restricted Spell (access to Plant domain; -1 animals, druids, rangers, etc. only; -1 level) + Cascade
level) = 2nd level; plants in area healed 1d6 hp/level Spell (skill enhancement; +1 level) + Variable Spell (1
(max. 5d6) and gain resistance 5/2 levels (max. 30) to skill/rd.; +1 level) + Hex Spell (+0 levels) + Accursed
cold for 1 hr./level. Spell (+1 level) + Location-Specific Spell (wilderness
Exalted FuryBED: Bolt of force (2nd level) + Reach only; -1 level) + Extend Spell (1 rd./level to 1 hr./level;
Spell (close to personal; -1 level) + Consecrate Spell +3 levels) + Restricted Spell (druid or access to Animal
(+1 level) + Bane Spell (evil: fixed; +0 levels) + Shape domain; -1 level) + Reduce Spell (+10 to +5; -1 level) =
Spell (ray to burst; +2 levels) + Widen Spell (20’r. to 3rd level; victim suffers Cha penalty (1d6+1/2 levels,
40’r.; +1 level) + Maximize Spell (+2 levels) + +5 max.) vs. animals, druids, rangers, etc., and takes
Inexorable Evocation (+3 levels) + Selective Spell (you penalty to skill checks (-1/2 levels, -5 max.) when in
take damage as well; -1 level) + Restricted Spell the wilderness. Invest 150 x CL numen to make effect
([good] descriptor; -1 level) = 9th level; damage cap 120 permanent.
hp (160 vs. evil; half force, half holy) in 40’r. burst ExorcisePH1: Remove condition (possession; 1st level) +
around you (no save, and you take full damage). Mass Effect Spell (1/3 levels; +3 levels) + Augment
Variant: Spell (serious; +2 levels) + Ritual Spell (-2 levels) = 4 th
level; dispels possession, plus charm and domination at
 Mycontol’s last resortShS affects only a 20’r. (-1 level),
CL 6th, curses at 9th, etc.
is Empowered and Overwhelming instead of
ExorcismFC1: Dispel (0 level) + Reach Spell (touch to
Inexorable (-1 level), and is not Restricted (+1 level)
close; +1 level) + Quicken Spell (+3 levels) + Effect-
= 8th level (listed as 9th); deals up to 12.5+150 force
Specific Spell (possession; 2 levels) = 2nd level (listed
damage (Reflex half; hardness and energy
as 1st); swift casting allows dispel attempt against
resistance do not apply) in a 20’r. burst., and you
possession.
take full danage.
ExpansionSRD: Enlarge (3rd level) + Extend Spell (1
Excellent Prisnatic Spray, The (Jack Vance, The min./level to 1 rd./level; -1 level) + Personal Spell (-1
Dyring Earth): Jet of flame (0 level) + Energy Admixture level) = 1st level; your size is increased by 1 step.
(piercing; +0 levels) + Still Spell (+1 level) + Irresistible Expeditious Retreat, Swift CAd: Expeditious retreat
Evocation (+2 levels) + Shape Spell (ray to target; +0 (q.v.; 1st level) + Sudden Spell (+0 levels) = 1 st level;
levels) + Mazimize Spell (+2 levels) + Heighten Spell swift action grants you +30 ft. speed for 1 rd. AKA
(+1 level) = 6th level; damage cap 10d6+120 to one burstSRD, wind strideToB.
target (half piercing, half fire). Explode HeadOcA: Enegy mace (0 level) + Shape Spell
Excruciating DeformationUM: Damage attribute (Dex; (target to burst; +3 levels) + Widen Spell (20’r. to 10’r.;
1st level) + Cascade Spell (whelm; +1 level) + Cascade -1 level) + Variable Spell (+1 level):

Spells (Grimoire), p. 119


 Shape Spell (burst to target; -2 levels) + Augment  Mortal: Variable Spell (aattribute boost or skill
Spell (damage cap; 10d6 to 20d6; +2 levels); enhancement; +1 level) + Augment Spell (up to +10
 Versatile Evocation (slashing; +0 levels). bonus; +4 levels) = +5 levels.
= 3rd level (listed as 6th); damage cap 20d6  Demon: Varaible Spell (+1 level): Cascade Spell
bludgeoning to primary target, plus 5d6 slashing in a [status (+3 levels), lesser telepathic bond (q.v.; +3
10’r. (Reflex half). levels), demand (+8 levels), or augmented, reach
Explosive Rune FieldPHII: Jet of flame (0 level) + sense linkSRD (+8 levels)] = +8 levels.
Reach Spell (close to medium; +1 level) + Shape Spell + Expedient Spell (maximum bonus is 2 + level of
(ray to burst; +2 levels) + Extend Spell (inst. to 1 demon’s effect; -1 level) + Accursed Spell (+1 level) +
rd./level; +2 levels) + Residual Spell (+1 level) + Delay Creature-Specific Spell (one demon and one mortal; -2
Spell (until living creature enters area; +1 level) + levels) + Ritual Spell (2 levels) = 6th level (listed as
Reduce Spell (20d6 to 5d6; -3 levels) = 4 th level; 5d6 5th); mortal subject gains bonus to one attribute or one
fire/rd. and difficult terrain in 20’r. skill proportionate to demon’s influence: status or
Explosive Runes: Bolt of force (2nd level) + Shape telepathic bond (+5 bonus), demand 1/day (+10 bonus),
Spell (burst; +3 levels) + Widen Spell (20’r. to 10’r.; -1 or demon can see through mortal’s eyes and hear
level) + Selective Spell (+1 level) + Delay Spell (when through ears (+10 bonus). Invest 300 x CL numen to
read; +1 level) + Object-Specific Spell (trap on written maintain effect until dispel evil, exorcism, etc.
media only; -2 levels) + Ritual Spell (full round; -1 performed; willing subject mortal can pay this cost for
level) = 3rd level; damage cap 10d6. the caster.
Extend LifeAUG: Remove condition (attribute loss Extradimensional DetectionTM2: Detection (extra-
from aging; 1st level) + Mass Effect Spell (1 attribute/3 dimensional spaces, gates, demiplanes, etc.; 2nd level).
levels; +3 levels) + Crippling Drain (+1 level) + Mass Extradimensional ManipulationTM2: Variable Spell
Effect Spell (+2 levels) + Ritual Spell (-2 levels) = 5 th (+1 level):
level (listed as 7th); removes 1d4 penalty from aging  Dimensional Pocket (1st level) + Cross-Class Spell
from 1 attribute/3 levels (Str, Dex, and Con; Wis at CL (divine; +1 level) + Widen Spell (+1 level) = 4 th
12th, Int at 15th, Cha at 18th). Cf. age resistanceUM. level; doubles dimensions of pocket dimension (or
Extended ChargeAUG2: Variable Spell (choose spell increases volume by 8x) while its duration lasts.
activated; +1 level) + Mass Effect Spell (1/level; +3  Warding (pocket dimension rifts; 1st level) + Extend
levels) + Extend Spell (inst. to 1 rd./level; +2 levels) + Spell (1 min./level to 1 hr./level; +2 levels) = 4 th
Effect-Specific Spell (activated from charged item level; prevents dimensional rift when one pocket
only; -2 levels) + Expedient Spell (max. spell level; ad dimension is placed inside another, for 1 hr./level.
hoc -1 level) = 3rd level; spend 1 charge at casting,
Extradimensional PocketTM2: Dimensional pocket (1st
thereafter activate spell effect of 4 th level or less from a
level) + Cross-Class Spell (divine; +1 level) + Widen
wand or other charged item every round for 1
Spell (1 lb./level to 27 lbs./level; +2 levels) + Ritual
rd./level.
Spell (full round; -1 level) = 3rd level (listed as 5th); you
ExtensionPH1: Bestow feat (Extend Spell; 1st level) +
store up to 27 lbs./level in a temporary bag of holding.
Cascade Spell (bestow feat: Sudden Metamagic; +2
Extreme FlexibilityACG: Bestow feat (Improved
levels) + Sudden Spell (+0 levels) + Interrupting Spell
Grapple; 1st level) + Extend Spell (1 rd./level to 1
(+1 level) = 4th level; as swift action, next spell cast that
min./level; +2 levels) + Effect-Specific Spell (applies to
round has double the normal duration, as if by the
escaping or avoid grapples only; -2 levels) + Cascade
Sudden Metamagic (Extend Spell) feat (limits to total
Spell (skill enhancement: Escape Artist; +1 level) +
spell level, etc. apply).
Personal Spell (-1 level) = 1st level; you gain +2 vs.
Extract DrugBVD: Creation (1st level) + Augment
grapples and +1/2 levels (+5 max.) to Escape Artist
Spell (special substance; +2 levels) + Extend Spell (10
checks.
min./level to 1 rd./level; -2 levels) = 1st level.
Eye of PowerPGF: Arcane eye (q.v.; 3rd level) + Reach
Extract GiftFC1: Variable Spell (+1 level) + Mass
Spell (spell origin: touch to line of sight; +4 levels) +
Effect Spell (2 targets: one mortal and one demon; +1
Delay Spell (swift action; +3 levels) + Tenuous Spell
level):
(using reach ends spell effect; -1 level) = 9 th level; as

Spells (Grimoire), p. 120


arcane eye, but you can end the spell by casting Reach Spell (touch to medium; +1 level) +
another non-personal spell through the eye. Concentration Spell (swift action; +3 levels) = 6 th level;
Eye of the BeholderBVD: Skill enhancement damage cap 15d6 nonlethal plus sickened and
(Perception; 0 level) + Variable Spell (choose ray each panicked; repeat as a swift action each round.
round; +1 level): Eyes of DarknessCRB: Light (0 level) + Widen Spell
 Cascade Spell (ray of beguiling; +1 level) + Reach (20 ft. to 30 ft.; +1 level) + Augment Spell (+3 levels) +
Spell (close to long; +1 level) + Extend Spell (1 Variable Spell (augmentation does not dazzle or blind
rd./level to 10 min./level; +2 levels) = +4 levels; 1d6 you; +1 level) + Extend Spell (10 min./level to 1
+1/level (+20 max.). min./level; -1 level) + Personal Spell (-1 level) +
 Casscade Spell (whelm; +1 level) + Reach Spell Sudden Spell (+0 levels) + Restricted Spell (access to
(close to long; +1 level) + Shape Spell (target to ray; Darkness domain; -1 level) = 2nd level; swift casting
+0 levels) + Maximize Spell (+2 levels) = +4 levels; 6 allows you to see in darkness (even supernatural
x CL nonlethal damage (max. 120). darkness) for 1 rd.
 Cascade Spell (damage attribute: Dex; +1 level) + Eyes of the VoidACG: Light (0 level) + Widen Spell
Augment Spell (+2d4; +1 level) + Crippling Drain (20 ft. to 60 ft.; +3 levels) + Augment Spell (normal to
(+2 levels) + Reach Spell (touch to medium; +1 blinding; +4 levels) + Selective Spell (augmentation
level) + Ritual Spell (full round; -1 level) = +4 does not dazzle or blind you; +1 level) + Extend Spell
levels; 3d4 Dex drain (as flesh to stone). (10 min./level to 1 min./level; -1 level) + Creature-
 Cascade Spell (spook; +1 level) + Fell Frightening Specific Spell (single creature only benefits from
(+1 level) + Reach Spell (close to long; +1 level) + “light”; -2 levels) + Personal Spell (-1 level) = 4 th level;
Augment Spell (frightened to cowering; +1 level) = you can see normally for 60 ft. in dim light and
+4 levels; victim is cowering (Will shaken) 1 darkness, or magical darkness is mitigated for you by
rd./level. 5 steps (meaning that you still treat eldritch darkness
 Cascade Spell (inertia; +1 level) + Augment Spell as being fully dark). Devil’s eyeBVD (3rd level) extends
(stagger; +1 level) + Extend Spell (1 rd. to 1 only to 30 ft.
rd./level; +1 level) + Reach Spell (close to long; +1
level) = +4 levels; victim is staggered 1 rd./level. F
 Cascade Spell (ray of entropy; +1 level) + Reach Fabricate, Greater : Fabricate (q.v.; 5th level) +
SRD

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

Spells (Grimoire), p. 121


your spells; +1 level) + Augment Spell (+2 levels) = 5 th Restricted Spell (access to Cultist domain or demon
level; summons 1d4+1 Resolute blue sharks, dire bats, lord/archdevil/Great Old One parton deity; -1 level) =
or 4th level human warriors, or 1d3 Resolute centaurs. 3rd level; you are immune to magical attempts to
Faithful Phantom Guardian, Mordenkainen’s GA: uncover falsehood (discern lies, zone of truth, etc.).
Summon (1st level) + Augment Spell (CR 6; +4 levels) + False ResurrectionUI: Summon (1st level) + Ruse
Delay Spell (appears when attacked; +1 level) + Spell (raise dead; +1 level) + Augment Spell (CR 9
Interrupting Spell (+1 level) + Ritual Spell (-2 levels) = Advanced shadow demon; +5 levels) + Extend Spell (1
5th level; summons one human ghost fighter 3/warrior rd./level to 2 hrs./level; +4 levels) + Reach Spell (close
3 with the Ghost Strike, Improved Initiative, and to touch; -1 level) + Location-Specific Spell (into
Permanent Spell (see invisibility) feats, and the Shield corpse to be possessed; -2 levels) + Ritual Spell (-2
Other talent. levels) = 6th level (listed as 7th); apparent raise dead
Faithful Phantom Shield-Maidens, Morden- ritual instead summons an Advanced shadow demon
kainen’sGA: Summon (1st level) + Augment Spell (2 (Perform: acting 9/+20) to possess the corpse, and
summoned; + 1 level) + Augment Spell (CR 2; +1 level) magical aura, etc. are disguised to appear correct.
+ Extend Spell (1 rd./level to 1 min./level; +1 level) = False Resurrection, GreaterUI: False resurrection
4th level; summons a pair of 3 rd level Resolute human (q.v.; 6th level) + Augment Spell (CR 12 Young belier
fighters with chainmail, heavy shields, and spears devil; +1 level) + Accursed Spell (+1 level) = 8 th level
(Exotic use); the Armor Training and Shield Other (listed as 9th); apparent resurrection instead causes
talents; and the Shared Shield feat. belier devil to possess the corpse. Invest 400 x CL
False BravadoMW: Compel (act as though raging; 2nd numen to maintain indefinitelty.
level) + Cascade Spell (touch of fatigue; +1 level) + False Sensory InputSRD: Glamer (1st level) + Variable
Reach Spell (touch to medium; +1 level) + Extend Spell (+1 level) + Phantasmal Spell (-1 level) + Reach
Spell (1 rd. to 1 rd./level; +1 level) + Tenuous Spell (-1 Spell (close to long; +1 level) + Extend Spell (1
level) = 4th level (listed as 3rd); subject is convinved it is rd./level to 1 rd.; -1 level) + Concentration Spell
raging (as barbarian rage), refrains from casting spells (standard; +1 level) + Irresistible Spell (defeats true
and attempts to use Power Attack, etc., for 1 rd./level seeing, etc.; +2 levels) + Ritual Spell (full round; -1
or until saves, is fatigued thereafter. level) = 3rd level; phantasm with auditory, visual,
False FlavorRR2: Glamer (1st level) + Extend Spell (1 and/or olfactory components, which you can change
rd./level to 1 min./level; +2 levels) + Object-Specific from round to round, lasts for as long as you
Spell (food or drink; -2 levels) + Shape Spell concentrate.
(emanaton to cubes; +0 levels) + Augment Spell False Vision: Glamer (1st level) + Variable Spell
(olfactory/taste; +2 levels) + Widen Spell (20-ft. to 1-ft. (change image; +1 level) + Effect-Specific Spell (visible
cubes; -3 levels) = 0 level; alters taste of 1 cu. ft./level to scrying only; -2 levels) + Widen Spell (10’r. to 30’t.;
of food or drink. +2 levels) + Extend Spell (1 rd./level to 1 hr./level; +3
False FutureUI: Glamer (1st level) + Extend Spell (1 levels) = 5th level; scrying area reveals illusion.
rd./level to 1 hr./level; +4 levels) = 5 th level; for 1 False Vision, GreaterUI: Glamer (1st level) + Variable
hr./level, divinations reveal fictitious destiny, events, Spell (change image; +1 level) + Effect-Specific Spell
etc. concerning subject. (visible to scrying only; -2 levels) + Extend Spell (1
False LieCM: Skill enhancement (Bluff; 0 level) + rd./level to 1 hr./level; +3 levels) + Reach Spell (close
Reach Spell (touch to close; +1 level) + Cascade Spell to planar; +5 levels) + Ritual Spell (full round; -1 level)
(glamer; +1 level) + Accursed Spell (+1 level) + = 7th level; scrying on individual reveals illusory
Restricted Spell (bard; -1 level) = 2 nd level; Bluff checks actions and surroundings.
to sense subject’s motive or detect his/her lies are at - Familiar MeldingUM: Magic jar (5th level) +
1/2 levels (-10 max.), and failure indicates observer Creature-Specific Spell (your familiar; -2 levels) = 3 rd
believes subject to be lying. Likewise, failed lie level; you possess your familiar, leaving your body
detection spells indicate a lie, rather than no result. helpless.
Invest 400 x CL numen (2nd level x 50 x 4) to maintain Familiar RefugeCM: Greater teleport (7th level) +
the effect beyond 1 rd./level. Cf. deceitful veneerUI. Personal Spell (-1 level) + Location-Specific Spell (you
False PriestDr353: Warding (lie detection; 1st level) + or your familiar; -2 levels) + Quicken Spell (+3 levels)
Extend Spell (1 min./level to 1 hr./level; +3 levels) +

Spells (Grimoire), p. 122


= 7th level; swift casting brings your familiar to you (or Feats Exotic Weapon Proficiency (rock), Fleet, Open
vice versa). Cf. callbackUW. Minded
FamiliarityRRO: Blessing (0 level) + Cascade Spell Skills Athletics (5/+8), Profession (mining) (5/+5)
(deflection; +1 level) + Insightful Spell (+1 level) + Far ReachingTM2: Bestow Feat (Reach Spell; 1st level)
Augment Spell (+4 total; +2 levels) + Extend Spell (1 + Cascade Spell (bestow feat: Sudden Metamagic; +2
min./level to 10 min./level; +1 level) + Creature- levels) + Extend Spell (1 rd./level to 1 rd.; -1 level) =
Specific Spell (vs. specified target only; -2 levels) = 3rd 2nd level; spells you cast for the next round have their
level (listed as 5th); you gain +4 insight to atks, range increased, as if by the Sudden Metamagic
damage, and AC vs. specified target. (Reach Spell) feat (limits to total spell level, etc.
Family CurseAUG: Blessing (0 level) + Cascade Spell apply). This also subsumes telethaumaturgyTM2.
(resistance; +1 level) + Augment Spell (+1 to +4; +2 FarfingerRR2: Invisible needle (0 level) + Variable Spell
levels) + Reach Spell (touch to medium; +1 level) + (effect aimed by secondary subjects; +1 level) + Delay
Hex Spell (+0 levels) + Accursed Spell (+1 level) + Spell (as used; +1 level) + Creature-Specific Spell
Mass Effect Spell (1/3 levels; +2 levels) + Creature- (skeleton; -2 levels) + Mass Effect Spell (1/level; +3
Specific Spell (relatives of priary target only; -1 level) levels) = 3rd level; 1 skeleton/level can make 1 ranged
= 6th level (listed as 3rd); up to 1 related creature touch attack/level (max. 10) for 1d6 piercing each.
(members of family)/3 levels takes -4 penalty to Fast EscapeBRL: Skill enhancement (Escape Artist; 0
attacks, damage, and saves for 1 min./level; invest 600 level) + Still Spell (+1 level) + Personal Spell (-1 level) +
x CL numen to maintain indefinitely. Augment Spell (+1 to +10; +1 level) = 1 st level; you gain
Fang TrapSK: Invisible needle (0 level) + Energy +1/2 levels (+10 max.) to Escape Artist checks.
Admixture (bludgeoning; +0 levels) + Shape Spell (ray Fatal FlameCSc: Jet of flame (0 level) + Shape Spell
to target; +0 levels) + Cascade Spell (bind; +1 level) + (ray to burst; +3 levels) + Reach Spell (close to
Augment Spell (grappled; +1 level) + Delay Spell personal; -1 level) + Widen Spell (20’r. to 5’r.; -2 levels)
(proximity trigger; +1 level) = 3rd level (listed as 4th); + Delay Spell (when subject killed; +1 level) = 1 st level;
when triggered, damage cap 10d6 (half bludgeoning, when killed, subject explodes for up to 5d6 fire
half piercing) plus grappled 1 rd./level. damage to adjacent creatures.
Fantastic MachineFRCS: Summon (1st level) + Reach Fate LinkSRD: Ray of entropy (1st level) + Variable
Spell (close to medium; +1 level) + Augmernt Spell Spell (Versatile Evocation; +1 level) + Extend Spell
(CR 3; +2 levels) + Extend Spell (1 rd./level to 1 (inst. to 10 min./level; +4 levels) + Shielding Spell (+1
min./level; +1 level) + Restricted Spell (access to level) + Mass Effect Spell (two subjects; +1 level) +
Artifice domain; 1 level) = 4th level (listed as 6th); Restricted Spell (seer or access to Community
conjures one construct: domain, etc.; -1 level) + Reduce Spell (+20 to +10; -2
levels) = 5th level (listed as 3rd); any time one subject
FANTASTIC MACHINE CR 3
Giant construct 5 takes damage, the other takes 1d6+10 of the same
N Medium construct [shadow] type, if within Close range.
Init +0; Senses darkvision 60 ft., low-light vision; Perception Fate’s ProofRW: Hand of fate (0 level) + Quicken
+0 Spell (+4 levels) + Interrupting Spell (+1 level) +
AC 14, touch 9, flat-footed 14 (-1 size, +5 natural) Personal Spell (-1 level) + Restricted Spell (halfling or
hp 37 (5 HD); DR 5/adamantine Destined bloodline, Fate domain, etc.; -1 level) = 3 rd
Immune construct traits level; reroll any one roll as an immediate action, after
Fort +6, Ref +1, Int +1, Will -4 learning results of first.
Spd 40 ft., fly or swim 10 ft. Favor of IlmaterPGF: Warding (1st level) + Cascade
Melee slam +5 (1d8+4) Spell (skill enhancement: Endurance; +1 level) + Mass
Ranged rock +5 (1d8+3, 30-ft. increment) Effect Spell (1 effect/3 levels; +2 levels) + Irresistible
Face 5 ft. x 5 ft.; Reach 10 ft. Spell (+2 levels) + Reach Spell (touch to medium; +1
Base Atk +3; CMB +4; CMD 14 level) + Restricted Spell (paladin; -2 levels) = 5th level
Skill Tricks Known (IL 5th) (listed as 4th); subject +1/2 levels to Endurance, and is
2nd (DC 18 mining)—expeditious excavationAPG immune to Cha damage, compulsions, and nonlethal
Attributes Str 16, Dex 10, Con , Int , Wis 10, Cha 1 damage for 1 min./level (and existing effects
SQ CP 2 (additional movement, skill trick)

Spells (Grimoire), p. 123


suppressed), plus the following at higher caster Augment Spell (vision and hearing; +2 levels) +
levels: 12th—inertia, 15th—affictions, 18th—pain effects. Cascade Spell (skill enhancement: Bluff; +1 level) +
Favorable WindSW: Zephyr (0 level) + Shape Spell Restricted Spell (halfling; -1 level) = 3 rd level; larger,
(line to cone; +1 level) + Widen Spell (30 ft, to 60 ft.; +1 monstrous image of you at medium range mimics
level) + Extend Spell (1 rd./level to 10 min./level; +2 you, serves as scrying sensor, and provides +1/2 levels
levels) = 4th level (listed as 3rd); creates severe wind in (+10 max.) to Bluff checks.
a 60-ft. cone (can fill sails of ship). Fearsome GrappleWotC: Bestow feat (Improved
Fear and Weakness GazeFC2: Ray of enfeeblement (1st Grapple; 1st level) + Still Spell (+1 level) + Augment
level) + Shape Spell (ray to target; +0 levels) + Cascade Spell (BAB +6 effects; +1 level) + Personal Spell (+1
Spell (spook; +1 level) + Concentration Spell (swift level) = 2nd level; as a partial action, you gain +3 to
action; +3 levels) + Pattern Spell (visual; -1 level) + grapple checks plus grab and maintain grapple.
Restricted Spell (access to Damnation domain; -1 Feast of AshesAPG: Warding (nutrition; 1st level) +
level) = 3rd level; each round as a swift action, one Accursed Spell (+1 level) + Irresistible Spell (normal
creature within close range takes a 1d6 +1/2 levels food; +2 levels) + Extend Spell (1 min./level to 1
penalty to Str (Fort half) and is frightened (Will neg.). rd./level; -1 level) = 3rd level; target immediately
Fear ContagionTM2: Spook (0 level) + Fell begins to starve (invest numen to maintain effect: 3rd x
Frightening (+1 level) + Mass Effect Spell (1/level; +3 CL 5th x 50 x 6 = 4,500).
levels) + Shape Spell (target to emanation; +2 levels) + Feast of WormsDD: Summon (1st level) + Reach Spell
Widen Spell (20’r. to 40’r.; +1 level) + Extend Spell (1 (close to medium; +1 level) + Augment Spell (CR 4
rd./level to 1 hr./level; +3 levels) + Ritual Spell (full lard wormCrC colony; +2 levels) = 4th level (listed as
round; -1 level) + Reduce Spell (cowering to panicked; 2nd); summons lard worm colony into opponent’s
-1 level) = 8th level; up to 1 creature/level is panicked space.
(Will shaken) for 1 hr./level, and emanates aura of Feast on FearACG: Spook (0 level) + Concentration
panic in a 20’r. Spell (swift; +5 levels) + Cascade Spell (lesser false life;
Fear WardCWH: Warding (fear; 1st level) + Irresistible +1 level) + Expedient Spell (-1 level) = 5th level; 1
Spell (+3 levels) + Mass Effect Spell [(all schools; +3 attack/rd. panics (shaken if save) and grants you 5
levels) + Creature-Specific Spell (undead casters only; temp. hp; creatures over 9 HD unaffected.
2 levels)] + Cascade Spell (hedge: undead; +2 levels) + Feat LeechSRD: Bestow feat (1st level) + Personal Spell
Shape Spell (10’r. emanation to 5’r.; -1 level) + Extend (-1 level) + Variable Spell (+1 level) + Accursed Spell
Spell (1 rd./level to 1 min./level; +1 level) = 7 th level (+1 level) + Mass Effect Spell (1/3 levels; +2 levels) +
(listed as 8th); subject immune to fear and magical Extend Spell (1 rd./level to 1 min./level; +1 level) +
abilities of undead, and undead cannot approach Effect-Specific Spell (feats must be known by creature
within 5 ft. touched; -2 levels) = 3rd level (listed as 2 nd); you gain
Fearful TouchAPG: Blessing (0 level) + Augment Spell up to 1 feat/3 levels known by creature you touch;
(+2; +1 level) + Cascade Spell (warding: fear immunity; target loses same feats for 1 min./level.
+1 level) + Irresistible Spell (+2 levels) + Extend Spell Feather StepAPG: Skill enhancement (Acrobatics; 0
(1 min,/level to 1 rd.; -2 levels) = 2 nd level; touch level) + Extend Spell (1 min./level to 10 min./level; +2
removes resistances/immunities to fear, and subject -2 levels) + Effect-Specific Spell (difficult terrain only; -2
to atks, damage, saves vs. fear for 1 rd. levels) + Augment Spell (+1 to +10; +1 level) = 1 st level;
Fearsome Aspect, Phade’sDr333: Glamer (1st level) + subject +1/2 levels (+10 max.) to Acrobatics checks to
Cascade Spell (skill enhancement: Bluff; +1 level) + ignore difficult terrain. Note that the spell does not
Cascade Spell (bestow feat: Staredown; +1 level) + grant outright immunity to difficult terrain.
Augment Spell (BAB +11 effects; +2 levels) + Extend FeathersMW: Polymorph (animal; 3rd level) +
Spell (1 rd./level to 1 min./level; +1 level) = 6 th level Creature-Specific Spell (Small mundane bird; -2
(listed as 2nd); subject gains illusory demonic levels) + Reach Spell (touch to close; +1 level) + Extend
appearance, can demoralize 30’r. as a partial action Spell (1 min./level to 1 hr./level; +2 levels) + Mass
with +1/2 levels to the check. Effect Spell (1 creature/level; +3 levels) + Creature-
Fearsome DuplicateARG: Figment (0 level) + Reach Specific Spell (willing subjects; -2 levels) + Restricted
Spell (close to medium; +1 level) + Personal Spell (-1 Spell (access to Animal domain; -1 level) = 4 th level;
level) + Cascade Spell (alter senses; +1 level) + one willing subject/level is polymorphed into a Small

Spells (Grimoire), p. 124


crow, owl, etc. (low-light vision, fly 60 ft.) for up to 1 (hand of fate; +1 level) + Shape Spell (target to
hr./level. emanation; +2 levels) + Restricted Spell (access to
FeedbackAUG2: Electric arc (0 level) + Reach Spell Chaos domain; -1 level) = 4 th level; magical healing
(close to medium; +1 level) + Shielding Spell (+1 level) fails in 20’r., those damaged take 1d6 bleed
+ Extend Spell (inst. to 1 rd./level; +2 levels) = 4 th level; thereafter, and you can force 1 reroll/rd. within
for next 1 rd./level, subject takes 1d6 +1/level (+15 field.
max.) electrical damage whenever performing  Healing InterdictionRR2: Warding (healing; 1st level)
specified action. Accursed Spell (+1 level) + Reach Spell (touch to
 Jolting portentUC is similar, but also incorporates medium; +1 level) + Mass Effect Spell (attribute
Accursed Spell (+1 level) = 5th level; target saves vs. damage as well as hp; +1 level) + Irresistible Spell
Intuition or takes up to 15d6 electrical damage the (+2 levels) + Extend Spell (1 min./level to 1
first time each round it damages an opponent hr./level; +2 levels) = 8th level; subject cannot heal
within Medium range. hp or attribute damage by any means, for 1
hr./level. Invest 400 x CL numen to maintain curse.
FermentationRRE: Creation (alcohol; 1st level) +
Variable Spell (type appropriate to starting liquid; +1 Festering StrikePF113: Damage attribute (Str; 1st level) +
level) + Widen Spell (1 cu. ft./level to 1 pint/level; -2 Cascade Spell (sickening touch; +1 level) + Cascade
levels) = 0 level; beverage becomes alcoholic (as if Spell (damage attribute: Str; +1 level) + Channel Spell
brewed/fermented); if already so, becomes more so (+1 level) + Restricted Spell (access to Pestilence
(as if distilled). Cf. deCamp & Pratt, “The domain; -1 level) = 3rd level; as a [strike], deal 1d4 Str
Mathematics of Magic.” and Con damage and cause victim to be sickened 1
rd./level (Fort half/neg.).
 Water to WineOJ13: Transmute (water to alcoholic
Fever DreamCM: Whelm (0 level) + Cascade Spell
beverage; 1st level) + Augment Spell (valuable
(sickening touch; +1 level) + Augment Spell (ailing; +1
liquid; +1 level) + Widen Spell (1 cu. ft./level to 1
level) + Reach Spell (touch to medium; +1 level) +
gallon/level; -1 level) + Extend Spell (10 min./level
Phantasmal Spell (-1 level) + Variable Spell (+1 level):
to 2 hrs./level; +2 levels) = 3rd level.
 Cascade Spell (ray of obliviousness; +1 level), when
FesterAPG: Warding (healing; 1st level) + Reach Spell
ends; or
(touch to close; +1 level) = 2 nd level; subject immune to
 Inexorable Spell (+3 levels) + Creature-Specific
spark of life-based spells for 1 min./level. Variants:
Spell (see below; -2 levels).
 BlackmantleCWH is Cross-Class Spell (necromancy;
= 4th level (listed as 5th); up to 10d6 nonlethal plus
+1 level), Shaped (target to emanation; +2 levels),
ailing 1 rd./level, and take 1d6 +1/level (+10 max.)
Irresistible (+2 levels), and Ritual Spell (full round;
penalty to Wis for 1 rd./level when spell ends
-1 level) = 6th level; those in 20’r. area cannot heal
(Intuition negates all effects; if fail, 3d6 nonlethal plus
damage through magical or natural means
Will for half damage, Fort to negate ailing, and
(emanation lasts 1 min./level).
Intuition for half Wis penalty). A creature under the
 Cursed bladeCW is Accursed instead of Reach, is
effects of a luminous swarmCM or prickling tormentCM
Irresistible Spell (+2 levels) and Restricted (assassin
spell gets no save, but also takes no Wis penalty when
or blackguard; -1 level), and includes Ray Splitting
the exhaustion/fatigue ends.
(+1 level) and Channel Spell (+1 level) = 5 th level
Fey Form IUW: Polymorph (fey; 3rd level) + Cascade
(listed as 4th); damage dealt by affected weapon
Spell (bestow feat: Magical Talent; +2 levels) + Cascade
cannot be healed for 1 min./level (invest 200 x CL
Spell (bestow feat: Magical Array; +1 level) + Personal
numen to maintain effect until remove curse is used
Spell (-1 level) + Reduce Spell (90 ft. to 30 ft., etc.; -1
on the damaged creature).
level) = 4th level; you assume fey form, gain low-light
 Ebon ray of doomLEF is Irresistible (+2 levels) = 4th
vision, +2 Dex, +2 natural armor, iron allergy, suite of
level; target immune to magical and nonmagical
fey spell-like abilities (as applicable to type, max. level
healing for 1 rd./level (Fort neg.).
equal to level of fey form spell, even if Concentration
 Entropic FieldCD: Warding (healing; 1st level) +
allows higher), plus water breathing and/or fly 30 ft.,
Extend Spell (1 min./level to 1 rd./level; -1 level) +
swim 30 ft., up to 3 natural attacks (as applicable to
Lingering Evocation (1d6; +1 level) + Cascade Spell
form).

Spells (Grimoire), p. 125


Fey Form IIUW: Fey form IUW (q.v.; 4th level) + Fiendish ClarityBVD: Eyes of the void (q.v.; 4th level) +
Variable Spell (+1 level) + Cascade Spell (enlarge self or Cascade Spell (see invisibility, q.v.; +2 levels) +
reduce self; +1 level) = 6th level (druid 5th); become Tiny Restricted Spell ([evil] caster; -1 level) = 5th level (listed
to Large fey, gain applicable 5th level abilities. as 7th); you can see normally for in 60 ft. in dim light,
Fey Form IIIUW: Fey form IIUW (q.v.; 6th level) + darkness, and supernatural darkness for 10
Augment Spell (+1 level) = 7th level (druid 6th); become min./level.
Tiny to Large fey with applicable 7th level abilities, or Fiendish QuickeningBVD: Bestow feat (Innate
become Diminutive or Huge fey with 5 th level Metamagic: Quicken dimensional skip; 1st level) +
abilities. Extend Spell (inst. to 1 rd./level; +3 levels) + Mass
Fey Form IVUW: Fey form IIIUW (q.v.; 7th level) + Effect Spell (can use 1/level, not 3/day or whatever; +3
Augment Spell (+2 levels) = 9th level (druid 8th); levels) = 7th level; choose a [teleportation] spell-like
become Tiny to Large fey with applicable 9th level ability you possess; it is Quickened for 1 rd./level. Cf.
abilities, or Diminutive or Huge with 7th level, or Fine QuickshiftBED.
with 6th level. Fiery Constrictor, Forest’sTM2: Jet of flame (0 level) +
Fey GateUW: Dimensional skip (1st level) + Cross- Cascade Spell (bind; +1 level) + Augment Spell
Class Spell (+1 level) + Reach Spell (destination: close (grapple; +1 level) + Extend Spell (inst. to 1 rd./level;
to interplanar; +6 levels) + Location-Specific Spell +2 levels) = 4th level (listed as 6th); damage cap
(Faerieland; -2 levels) + Variable Spell (random 15d6/rd. plus grab (damage applies each round
location on that plane, with no control; -1 level) + grappled).
Shape Spell (target to vertical wall; +1 level) + Widen Fiery ShurikenUC: Jet of flame (0 level) + Ray
Spell (10-ft. to 2.5-ft. squares; -2 levels) + Extend Spell Splitting (+1 level) + Delay Spell (use over multiple
(inst. to 1 rd./level; +2 levels) + Variable Spell (2-way rounds; +1 level) = 2nd level; damage cap 12d6 fire,
gate; +1 level) = 7th level (listed as 8th); creates 2-way divided among multiple ranged touch attacks, not all
gate to Faeireland, but each creature entering the of which need to be made at once.
portal arrives at a random location on that plane. Fiery VintageRRO: Jet of flame (0 level) + Shape Spell
Fey StorageAUG2: Dimensional pocket (1st level) + (ray to target; +0 levels) + Mass Effect Spell (1
Widen Spell (1 lb./level to 3 lbs./level; +1 level) = 2 nd creature/level; +4 levels) + Bane Spell (special; +0
level (listed as 1st). levels) + Augment Spell (10d6 to 15d6; +1 level) = 5 th
Fey WardAUG2: Hedge (fey; 2nd level) + Widen Spell level (listed as 8th); damage cap 15d6 fire, or 15d8 vs.
(10’r. to 20’r.; +2 levels) + Extend Spell (1 min./level to those who ingested alcohol in the last hour (Fort half).
1 rd./level; -1 level) = 3rd level; fey cannot enter mobile FilterCWH: Zephyr (0 level) + Shape Spell (line to
emanation unless it fails to bypass their SR. emanation; +2 levels) + Widen Spell (20’r. to 10’r.; -1
Field of GhoulsLM: Ray of entropy (0 level) + Cascade level) + Extend Spell (1 rd./level to 1 min./level; +1
Spell (lesser animate dead; +3 levels) + Augment Spell level) = 2nd level; mobile 10’r. emanation of strong
(CR 2; +1 level) + Shape Spell (target to emanation; +2 wind keeps out smoke, gases, fog, etc. Cf. life
levels) + Personal Spell (-1 level) + Extend Spell (inst. bubbleAPG. Variants:
to 1 rd./level; +2 levels) + Cascade Spell (skill  Dance of the unicornCD is Widened to a 60’r. (+3
enhancement: Knowledge (planes); +1 level) + levels) = 5th level.
Restricted Spell (access to Death or Hunger domain;  Freedom of breathSSt is Shaped (emanation to target; -
1 level) = 7th level; damage cap 15d6 negative 1 level) and Extended (1 min./level to 10
energy/rd. in 20’r. around you, dead creatures in min./level; +1 level) = 2nd level.
emanation rise as ghouls (if 2- HD) or ghasts (3+ HD),  Drawmij’s protection from gasGA affects a 20’r. area
and your Command Undead capacity (if any) is (+1 level) around you (Personal Spell; -1 level) and
enhanced while the spell lasts. is Quickened (for use in emergencies; +3 levels); it
Field of LawDLM: Dispel (0 level) + Variable Spell is then also Reduced (windstorm to severe wind; -
(dispel effect or suppress ability; +1 level) + Irresitible 1 level) = 4th level.
Spell (can suppress (Sp) or (Su) ability; +2 levels) +  Neutralize GasS&M: Dispel (0 level) + Cascade Spell
Restricted Spell ([lawful] bloodline, domain, etc.; -1 (zephyr; +1 level) + Reach Spell (touch to medium;
level) = 2nd level; touch dispels one active spell effect +1 level) + Shape Spell (target to cubes; +2 levels) +
or suppresses one (Sp) or (Su) ability for 1 rd./level.

Spells (Grimoire), p. 126


Effect-Specific Spell (gases only; -2 levels) + Finale, StunningAPG: Inertia (0 level) + Augment
Irresistible Spell (no check needed; +2 levels) + Spell (stun; +4 levels) + Fell Staggering (+1 level) +
Quicken Spell (+3 levels) = 7th level; swift casting Mass Effect Spell (1/3 levels; +2 levels) + Restricted
dispels magic with the wisp seed (no check Spell (bard; -1 level) + Tenuous Spell (casting ends
needed) and disperses non-magical gases, fogs, any bardic inspiration you are maintaining; -1 level) =
spore clouds, etc. as if by a severe wind, in one 10- 5th level; stuns up to 1 creature/3 levels for 1 rd. (Fort
ft. cube/level. flat-footed).
 Zone of sweet airTM2 is Shaped to cubes instead of an Find QuarryUC: Divination (specific individual
emanation (+0 levels), and not Widened (+1 level) = creature known to you; 2nd level) + Reach Spell (close
3rd level. to line of sight; +4 levels) + Restricted Spell (ranger or
FimbulwinterFB: Control weather (7th level) + Widen access to Inquisition domain; -1 level) + Ritual Spell
Spell (1 mile to 1 mi./level; +2 levels) + Accursed Spell (full round; -1 level) = 4th level; 1st round—learn
(+1 level) + Extend Spell (concentration to 1 rd./level; presence; 2nd—distance and direction; 3rd—mode,
+1 level) + Restricted Spell (access to Winter domain; 0 speed, and direction of movement. The ranger version
levels) + Variable Spell (roll randomly for conditions; of the spell (also 4th level, but more restricted) has a
1 level) + Reduce Spell (tornado to windstorm and range of Continental rather than Line of Sight.
25d6 to 15d6; -2 levels) = 8 th level; 1,600 x CL numen to Finger Darts, Lahm’sBVD: Damage attribute (Dex; 1st
maintain. Roll for each condition each day: level) + Augment Spell (+1d4; +1 level) + Reach Spell
(touch to medium; +1 level) + Mass Effect Spell (1/3
1d6 Temp. Wind Snow
levels; +2 levels) + Cascade Spell (damage attribute: Str;
1-2 Cold weather Strong Flurries
-1 level) = 4th level (listed as 2nd); one ranged touch/3
3-4 Severe cold Severe Heavy snow
5-6 Extreme cold Windstorm Blizzard
levels deals 2d4 Dex, but you take 1d4 Str (Fort ½).
Fins to FeetSW: Polymorph (3rd level) + Extend Spell
Finale, DeadlyAPG: Sound lance (1st level) + Shape (1 min./level to 1 hr./level; +3 levels) + Creature-
Spell (ray to target; +0 levels) + Lingering Evocation Specific Spell (willing subject; -2 levels) + Reduce
(+3 levels) + Mass Effect Spell (1/3 levels; +2 levels) + Spell (speed only 30 ft., lose swim speed; -2 levels) =
Restricted Spell (bard; -1 level) = 5 th level; damage cap 2nd level; creature touched loses swim speed, gains
15d6 sonic plus 3d6 bleed (Fort half/neg.). land speed (base 30 ft. for Medium).
Finale, PurgingAPG: Remove condition (1st level) + Fire BoltPH5: Jet of flame (0 level) + Reach Spell (close
Variable Spell (select condition at time of casting; +1 to medium; +1 level) = 1st level; damage cap 5d6.
level) + Augment Spell (serious; +2 levels) + Reach Variants:
Spell (touch to close; +1 level) + Creature-Specific
 Bolt of powerRR2 is Augmented (10d6) instead of
Spell (under effect of your bardic inspiration; -2
Reach (+1 level), and is Resistible (-1 level) = 1 st
levels) = 3rd level; removes one serious condition in an
level; close ranged touch deals up to 10d6 fire
inspired subject.
damage (Reflex half).
Finale, RevivingAPG: Spark of life (1st level) + Shape
 Contagious flameAPG incorporates Ray Splitting
Spell (target to burst; +3 levels) + Creature-Specific
instead of Reach Spell, and is Concentration (swift
Spell (under effect of your bardic inspiration; -2
action; +3 levels) = 4th level (listed as 6th); damage
levels) = 3rd level; cures 5d6 hp.
cap 19d6 fire (divine 14d6), divided among 2+ rays
Finale, SavingAPG: Hand of fate (0 level) + Reach
each round. AKA fiery visionShS.
Spell (touch to close; +1 level) + Cascade Spell
 Fan the flamesToB is Close range, and is Irresistible
(resistance; +1 level) + Quicken Spell (+3 levels) +
(+2 levels) = 3rd level; damage cap 10d6 fire (no SR)
Interrupting Spell (+1 level) + Effect-Specific Spell
 Fire breathCA is close range (-1 level), and is
(saving throw; -2 levels) + Creature-Specific Spell
Lingering (+1 level), Overwhelming (+1 level),
(under effect of your bardic inspiration; -2 levels) +
Concentration (standard; +1 level), and
Tenuous Spell (casting ends any bardic inspiration th th
Augmented (+1 level) = 4 level (listed as 5 ), 1
you are maintaining; -1 level) = 1 st level; target can
ranged touch/rd. deals up to 15d6 fire plus 1d6
immediately re-roll one saving throw w/+1 resistance
burn, and ignores hardness and energy resistance.
bonus, but this ends inspiration you are maintaining.

Spells (Grimoire), p. 127


 Fire shurikenCA Cascades bestow feat (Improved Spell (+1 level) + Restricted Spell (druid; -1 level) = 6 th
Critical; +2 levels) + Augment Spell (BAB +6 level.
effects; +1 level), and is Manifested (-1 level) = 2 nd  Acorns: Splash Evocation (+0 levels); damage cap
level; damage cap 12d6/19-20 fire, divided among 21d6, divided among up to 4 acorns (max. 10d6 for
ranged attacks. any one), plus splash damage to adjacent.
 Flame boltRR adds Ray Splitting (+1 level) and is  Holly berries: Shape Spell (rays to bursts; +2 levels)
Reduced (10d6 to 5d6; -1 level) = 1st level (divine + Widen Spell (20’r. to 5’r.; -2 levels); damage cap
2nd); 1 bolt/level (max. 6) for 1d6 fire each. 21d6, divided among up to 8 berries.
 Ganest’s farstrikeRR is Shaped (ray to target),
Fire Shield: Inure (0 level) + Variable Spell (fire or
Lingering (+1 level), has a range of line of sight (+2
cold; +1 level) + Extend Spell (1 min./level to 1
levels), and is reduced (15d6 to 10d6; -1 level) = 3 rd
rd./level; -1 level) + Cascade Spell [(ray of frost or jet of
level; damage cap 10d6 fire plus 1d6 burn vs.
flame; +1 level) + Reach Spell (close to touch; -1 level) +
target up to ¼ mile/level distant.
Shielding Spell (+1 level) + Extend Spell (inst. to 1
 Kelgore’s fire boltPHII also adds the Energy
rd./level; +2 levels)] + Augment Spell (30 to 40; +1
Admixture feat (+0 levels) + Reach Spell (close to
level) = 4th level; you gain fire or cold resistance 5/2
medium; +1 level) = 1 st level; damage cap 5d6, and
levels (max. 40), and melee attackers take 1d6 +1/level
half the damage is bludgeoning.
(+15 max.) cold or fire on each hit made against you.
 Molten orbACG is Lingering instead of Reach, and
Variants:
includes Splash Evocation (+0 levels) = 1st level;
damage cap 5d6 (splash 1 hp) plus 1d6 burn.  Blazing AuraPnH: Jet of flame (0 level) + Shielding
 Orb of fireCA is Close range (-1 level), Cascades Spell (+2 levels) + Reach Spell (close to touch; -1
inertia (+1 level) + Augment spell (dazing; +2 level) + Extend Spell (inst. to 1 min./level; +3 levels)
levels), and is Irresistible (+2 levels) = 5 th level; + Personal Spell (-1 level) + Sudden Spell (+0
damage cap 15d6 fire plus dazed 1 rd. (no SR). levels) + Reduce Spell (+10 to +5; -1 level) = 2 nd
level; swift casting, for the next round melee
Fire CharmPH1: Compel (fascination; 2nd level) +
attackers take 1d6 fire +1/level (+5 max.) each time
Extend Spell (1 rd. to 1 rd./level; +2 levels) + Cascade
they hit you.
Spell (suggestion; +3 levels) + Shape Spell (target to
 Blazing ShieldRR: Shield (1st level) + Cascade Spell
emanation; +2 levels) + Location-Specific Spell
(jet of flame; +1 level) + Extend Spell (inst. to 1
(existing fire; -2 levels) + Pacific Spell (-2 levels) +
min./level; +3 levels) + Reach Spell (close to touch; -
Pattern Spell (-1 level) = 4 th level; those within 20’r. of
1 level) + Shielding Spell (+1 level) + Reduce Spell
fire are fascinated 1 rd/level and susceptible to a
(+15 to +0; -3 levels) = 2nd level; +4 AC and 1d6 fire
suggestion made during that time.
per hit vs. melee attackers.
Fire of VengeanceAPG: Jet of flame (0 level) + Channel
 Blood BlazeARG: Jet of flame (0 level) + Splash
Spell (+1 level) + Delay Spell (attacks someone other
Evocation (+0 levels) + Shielding Spell (+2 levels) +
than you; +1 level) + Quicken Spell (+3 levels) +
Reach Spell (close to touch; -1 level) + Extend Spell
Restricted Spell (paladin; -2 levels) + Reduce Spell
(inst. to 1 rd./level; +2 levels) + Restricted Spell (orc
(10d6 to 5d6; -1 level) = 2nd level (listed as 4th); the next
or half-orc; -1 level) = 2nd level; creature hit in
time an opponent you hit attacks someone other than
melee deals 1d6 + 1/level (+5 max.) fire per hit to
you, they take 5d6 fire damage.
attacker (plus 1 hp splash in 5’r.).
Fire Quill7S: Glamer (1st level) + Extend Spell (1
 Fire AuraCWH: Light (0 level) + Cascade Spell [(jet of
rd./level to 1 min./level; +2 levels) + Effect-Specific
flame; +1 level) + Lingering Evocation (+1 level) +
Spell (fiery letters; -2 levels) = 1st level; for the next 1
Reach Spell (close to touch; -1 level) + Shielding
min./level, focus pen or feather seems to write in
Spell (+1 level) + Extend Spell (inst. to 1 rd./level;
letters of fire that disappear at the end of the duration.
+2 level)] + Cascade Spell [(warding: fire; +1 level) +
Words of fire7S (2nd level) lasts 2 min./level instead.
Irresistible Spell (+2 levels) + Extend Spell (1
Fire Seeds: Jet of flame (0 level) + Cascade Spell
min./level to 1 rd./level; -1 level)] + Personal Spell
(sparkAPG: q.v.; +1 level) + Ray Splitting (+1 level) +
(1 level) + Reduce Spell (+15 to +10; -1 level) = 4 th
Delay Spell (swift activation; +4 levels) + Variable
level; for 1 rd./level, you shed light, are immune to

Spells (Grimoire), p. 128


fire, and those attacking you in melee take 1d6+10
fire per hit plus 1d6 burn.
 Fire RiposteToB: Jet of flame (0 level) + Silent Spell (+1
level) + Quicken Spell (+3 levels) + Interrupting
Spell (+1 level) + Reach Spell (close to touch; -1
level) + Creature-Specific Spell (creature hitting
you in melee; -2 levels) + Irresistible Spell (+2
levels) + Reduce Spell (15d6 to 5d6; -2 levels) = 2 nd
level; immediate action touch attack against a
creature hitting you in melee deals 1d6 fire/level
(max. 5d6, no SR).
 Holocaust CloakToB: Jet of flame (0 level) + Shielding
Spell (+2 levels) + Quicken Spell (inst. to 1
min./level; +3 levels) + Reach Spell (close to touch;
1 level) + Personal Spell (-1 level) + Concentration  Shaped strikeAUG affects four 5-ft. cubes/level (+2
Spell (swift; +3 levels) + Reduce Spell (+15 to +0; -3 levels) = 4th level (listed as 6th); damage cap 15d6
levels) = 3rd level; swift action each round causes fire (divine 10d6; Reflex half) for those within 4
all those hitting you in melee to take 1d6 fire/hit. continuous 5-ft. cubes/level.

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

Spells (Grimoire), p. 129


level (listed as 5th); one small-radius burst/3 levels  Inferno blastToB is personal range (-2 levels), affects a
deals up to 10d6 fire. FirebrandMF is similar, but is 60’r. burst (+2 levels), and is Maximized (+1 level),
Augmented to 15d6 = 4th level (listed as 5th). Irresistible (+2 levels), and Augmented (+1 level) =
 Circle of flameOA is Selective (+1 level), but has a 7th level (listed as 9th); damage cap 120 fire to those
range of Personal (+0 levels) = 4th level (listed as within 60 ft. (no SR).
5th); damage cap 10d6 fire in 20’r. burst around  Otiluke’s fire and iceGA is Energy Admixture (cold;
you; you and allies unaffected. +0 levels), Overwhelming (+1 level), and
 Controlled fireballUI is Long range (+1 level), Augmented (+1 level) = 5th level; damage cap 15d6
Selective (+1 level), and Reduced (15d6 to 10d6; -1 (half fire, half cold, and energy resistance and
level) = 4th level; damage cap 10d6 fire, and you object hardness do not apply).
can choose to leave some squares unaffected.  ParboilSSt Cascades damage attribute (Int; +2 levels) +
 Delayed blast fireball is Long range (+1 level), Augment Spell (+2d4; +1 level) + Reduce Spell
Delayed (time lapse; +1 level), and Lingering (+2 (15d6 to 10d6; -1 level) = 5th level; damage cap 10d6
levels) = 7th level; damage cap 15d6 fire plus 5d6 fire plus 3d4 Int damage in 20’r. spread at Close
burn. range (Fort half/neg.).
 EruptSK is Lingering instead of Reach (+0 levels),  PyreMW has Extreme range (+2 levels) but affects
Widened (20’r. to 1,000’r.; +5 levels), Maximized only a 5’r. burst (-2 levels) = 3rd level.
(+2 levels), Overwhelming (+1 level), Ritual Spell  Scintillating sphereMF is Versatile (electricity).
(full round; -1 level), and Reduced (25d6 to 20d6; -  Shooting starAPG affects only a 5’r. (-2 levels), is
1 level) = 9th level; damage cap 120 hp fire plus 1d6 Augmented (1d6 to 5d6; +1 level), and is Restricted
burn/rd. in 1,000’r. (Reflex half/neg.; energy (access to Void domain; -1 level) = 1st level; damage
resistance and hardness do not apply). cap 5d6 fire.
 Fiery burstCM is Lingering instead of Reach (+0 FirelightS&M: Light (0 level) + Extend Spell (10
levels), and affects only a 5’r. (-2 levels) = 1 st level; min./level to 1 hr./level; +2 levels) + Restricted Spell
damage cap 5d6 fire plus 1d6 burn. (access to Fire or Sun domain; -1 level) = 1st level.
 Fire burstTM2 is Location-Specific (burst must be Fires of PurityCD: Jet of flame (0 level) + Ray
centered on an existing nonmagical fire; -2 levels) Splitting (+1 level) + Reach Spell (close to touch; -1
and affects only a 10’r. (-1 level) = 0 level; 1d6 fire level) + Channel Spell (+1 level) + Shielding Spell (+1
(Reflex half). level) + Extend Spell (inst. to 1 rd./level; +2 levels) +
 FireburstCA is Selective instead of Reach (+1 level), Cascade Spell (inure: fire; +1 level) = 5th level (listed as
affects a 5’r. (-2 levels) at Personal range (-1 level), 6th); subject deals up to +20d6 fire total, divided
affects only a 5’r. (-2 levels), and is Empowered (+1 among melee attacks (max. +15d6 for any one), has
level) = 2nd level; damage cap 1.5 x 5d6. resistance 5/2 levels (40 max.) to fire, and melee
 FirefallAPG Cascades flare (q.v.; +1 level), and is attackers take 1d6+15 fire damage per hit.
Augmented (blinding; +1 level), Reach (long range; FirestaffDr181:: Jet of flame (0 level) + Enegy
+1 level), Widened (60’r.; +2 levels), Location- Admixture (bludgeoning; +0 levels) + Ray Splitting
Specific (bonfire within range; -2 levels), and (+1 level) + Reach Spell (close to touch; -1 level) +
Reduced (15d6 to 5d6; -2 levels) = 4 th level; 5d6 fire Extend Spell (inst. to 1 rd./level; +2 levels) +
plus 2d6 burn and blinds 1 rd./level. Manifested Spell (-1 level) = 1 st level (listed as 2nd); 2
 Greater fireburstCA is as fireburstCA, but also melee attacks/rd. for 1d6 bludgeoning + up to 2d6 fire
Maximized (+2 levels) and Explosive (+1 level), each.
and affects a 10’r. (+1 level) = 5th level; damage cap FissionSRD: Summon (1st level) + Augment Spell (CR
5d6+60, and throws clear of blast. 10; +6 levels) = 7th level; you split off an 11th level
 HeartfireDr314 is close range (-1 level), Lingering (+1 version of yourself with mundane gear only, lasting 1
level), and Widened (20’r. to 5’r.; -2 levels) = 1 st rd./level. Variants:
level; damage cap 5d6 fire plus 1d6/rd.
 Ally across timePC (2nd level) is Augmented only to
 Ilajam fireRR is Long range (+1 level) and Lingering
CR 1 (2nd level duplicate with NPC gear). Army
(+2 levels) = 6th level; damage cap 15d6 fire plus
across timePC (5th level) also includes Mass Effect
5d6 burn.

Spells (Grimoire), p. 130


Spell (1 duplicate/3 levels; +2 levels), and the 1/2 levels to Concentration, and -6 to attacks and
duplicates are CR 2 (+1 level). damage for 1 rd./level or until save.
 DuplicateAUG is Augmented to CR 16 (16th level  Cascade Spell (damage attribute: +1 level) + Mass
duplicate, with full PC gear; +3 levels) and requires Effect Spell (1 attribute/3 levels; +2 levels) +
a full round to cast (-1 level) = 9th level. Augment Spell (1d4 to 4d4; +2 levels) = +5 levels;
 EidolonSRD is Augmented to CR 16 (+3 levels) and 4d4 damage to Str, Dex, and Con (and Wis at CL
Extended (1 hr./level; +3 levels), Cascades 12th, Int at 15th, Wis at 18th).
enervation (-4 levels), and has a full round casting + Selective Spell (no control over variable effect; -1
time (-1 level) = 8th level (listed as epic); you split level) + Channel Spell (+1 level) + Restricted Spell
off a version of yourself of up to 17 th level with (monk or rogue; -1 level) = 5 th level (listed as 9th);
mundane gear only, lasting 1 hr./level, but you melee attack deals +1d6 cold/level (+15d6 max.) and
take 1d4 temp. negative levels. other effects as shown.
 Time duplicateSRD is Augmented to CR 20 (+5 levels) Flame Arrow: Jet of flame (0 level) + Ray Splitting
and Restricted (access to Time domain; -1 level), (+1 level) + Channel Spell (+1 level) + Item-Specific
and Cascades dimension skip (-1 level) + Delay Spell Spell (ranged weapon or ammunition; -2 levels) +
(after 1 rd.; +1 level) + Extend Spell (inst. to 1 rd.; -1 Extend Spell (inst. to 10 min./level; +4 levels) + Reduce
level) + Reach Spell (destination: close to 0; -1 Spell (10d6 to 5d6; -1 level) = 3rd level; +8d6 fire/rd.,
level) = 9th level; swift casting summons yourself divided among projectiles fired from target weapon
from the future for that round, then you disappear (max. +5d6 for one), for the next 10 min./level.
for one round (completing the time loop).
 ArrowfireRRO lasts only 1 min./level and is Reduced
Fist of StoneCA: [Energy mace (0 level) + Extend 1 less step (3rd level, damage cap +8d6). Variants:
Spell (inst. to 1 rd./level; +3 levels) + Manifested Spell  Divine ArrowUC: Spark of life (1st level) + Channel
(-1 level) + Reach Spell (close to touch; -1 level) + Spell (+1 level) + Reach Spell (close to extreme; +2
Reduce Spell (5d6 to 1d6; -1 level)] + Cascade Spell levels) + Creature-Specific Spell (undead; -2 levels)
[(attribute boost: Str; +1 level) + Augment Spell (+6 total = 2nd level; arrow deals +1d6/level (max. +5d6)
bonus; +2 levels) + Extend Spell (1 min./level to 1 positive energy damage vs. undead.
rd./level; -1 level) + Personal Spell (-1 level)] = 1 st level  Shocking MissileRR2: Electric arc (0 level) + Channel
(0 level with access to Earth domain); you gain +6 Spell (+1 level) + Delay Spell (when missile fired;
enhancement to Str and slam attack (base 1d6) for 1 +1 level) = 2nd level; damage cap +10d6 electricity.
rd./level.
Flame Strike: Jet of flame (0 level) + Reach Spell
 Fist of IronDD also Cascades magic weapon (+1 level) (close to medium; +1 level) + Shape Spell (ray to
and is Extended (1 min./level; +1 level) = 3 rd level; cylinder; +2 levels) + Consecrate Spell (+1 level) +
your slam attack gains an enhancement bonus of Augment Spell (10d6 to 15d6; +1 level) = 5 th level;
+1/4 levels and deals up to 5d6 base damage. damage cap 15d6 (half fire, half holy) in 10’r., 50-ft.-
Five-Shadow Creeping Ice Enervation Strike ToB: tall cylinder. Variant:
Ray of frost (0 level) + Variable Spell (+1 level):  Burning RainAUG2: Jet of flame (0 level) + Reach Spell
 Cascade Spell (damage attribute: Dex; +1 level) + (close to long; +2 levels) + Shape Spell (ray to
Augment Spell (1d4 to 3d4; +1 level) + Cascade cylinder; +2 levels) + Widen Spell (10’r. to 20’r.; +1
Spell [(celerity; +1 level) + Mass Effect Spell level) + Extend Spell (inst. to 1 rd./level; +2 levels) +
(multiple modes of movement; +2 levels) + Hex Ritual Spell (full round; -1 level) + Reduce Spell
Spell (+0 levels)] = +5 levels; 3d4 Dex damage and (15d6 to 5d6; -2 levels) = 4 th level; 5d6 fire/rd. in
all speeds reduced by 50 ft. 20’r., 100-ft. tall cylinder.
 Cascade Spell (damage attribute: Str; +1 level) +  Corean’s FireRR2: Flare (q.v.; 0 level) + Augment Spell
Augment Spell (1d4 to 3d4; +1 level) + Cascade (blinding; +1 level) + Tenuous Spell (-1 level) +
Spell (skill enhancement: Concentration; +1 level) + Cascade Spell (jet of flame; +1 level) + Consecrate
Cascade Spell [(blessing; +1 level) + Augment Spell Spell (+1 level) + Reach Spell (touch to medium; +1
(+1 to +6; +4 levels) + Extend Spell (10 min./level to level) + Shape Spell (ray to cylinder; +1 level) +
1 rd./level; -2 levels) + Tenuous Spell (-1 level)] + Widen Spell (10’r. to 20’r.; +1 level) = 7th level;
Hex Spell (+0 levels) = +5 levels; 3d4 Str damage, -

Spells (Grimoire), p. 131


damage cap 15d6 (half fire, half holy) in 20’r., 100- Mass Effect (1 creature/3 levels) instead of
ft. cylinder, and blinds 1 rd./level or until save. Concentration (+0 levels) = 2nd level; damage cap
 Rain of EmbersBED: Jet of flame (0 level) + Consecrate 5d6 fire + 1d6/rd., or 5d8 + 1d8/round vs. creatures
Spell (+1 level) + Reach Spell (close to long; +1 w/metal equipment. Chill metal is Versatile (cold).
level) + Shape Spell (ray to cylinder; +2 levels) +  InfernoPGF is Lingering rather than Concentration,
Widen Spell (10’r. to 30’r.; +2 levels) + Extend Spell and is not Reduced (+1 level) = 3 rd level (listed as
(inst. to 1 rd./level; +2 levels) + Restricted Spell 5th); damage cap 10d6 fire plus 3d6/rd.
([good] descriptor; -1 level) = 6 th level (listed as 7th);  Matter agitationSRD requires Standard concentration
damage cap 15d6 (half fire, half holy) in 30’r. (-1 level) = 1st level; damage cap 5d6 fire/rd. of
cylinder, 150 ft. tall. concentration).
 SiroccoAPG: Jet of flame (0 level) + Bane Spell (water:  Pyrotechnic eruptionHA is Lingering rather than
fixed; +0 levels) + Cascade Spell (topple; +1 level) + Concentration, Shielding (+1 level), and Variable
Cascade Spell (touch of fatigue; +1 level) + Reach (initial damage and shielding; +1 level), and not
Spell (touch to medium; +1 level) + Shape Spell Reduced (+1 level) = 5 th level; damage cap 15d6 fire
(ray to cylinder; +2 levels) + Widen Spell (10’r. to plus 3d6/rd. (Fort half/neg.), and those touching
20’r.; +1 level) + Extend Spell (inst. to 1 rd./level; +2 burning victim take 1d6 fire + 1/level (+15 max.).
levels) + Reduce Spell (20d6 to 10d6; -2 levels) = 6th  Spontaneous immolationUC is Lingering (+1 level),
level; 10d6 fire/rd. (10d8 vs. [water]) plus fatigued does not repeat with Concentration (-2 levels), and
and knocked prone in immobile cylinder 10’r., 50 is not Reduced (+1 level) = 2nd level; damage cap
ft. tall. (Fort half/neg./neg.). 10d6 plus 2d6 burn. AKA spontaneous
Flame’s BlessingToB: Inure (fire; 0 level) + Augment conbustionDr342 (divine or druid; damage cap 5d6
Spell (5 to 50; +3 levels) + Personal Spell (-1 level) + plus 2d6 burn).
Extend Spell (1 min./level to 1 rd./level; -1 level) = 1 st  Susar’s DeathAUG2: Jet of flame (0 level) + Cross-Class
level; you gain resistance to fire 5/2 ranks in Spell (transmutation; +1 level) + Shape Spell (ray to
Acrobatics for 1 rd./level. target; +0 levels) + Overwhelming Evocation (fire;
Flaming Sphere: Jet of flame (0 level) + Reach Spell +1 level) + Maximize Spell (+2 levels) + Empower
(close to medium; +1 level) + Concentration Spell Spell (+1 level) = 5th level; damage cap 5d6+60 fire
(partial action; +2 levels) + Shape Spell (ray to target; (Fort half, and bypasses normal fire resistance).
+0 levels) + Reduce Spell (10d6 to 5d6; -1 level) = 2 nd Flare: Light (0 level) + Reach Spell (touch to close;
level; damage cap 5d6. Variants: +1 level) + Augment Spell (dazzling; +3 levels) +
 Otiluke’s boiling oil bathGA is Irresistible rather than Extend Spell (light: 10 min./level to inst.; -3 levels) +
Concentration = 2nd level; damage cap 5d6 fire to Extend Spell (dazzling: 1 rd. to 1 rd./level; +1 level) +
one target (Reflex half, no SR). Shape Spell (emanation to target; -2 levels) = 0 level;
 Fiery eyesCA is close range (-1 level), Lingering (+1 single target is dazzled for 1 rd./level. Variants:
level), and requires standard concentration (-1  Blinding FlashAPG: Nystul’s flashGA (see below) +
level) = 1st level; damage cap 5d6 fire plus 1d6 Widen Spell (10’r. to 20’r.; +1 level) + Expedient
burn, once per round. Burning gazeAPG is not Spell (individual HD; -1 level) = 2nd level (1st with
Reduced (+1 level) = 2nd level; damage cap 10d6 fire access to Sun domain); those in 20’r. with 6 HD or
(divine 5d6) plus 1d6 burn. less are blinded 1 rd./level (save dazzled; save each
 Fire and brimstoneCM Cascades sickening touch (+1 round thereafter to end effect).
level), does not repeat with concentration (-2  Blinding lightAUG is Medium range (+1 level) and
levels), and is not Reduced (+1 level) = 2 nd level; Augmented (blinding; +1 level) = 2nd level; intense
damage cap 10d6 fire (divine 5d6) plus sickened 1 light blinds target 1 rd./level (Fort neg.).
rd./level (Fort half/neg.).  Blistering flourishToB is Channeled instead of Reach,
 Greater flaming sphereACG is Lingering (+1 level) and Shaped (burst; +2 levels), and Restricted (access to
not Reduced (+1 level) = 4th level; damage cap 10d6 Desert Wind maneuvers or Sun domain; -1 level) =
(arcane 15d6) plus 2d6 burn. 1st level; melee [strike] dazzles those in 20’r. for 1
 Heat metalCRB is close range (-1 level), Lingering (+1 rd./level.
level), Bane (metal equipment; +0 levels), and is

Spells (Grimoire), p. 132


 City lightsRD is Shaped (burst; +2 levels), Widened Stroke; +1 level) + Augment Spell (BAB +11 effects; +2
(20’r. to 60’r.; +2 levels), Augmented (blinding; +1 levels) + Reduce Spell (15d6 to 10d6; -1 level) = 4 th
level), Fell Dazzling (+1 level), and Location- level (listed as 5th); as a standard action each round,
Specific (within 60 ft. of at least 4 artificial light make 4 tentacle melee attacks for up to 3d6 (base)
sources; -2 levels) = 4 th level (listed as 2nd); flare each, plus grab and coup de grâce after 2 rounds
blinds 1 rd./level (Fort dazzled). pinned.
 Flare burstAPG is Shaped (burst; +2 levels) and Fleet Feet of HermesRRO: Celerity (0 level) +
Widened (20’r. to 10’r.; -1 level) = 1 st level; flash of Augment Spell (+10 ft. to +60 ft.; +5 levels) + Effect-
light at close range dazzles those in 10’r. for 1 Specific Spell (land speed only; -2 levels) = 3 rd level
rd./level. (listed as 2nd); increases target’s land speed by 60 ft.
 FlashRR: Flare burstAPG (see above) + Augment Spell Flesh PuppetHA: Lesser animate deadUM (2nd level) +
(blinding; +1 level) + Tenuous Spell (-1 level) = 1 st Cascade Spell (skill enhancement; +1 level) + Cascade
level; flash of light blinds those in 10’r. of you for 1 Spell (shaping; +2 level) + Ritual Spell (full round; -1
rd./level (save each round to end effect). level) = 4th level; animates zombie and disguises it as
 Flash FireUC is Shaped (burst; +2 levels), you see fit (with +1/2 level to your Perform: acting
Augmented (blinding; +1 level), Conductive (+1 check). Variant:
level), Cascaded (dispel; +1 level), Reach (medium;  Demise UnseenSRD: Damage attribute (Con; 1st level) +
+0 levels due to metamagic synergy), and Object- Augment Spell (+4d4; +4 levels) + Cascade Spell
Specific (wand, loaded firearm, etc.; -2 levels) = 3rd [(lesser animate dead; +2 levels) + Augment Spell
level; expends 1 charge or shot from gun or wand (CR 2 ghoul; +1 level) + Creature-Specific Spell
to cause 20’r. blinding flash (person holding item (slain by this spell; 2 levels)] + Cascade Spell
saves at -4). [(glamer; +1 level) + Extend Spell (1 rd./level to 1
 Nystul’s FlashGA: FlashRR (see above) + Fell Dazzling hr./level; +3 levels) + Effect-Specific Spell (appear
(+1 level) = 2nd level; 10’r. flash of light blinds 1 as living self; -2 levels)] + Reach Spell (touch to
rd./level (dazzled if save); save each round medium; +1 level) + Shape Spell (ray to target; +0
thereafter to lessen/end effect. levels) + Restricted Spell (necromancer or access to
 Star ShineGA is Augmented (blinding; +1 level) and [death] or [undead] bloodline, domain, etc.; 1
Mass Effect (1 creature/3 levels; +2 levels) = 3 rd level) = 8th level (listed as epic); target takes 5d4
level. Con damage (Fort neg.), if dies, is animated as a
 StarburstRRE is Channeled rather than Reach (+0 ghoul with the illusion that it is still alive (visual,
levels), Shaped (burst; +2 levels), Augmented auditory, tactile, thermal, etc.). Divine casters add
(blinding; +1 level), and Extended (1 rd./level to 1 the Cross-Class Spell feat to access the glamer (+1
rd.; -1 level) = 2nd level; missile erupts in 20’r. burst level) = 9th level.
of blinding light (1 rd. duration) on a hit.
Flesh to Stone: Damage attribute (Dex; 1st level) +
 Umbral shroudCC is Inexorable (+3 levels) and
Reach Spell (touch to medium; +2 levels) + Augment
Restricted (access to Darkness domain, etc.; -1
Spell (+2d4; +1 level) + Crippling Drain (+2 levels) +
level), and lasts only 1 rd. (-1 level) = 1 st level. AKA
Shape Spell (ray to target; +0 levels) = 6 th level; 3d4
shadow veilCM.
Dex drain (Fort neg.; petrified if Dex drained to 0 or
 Vengeance of dayDr342 is Shaped (cone; +1 level), Bane
lower). AKA crystallizeSRD (Cross-Class: shaper; +0
(undead: fixed; +0 levels), and Restricted (access to
levels due to metamagic synergy), vitrificationAUG.
Sun domain; -1 level) = 0 level; 30-ft. cone of light
Variants:
dazzles 1 rd./level (undead and those with light
sensitivity blinded instead).  Blackstone hammerCPs is touch range (-2 levels) and
Channeled (+1 level) = 5th level (listed as 6th); melee
Flaying TendrilsCM: Energy mace (0 level) + Ray
[strike] carries flesh to stone effect.
Splitting (+1 level) + Reach Spell (close to touch; -1
 Calcific TouchAPG: Inertia (0 level) + Augment Spell
level) + Manifested Spell (-1 level) + Concentration
(stagger; +2 levels) + Reach Spell (close to touch; -1
Spell (standard; +1 level) + Cascade Spell (bestow feat:
level) + Cascade Spell (damage attribute: Dex; +1
Improved Grapple; +1 level) + Augment Spell (BAB +6
level) + Crippling Drain (+1 level) + Concentration
effects; +1 level) + Cascade Spell (bestow feat: Killing

Spells (Grimoire), p. 133


Spell (standard; +1 level) = 4th level; 1 touch/round drained; -1 level) + Ray Splitting (+1 level) + Channel
deals 1d4 Dex drain and staggers 1 round. Spell (+1 level) + Object-Specific Spell (bludgeoning
 Call of StonePHII: Damage attribute (Dex; 1st) + Reach weapon only; -2 levels) Extend Spell (inst. to 1
Spell (touch to close; +1 level) + Extend Spell (inst. rd./level; +2 levels) = 4th level (listed as 6th); bludgeon
to 1 rd./level; +2 levels) = 4th level; 1d4 Dex/rd. to deals +2d4 drain/rd. (divided among attacks) to
target (Fort half). randomly-determined attributes.
 Cast in stoneMF is close range (-1 level), is not FleshshiverSC: Energy mace (0 level) + Cascade Spell
Shaped (+0 levels), and can be repeated each round (sickening touch; +1 level) + Augment Spell (nausea; +2
with concentration (swift action; +3 levels) = 8 th levels) + Cascade Spell (inertia; +1 level) + Augment
level; 1 swift ranged touch attack/rd. deals 3d4 Dex Spell (daze; +2 levels) + Reach Spell (touch to
drain (Fort half). medium; +1 level) + Reduce Spell (20d6 to 15d6; -1
 Dhulark’s glasstrikeMF is Close range (-1 level), level) = 6th level; damage cap 15d6 bludgeoning plus
Augmented to 4d4 (+2 levels), and Tenuous (-1 dazed 1 rd. and nauseated 1 rd./level.
level) = 6th level; 4d4 Dex drain (turned to glass at Fleshworm InfestationUM: Invisible needle (0 level) +
0; save each hour to halve remaining drain). Lingering Evocation (+1 level) + Cascade Spell (inertia;
 Flesh to saltSSt Cascades ray of entropy (+1 level), is +1 level) + Augment Spell (stagger; +1 level) + Reach
only Medium range (-1 level), and is Reduced Spell (close to touch; -1 level) + Cascade Spell (damage
(20d6 to 15d6; -1 level) rather than Shaped = 5 th attribute: Dex; +1 level) + Extend Spell (inst. to 1
level; damage cap 15d6 desiccation plus 3d4 Dex rd./level; +1 level) = 4th level; touch deals 1d6
drain (those drained to 0 become salt, rather than piercing/level (max. 10d6), plus 1d6 piercing and 1d4
stone). Dex per round and staggered for 1 rd./level.
 Gaze of the BasiliskAUG: Damage attribute (Dex; 1st Flickering LightsHA: Light (0 level) + Cascade Spell
level) + Augment Spell (+1d4; +1 level) + Crippling (gloom; +1 level) + Augment Spell (bright light or 2
Drain (+1 level) + Shape Spell (touch to emanation; steps reduction; +1 level) + Variable Spell (no control
+2 levels) + Personal Spell (-1 level) + Widen Spell over effects; -1 level) + Reach Spell (touch to medium;
(20’r. to 60’r.; +2 levels) + Extend Spell (inst. to 1 +1 level) + Shape Spell (emanation to cubes; +0 levels)
rd./level; +2 levels) + Pattern Spell (visual; -1 level) = 2nd level; for 1 rd./level, roll at start of each
= 7th level; you gain petrifaction gaze (60 ft., 2d4 creature’s turn to determine light in area: 1 = bright, 2-
Dex drain/rd., Fort neg. each round). 3 = normal, 4 = dim, 5 = ambient light reduced by 1
 Judgment of GoldDD: Damage attribute (Con; 1st level) step, 6 = ambient light reduced by 2 steps (minimum
+ Augment Spell (+4d4; +4 levels) + Cascade Spell darkness).
(transmute; +1 level) + Augment Spell (precious FlowsightSW: Alter senses (0 level) + Augment Spell
metal; +1 level) + Accursed Spell (+1 level) + (vision; +1 level) + Augmernt Spell (additional senses:
Restricted Spell (access to Law or Greed domain; - hearing, darkvision, etc.; +2 levels) + Reach Spell
1 level) = 7th level; touch deals 5d4 Con damage; if (close to continental; +4 levels) + Concentration Spell
victim dies, is transmuted to gold (invest 350 x CL (standard; +1 level) + Location-Specific Spell (touching
numen to maintain as gold statue until broken). same body of water you are; -2 levels) + Resistible
 Polar rayCRB Cascades ray of frost (+1 level), is not Spell (save permitted; -1 level) + Ritual Spell (-2
Shaped (+0 level) = 7th level (listed as 8th); damage levels) = 3rd level (listed as 5 th). You gain the ability to
cap 20d6 cold plus 3d4 Dex drain (turns to ice listen to and observe one creature (and area around it
instead of stone if drained to 0). to Close range), or one specific location, up to 100
Flesh WallHA: Summon (1st level) + Summon mi./level away if in contact with same body of water
Undead (+1 level) + Mass Effect Spell (1/level; +3 you are touching; maintain observation or change
levels) + Concentration Spell (standard; +1 level) = 6 th targets by concentration.
level; summons 1 zombie/level, linked to form a wall Flurry, Liliandel’sRR: Invisible needle (0 level) + Ray
5 ft./level long. Splitting (+1 level) + Reach Spell (close to long; +1
FleshhammerDD: Damage attribute (1st level) + level) + Manifested Spell (-1 level) + Delay Spell
Augment Spell (+1d4; +1 level) + Crippling Drain (+1 (when arrow fired; +1 level) = 2 nd level; damage cap
level) + Variable Spell (roll randomlty for attribute 12d6. When arrow fired, make 2 additional ranged

Spells (Grimoire), p. 134


attacks vs. same target for up to 6d6 piercing each  Chariot of SustarrePH1: Mage hand (0 level) + Cascade
(latent cost is 100 x CL numen). Spell (celerity; +1 levels) + Mass Effect Spell (1/3
Fly: Mage hand (0 level) + Cascade Spell (skill levels; +2 levels) + Cascade Spell (jet of flame; +1
enhancement: Fly; +1 level) + Cascade Spell (celerity; +1 leevl) + Shape Spell (ray to emanation; +2 levels) +
level) + Extend Spell (concentration to 1 min./level; +2 Widen Spell (20’r. to 10’r.; -1 level) + Selective Spell
levels) = 4th level (listed as 3 rd); creature touched flies (+1 level) + Concentration Spell (swift action; +3
at 60 ft. and gains +1/2 levels (+10 max.) to Fly checks levels) + Restricted Spell (access to Sun domain; -1
for 1 min./level. Variants: level) + Ritual Spell (full round; -1 level) = 7 th level;
 CloudwalkersCD includes Cross-Class Spell instead up to 1 creature/3 levels can fly together at speeds
of skill enhancement (+0 levels), lasts 1 hr./level (+2 up to 90 ft. You steer as a swift action; enemies
levels), affects 1 creature/level (+3 levels), and is within 10 ft. take 1d6 fire/level (max. 15d6) per
Reduced (+90 ft. to +50 ft.; -2 levels) = 7 th level; one round.
creature/level gains a fly speed of 70 ft. (no skill  Cloud ChariotCA: Dimensional skip (1st level) + Reach
bonus) for up to 1 hr./level. Spell (close to continental; +5 levels) + Mass Effect
 Murdoch’s feathery flyerTM2 is Personal (-1 level), Spell (1 creature/3 levels; +2 levels) = 8th level; near-
lasts only 1 rd./level (-1 level), and does not instantaneous travel of up to 100 miles/level on a
include celerity (-1 level) = 1st level; you can glide cloud-like chariot.
with a 20-ft. speed for 1 rd./level.  HighwayTM2: Mage hand (0 level) + Cascade Spell
 Overland flightSRD Cascades skill enhancement (skill enhancement: Fly; +1 level) + Cascade Spell
(Endurance; +1 level), lasts 1 hr./level (+1 level), (celerity; +1 level) + Cascade Spell (know direction;
and is Personal (-1 level) = 5 th level; you fly at 50 +1 level) + Cascade Spell (endure elements; +1 level)
ft./round and gain +1/2 levels (+10 max.) to Fly + Cascade Spell (zephyr; +1 level) + Shape Spell
checks and Endurance checks to hustle, for 1 (target to wall; +1 level) + Widen Spell (10 ft. to 20
hr./level. ft.; +1 level) + Extend Spell (concentration to 1
 Shield of WingsPC is Personal (-1 level) and Cascades hr./level; +4 levels) + Ritual Spell (full round; -1
inure (fire) instead of skill enhancement (+0 levels) = level) + Personal Spell (you must be on flying wall;
3rd level; you gain fly speed of 50 ft. and resistance -1 level) = 9th level; creatures on area 20 ft. wide
to fire 5/2 levels (max. 30) for 1 min./level. and up to 20 ft./level long fly at 110 ft. rate (+1/2
 Swift flyCAd is Personal (-1 level), Sudden (+0 levels to checks) for up to 1 hr./level. Passengers
levels), and does not include skill enhancement (-1 are protected from cold and wind, and the flying
level) = 2nd level; you gain fly speed 40 ft. for 1 rd. plane has a built-in compass (so you can set a
as a swift action. direction and then go to sleep, for example). For a
divine caster, add Cross-Class Spell (+1 level) and
Flying Feat, Drawmij’sGA: Mage hand (0 level) +
Restricted Spell (access to Travel domain; -1 level).
Widen Spell (1 lb./level to 216 lbs./level; +4 levels) +
Cascade Spell (celerity; +1 level) + Ritual Spell (full Focused ScrutinyACG: Skill enhancement (Bluff; 0
round; -1 level) = 4th level; carpet, wagon, or whatever level) + Mass Effect Spell (1 skill/3 levels; +2 levels) +
(216 lbs./level total weight of object, passengers, gear) Extend Spell (1 min./level to 10 min./level; +1 level) +
flies at a 60-ft. speed while you concentrate. Variants: Personal Spell (-1 level) + Creature-Specific Spell
(checks vs. specified target only; -2 levels) + Variable
 AirboatTM2: Mage hand (0 level) + Cascade Spell
Spell (choose target at time of casting; +1 level) +
(celerity; +1 level) + Mass Effect Spell (1/level; +3
Augment Spell (+5 to +10; +1 level) = 2 nd level; you
levels) + Concentration Spell (partial action; +2
gain +1/2 levels (+10 max.) to Bluff vs. creature
levels) + Extend Spell (1 hr./level; +4 levels) +
specified (also Diplomacy at CL 6th, Perception at 9th,
Location-Specific Spell (all flying creatures must be
Survival at 12th, etc.).
adjacent; -1 level) + Ritual Spell (full round; -1
Focusing ChantCAd: Blessing (0 level) + Cascade
level) = 8th level; up to 1 creature/level can fly
Spell (skill enhancement; +1 level) + Variable Spell
together at speeds up to 100 ft. This manifests as a
(change skills as use; +1 level) + Still Spell (+1 level) +
cloud ship you steer as a partial action; the ship
Personal Spell (-1 level) + Restricted Spell (bard; -1
itself remains for up to 1 hr./level, flying straight at
constant speed if not steered.

Spells (Grimoire), p. 135


level) = 1st level; you gain +1 morale to attacks, Fool’s SpeechTM2: Tongues (3rd level) + Mass Effect
damage, checks, and saves vs. fear for 1 min./level. Spell (1/level; +4 levels) + Extend Spell (1 min./level to
FoebaneCAd: Enhancement (2nd level) + Item-Specific 1 hr./level; +2 levels) + Effect-Specific Spell (unique
Spell (manufactured weapon only; -2 levels) + secret language only; -2 levels) + Ritual Spell (-2
Cascade Spell (bolt of force; +3 levels) + Channel Spell levels) + Restricted Spell (bard or wild magic; -1 level)
(+1 level) + Ray Splitting (+1 level) + Extend Spell = 4th level; recipients can converse in a unique, secret
(inst. to 1 rd./level; +2 levels) + Creature-Specific Spell language only they can understand. CodespeakUI is
(affects specific type only, chosen when prepared; -2 similar, except it affects only 1 creature/3 levels (-1
levels) + Restricted Spell (ranger; -2 levels) = 3 rd level; level) and lasts only 10 min./level (-1 level) = 2nd level.
damage cap +13d6. Weapon gains enhancement Forbid ActionUM: Compel (refrain from action; 2nd
bonus of +1/4 levels against specified type and deals level) + Variable Spell (select action at time of casting;
up to +10d6 damage (1 attack/rd.), +6d6 (2/rd.), +4d6 +1 level) + Still Spell (+1 level) + Language-Dependent
(3/rd.), or +3d6 (4/rd.) force damage for 1 rd./level. Spell (-1 level) + Creature-Specific Spell (humanoid; -2
FoehammerToB: Variable Spell (+1 level): magic levels) = 1st level.
weapon, metaphysical feat (Versatile Evocation: Forbid Action, GreaterUM: Compel (refrain from
bludgeoning, piercing, or slashing), or lesser versatile action; 2nd level) + Variable Spell (select action at time
weapon (1st level) + Selective Spell (variable option of casting; +1 level) + Mass Effect Spell (1/level; +3
suited to target; +1 level) + Extend Spell (1 rd./level to levels) + Extend Spell (1 rd. to 1 rd./level; +1 level) +
inst,; -1 level) = 2nd level; [strike] bypasses metal- Tenuous Spell (-1 level) + Language-Dependent Spell
based, damage type, or magic DR. (-1 level) = 5th level.
Foil TracerAUG2: Warding (detection; 1st level) + Reach Forbiddance: Warding (planar travel; 1st level) +
Spell (touch to close; +1 level) + Effect-Specific Spell Shape Spell (target to cubes; +3 levels) + Widen Spell
(teleport tracers only; -2 levels) + Mass Effect Spell (1 (10-ft. cubes to 60-ft. cubes; +3 levels) + Ritual Spell (-2
creature/3 levels; +2 levels) + Extend Spell (1 levels) + Cascade Spell (bolt of force; +2 levels) +
min./level to 10 min./level; +1 level) = 3 rd level; 1 Consecrate Spell (+1 level) + Creature-Specific Spell
creature/3 levels can teleport w/o being traced for the (specified alignment components; -2 levels) = 6 th level;
next 10 min./level. damage cap 15d6 (half force, half holy) upon entering
Fool’s ForbiddanceAPG: Lesser compelling confusion area. To make the effect permanent, invest 6,000 x CL
st
(1 level) + Cascade Spell (inertia; +1 level) + Augment numen as for a use-activated spell effect (6 th level x 500
Spell (stagger; +1 level) + Inexorable Spell (+3 levels) + x 2 for duration).
Tenuous Spell (staggered only if not confused; -1 Forbiddance, ElementalTM2: Hedge (elementals; 2nd
level) + Concentration Spell (standard action; +1 level) level) + Shape Spell (emanation to cubes; +0 levels) +
+ Shape Spell (target to emanation; +2 levels) + Widen Extend Spell (1 rd./level to 10 min./level; +2 levels) =
Spell (20’r. to 10’r.; -1 level) + Restricted Spell (bard; -1 4th level (listed as 5th); elementals cannot enter an area
level) = 6th level; 10’r. aura confuses 1 rd. (staggered if of one 5-ft. cube/level.
save; check each round while you concentrate). Forbidden SpeechBVD: Compel (do not communicate
Fool’s GoldPH1: Transmute (1st level) + Augment specific topic; 2nd level) + Accursed Spell (+1 level) +
Spell (precious metal; +1 level) + Extend Spell (10 Extend Spell (1 rd. to 1 hr./level; +4 levels) + Reach
min./level to 1 hr./level; +1 level) + Ritual Spell (full Spell (close to touch; -1 level) + Ritual Spell (full
round; -1 level) = 2nd level. round; -1 level) = 5th level; subject cannot
Fool’s LuckBRL: Hand of fate (0 level) + Selective communicate anything about one narrow, specific
Spell (+1 level) + Extend Spell (inst. to 1 rd./level; +2 topic (e.g., identity of captors, formula for Classic
levels) + Personal Spell (-1 level) + Sudden Spell (+0 Coke, etc.); invest 250 x CL numen to make
levels) = 2nd level; swift casting allows you to roll permanent.
twice for everything for 1 rd., keeping better of the Force Hook ChargeUM: Bolt of force (2nd level) +
two rolls. Choose destinyRD is Quickened (+3 levels) Cascade Spell [(dimensional skip; +2 levels) + Personal
rather than Sudden (and therefore lasts 1 rd./level), Spell (-1 level)] = 3rd level; ranged touch deals up to
and is Restricted (access to Fate domain; -1 level) = 4 th 10d6 force and transports you adjacent to target.
level (listed as 9th) Force of WillRR2: Attribute boost (0 level) + Variable
Spell (select attribute at time of casting; +1 level) +

Spells (Grimoire), p. 136


Insightful Spell (+1 level) + Augment Spell (+6 total  Tanil’s purgingRR affects a 20’r. emanation instead
bonus; +2 levels) + Extend Spell (1 min./level to 1 of a number of creatures (-1 level) and has a
rd./level; -1 level) + Personal Spell (-1 level) = 2 nd level; damage cap of only 5d6 (-1 level) = 3rd level.
you gain a +6 insight bonus to one attribute of your  True FormAPG: Dispel (0 level) + Reach Spell (touch
choice. to medium; +2 levels) + Effect-Specific Spell
Force PunchUM: Bolt of force (2nd level) + Cascade (polymorph or shapechanging only; -2 levels) +
Spell (push; +1 level) + Reach Spell (close to touch; -1 Extend Spell (inst. to 1 rd./level; +2 levels) + Mass
level) = 2nd level; damage cap 10d6 plus bull rush. Cf. Effect Spell (1/3 levels; +2 levels) = 4 th level; up to 1
forcewaveMF. creature/3 levels assumes true form, cannot re-
Force Sculpture, Bigby’sGA: Creation (1st level) + transform for 1 rd./level.
Augment Spell (magical force; +2 levels) + Cascade Force WaveSC: Push (0 level) + Shape Spell (target to
Spell (shaping; +2 levels) + Extend Spell (1 hr./level to burst; +3 levels) + Widen Spell (20’r. to 10’r.; -1 level) +
10 min./level; -1 levels) + Ritual Spell (full round; -1 Reach Spell (close to 0; -1 level) + Quicken Spell (+3
level) = 3rd level. levels) = 4th level; swift action bull rushes away all
Force Sculpture, Bigby’s SuperiorGA: Bigby’s force within 10 ft. of you.
sculpture (3rd level) + Widen Spell (8 cu. ft./level; +1 Force Wave, Dolomar’sRR: Push (0 level) + Shape
level) + Augment Spell (moving parts, etc.; +2 levels) = Spell (target to burst; +2 levels) = 2 nd level; bull rushes
6th level. creatures, objects up to 3 lbs./level in 20’r. away from
Force Sculpture, Bigby’s Most Excellent GA: Bigby’s center.
superior force sculpture (6th level) + Widen Spell (27 cu. Forcecage: Mage armor (1st level) + Cascade Spell
ft./level; +1 level) + Extend Spell (10 min./level to 1 (bind; +1 level) + Augment Spell (grapple; +1 level) +
hr./level; +1 level) + Ritual Spell (full round to full Shape Spell (target to hemisphere; +1 level) + Widen
ritual; -1 level) + Variable Spell (some flexible pieces; Spell (4’r./level to 1’r./level; -2 levels) + Irresistible
+1 level) = 8th level. Spell (+2 levels) + Extend Spell (1 rd./level to 1
Force ShapechangeCD: Warding (polymorph; 1st hr./level; +3 levels) = 7th level; no SR, but Reflex neg.
level) + Reach Spell (touch to close; +1 level) + Alternatively, substitute Inexorable Evocation for
Irresistible Spell (+2 levels) + Extend Spell (1 Extend Spell; there is no saving throw, but the cage
min./level to 1 rd./level; -1 level) + Restricted Spell lasts only 1 rd./level.
(access to Inquisition domain; -1 level) = 2 nd level; ForcewardMF: Antilife shell (6th level) + Selective
returns shapeshifter to true form for 1 rd./level. Spell (+1 level) + Resistible Spell (-1 level) + Restricted
Force ShapechangeRE,CWH: Dispel (0 level) + Cascade Spell (paladin; -2 levels) = 4th level.
Spell (acid splash; +1 level) + Reach Spell (touch to ForcewardSC: Warding (force effects; 1st level) +
medium; +1 level) + Mass Effect Spell (1 Shape Spell (target to emanation; +3 levels) + Widen
creature/level; +3 levels) + Creature-Specific Spell Spell (20’r. to 10’r; -1 level) + Cascade Spell (hedge:
(shapechangers only; -2 levels) + Irresistible Spell (+2 incorporeal; +2 levels) + Resistible Spell (-1 level) +
levels) = 5th level; 1 shapechanger/level takes 1d6 Extend Spell (1 rd./level to 1 min./level; +1 level) +
acid/level (max. 15d6) and resumes true form for 1 Ritual Spell (full round; -1 level) = 4th level; 10’r.
rd./level. Variants: sphere keeps out [force] effects and incorporeal
 Lunar VeilUM: Gloom (0 level) + Cascade Spell (dispel; creatures.
+1 level) + Reach Spell (touch to long; +2 levels) + ForcewaveMF: Bolt of force (2nd level) + Cascade Spell
Effect-Specific Spell (dispels only polymorph; -2 (push; +1 level) + Reach Spell (close to medium; +1
levels) + Shape Spell (target to emanation; +2 level) + Shape Spell (ray to target; +0 levels) + Reduce
levels) + Widen Spell (20’r. to 120’r; +3 levels) + Spell (15d6 to 1d6; -3 levels) = 1 st level; 1d6 force
Extend Spell (1 rd./level to 10 min./level; +2 levels) (Reflex half) plus bull rush vs. 1 target. Cf. force
+ Reduce Spell (4 steps to 2 steps; -2 levels) = 6 th punchUM.
level; reduces illumination 2 steps and forces Forest FriendUC: Bestow feat (Favored Terrain:
lycanthropes into true form (Will neg.). forests; 1st level) + Mass Effect Spell (1 creature/3
levels; +3 levels) + Extend Spell (1 rd./level to 1
min./level; +1 level) + Ritual Spell (full round; -1 level)

Spells (Grimoire), p. 137


+ Restricted Spell (druid or ranger; -1 level) = 3 rd level; Form of the Dragon IICRB: Form of the dragon I (6th
one ally/3 levels gains favored terrain (forests) +2 level) + Cascade Spell (enlarge self; +1 level) = 7th level;
(note that the skill bonuses are enhancement bonuses, +6 Str, -2 Dex, +2 Con, +4 natural armor +1/3 levels
because they are being granted by a spell). (max. +10 total at CL 16th), low-light vision, darkvision
Forest’s SenseUW: Alter senses (0 level) + Augment 120 ft., blindsense 60 ft., 6 natural attacks (bite 2d6, 2
Spell (other senses; +1 level) + Augment Spell (sound, claws 1d8, 2 wings 1d6, tail slap 1d8), breath weapon
smell, and touch; +2 levels) + Reach Spell (close to line 1d6/level (max. 20d6) in Extreme-range line or 60-ft.
of sight; +3 levels) + Creature-Specific Spell (scry on cone (usable 3x), fly 120 ft., DR 10/+1, resist energy 30,
target individual specified only; -2 levels) + Variable SR.
Spell (choose target at time of casting; +1 level) + Form of the Dragon IIICRB: Form of the dragon II (7th
Location-Specific Spell (plants/fungi within 10’r.of level) + Augment Spell (Huge size; +1 level) = 8th level;
target act as scrying sensors; -1 level) + Extend Spell (1 +8 Str, -4 Dex, +2 Con, +6 natural armor +1/2 levels
rd./level; to 1 min./level; +1 level) + Restricted Spell (max. +16 total at CL 20th), low-light vision, darkvision
(ranger or access to Plant domain; -1 level) = 4 th level; 120 ft., blindsense 60 ft., 6 natural attacks (bite 3d6, 2
you can scry on target (sound, smell, claws 2d6, 2 wings 1d8, tail slap 2d6), trample, breath
touch/tremorsense) through nearby plants. weapon 1d6/level (max. 20d6) in Extreme-range line
ForestfoldCAd: Skill enhancement (Stealth; 0 level) + or 90-ft. cone (usable 3x), frightful presence, fly 120 ft.,
Consecrate Spell (+1 level) + Extend Spell (1 min./level DR 10/+2, energy immunity, SR..
to 10 min./level; +1 level) + Location-Specific Spell FortifyTM2: Bestow feat (Maximize Spell; 1st level) +
(one type of terrain; -2 levels) + Variable Spell (choose Cascade Spell (bestow feat: Sudden Metamagic; +2
terrain when cast; +1 level) + Personal Spell (-1 level) + levels) + Effect-Specific Spell ([healing] spells only; -2
Augment Spell (+1 to +10; +2 levels) + Restricted Spell levels) + Sudden Spell (+0 levels) = 1 st level (0 with
(druid or ranger; -1 level) = 1st level; +1/2 levels (+10 access to Healing domain; listed as 4th); swift action
max.) sacred bonus to Stealth in specific terrain. causes [healing] spell you cast that round to be
ForetellingME: Variable Spell (blessing, deflection, or Maximized, within level limts and number allowed
resistance; +1 level) + Reach Spell (touch to close; +1 per the Sudden Metamagic feat.
level) + Insightful Spell (+1 level) = 2nd level; each Fortify Cold CreaturesFB: Blessing (modified; 0
round, subject gains +1 insight bonus to attacks and level) + Reach Spell (touch to close; +1 level) + Mass
damage, AC, or saves. Effect Spell (1/level; +3 levels) + Extend Spell (10
Forge of AirRRO: Jet of flame (0 level) + Silent Spell min./level to 1 min./level; -1 levels) + Creature-
(+1 level) + Shape Spell (ray to cubes; +2 levels) + Specific Spell ([cold] subtype; -2 levels) = 0 level; 1
Widen Spell (10-ft. cubes to 1.25-ft. cubes; -1 level) + [cold] creature/level gains +1 to atks, damage, saves
Object-Specific Spell (metal objects only; -2 levels) + vs. fire for 1 min./level.
Extend Spell (inst. to 1 hr./level; +5 levels) + Restricted Foster HatredOcA: Ray of beguiling (1st level) + Silent
Spell (access to Artifice or Fire domain; -1 level) + Spell (+1 level) + Shape Spell (ray to burst; +2 levels) +
Reduce Spell (10d6 to 5d6; -1 level) = 3 rd level (listed Creature-Specific Spell (-2 levels) + Variable Spell
as 2nd); area of space deals up to 5d6 fire/rd. to metal (select creature type at time of casting; +1 level) +
objects, allowing them to be forged. Extend Spell (1 rd./level to 1 hr./level; +3 levels) = 6 th
Form of the Dragon ICRB: Polymorph (dragon; 3rd level (listed as 5th); those in area view one creature
level) + Personal Spell (-1 level) + Cascade Spell type with disfavor (as if they had a Cha penalty of
(attribute boost: Str; +1 level) + Cascade Spell (attribute 1d6 + 1/level; modify attitude accordingly) for the
boost: Con; +1 level) + Cascade Spell (enhancement: next 1 hr./level.
natural armor; +1 level) = 6th level; +4 Str, +2 Con, +2 Foundation of StoneSC: Enhancement (2nd level) +
natural armor +1/3 levels (max. +8 total at CL 16th), Item-Specific Spell (natural armor only; -2 levels) +
low-light vision, darkvision 120 ft., blindsense 60 ft., 5 Cascade Spell (enhancement; +3 levels) + Augment
natural attacks (bite 1d8, 2 claws 1d6, 2 wings 1d4), Spell (+1 to +3; +1 level) + Effect-Specific Spell (CMD
breath weapon 1d6/level (max. 15d6) in Long-range only; -2 levels) + Communal Spell (+1 level) = 3 rd level
line or 30-ft. cone (up to 3x), fly 120 ft., DR 5/+1, resist (listed as 1st); +1/4 levels (min. +1) to natural armor
energy 20. and +3 (+1/4 levels) to CMD. Divide total duration (1
min./level) among creatures affected.

Spells (Grimoire), p. 138


Fourfold ForgingDD: Invocation of the knife (0 level) + (enlarge self, +1 level) + Cascade Spell (attribute boost:
Variable Spell (+1 level) + Versatile Evocation Str; +1 level) + [Cascade Spell (spook; +1 level) + Shape
(bludgeoning, piercing, or slashing; +0 levels) + Reach Spell (emanation; +2 levels) + Extend Spell (1 rd./level
Spell (close to touch; -1 level) + Channel Spell (+1 to 1 min./level; +1 level) + Reduce Spell (cowering to
level) + Extend Spell (inst. to 1 min./level; +3 levels) + shaken; -3 levels) = +2 levels] = 8th level; your size
Cascade Spell (magical weapon; +1 level) + Irresistible increases by 1 step and you become hideous, with +6
Spell (+2 levels) = 7th level (listed as 8th); melee weapon Str, -2 Dex, +3 +1/3 levels natural armor, DR 10/magic,
deals up to +20d6 damage of appropriate type, with SR 10 + Concentration bonus, and 20’r. aura of fear
+1/3 levels enhancement (as if hitting with more than (Will or shaken).
one magical weapon; SR does not apply). Frightful Joining, Bloodstone’sDr348: PossessionOcA
Freedom, EternalSRD: Warding (1st level) + Accursed rd
(3 level) + Reach Spell (touch to medium; +2 levels) +
Spell (+1 level) + Mass Effect Spell (1/3 levels; +3 Creature-Specific Spell (undead; -2 levels) = 3 rd level
levels) + Irresistible Spell (+2 levels) + Extend Spell (1 (listed as 4th); you possess one corporeal undead, but
min./level to 1 hr./level; +2 levels) = 9 th level (listed as cannot access its supernatural abilities.
epic); subject immune to [beguiling], [inertia], and Frightful Joining, Bloodstone’sTM2: PossessionOcA (3rd
[restraint] conditions, Dex damage/drain, sleep effects, level) + Cascade Spell (damage attribute: Cha; +2 levels)
etc. Invest 450 x CL numen to mainatain indefinitely. + Threnodic Spell (+0 levels) + Augment Spell (+3d4;
Freedom of Movement: Skill enhancement (Escape +2 levels) = 7th level; you possess one corporeal
Artist; 0 level) + Cascade Spell (skill enhancement: undead, which also takes 4d4 Cha damage (Will half,
Acrobatics; +1 level) + Cascade Spell (celerity; +1 level) at 0, the undead is dominated and you can also access
+ Variable Spell (celerity when balancing, climbing, its extraordinary and supernatural abilities).
etc.; +1 level) + Cascade Spell (warding: Dex damage Frigid TouchUM: Ray of frost (0 level) + Cascade Spell
and other paralysis effects; +1 level) + Cascade Spell (inertia; +1 level) + Augment Spell (stagger; +1 level) +
(warding: restraints; +1 level) + Extend Spell (1 Reach Spell (close to touch; -1 level) + Inexorable
min./level to 10 min./level; +1 level) + Reduce Spell Evocation (+3 levels) + Reduce Spell (10d6 to 5d6; -1
(+60’ to +20’; -2 levels) = 4th level; +1/2 levels (+10 max.) level) = 3rd level (listed as 2nd); touch deals 5d6 cold
enhancement to Escape Artist checks, warding and staggers 1 rd. (no save).
against paralysis, [restraint] effects reduced by 1 step, Frisky ChestTM2: Animate object (1st level) + Cascade
and +20 ft. to movement speed while climbing, Spell (mage hand; +1 level) + Reach Spell (close to
swimming, in difficult terrain, etc. (if normally touch; -1 level) + Selective Spell (+1 level) + Delay
reduced). Spell (when approached; +1 level) + Cascade Spell
Freezing GlanceFB: Damage attribute (Dex; 1st level) + (celerity; +1 level) = 4th level; small object moves across
Reach Spell (touch to close; +1 level) + Augment Spell ground at 50 ft. and/or flies at 20 ft. away from
(+4d4; +3 levels) + Concentration Spell (swift action; anyone approaching except you, and fights if
+3 levels) + Extend Spell (days to minutes; -2 levels) = cornered. Once activated, the object remains animated
6th level; 1 swift action/rd. deals 5d4 Dex (Will half) up to 1 min./level. To make the effect permanent,
while you concentrate; damage lasts 1 min. per point. invest 3,000 x CL numen, as per a use-activated spell
Freezing Sphere, Otiluke’s: Ray of frost (0 level) + effect.
Bane Spell (fixed: [water]; +0 levels) + Reach Spell Frog, MassSRD: Baleful polymorph (frogs; 5th level) +
(close to long; +2 levels) + Shape Spell (ray to burst; +2 Reach Spell (close to medium; +1 level) + Shape Spell
levels) + Widen Spell (20’r. to 40’r.; +1 level) + Cascade (target to burst; +2 levels) + Widen Spell (20’r. to 40’r.;
Spell (transmute: freezes water in area; +1 level) = 6 th +1 level) = 9th level (listed as epic); transforms
level; cap 15d6 cold and freezes water in 40’r. creatures in area to Tiny frogs, and they take 1d6
FriendsPH1: Attribute boost (Cha; 0 level) + Augment +1/level penalty to Int. Invest 900 x CL numen to
Spell (+6 total; +3 levels) + Extend Spell (1 min./level maintain effect past 1 min./level.
to 1 rd./level; -1 level) + Personal Spell (-1 level) = 1 st Frost FallUC: Ray of frost (0 level) + Cascade Spell
level; you gain +6 enhancement to Cha for 1 rd./level. (inerta; +1 level) + Augment Spell (stagger; +1 level) +
Frightful AspectUC: Polymorph (monstrous Shape Spell (ray to burst; +2 levels) + Widen Spell
rd
humanoid; 3 level) + Cascade Spell (barkskin; +3 (20’r. to 5’r.; -2 levels) + Extend Spell (inst. to 1
levels) + Personal Spell (-1 level) + Cascade Spell rd./level; +2 levels) + Reduce Spell (10d6 to 5d6; -1

Spells (Grimoire), p. 139


level) = 3rd level (listed as 2nd); 5d6 cold/rd. and you gain +1/2 levels to Craft (alchemy) and Spellcraft
staggered 1 rd. (save half/neg.). checks, and treat them as class skills.
FrostburnFB: Variable Spell (+1 level: ray of frost or Fungal InfestationUM: Ray of entropy (1st level) +
spark of life; 1st level) + Selective Spell (+1 level) + Lingering Evocation (+1d6; +1 level) + Ray Splitting
Violate Spell (+1 level) + Reach Spell (close to touch; -1 (+1 level) + Delay Spell (when damaged; +1 level) +
level) = 3rd level; damage cap 10d6, half frostburn (as Extend Spell (inst. to 1 rd./level; +2 levels) + Cascade
Vile, but moderate or warm conditions instead of Spell (damage attribute: Cha; +1 level) + Accursed Spell
hallowed); [cold] creatures are healed instead. (+1 level) + Restricted Spell (access to Pestilence
Frostburn, MassFB: FrostburnFB (3rd level) – Reach domain, etc.; -1 level) + Reduce Spell (20d6 to 1d6; -4
Spell (+1 level) + Shape Spell (ray to target; +0 levels) + levels) = 3rd level; touch deals 1d4 Cha damage
Mass Effect Spell (1/level; +3 levels) + Reduce Spell immediately, thereafter, victim takes 1d6 bleed/hit
(20d6 to 15d6; -1 level) = 6 th level; damage cap 15d6, (necrotic damage) for up to 4 hits/round. To make the
half frostburn (Fort half). bleed effect last longer than 1 rd./level, invest 600 x
FrostfellFB: Damage attribute (Dex; 1st level) + CL numen (3rd level x 50 x 4).
Cascade Spell (ray of frost; +1 level) + Cascade Spell Fury of the AbyssAPG: Enhancement (2nd level) +
(grease; +1 level) + Reach Spell (touch to medium; +1 Effect-Specific Spell (melee attacks only; -2 levels) +
level) + Shape Spell (ray to cubes; +2 levels) + Widen Augment Spell (+1 to +1/2; +3 levels) + Personal Spell
Spell (10-ft. to 20-ft. cubes; +1 level) + Extend Spell (1 level) + Restricted Spell (access to Abyss domain; -1
(inst. to 1 hr./level; +5 levels) + Restricted Spell (access level) = 1st level; swift casting grants you an
to Winter domain, etc.; -1 level) + Ritual Spell (full enhancement bonus to melee attacks, damage, and
round; -1 level) + Reduce Spell (20d6 to 10d6; -2 CMB equal to half your caster level.
levels) = 8th level; 10d6 cold and 1d4 Dex/rd. (Fort Fury of the SunARG: Touch of fatigue (0 level) + Reach
half) and slippery conditions in one 20-ft. cube/level. Spell (touch to close; +1 level) + Cascade Spell (jet of
Frostfell SlideFB: As tree stride (4th level), but flame; +1 level) + Merciful Spell (+0 levels) + Accursed
between areas of slush/snow/ice instead of tree types. Spell (+1 level) + Extend Spell (1 rd./level to 10
Frozen Moment, Storm’s7S: Celerity (0 level) + min./level; +2 levels) + Reduce Spell (15d6 to 1d6; -3
Reach Spell (touch to medium; +2 levels) + Augment levels) = 2nd level; maintain curse by investing 150 x
Spell (20 ft. to 60 ft.; +3 levels) + Extend Spell (1 CL numen. Victim is fatigued and takes 1d6 nonlethal
min./level to 1 rd.; -2 levels) + Cascade Spell (mage fire damage/10 min. (Fort half).
hand; +1 level) + Creature-Specific Spell (flying; -2 Fury, Denev’sRR: Jet of flame (0 level) + Cascade Spell
levels) = 2nd level (listed as 1st); creature’s flying speed (topple; +1 level) + Reach Spell (close to line of sight; +3
reduced by 60 ft., and hovers motionless for 1 rd. if levels) + Energy Admixture (bludgeoning; +0 levels) +
reduced to 0. Shape Spell (ray to burst; +2 levels) + Widen Spell
Frozen NoteAPG: Compel (do nothing; 2nd level) + (20’r. to 1 mi.; +6 levels) + Ritual Spell (full round; -1
Shape Spell (target to emanation; +3 levels) + Widen level) + Restricted Spell (druid; -1 level) + Reduce
Spell (20’r. to 40’r.; --1 level) + Concentration Spell (+1 Spell (20d6 to 15d6; -1 level) = 9 th level; 10d6
level) + Expedient Spell (individual HD; -1 level) + bludgeoning plus 5d6 fire and knock prone (Reflex
Restricted Spell (bard; -1 level) = 5th level; creatures of half/neg.) in a 1-mile radius.
9 HD or less within 40 ft. of you do nothing for as Fuse FleshSRD: Topple (0 level) + Cascade Spell (alter
long as you continue to concentrate. senses; +1 level) + Augment Spell (additional sense; +1
FumblePH1: Compel (drop object; 2nd level) + Cascade level) + Hex Spell (+0 levels) + Cascade Spell (inertia;
Spell (topple; +1 level) + Extend Spell (1 rd. to 1 +1 level) + Augment Spell (stun; +3 levels) + Extend
rd./level; +1 level) = 4 th level; target drops object held Spell (1 rd. to 1 rd./level; +1 level) + Reach Spell (close
and/or falls prone (check each round for each). AKA to touch; -1 level) = 6 th level; creature touched is
chaos curseDr342. knocked prone and stunned, deafened, and blinded
Fundamental Breakdown, Alamir’sTM2: Bestow feat for 1 rd./level.
(Skill Focus: Craft (alchemy); 1st level) + Cascade Spell
(skill enhahcement: Craft (alchemy); +1 level) + Cascade G
Spell (skill enhancement: Spellcraft; +1 level) = 3rd level; APG
Gale Aura : Zephyr (0 level) + Shape Spell (line to
emanation; +2 levels) + Reach Spell (close to personal;

Spells (Grimoire), p. 140


1 level) + Selective Spell (+1 level) + Residual Spell (+1 Widen Spell (10-ft. to 5-ft. squares; -1 level) +
level) + Restricted Spell (access to [air] bloodline, Concentration Spell (standard; +1 level) + Ritual Spell
domain, etc.; -1 level) = 2nd level; 20’r. emanation of (-2 levels) = 9th level; long ritual opens a portal to
strong wind around you counts as difficult terrain for another plane that can be held open by concentrating,
1 rd./level. or by investiture of numen (as an active spell effect).
Gallant InspirationAPG: Blessing (0 level) + Reach You can also compel a named creature to step
Spell (touch to close; +1 level) + Augment Spell (+1 to through (Will neg.), controlling it by means of the
+5; +2 levels) + Quicken Spell (+3 levels) + Interrupting Thaumaturgy feat.
Spell (+1 level) + Extend Spell (10 min./level to inst.; -3 Gauntlet7S: Mage armor (1st level) + Silent Spell (+1
levels) + Restricted Spell (bard; -1 level) = 3 rd level; level) + Shape Spell (target to cone; +1 level) + Widen
subject gains +5 on a failed attack or check (immediate Spell (30-ft. to 15-in.; -2 levels) + Extend Spell (1
action casting after die rolled). hr./level to 1 rd./level; -1 level) + Cascade Spell [(bolt
Gaseous Form: Polymorph (air elemental; 3rd level). of force; +2 levels) + Ray Splitting (+1 level) + Reach
Variants: Spell (close to touch; -1 level) + Manifested Spell (-1
 Cloud shapeARG: Gaseous form (3rd level) + Cascade level) + Extend Spell (inst. to 1 rd./level; +2 levels) +
Spell (glamer; +2 levels) + Widen Spell (10 ft. to 30 Reduce Spell (10d6 to 1d6; -2 levels) = 1 st level;
ft.; +2 levels) + Extend Spell (1 rd./level to 10 gauntlet of force can be used as armored glove (base
min./level; +2 levels) + Personal Spell (-1 level) + 1d6 force when striking blows) or as a small edge of
Ritual Spell (full round; -1 level) + Restricted Spell force.
(race, bloodine, etc. with [air] descriptor; -1 level) + Gaze of DestructionAUG: Channel Spell (+1 level) +
Reduce Spell (no tactile or olfactory; -2 levels) = 4 th Shape Spell (target to emanation; +2 levels) + Widen
level; you assume gaseous form and are magically Spell (20’r. to 40’r.; +1 level) + Extend Spell (inst. to 1
disguised as a 30-ft. radius cloud. rd.; +1 level) + Delay Spell (+1 level) + Pattern Spell
 Miasmatic FormARG: Gaseous form (3rd level) + (gaze; -1 level) + Expedient Spell (max. spell level; -1
Variable Spell (+1 level) + Cascade Spell (damage level) = 4th level; next offensive spell of 4 th level or less
attribute or Fell sickening touch; +1 level) + Extend you cast affects a 40’r. as if a gaze attack.
Spell (inst. to 1 min./level; +3 levels) + Restricted Gaze of TruthRR: Detection (mind control; 2nd level)
Spell (race or bloodline with [air] descriptor; -1 + Cascade Spell (detection: illusion; +3 levels) +
level) = 7th level (listed as 4th); gaseous form also Restricted Spell (paladin; -2 levels) = 3rd level (listed as
sickens (not nauseates) 1 rd./level (1 rd. on save) or 1st); you detect presence of illusions and/or mind
deals 1d4 Con damage (Fort half) by touch. control in area; learn more information by
 Wind WalkSRD: Gaseous form (3rd level) + Cascade concentrating.
Spell (zephyr; +1 level) + Variable Spell Gaze ReflectionPH1: Dispel (0 level) + Augment Spell
(assume/resume gaseous form and wind; +1 level) (reverse effect instead of dispelling; +2 levels) +
+ Extend Spell (1 min./level to 1 hr./level; +2 levels) Irresistible Spell (+2 levels) + Reach Spell (touch to
+ Mass Effect Spell (1/3 levels; +2 levels) + Reduce medium; +1 level) + Shielding Spell (+1 level) +
Spell (tornado to windstorm; -2 levels) = 7 th level; Personal Spell (-1 level) + Extend Spell (inst. to 1 rd.;
subjects become gaseous; you can blow them along +1 level) + Effect-Specific Spell (gaze attacks only; -2
at up to 60 mph. levels) + Restricted Spell (illusionist; -1 level) = 3 rd
 WraithformDr348: Gaseous form (3rd level) + Cascade level (listed as 1st).
Spell (skill enhancement: Perform; +1 level) = 4th Geas, Familial: Geas (q.v.; 6th level) + Mass Effect
level; for 1 min./level, subject is in gaseous form, Spell (1 creature/level; +3 levels) + Creature-Specific
gains +1/2 levels (+10 max.) to Perform (acting) Spell (closest adult relative of last subject; -2 levels) +
checks to impersonate a wraith (possibly causing Delay Spell (+1 level) = 8th level; as geas, but if subject
undead to ignore). dies before completing quest, the geas passes to its
nearest adult relative. You must invest 400 x CL
Gate: Dimensional skip (1st level) + Variable Spell
numen to m
(bi-directional; +1 level) + Cascade Spell (compel: step
Geas, Lesser: Compel (2nd level) + Variable Spell (+1
through; +2 levels) + Reach Spell (close to interplanar;
level) + Cascade Spell (ray of enfeeblement if fails; +1
+6 levels) + Shape Spell (target to wall; +1 level) +
levels) + Mass Effect Spell (1 attribute/level; +3 levels)

Spells (Grimoire), p. 141


+ Extend Spell (1 rd./level to 10 min./level; +2 levels) + light; -3 levels) = 1st level; light breeze provides +2
Accursed Spell (+1 level) + Language-Specific Spell (1 circumstance bonus vs. heat stress and gases.
level) + Expedient Spell (individual HD; -1 level) + Gentle Reminder, Nybor’sMF: Daze person (0 level) +
Ritual Spell (full round; -1 level) + Reduce Spell (+20 Cascade Spell (spook; +1 level) + Cascade Spell
to +5; -3 levels) = 4th level; creature of up to 8 HD must (attribute boost: Str; +1 level) + Reduce Spell (frightened
fulfill task or takes 1d6 +1/2 levels (+5 max.) penalty to to shaken; -1 level) = 1 st level; humanoid target of 5
all attributes. Invest 200 x CL numen to continue the HD or less saves or is dazed 1 round and shaken 1
effect past 10 min./level. rd./level, but gains +2 enhancement to Strength for 1
Geas/Quest: Compel (2nd level) + Variable Spell (+1 min./level.
level) + Cascade Spell (sickening touch if fails; +1 level) Gentle Repose: Warding (aging or decay; 1st level) +
+ Cascade Spell (ray of entropy; +1 level) + Accursed Accursed Spell (+1 level) + Irresistible Spell (wards
Spell (+1 level) + Language-Specific Spell (-1 level) + against natural aging; +2 levels) + Creature-Specific
Inexorable Spell (+3 levels) + Ritual Spell (-2 levels) = Spell (dead body only; -2 levels) = 2 nd level; invest 200
6th level; subject must fulfill task (no initial save x CL numen to extend duration indefinitely. Variants:
against this compulsion) or take up to 20d6 negative  PreserveUA1: Warding (aging; 1st level) + Expedient
energy damage and be sickened. Invest 300 x CL Spell (volume limit; -1 level) + Accursed Spell (+1
numen to continue the geas past 1 rd./level. level) + Irresistible Spell (wards against natural
GembombDHD: Bolt of force (2nd level) + Ray Splitting aging; +2 levels) + Object-Specific Spell (mundane
(+1 level) + Delay Spell (standard; +1 level) + Shape only; -1 level) = 2nd level; invest 200 x CL numen to
Spell (ray to burst; +2 levels) + Widen Spell (20’r. to protect 1 cu. ft./level of mundane
10’r.; -1 level) + Restricted Spell (gnome or access to substances/objects from aging. Betray the yearsAUG2
[earth] domain, etc.; -1 level) + Reduce Spell (10d6 to (1st level) has a full-round casting time.
5d6; -1 level) = 3rd level; damage cap 8d6 force,  Slow RotTM2: Warding (time; 1st level) + Shape Spell
divided among standard action 10’r. bursts. (target to cubes; +3 levels) + Widen Spell (10-ft. to
GembombFRCS: Bolt of force (2nd level) + Reach Spell 5–ft.; -1 level) + Irresistible Spell (+2 levels) +
(close to medium; +1 level) + Ray Splitting (+1 level) + Object-Specific Spell (edible plant matter; -2 levels)
Delay Spell (standard; +1 level) + Resistible Spell (-1 + Extend Spell (1 min./level to 1 hr./level; +2 levels)
level) + Restricted Spell (access to Gnome domain; -1 + Ritual Spell (full tound; -1 level) + Restricted
level) + Reduce Spell (10d6 to 5d6; -1 level) = 2 nd level; Spell (access to Plant or Time domain; -1 level) =
damage cap 7d6 force (Reflex half), divided among 3rd level; up to 125 cu. ft./level worth of grain, fruit,
Medium ranged touch attacks vegetables, etc. immune to the effects of time
GembombSC: Bolt of force (2nd level) + Delay Spell (invest numen to extend effect permanently).
(standard; +2 levels) + Shape Spell (ray to burst; +2
GetawayAPG: Dimensional skip (1st level) + Reach
levels) + Widen Spell (20’r. to 5’r.; -2 levels) + Ritual
Spell (close to planar; +6 levels) + Location-Specific
Spell (full round; -1 level) + Restricted Spell (access to
Spell (destination is site of casting; -2 levels) + Mass
Gnome domain; -1 level) = 2nd level; damage cap 5d6
Effect Spell (1/3 levels; +2 levels) + Delay Spell (swift
force (Reflex half) in a single 5’r. burst.
activation trigger; +4 levels) + Ritual Spell (-2 levels) =
Genius LociCM: Summon (1st level) + Tenacious Spell
9th level; as a swift action, up to 1 creature/3 levels is
(+1 level) + Augment Spell (CR 12 elder elemental; +6
transported to the location where the spell was cast.
levels) + Delay Spell (activating condition; +1 level) +
GeyserAPG: Jet of flame (0) + Reach Spell (close to
Ritual Spell (full round; -1 level) = 8 th level; elder
long; +2 levels) + Shape Spell (ray to burst; +2 levels) +
elemental appears in casting locale when stated
Widen Spell (20’r. to 5-ft. square; -2 levels) + Energy
conditions fulfilled. Note numen cost for latent spell
Admixture (falling damage = bludgeoning; +0 levels)
effects; the elemental appears for 1 rd./level (or until
+ Cascade Spell (Reduced burning hands in a 20’r.; +1
destroyed) when triggered, but you can immediately
level) + Concentration Spell (standard action; +1 level)
re-invest the numen to reset the effect.
= 4th level; damage cap 10d6 in the center (half fire,
Gentle BreezeACG: Zephyr (0 level) + Shape Spell
half falling damage) and 1d6 fire damage/round in a
(line to target; +0 levels) + Extend Spell (1 rd./level to
20’r.
10 min./level; +3 levels) + Reduce Spell (severe to

Spells (Grimoire), p. 142


GeyserAUG2: Energy mace (0 level) + Cascade Spell and Restricted (Paladin; -2 levels) = 3rd level; your
(topple; +1 level) + Reach Spell (close to long; +1 level) bonded weapon gains ghost touch property,
+ Shape Spell (target to cylinder; +2 levels) + Widen improved weapon maneuvers, and is treated as
Spell (10’r. to 5’t.; -1 level) + Extend Spell (inst. to 1 dealing bludgeoning, piercing, and slashing
rd./level; +2 levels) + Reduce Spell (15d6 to 5d6; -2 damage. Blade of dark triumphUM is the same, except
levels) = 3rd level; 5d6 bludgeoning plus knocked for antipaladins.
prone in 5’r., 25-ft.-tall cylinder  Ghost touch weaponLM is Extended (10 min./level; +1
Ghost BrandUI: Dimensional pocket (1st level) + level) = 4th level.
Variable Spell (remove and return; +1 level) + Widen  Divine accuracyLM is Selective (+0 levels due to
Spell (1 lb./level to 8 lbs./level; +1 level) = 3 rd level metamagic synergy), Creature-Specific (vs. undead
(listed as 4th). only) rather than Item-Specific, Shaped
Ghost LanternCM: Light (0 level) + Selective Spell (emanation; +2 levels), and is Restricted (able to
(+3 levels) = 3rd level; as light, but only those you select channel positive energy; -1 level) rather than
can see (and benefit from) the light. Variants: Extended (-1 level) = 1 3 rd level; you and allies in
 Dark flamesRR is Widened (20’r. to 60’r.; +2 levels) = 20’r. burst gain ghost touch attacks vs. undead for 1
5th level; torch sheds light in a 60’r. that only you rd./level.
and specified allies within the area can see.  Spirit-bound bladeOcA is Variable (+1 level) with an
 DarklightBVD is Widened (20’r. to 10’r.; -1 level) and additional +1 level property = 5th level (listed as
Extended (10 min./level to 1 min./level; -1 level) = 4th). Select from:
1st level; 10’r. emanation from creature touched has Anger: Cascade Spell (ray of entropy; +1 level) +
normal light, but only for those within (those Channel Spell (+1 level) + Ray Splitting (+1 level) +
outside area see ambient light condition without Reach Spell (close to touch; -1 level) +
this effect). Concentration Spell (standard; +1 level) +
Lingering Evocation (-1 level) + Reduce Spell
Ghost LightCA: Light (0 level) + Extend Spell (10
(15d6 to 10d6; -1 level) = +1 level; damage cap
min./level to 1 rd.; -3 levels) + Cascade Spell (spook; +1
+15d6 necrotic (divided among iterative attacks),
level) + Shape Spell (target to emanation; +2 levels) +
but wielder takes 1d6/rd.
Reach Spell (0 to medium; +1 level) + Concentration
Dedication: Cascade Spell (returning weaponUC; +1
Spell (+1 level) + Reduce Spell (frightened to shaken;
level) = +1 level.
1 level) = 1st level; bright light causes shaken
Despair: Cascade Spell (sickening touch; +1 level) +
condition within area. Cf. heartglowAUG2.
Channel Spell (+1 level) + Ray Splitting (+1 level) +
Ghost PipesLEF: Figment (0 level) + Cascade Spell
Creature-Specific Spell (suffering from [fear]
(skill enhancement: Perform; +1 level) + Extend Spell
effect; -2 levels) + Concentration Spell (+1 level) +
(1 rd./level to 1 min./level; +1 level) + Restricted Spell
Tenuous Spell (-1 level) = +1 level; if target struck
(bard; -1 level) = 1st level; instrument seems to play
is suffering from a [fear] effect, it is also sickened
itself for up to 1 min./level, using your Perform
1 rd./level or until saves.
(music) skill with a +1/2 levels (+5 max.) bonus.
Fear: Cascade Spell (blessing; +1 level) +
Ghost Touch ArmorLM: Mage armor (1st level) +
Augment Spell (+3 total bonus; +1 level) + Mass
Cross-Class Spell (+1 level) + Augment Spell (actual
Effect Spell (1/3 levels; +2 levels) + Creature-
value of existing armor up to +8; +2 levels) + Extend
Specific Spell (bonuses apply vs. flanked
Spell (1 hr./level to 1 min./level; -2 levels) = 2nd level.
opponents only; -2 levels) + Extend Spell (10
Ghost Touch WeaponSC: Bestow feat (Ghost Strike;
st
min./level to 1 min./level; -1 level) = +1 level; up to
1 level) + Augment Spell (BAB +11 effects; +3 levels)
1 ally/level (including wielder) are +3 to attacks
+ Extend Spell (1 rd./level to 1 min./level; +1 level) +
and damage vs. opponents they flank.
Item-Specific Spell (single weapon touched only; -2
Hatred: Cascade Spell (bestow feat: Improved
levels) = 3rd level. Variants:
Critical) = +1 level; weapon is +4 to confirm
 Blade of bright victory UM Cascades metaphysical feat threats.
(Variable Versatile Evocation; +2 levels) and bestow Jealousy: Cascade Spell (inure; +1 level).
feat (Improved Weapon Maneuvers; +1 level), and
is Item-Specific (your bonded weapon; -1 level)

Spells (Grimoire), p. 143


Zeal: Cascade Spell (keen edge; +3 levels) – Effect Spell (1/level to 1/3 levels; -1 level) +
Extend Spell (10 min./level to 1 rd./level; -2 levels) Empower Spell (+1 level) + Ritual Spell (full round;
= +1 level. -1 level) = 7th level (listed as epic); as animus blast,
Ghost WhipOcA: Bolt of force (2nd level) + Cascade but slower casting, 1.5x damage and 1 frost
Spell (bind; +1 level) + Cascade Spell (bestow feat: wight/3 levels instead of 1 skeleton/level.
Precise Shot; +1 level) + Augment Spell (BAB +16  Dagger of UndeathRR2: Ray of entropy (1st level) +
effects; +3 levels) + Ray Splitting (+1 level) + Reduce Cascade Spell [(lesser animate dead; +3 levels) +
Spell (25d6 to 1d6; -5 levels) = 3rd level (listed as 2nd); Augment Spell (up to CR 14; +7 levels) + Creature-
damage cap 5d6 force, divided among iterative Specific Spell (slain by spell’s negative energy
attacks, plus entangle; ignores cover. damage; -2 levels)] + Reach Spell (touch to
Ghost WolfARG: Summon (1st level) + Augment Spell medium; +1 level) + Reduce Spell (25d6 to 20d6; -1
(Phantom Steed template; +1 level) + Augment Spell level) = 9th level; ranged touch deals up to 20d6
(CR 4 terror dire wolf; +2 levels) + Extend Spell (1 negative energy, and victim immediately rises as
rd./level to 1 hr./level; +3 levels) + Reach Spell (close zombie or zombie lord of up to CR 14 if slain.
to touch; -1 level) + Ritual Spell (full round; -1 level) + Ghoul GlyphLM: Sickening touch (0 level) + Shape
Restricted Spell ([orc] or [goblinoid] caster; -1 level) = Spell (target to emanation; +3 levels) + Widen Spell
4th level. (20’r. to 10’r.; -1 level) + Cascade Spell (damage
Ghostbane DirgeAPG: Bestow feat (Ghost Strike; 1st attribute: Dex; +1 level) + Augment Spell (+3d4; +2
level) + Reach Spell (touch to close; +1 level) + Shape levels) + Creature-Specific Spell (humanoid only; -2
Spell (target to emanation; +2 levels) + Creature- levels) + Delay Spell (activating condition; +1 level) +
Specific Spell (single target only; -2 levels) = 2nd level; Ritual Spell (-2 levels) = 2nd level; magic trap deals 4d4
non-magical attacks from within 20 ft. deal half Dex plus stench to humanoid setting it off.
damage vs. incorporeal creature specified. Ghoul HungerPC: Compel (eat nearby helpless or
Ghostharp7S: Figment (0 level) + Silent Spell (+1 dead humanoid; 2nd level).
level) + Widen Spell (10-ft. to 30-ft. cubes; +2 levels) + Ghoul Touch: Sickening touch (0 level) + Shape Spell
Effect-Specific Spell (music previously heard by (target to emanation; +3 levels) + Widen Spell (20’r. to
caster; -2 levels) = 1st level; music you have previously 10’r.; -1 level) + Cascade Spell (damage attribute: Dex;
heard fills up to one 30-ft. cube/level. +1 level) + Augment Spell (+3d4; +2 levels) + Creature-
Ghoul GauntletLM: Ray of entropy (1st level) + Reach Specific Spell (humanoid only; -2 levels) + Tenuous
Spell (close to touch; -1 level) + Lingering Evocation Spell (-1 level) = 2nd level; touch deals 4d4 Dex
(+3 levels) + Cascade Spell [(lesser animate dead; +2 damage (save each round to halve remaining) and
levels) + Cross-Class Spell (+1 level) + Augment Spell victim radiates stench (sickens, 10’r.).
(CR 2; +1 level) + Creature-Specific Spell (slain by this Giant Form ICRB: Polymorph (giant; 3rd level) +
spell; -2 levels) = 5 th level (necromancer or cleric 4 th; Personal Spell (-1 level) + Cascade Spell (enlarge self;
listed as 6th/5th); touch deals 1d6/level negative energy +2 levels) + Cascade Spell (bear’s endurance; +2 levels) =
(max. 15d6, cleric 10d6) plus 3d6/round; victim 7th level; you become a Large giant (low-light vision,
becomes ghoul (if 2 HD or less) or ghast (3 HD+) if +4 Str, +4 Con, -2 Dex, +4 natural armor, regeneration
dies. Variants: 5 or resist energy 30 if applicable, etc.).
 Animus BlastSRD: Ray of frost (0 level) + Cascade Giant Form IICRB: Polymorph (giant; 3rd level) +
Spell (lesser animate dead; +3 levels) + Mass Effect Personal Spell (-1 level) + Cascade Spell (enlarge self;
Spell (1/level; +3 levels) + Creature-Specific Spell +2 levels) + Augment Spell (Huge; +1 level) + Cascade
(animates only those killed by spell’s cold damage; Spell (bear’s endurance; +2 levels) = 8th level you
-2 levels) + Reach Spell (touch to medium; +1 level) become a Huge giant (low-light vision, +6 Str, +4 Con,
+ Shape Spell (ray to burst; +2 levels) = 7 th level -2 Dex, +6 natural armor, energy immunity if
(listed as epic); damage cap 20d6 cold (divine applicable, etc.).
15d6) in 20’r., and up to 1 creature/level killed is Giant SizeCA: Enlarge (3rd level) + Augment Spell
animated as a CR ½ Medium skeleton. (Large to Gargantuan; +2 levels) + Cascade Spell
 Animus BlizzardSRD: Animus blast (q.v.; 7th level) + (attribute boost: Str; +1 level) + Cascade Spell (attribute
Augment Spell (CR 4 frost wights; +1 level) + Mass boost: Con; +1 level) + Augment Spell (+8 total; +3

Spells (Grimoire), p. 144


levels) + Personal Spell (-1 level) + Extend Spell (1 Languages Aquan
min./level to 1 rd./level; -1 level) + Ritual Spell (full AC 22, touch 12, flat-footed 16
round; -1 level) + Restricted Spell (wu jen; -1 level) = (-4 size, +2 Dex, +4 dodge, +10 natural)
7th level; you grow to Gargantuan size (+14 Str, -6 Dex, hp 240 (13 HD; LW 120/HW 60); DR 5/adamantine
+14 Con, +6 natural armor). Immune cold, elemental traits
Giant’s CurseAUG: Skill enhancement (Perception; 0 Fort +21, Ref +10, Int +8, Will +10
level) + Cascade Spell (blessing; +1 level) + Accursed Spd 20 ft., burrow 20 ft. (ice and snow only); icewalking
Spell (+1 level) + Augment Spell (-1 to -4; +2 levels) + Melee slam +20 (4d6+25/19-20 plus 1d6 cold and DC 28
Reach Spell (touch to medium; +1 level) + Creature- Fort or staggered 1 rd.)
Specific Spell (vs. smaller creatures only; -2 levels) = Face 20 ft. x 20 ft.; Reach 15 ft.
Base Atk +12; CMB +28 (overrun +33); CMD 40
3rd level; target -4 to attacks and damage and -1/2
Special Atks exude ice 10’r. (slippery conditions and difficult
levels to Perception vs. creatures at least one size
terrain, DC 29); trample (4d6+25)
category smaller than itself. Invest 300 x CL numen to
Attributes Str 35, Dex 14, Con 36, Int 6, Wis 15, Cha 14
maintain curse beyond 1 min./level.
SQ favored terrain (arctic) +10
Giant’s GripAUG: Bestow feat (Improved Grapple; 1st Feats Dodge, Improved Initiative, Improved Natural AttackB,
level) + Cascade Spell (attribute boost: Str; +1 level) + Improved Overrun, Lighting Reflexes, Open Minded,
Augment Spell (+4 bonus; +1 level) + Extend Spell (1 Power Attack, Vital Strike
rd./level to 10 min./level; +2 levels) = 5 th level; confers Skills Athletics (13/+25), Endurance (13/+29), Perception
+4 enhancement to Str and Improved Grapple feat. (13/+18), Stealth (13/+6; +16 in arctic)
Gift, Alikaba’sAUG2: Dimensional skip (1st level) +
GlasseePH1: Transmute (1st level) + Widen Spell (1 cu.
Cascade Spell (compel: accept item; +3 levels) = 4th level
ft./level to 27 cu. ft./level; +3 levels) + Selective Spell
(listed as 3rd); item or creature you hold is transferred
(+2 levels) + Ritual Spell (full round; -1 level) = 5 th
to target, who must save or drop item(s) held to
level (listed as 6th); volume of material becomes
receive the teleported object.
transparent to you and/or those you specify
Girallon’s BlessingSC: Polymorph (humanoid; 3rd
(generally 3 ft. wide x 2 ft. high x 4.5 ft./level thick).
level) + Extend Spell (1 min./level to 10 min./level; +2
GlassteelPH1: Transmute (1st level) + Accursed Spell
levels) + Effect-Specific Spell (extra arms; -2 levels) =
(+1 level) + Augment Spell (special material: glassteel;
3rd level; subject gains an extra pair of arms for 10
+1 level) + Widen Spell (1 lb./level to 8 lbs./level; +1
min./level (trade up to 5 feats for Improved Grapple,
level) + Extend Spell (1 rd./level to 1 hr./level; +3
Improved Multiweapon Fighting, Multiweapon
levels) = 7th level; invest numen to maintain effects (as
Fighting, Two-Weapon Strike, and/or Vital Strike). All
continuous spell effect or per cost of glassteel
4 hands end in claws (base 1d4 damage).
material: see Chapter 6).
Gird the WarriorAUG: Mage armor (0 level) +
Glaze LockFB: Transmute (1st level) + Extend Spell (1
Cascade Spell (blessing; +1 level) + Augment Spell
hr./level to 10 min./level; -1 level) + Cascade Spell
(armor: +4 to +10; +3 levels) + Augment Spell (blessing:
(skill enhancement: Disable Device; +1 level) +
+1 to +4; +2 levels) + Extend Spell (10 min./level to 1
Augment Spell (+10 max.; +1 level) + Extend Spell (1
min./level; -1 level) = 5th level; subject gains +10 armor
min./level to 10 min./level; +1 level) + Object-Specific
bonus and +4 to attacks and damage.
Spell (locking mechanism only; -2 levels) = 1st level;
Glacial WardFB: Warding (fire; 1st level) + Irresistible
lock is +5 to hardness and Disable Device checks to
Spell (+3 levels) = 4th level; subject immune to fire for 1
open it are at -1/2 levels (-10 max.).
min./level.
Glimpse of EternityME: Whelm (0 level) + Cascade
GlacierFB: Summon (1st level) + Augment Spell (CR
Spell (ray of obliviousness; +2 levels) + Shape Spell (ray
12; +7 levels) + Mass Effect Spell (1/level; +3 levels) +
to target; +0 levels) + Tenuous Spell (-1 level) +
Creature-Specific Spell (see below; -2 levels) + Ritual
Augment Spell (+5 to +15; +1 level) + Augment Spell
Spell (full round; -1 level) = 8th level.
(10d6 to 15d6; +1 level) = 3rd level (listed as 5th);
ANIMATE GLACIERS (1/LEVEL) CR 12 damage cap 15d6 nonlethal plus 1d6 +1/level (+15
Giant, icy geater ice elemental max.) penalty to Wis for 1 rd./level or until saves
N Gargantuan outsider [air, cold, elemental, water] (Intuition half, confused at 1).
Init +6; Senses darkvision 60 ft., snow sight; Perception +18
Aura cold 10 ft. (2d6/rd., DC 29)

Spells (Grimoire), p. 145


Glimpse of FearDr333: Ray of beguiling (1st level) +  Bastion of GoodBED: Globe of invulnerability (5th level)
Shape Spell (ray to target; +0 levels) + Cascade Spell + Cascade Spell (magic circle against evil; +3 levels) +
(spook; +1 level) + Phantasmal Spell (-1 level) = 1 st Augment Spell (+2 to +4; +1 level) + Restricted
level; Intuition or 3d6 nonlethal plus 1d6 +1/2 levels Spell (caster must fast 24 hours prior to casting; -1
(+5 max.) penalty to Cha and shaken 1 rd./level (Will level) = 8th level (listed as 7th); as globe of
half/neg.). invulnerability and double-strength (+4) magic circle
Glimpse of the ProphecyME: Deflection (0 level) + against evil.
Cascade Spell (resistance; +1 level) + Consecrate Spell Gloom, ExtendedRR: Gloom (0 level) + Extended
(+1 level) + Extend Spell (1 min./level to 1 hr./level; +2 Spell (1 rd./level to 10 min./level; +3 levels) + Reduce
levels) + Personal Spell (-1 level) + Augment Spell (+8 Spell (2 steps to 1 step; -1 level) = 2nd level.
to resistance; +4 levels) + Tenous Spell (augmenting Glorious TransmutationTM2: Transmute (1st level) +
ends entire spell; -1 level) = 6 th level; you gain sacred Accursed Spell (+1 level) + Widen Spell (1 lb./level to
bonus to saves (+1) and AC (+2) for 1 hr./level; end 8 lbs./level; +1 level) + Extend Spell (1 rd./level to 1
effect by increasing save bonus to +9 for 1 save. hr./level; +3 levels) + Ritual Spell (-2 levels) = 4 th level;
Glimpse of TruthBVD: Augury (2nd level) + Cross- you transmute up to 8 lbs./level of iron into silver, or
Class Spell (arcane; +1 level) = 3rd level; single yes/no lead into gold, etc. Invest 200 x CL numen to maintain
question, 1d4 Wis damage on Knowledge check transformation, and the effect can be cannot be
failure. dispelled except by remove curse, etc.
Glimpse of TruthUI: True seeing (q.v.; 5th level) + Glowing Orb, Nchaser’sPGF: Light (0 level) +
Personal Spell (-1 level) + Sudden Spell (+0 levels) = 4 th Variable Spell (control light level, from none to
level; swift casting grants you true seeing for 1 rd. normal, and radius; +1 level) + Widen Spell (20’r. to
Glitterdust: Warding (glamers; 1st level) + Reach 60’r.; +2 levels) = 3rd level; variable light (up to
Spell (touch to close; +1 level) + Effect-Specific Spell normal) in an area up to 60’r.; invest 11,250 numen (3rd
(invisibility only; -2 levels) + Cascade Spell (skill level x CL 5th x 500 x 1.5) to make permanent.
enhancement: Stealth; +1 level) + Cascade Spell [(alter GlueRR: Bind (0 level) + Shape Spell (target to
senses; +1 level) + Augment Spell (vision; +1 level) + spread; +3 levels) + Residual Spell (+1 level) + Widen
Hex Spell (+0 levels) + Tenuous Spell (-1 level)] + Spell (20’r. to 5’r.; -2 levels) = 2nd level; entangles 1
Shape Spell (target to spread; +2 levels) + Widen Spell rd./level and difficult terrain.
(20’r. to 10’r,; -1 level) = 3 rd level (listed as 2nd); negates Glue SealACG: Bind (0 level) + Variable Spell (target
invisibility, imposes 1/2 levels to Stealth (-10 max.), 5-ft. square or object; +1 level) + Extend Spell (1
and blinds 1 rd./level (save each round to end rd./level to 1 min./level; +1 level) = 2nd level.
blindness). GluttonyRR: Compel (eat reavenously; 2nd level) +
 SparklesShS has Long range (+2 levels) and affects a Reach Spell (close to medium; +1 level) + Shape Spell
larger area (10’r. to 60’r.; +3 levels), but has no (target to burst; +2 levels) + Extend Spell (1 rd. to 1
chance of blindness (-1 level) = 7th level (listed as min./level; +2 levels) + Pacific Spell (-2 levels) = 5 th
4th). level (listed as 4th).
Globe of Invulnerability: Warding (1st level) + Glyph of Warding: Variable Spell (+1 level):
Variable Spell (versatile evocation; +1 level) + Mass  Acid splash (0 level) + Versatile Evocation (cold,
Effect Spell (1/level; +3 levels) + Shape Spell (target to fire, electricity, or sonic; +1 level) + Shape Spell
emanation; +2 levels) + Personal Spell (-1 level) + (burst; +2 levels) = +3 levels, damage cap 5d6
Widen Spell (20’r. to 10’r.; -1 level) + Selective Spell (divine caster); or
(one-way; +2 levels) + Extend Spell (1 min./level to 1  Cascade Spell (any spell you know up to 3rd level).
rd./level; -1 level) + Personal Spell (-1 level) + + Delay Spell (activating condition; +1 level) + Ritual
Expedient Spell (max. spell level; -1 level) = 4th level; Spell (-2 levels) = 3rd level; you must also invest
10’r. emanation around you blocks incoming spells of numen (latent spell) until discharged.
up to 4th level (direct-damage evocations, attribute Glyph of Warding, Greater: As glyph of warding, but
damage, energy drain, negative energy, [death], force, increase blast radius to 120 ft., or spell level to 6 th (+3
wind, +1/level above 7th). Variants: levels = 6th level; damage cap 15d6).

Spells (Grimoire), p. 146


GodlockRRO: Figment (0 level) + Cross-Class Spell rd. dazing), or until succeeds at Will save (check
(divine; +1 level) + Delay Spell (object moved/opened; each round), but is not prevented from healing
+1 level) + Extend Spell (1 rd./level to 1 min./level; +1 naturally (as listed).
level) + Object-Specific Spell (object up to 1 lb./level; - Goodberry: Spark of life (1st level) + Cascade Spell
2 levels) = 1st level; when warded item disturbed, (remove condition: hunger; +2 levels) + Ray Splitting (+1
illusion of god appears and yells dire warnings for 1 level) + Delay Spell (eat up to 1 day/level later; +1
min./level. level) + Ritual Spell (full round; -1 level) + Restricted
GodspeedAUG2: Celerity (0 level) + Cascade Spell Spell (access to Good or Plant domain; -1 level) +
(attribute boost; +1 level) + Mass Effect Spell (Str and Reduce Spell (10d6 to 1d6; -2 levels) = 1st level; berries
Dex; +1 level) + Augment Spell (+2 to +4; +1 level) = 3 rd cure 2d6 hp total (divided among berries) and abate
level; +4 enhancement to Str and Dex and +30 ft. to hunger. Variants:
land speed for 1 min./level.
 Bread of lifeRR2 is not reduced (2nd level; max. 7d6 hp
Golden BardingCD: Mage armor (1st level) + Cross-
healed).
Class Spell (divine; +1 level) + Augment Spell (+4 to
 Estanna’s StewBED: Spark of life (1st level) + Augment
+8; +2 levels) + Creature-Specific Spell (mount only; -2
Spell (+1/level; +1 level) + Communal Spell (+1
levels) + Extend Spell (1 hr./level to 2 hrs./level; +1
level) + Ritual Spell (full round; -1 level) = 2 nd level;
level) + Restricted Spell (paladin; -2 levels) = 1 st level;
1 serving/level (max. 5) heals 1d6+1 hp or deals
your mount gains +8 armor bonus for 2 hrs./level.
like amount to undead.
Golem ImmunityRE: Warding (1st level) + Mass
 RoyalberryDHD: Goodberry (q.v.; 1st level) + Variable
Effect Spell (all schools of magic; +4 levels) = 5 th level
Spell (+1 level) + Cascade Spell (remove condition:
(listed as 8th); target is immune to magic that is
afflictions; +1 level) + Augment Spell (2 steps to 3;
susceptible to SR.
+1 level) – Reduce Spell (+2 levels) + Restricted
Good FortuneCRB: Hand of fate (0 level) + Quicken
Spell (halfling or access to Plant domain; -1 level) =
Spell (+4 levels) + Interrupting Spell (+1 level) +
5th level; berries cure up to 20d6 hp total (divided
Personal Spell (-1 level) + Restricted Spell (access to
among berries) and abate hunger, and ameliorate
Fate domain; -1 level) = 3rd level; immediate casting
[afflictions] by 3 steps (neutralize poison and/or
allows one reroll. Fortune’s follyDD is the same, but
remove disease).
works at Medium range (+1 level, = 4th level).
Gong of Isolation, Otto’sGA: Alter senses (0 level) + GraceAPG: Skill enhancement (Acrobatics: 0 level) +
Augment Spell (other senses; +1 level) + Mass Effect Still Spell (+1 level) + Personal Spell (-1 level) +
Spell (1 sense/level; +3 levels) + Hex Spell (+0 levels) = Sudden Spell (+0 levels) + Augment Spell (+1 to +10;
4th level; lasts 1 rd./level; suppresses blindsense, +2 levels) + Effect-Specific Spell (vs. AoO only; -2
blindsight, hearing, taste, sight, smell, touch, others at levels) = 0 level (listed as 2 nd); swift action grants +1/2
CL 8th+. Variants: levels (+10 max.; not immunity) on Acrobatics checks
to move without provoking AoO for 1 rd. AKA
 Inner WorldAUG: Alter senses (0 level) + Augment
lightfootMH.
Spell (vision; +1 level) + Augment Spell (4
Graft WeaponSRD: Bestow feat (Improved Weapon
additional senses; +3 levels) + Hex Spell (+0 levels)
Maneuvers; 1st level) + Cascade Spell (bestow feat:
+ Reach Spell (close to touch; -1 level) + Extend
Weapon Specialization; +2 levels) + Extend Spell (1
Spell (1 rd./level to 10 min./level; +2 levels) +
rd./level to 1 hr./level; +3 levels) + Personal Spell (-1
Phantasmal Spell (-1 level) = 4 th level; subject is
level) + Object-Specific Spell (weapon touched; -2
unable to sense anything in the real world; is
levels) = 3rd level; you graft a light or one-handed
trapped in imaginary one instead.
weapon to your hand, making it harder to disarm and
 Reality BlindBVD: Alter senses (0 level) + Augment
giving you competence bonuses to hit and damage.
Spell (vision; +1 level) + Hex Spell (+0 levels) +
Grant QuarterAUG2: Dimensional pocket (1st level) +
Cascade Spell (inertia; +1 level) + Augment Spell
Accursed Spell (+1 level) + Reach Spell (touch to
(daze; +2 levels) + Concentration Spell (standard;
medium; +1 level) + Widen Spell (1 lb./level to 27
+1 level) + Tenous Spell (-1 level) = 4 th level (listed
lbs./level; +2 levels) + Expedient Spell (total HD; -1
as 3rd); subject is blinded and dazed as long as you
level) + Ritual Spell (-2 levels) = 2nd level; willing or
concentrate (minimum 1 rd./level blindness and 1
helpless creature of 6 HD or less held in pocket

Spells (Grimoire), p. 147


dimension for 1 hr./level; invest 100 x CL numen to level; projectiles from affected weapon deal 1 die step
maintain effect until freeing condition named. larger base damage (Chapter 1).
Grant SpeechAUG2: Tongues (3rd level) + Augment Gravity VariationTM2: Blessing (0 level) + Augment
Spell (different senses; +4 levels) + Object-Specific Spell (+1 level) + Reach Spell (touch to medium; +1
Spell (intelligent magic item; -2 levels) + Extend Spell level) + Shape Spell (target to cubes; +2 levels) +
(10 min./level to 1 min./level; -1 level) + Effect-Specific Widen Spell (10-ft. to 30-ft.; +2 levels) + Residual Spell
Spell (langauges you know only; -2 levels) = 2 nd level; (+1 level) + Ritual Spell (full round; -1 level) +
intelligent magic item can speak verbally (in any Restricted Spell (access to War domain; -1 level) = 5 th
language(s) you know) for 1 min./level. level (listed as 6th); those in 30-ft. cube/level fight at a
Grappling Grasp, Geirdorn’s: Variable Spell (+1 disadvantage (-2 to attacks and treat area as difficult
level): terrain) for 10 min./level.
 Bind (0 level) + Augment Spell (grappled; +1 level) Great CircleTM2: Bolt of force (2nd level) + Creature-
 Mage hand (0 level) + Widen Spell (1 lb./level to 8 Specific Spell (evil creatures; -2 levels) + Cascade Spel
lbs./level; +1 level) (light; +1 level) + Positive Spell (+0 levels) + Shape
 Warding (Bigby’s hand spells; 1st level) Spell (ray to burst; +2 levels) + Widen Spell (20’r. to
360’r.; +4 levels) + Restricted Spell (access to Sun
+ Concentration Spell (standard; +1 level) = 3 rd level
domain; -1 level) = 6th level; damage cap 1.5 x 15d6 vs.
(listed as 4th); each round, hand of force can be used to
undead, and those vulnerable to sunlight destroyed;
grapple, move objects, or ward against Bigby’s hand-
other [evil] creatures take 0.5d6/level (max. 7.5d6).
type spells.
Greater TruthBRL: Compel (believe outrageous lie;
Grasp of the StyxBotD: Grasping hand (q.v., 4th level) nd
2 level) + Still Spell (+1 level) + Mass Effect Spell (1
+ Cascade Spell (enervation; +4 levels) + Creature-
creature/level; +3 levels) + Extend Spell (1 rd. to 10
Specific Spell (grappled victim only; -2 levels) +
min./level; +3 levels) + Language-Dependent Spell (-1
Extend Spell (inst. to 1 rd./level; +2 levels) + Restricted
level) + Pacific Spell (-2 levels) = 6 th level; up to one
Spell (cultist of daemon lord, etc.; -1 level) = 7th level;
creature/level believes a lie, no matter how absurd, for
target grappled 1 rd./level and takes 1d4 temp.
10 min./level.
negative levels, treats approach to you as difficult
GreenfireUnE: Acid splash (0 level) + Reach Spell
terrain and you as having cover even if not grappled.
(close to medium; +1 level) + Shape Spell (ray to
Grasping CorpseHA: Variable Spell (+1 level): topple
cubes; +2 levels) + Widen Spell (10-ft. to 5-ft. cubes; -1
or bind (0 level) + Augment Spell (grapple; +1 level) +
level) + Extend Spell (inst. to 1 rd.; +1 level) = 3 rd level;
Tenuous Spell (-1 level) = 1st level.
damage cap 5d6 acid.
Grasping WallCSc: Bind (0 level) + Selective Spell
GreenspyAUG: Alter senses (0 level) + Augment Spell
(close to medium; +1 level) + Shape Spell (target to
(additional sense; +1 level) + Extend Spell (1 rd./level
cubes; +2 levels) + Widen Spell (10-ft. cubes to 5-ft.; -1
to 1 hr./level; +3 levels) + Creature-Specific Spell
level) + Concentration Spell (standard; +1 level) = 3 rd
(plant only; -2 levels) + Delay Spell (“play back” later
level; enemies entering area are entangled while you
by ritual; +1 level) + Restricted Spell (access to Plant
concentrate and up to 1 rd./level thereafter.
domain, etc.; -1 level) = 2nd level. Plant “records”
Grave Mist, Kelgore’sPHII: Ray of frost (0 level) +
sights and sounds within close range for 1 hr./level
Reach Spell (close to medium; +1 level) + Shape Spell
after casting; you can gain those impressions at a later
(ray to spread; +2 levels) + Extend Spell (inst. to 1
time (once only) after plant retrieved.
rd./level; +2 levels) + Reduce Spell (15d6 to 1d6; -3
Grim FeastRR: Spark of life (1st level) + Augment
levels) = 2nd level; 1d6 cold/rd. in 20’r. area (fatigues if
Spell (1d6 to 20d6; +4 levels) + Personal Spell (-1 level)
lightly wounded).
+ Expedient Spell (special: see below; -1 level) +
Gravity BowAPG: Invisible needle (0 level) + Ray
Restricted Spell (evil caster; -1 level) = 2 nd level; you
Splitting (+1 level) + Channel Spell (+1 level) + Extend
heal 1d6 hp per Small or larger corpse within
Spell (inst. to 1 min./level; +3 levels) + Personal Spell (-
Medium range of you (they cannot be re-used for this
1 level) + Item-Specific Spell (mechanical projectile
spell), max. 20d6.
weapon only; -2 levels) + Expedient Spell (additional
Grim RevengeBVD: Summon (1st level) + Summon
damage limited by initial base damage; -1 level) = 1 st
Undead (+1 level) + Augment Spell (CR 3 wight; +2
levels) + Cascade Spell (bestow feat; +1 level) + Mass

Spells (Grimoire), p. 148


Effect Spell (1/3 levels: Improved Weapon Maneuvers, (full round; -1 level) + Restricted Spell (access to
Weapon Specialization, Severing Strike; +2 levels) + Protection or Soul Forger domain; -1 level) + Reduced
Augment Spell (BAB +11 effects; +2 levels) + Spell (15d6 to 10d6; -1 level) = 5 th level (listed as 4th);
Restricted Spell (undead caster; -1 level) = 8 th level magic trap deals 10d6 force plus knocked prone and
(listed as 4th); severs one of victim’s limbs, which stunned 1 rd.
attacks as a wight for 1 rd./level. Guardian of FaithACG: Shield of faith (1st level) +
Grip of IronSRD: Bestow feat (Improved Grapple; 1st Cascade Spell (protection from evil; +1 level) + Reach
level) + Personal Spell (-1 level) + Sudden Spell (+0 Spell (touch to close; +1 level) + Variable Spell (swap
levels) + Interrupting Spell (+1 level) = 1 st level; you subject each round; +1 level) = 4 th level; shield of faith
gain Improved Grapple (including +2 to checks) for 1 and protection from evil can be traded between allies by
rd. as an immediate action. touch.
GroundingTM2: Warding (electricity; 1st level) + Guardian of FaithPH5: Jet of flame (0 level) +
Shape Spell (target to cubes; +3 levels) + Irresistible Consecrate Spell (+1 level) + Delay Spell (approached
Spell (+2 levels) + Extend Spell (1 min./level to 10 within range; +1 level) + Ray Splitting (+1 level) +
min./level; +1 level) + Ritual Spell (full round; -1 level) Shape Spell (ray to target; +0 levels) + Maximize Spell
= 6th level; one 10-ft. cube/level is warded against (+2 levels) + Delay Spell (activate by separate
magical and non-magical electricity. creatures; +1 level) + Reduce Spell (15d6 to 5d6; -2
Group MindTM2: Mindlink (1st level) + Cross-Class levels) = 4th level; magic trap deals up to 60 hp (half
Spell (divine; +1 level) + Mass Effect Spell (1/level; +3 fire, half holy; Reflex half), divided among 3
levels) + Ritual Spell (full round; -1 level) + Restricted activating targets.
Spell (access to Community or Mind domain; -1 level) Guards and Wards: Wisp (0 level) + Variable Spell
= 3rd level (listed as 6th); as telepathic bond, but up to 1 (depending on location within area; +1 level):
creature/level.  Arcane lock (2nd level) on doors;
Grove of SerenityRR: Glamer (1st level) + Augment  Glamer (1st level; disguising doors as plain wall) +
Spell (invisibility; +2 levels) + Pacific Spell (-2 levels) + Extend Spell (1 rd./level to 1 min./level; +1 level);
Extend Spell (1 rd./level to 1 hr./level; +3 levels) +  Web (2nd level) in stairs only;
Location-Specific Spell (within prepared grove; -2  Compel (go wrong way; 2nd level) + Extend Spell (1
levels) + Cascade Spell (goodberry; +1 level) + Cacade rd. to 1 min./level; +2 levels) at intersections; and
Spell (heal; +7 levels) + Creature-Specific Spell (spend  One of the following: mass dancing lights (3rd level),
8 hours in grove; -2 levels) + Mass Effect Spell (1/level; magic mouth (2nd level), stinking cloud (3rd level),
+3 levels) + Ritual Spell (full round; -1 level) + gust of wind (2nd level), or suggestion (3rd level).
Restricted Spell (access to Plant domain; -1 level) = 9 th
+ Shape Spell (spread to cubes; +0 levels) + Widen
level (listed as 8th); up to 1 creature/level resting 8
Spell (10-ft. to 20-ft. cubes; +1 level) + Extend Spell (1
hours in grove is healed, fully nourished, and invisible
min./level to 1 hr./level; +2 levels) + Ritual Spell (-2
while within.
levels) = 6th level.
Grue Conjuration, Nystul’sGA: Summon (1st level) +
Guess, Hornung’sTM2: Detection (numbers; 2nd level)
Variable Spell (choose type of grue at time of
+ Effect-Specific Spell (must be able to see general
summoning; +1 level) + Extend Spell (1 rd./level to 10
extent of group) = 0 level; 1st round—order of
min./level; +2 levels) + Augment Spell (CR 3-4; +2
magnitude estimate of numbers in group of similar
levels) + Ritual Spell (-2 levels) = 4th level.
objects/creatures; 2nd round—exact number in group;
Guarded FormRRO: Warding (transmutation; 1st
3rd- round—numbers in visible subsets of group. (This
level) + Reach Spell (touch to close; +1 level) + Extend
spell is subject to your perception, so if an ogre is
Spell (1 min./level to 1 hr./level; +2 levels) = 4 th level;
leading an army of orcs disguised as ogres, it will
suppresses polymorph and similar transmutations on
count the whole army and not alert you to the ruse.)
subject, and prevents new ones from affecting it, for 1
AKA enumerateSLPG.
hr./level.
Guidance: Variable Spell (blessing, resistance, or skill
Guardian HammerDHD: Bolt of force (2nd level) + +
enhancement; +1 level) + Tenuous Spell (effect ends the
Cascade Spell (topple; +1 level) + Cascade Spell (inertia;
first time the bonus is used; -1 level) = 0 level.
+1 level) + Augment Spell (stun; +3 levels) + Delay
Spell (warded area disturbed; +1 level) + Ritual Spell

Spells (Grimoire), p. 149


Guidance of the AvatarWotC: Skill enhancement (0 GullibilityRR2: Ray of obliviousness (1st level) + Reach
level) + Variable Spell (choose skill at time of use; +1 Spell (close to medium; +1 level) + Mass Effect Spell
level) + Delay Spell (swift action; +3 levels) + Extend (also beguiling; +1 level) + Shape Spell (ray to target; +0
Spell (1 min./level to 1 rd.; -2 levels) = 2nd level; subject levels) + Mass Effect Spell (1 creature/level; +3 levels)
gains +1/2 levels to one skill check as a swift action. + Extend Spell (1 rd./level to 1 hr./level; +3 levels) +
Guide CraftAUG: Mage hand (0 level) + Variable Spell Reduce Spell (+25 to +5; -4 levels) = 5th level; 1
(+1 level): creature/level takes 1d6+5 penalty to Wis and Cha
 Concentration Spell (standard to swift action; +3 (Intuition half).
levels); or Gusting SphereARG: Zephyr (0 level) + Cascade Spell
 Extend Spell (concentration to 1 hr./level; +4 levels) (push; +1 level) + Reach Spell (close to medium; +1
level) + Shape Spell (line to burst; +1 level) + Widen
+ Widen Spell (1 lb./level to 216 lbs./level; +3 levels) +
Spell (20’r. to 5’r.; -2 levels) + Concentration Spell
Reach Spell (close to touch; -1 level) + Object-Specific
(partial action; +2 levels) = 3 rd level; mobile sphere of
Spell (vehicle only; -2 levels) + Effect-Specific Spell
severe winds also bull rushes; control as partial
(steer travel only; -2 levels) = 3rd level (listed as 1st);
action.
you can steer target vehicle by swift action command,
Gusting WindAUG: Zephyr (0 level) + Shape Spell
and/or by setting course and letting it continue.
(line to burst; +3 levels) + Widen Spell (20’r. to 120’r.;
Guided PathCM: Skill enhancement (Streetwise; 0
+3 levels) + Reach Spell (close to personal; -1 level) +
level) + Extend Spell (1 min./level to 10 min./level; +2
Extend Spell (1 rd./level to 1 rd.; -1 level) + Restricted
levels) + Personal Spell (-1 level) + Augment Spell (+5
Spell (bloodline, domain, etc. with [air] descriptor; -1
to +10; +1 level) + Restricted Spell (bard or rogue; -1
level) = 3rd level (listed as 2nd); 1-rd. burst of severe
level) = 1st level; you gain +1/2 levels (+10 max.) to
winds in 120’r. outwards from you
Streetwise checks, allowing you to find public places
GutrootRR: Invisible needle (0 level) + Cascade Spell
more easily and efficiently for 10 min./level.
(damage attribute: Con; +1 level) + Reach Spell (touch
Guiding BoltPH5: Jet of flame (0 level) + Consecrate
to medium; +1 level) + Augment Spell (+2d4; +1 level)
Spell (+1 level) + Reach Spell (close to long; +1 level) +
+ Crippling Drain (3d4; +2 levels) + Restricted Spell
Cascade Spell (blessing; +1 level) + Augment Spell (+3
(access to Plant domain, etc.; -1 level) = 4th level;
bonus; +1 level) + Extend Spell (10 min./level to 1 rd.; -
damage cap 10d6 piercing plus 3d4 Con drain.
3 levels) = 1st level; damage cap 5d6 (half fire, half
holy) and attacks against target +3 to hit and damage
H
for the next round. SSt
Guiding LightMH: Blessing (0 level) + Hex Spell (+0 Haboob : Wisp (0 level) + Cascade Spell
levels) + Shape Spell (ray to emanation; +3 levels) + (invocation of the knife; +1 level) + Reach Spell (close to
Effect-Specific Spell (ranged attacks only; -2 levels) + medium; +1 level) + Shape Spell (ray to spread; +2
Cascade Spell (light; +1 level) + Reach Spell (touch to levels) + Extend Spell (inst. to 1 min./level; +3 levels) +
long; +2 levels) + Widen Spell (20’r. to 5’r.; -2 levels) + Reduce Spell (20d6 to 5d6; -3 levels) = 4 th level; 5d6
Extend Spell (10 min./level to 1 min./level; -1 level) = slashing and obscures vision. Variants:
1st level; 5’r. area of light provides +1 to attacks and  Blood SiroccoSC: Ray of entropy (1st level) + Cascade
damage against illuminated targets. Spell (zephyr; +1 level) + Shape Spell (ray to cone;
Guiding StarAPG: Anchored navigationSRD (4th level) + +1 level) + Widen Spell (30 ft. to 60 ft.; +1 level) +
Restricted Spell (ranger; -2 levels) = 2nd level, and lasts Extend Spell (inst. to 1 rd./level; +2 levels) = 6 th
only 1 hr./level, not 1 day/level; a 3rd level version level; damage cap 15d6 desiccation and windstorm
(adding Transdimensional Spell) works across planar in 60-ft. conical emanation.
boundaries.  Boreal WindFB: Zephyr (0 level) + Cascade Spell (ray
GuiltAUG2: Compel (do nothing; 2nd level) + Reach of frost; +1 level) + Cascade Spell (push; +1 level) +
Spell (close to medium; +1 level) + Extend Spell (1 rd. Reach Spell (close to long; +1 level) + Shape Spell
to 1 rd./level; +1 level) + Tenuous Spell (-1 level) = 3 rd (ray to line; +1 level) + Concentration Spell
level (listed as 1st); target is dazed 1 rd./level or until (standard; +1 level) + Widen Spell (5 ft. to 20 ft.
saves. wide; +2 levels) + Reduce Spell (hurricane to severe
and 20d6 to 10d6; -2 levels) = 5 th level; severe wind

Spells (Grimoire), p. 150


in 20-ft. wide line out to long range pushes back additional numen (50 x caster level x CL) for those.
and deals 10d6 cold/rd. Unhallow is the same, with the alignments inverted.
 Flaywind BurstSSt: Zephyr (0 level) + Cascade Spell Hallucination, AudiovisualUI: Figment (0 level) +
(invocation of the knife; +1 level) + Irresistible Spell Silent Spell (+1 level) + Reach Spell (close to long; +1
(+2 levels) + Shape Spell (ray to cone; +1 level) + level) + Phantasmal Spell (-1 level) + Mass Effect Spell
Widen Spell (30 ft. to 60 ft.; +1 level) + Ritual Spell (1/level; +3 levels) + Concentration Spell (standard; +1
(full round; -1 level) + Augment Spell (severe to level) + Reduce Spell (no olfactory or tactile; -2 levels)
windstorm; +1 level) = 5 th level; damage cap 15d6 = 3rd level; up to 1 subject/level sees and hears
slashing (divine 10d6; no SR) plus windstorm gust. phantasms while you concentrate (change each
 Scouring WindsUM: Invisible needle (0 level) + round) and for 1 rd./level thereafter.
Cascade Spell (wisp; +1 level) + Reach Spell (touch Hallucination, AuditoryUI: Audivisual hallucinationUI
to medium; +1 level) + Shape Spell (ray to spread; (3rd level) + Extend Spell (1 rd./level to 1 rd.; -1 level) +
+2 levels) + Concentration Spell (partial action; +2 Reduce Spell (no visual; -1 level) = 1st level; up to 1
levels) = 6th level (listed as 7th); damage cap 15d6 subject/level hears phantom sounds (possibly incl.
piercing plus obstructs vision; move up to 30 ft. speech) while you concentrate (change each round).
each round as a partial action. Hallucination, ComplexUI: Audivisual hallucinationUI
 Storm MoteSSt: Invocation of the knife (0 level) + (3rd level) - Reduce Spell (+2 levels) = 5 th level (listed as
Cascade Spell (wisp; +1 level) + Concentration Spell 4th); as audiovisual hallucinationUI but affects all senses.
(partial action; +2 levels) + Shape Spell (cylinder; Hallucinatory ForestPH1: Glamer (1st level) + Cross-
+2 levels) + Widen Spell (10’r. to 5’r.; -1 level) + Class Spell (druid; +1 level) + Effect-Specific Spell
Reduce Spell (10d6 to 5d6) = 3rd level; damage cap (forest only; -2 levels) + Reach Spell (close to long; +1
5d6 slashing plus vision obscured in mobile level) + Shape Spell (emanation to cubes; +0 levels) +
cylinder 5’r., 25 ft. tall. Widen Spell (10-ft. cubes to 30-ft. cubes; +2 levels) +
 Wind BlastDHD: Zephyr (0 level) + Cascade Spell Specific Spell (terrain only; no structures, creatures,
(energy mace; +1 level) + Shape Spell (ray to cone; +1 etc.; -2 levels) + Extend Spell (1 rd./level to 10
level) + Widen Spell (30 ft. to 60 ft.; +1 level) = 3 rd min./level) = 3rd level; illusory forest fills up to one 30-
level; 60-ft. cone of severe wind also deals 5d6 ft. cube/level, but does not hide structures or
bludgeoning. creatures. Invest 2,250 x CL numen (3rd level x 500 x
Hail of StoneCA: Energy mace (0 level) + Reach Spell 1.5) to maintain effect.
(close to medium; +1 level) + Shape Spell (ray to Halo of SandSSt: Deflection (0 level) + Augment Spell
cylinder; +2 levels) + Widen Spell (10’r. to 5’r.; -1 level) (scaling bonus; +1 level) + Cross-Class Spell (Desert
+ Restricted Spell (evoker or [earth] bloodline, etc.; -1 domain; +1 level) + Extend Spell (1 min./level to 10
level) = 1st level; damage cap 5d6 bludgeoning in 5’r. min./level; +1 level) + Personal Spell (-1 level) = 2 nd
cylinder 25 ft. tall. level; +2 deflection, +1/6 levels.
Halfling JinxPC: Resistance (0 level) + Hex Spell (+0 HaltPHII: Bind (0 level) + Augment Spell (grapple;
levels) + Reach Spell (touch to close; +1 level) + +2 levels) + Extend Spell (1 rd./level to 1 rd.; -1 level) +
Restricted Spell (halfling caster; -1 level) = 0 level; Quicken Spell (+3 levels) + Interrupting Spell (+1
target takes -1 penalty to saves for 1 min./level level) = 5th level (listed as 3rd).
(Intuition neg.). Halt Undead: Damage attribute (Dex; 1st level) +
Hallow: Magic circle against evil (3rd level) + Reach Spell (touch to medium; +2 levels) + Augment
Accursed Spell (good version; +1 level) + Variable Spell (+3d4 Dex; +2 levels) + Threnodic Spell (+0
Spell (cascade with other spells: see below; +1 level) + levels) + Mass Effect Spell (1/3 levels; +2 levels) +
Widen Spell (10’r. to 40’r.; +2 levels) + Extend Spell (10 Extend Spell (days/level to rds./level; -3 levels) +
min./level to 1 hr./level; +1 level) + Ritual Spell (full Expedient Spell (-1 level) = 3rd level spell dealing 4d4
ritual; -2 levels) + Restricted Spell ([good] caster; -1 Dex damage to up to 2d4+5 HD worth of undead; the
level) = 5th level; site is protected against evil. Invest damage is removed after 1 round/level. Bone chillFB is
375 x CL numen to make effect last longer than 1 Tenuous (-1 level) = 2nd level; save each round to end
min./level. To consecrate and/or add an extra spell effect.
effect, cast those spells within the area and invest HammerSRD: Energy mace (0 level) + Silent Spell (+1
level) + Concentration Spell (standard; +1 level) +

Spells (Grimoire), p. 151


Reach Spell (close to touch; -1 level) = 1 st level; 1 melee  Right Hand of Justice: Exotic Weapon Proficiency,
touch/rd. deals 1d6 bludgeoning/level (max. 5d6). Staggering Strike, Improved Critical, Knockout
Hammer and AnvilRR2: Bolt of force (2nd level) + Blow, Versatile Strike. Each round, make only one
Cascade Spell (inertia; +1 level) + Augment Spell attack, but it deals 2x damage, has doubled crit
(staggered; +1 level) + Extend Spell (1 rd. to 1 threat range, and victim must save vs. Fort save or
rd./level; +1 level) + Tenuous Spell (-1 level) + Reach be staggered 1 rd.
Spell (close to long; +1 level) + Shape Spell (ray to Hand of TormMF: Inertia (0 level) + Selective Spell
target; +0 levels) = 5th level (listed as 7th); damage cap (+1 level) + Augment Spell (stun; +3 levels) + Shape
15d6 force plus staggered 1 rd./level or until save Spell (target to emanation; +2 levels) + Widen Spell
(Reflex half/neg.). (20’r. to 10’r.; -1 level) + Reach Spell (close to 0; 1
Hammer of RighteousnessBED: Bolt of force (2nd level) level) + Extend Spell (inst. to 1 hr./level; +5 levels) +
+ Variable Spell (energy admixture: nonlethal; +1 Ritual Spell (-2 levels) = 7 th level (listed as 4 th); aura
level) + Bane Spell (evil: fixed; +0 level) + Reach Spell stuns enemies within (save each round).
(close to long; +1 level) + Shape Spell (ray to target; +0 HandfangRF: Invisible needle (0 level) + Lingering
levels) = 3rd level; damage cap 10d6 (10d8 vs. evil; Fort Evocation (+1 level) + Cascade Spell (bind; +1 level) +
half), decide proportions of force damage and Augment Spell (grapple; +1 level) + Reach Spell (close
nonlethal damage at time of casting. to touch; -1 level) + Cascade Spell (damage attribute:
Hand of BattleAUG: Bolt of force (2nd level) + Reach Con; +1 level) + Augment Spell (+2d4; +1 level) +
Spell (close to touch; -1 level) = 1 st level (listed as 3rd); Reduce Spell (15d6 to 10d6 and 1d4 to 1d3; -1 level) =
damage cap 5d6 force. 3rd level; damage cap 10d6 piercing (divine 5d6) plus
Hand of DeathCoC: Destruction (7th level) + Reach 3d3 Con (Fort half), and grappled 1 rd./level (1d6/rd.).
Spell (close to line of sight; +3 levels) + Restricted HandfireMF: Jet of flame (0 level) + Concentration
Spell (access to Death or Destruction domain; -1 level) Spell (standard; +2 levels) + Positive Spell (+0 levels) +
= 9th level; damage cap 20d6 (half fire, half unholy) Reach Spell (close to touch; -1 level) = 1 st level; touch
plus 3d4 Con drain at great distance. deals 1d6 fire/level (5d6 max; 1.5x vs. undead, half to
Hand of DeathToB: Damage attribute (Dex; 1st level) + others). Variants:
Augment Spell (+6d4; +6 levels) + Extend Spell (days
 Burning BrandAUG2: Jet of flame (0 level) + Ray
to rounds; -3 levels) = 4 th level; melee attack also deals
Splitting (+1 level) + Reach Spell (close to touch; -1
7d4 Dex damage. An initial save reduces the damage
level) + Positive Spell (+0 levels) + Extend Spell
by half; thereafter, an additional point of attribute
(inst. to 1 rd./level; +2 levels) + Reduce Spell (10d6
damage is removed each round (1+ Con bonus if
to 5d6; -1 level) = 1st level; damage cap 7d6 (arcane)
target has the Fast Recovery feat).
or 2d6 (divine) fire (1.5x vs. undead, 0.5x vs.
Hand of DivinityMF: Resistance (0 level) +
others), divided among iterative touch attacks.
Consecrate Spell (+1 level) + Augment Spell (+3
 Emerald Flame FistCA: Jet of flame (0 level) + Cascade
bonus; +1 level) = 2nd level; grants +3 sacred bonus to
Spell (light; +1 level) + Concentration Spell
saves for 1 min./level.
(standard; +1 level) + Lingering Evocation (+2
Hand of JusticeRR: Bestow feat (1st level) + Variable
levels) + Empower Spell (+1 level) = 5th level;
Spell (+1 level) + Mass Effect Spell (1 feat/level; +3
damage cap 15d6 fire plus (1.5 x 3d6) burn. You
levels) + Augment Spell (BAB +6 effects; +1 level) +
can make another touch attack each round as a
Personal Spell (-1 level) + Restricted Spell (paladin; -2
standard action. AKA Malec-Keth’s flame fistTM2.
levels) = 3rd level (listed as 4 th); you gain feats as
 Scalding TouchME: Jet of flame (0 level) + Cascade
follows (choose one):
Spell (inertia; +1 level) + Augment Spell (daze; +2
 Left Hand of Justice: Combat Expertise, Combat levels) + Ray Splitting (+1 level) + Reach Spell
Reflexes, Dodge, Exotic Weapon Proficiency, (close to touch; -1 level) + Concentration Spell
Open-Handed Parry. 1/round, you can parry an (standard; +1 level) + Augment Spell (15d6 to 20d6;
attack as an immediate action and make an +1 level) = 5th level (listed as 7th); damage cap 25d6
immediate counterattack (in addition to the fire (divided among iterative touch attacks), plus
benefits from the other feats listed). dazed 1 rd.; continue to attack each round you
concentrate.

Spells (Grimoire), p. 152


 Touch of CombustionARG: Jet of flame (0 level) + Splash level; stone is as hard as adamantine (+10 to
Evocation (+0 levels) + Lingering Evocation (+1 harness and hp).
level) + Reach Spell (close to touch; -1 level) = 0  Matter ManipulationSRD: Enhancement (2nd level) +
level; touch deals 1d6 fire plus 1d6/rd., and 1 hp to Effect-Specific Spell (item hardness; -2 levels) +
adjacent. Reach Spell (touch to close; +1 level) + Variable
Handy GrapnelUI: Mage hand (0 level) + Shape Spell Spell (increase or decrease; +1 level) + Mass Effect
(target to line; +1 level) + Manifested Spell (ranged Spell (hardness and hp; +1 level) + Extend Spell (1
attack roll needed to establish line; -1 level) + Exctend min./level to 1 hr./level; +3 levels) + Inexorable
Spell (conc. to 1 min./level; +2 levels) + Widen Spell (1 Spell (+3 levels) + Reduce Spell (-1 level) = 8 th level;
lb./level to 8 lbs./level; +1 level) + Location-Specific +/- up to 1/3 levels to item’s hardness and hp (no
Spell (along fixed line only; -2 levels) = 1 st level; can save, invest numen to maintain effect).
pull creatures (or objects up to weight limit) 20 ft./rd.  ReinforcementRRE: Transmute (1st level) + Reach Spell
along Close range line iof effect. (touch to close; +1 level) = 2nd level; object up to 1
Hangman’s GroveRRE: Hangman’s tree (q.v.; 1st level) cu. ft./level temporarily gains hardness, hp of steel.
+ Mass Effect Spell (1/level; +3 levels) + Selective Spell  Unbreakable ConstructUM: Transmute (1st level) +
(next 1 creature/level to die within range; +1 level) + Reach Spell (touch to close; +1 level) + Augment
Ritual Spell (-2 levels) = as hangman’s tree, but affects Spell (adamantine; +1 level) + Widen Spell (1 cu.
next 1 intelligent creature/level that dies within range. ft./level to 216 cu. ft./level; +3 levels) + Creature-
Hangman’s TreeRRE: Dimensional skip (1st level) + Specific Spell (construct; -2 levels) = 4 th level;
Reach Spell (target: touch to close; +1 level) + Delay construct of up to Gargantuan size gains DR
Spell (until dies; +1 level) + Location-Specific Spell 20/adamantine for 1 rd./level (a 5th level version is
(destination: pre-designated tree or structure; -2 needed for Colossal constructs).
levels) = 1st level; when target dies, is teleported into Harmonic VoidCSc: Sound lance (1st level) + Cascade
nearby awaiting noose, gibbet, etc. Spell (dispel; +1 level) + Extend Spell (inst. to 1 rd.; +1
Harassing WeaponAUG2: Bolt of force (2nd level) + level) + Shape Spell (ray to emanation; +2 levels) +
Reach Spell (close to medium; +1 level) + Extend Spell Widen Spell (20’r. to 60’r.; +2 levels) + Concentration
(inst. to 1 rd./level; +2 levels) + Creature-Specific Spell Spell (standard; +1 level) + Reduce Spell (20d6 to
(provokes AoO only; -2 levels) + Reduce Spell (10d6 10d6; -2 levels) = 6th level (bard 5th); 10d6 sonic/rd. and
to 5d6; -1 level) = 2nd level (listed as 1st); for 1 rd./level, opposed Concentration checks required to cast spells
target takes ranged touch attack dealing up to 5d6 in 60’r. of you, while you concentrate.
force damage whenever it provokes an attack of HarmonyPGF: Enhancement (2nd level) + Still Spell (+1
opportunity. level) + Mass Effect Spell (1 creature/level; +3 levels) +
HardeningSRD: Enhancement (2nd level) + Effect- Effect-Specific Spell (inspire courage; -2 levels) +
Specific Spell (item hardness; -2 levels) + Extend Spell Restricted Spell (bard; -1 level) + Extend Spell 1
(1 min./level to 1 hr./level; +3 levels) + Augment Spell min./level to 1 rd./level; -1 level) + Reduce Spell (+1/4
(+1/4 to +1/2; +2 levels) = 5th level; +1/2 levels to item’s to +1; -1 level) = 1 st level; your inspire courage is at an
hardness (invest numen to maintain effect). Variants: additional +1 (for up to 1 subject/level) for 1 rd./level.
 HardenAUG: Enhancement (2nd level) + Effect-Specific Haste: Celerity (0 level) + Cascade Spell (attribute
Spell (item hardness; -2 levels) + Extend Spell (1 boost: Dex; +1 level) + Cascade Spell (blessing; +1 level)
min./level to 1 hr./level; +3 levels) = 3 rd level (listed + Augment Spell (+3 total bonus; +1 level) + Effect-
as 1st); +1/4 levels to item’s hardness. Specific Spell (attack bonus only; -1 level) + Extend
 EarthfastMF: Transmute (1st level) + Reach Spell Spell (1 min./level to 1 rd./level; -1 level) + Cascade
(touch to close; +1 level) + Augment Spell Spell (bestow feat: Manyshot; +1 level) + Reach Spell
(adamantine; +1 level) + Object-Specific Spell (rock (touch to medium; +1 level) = 3 rd level; subject gains
formation or stone structure only; -2 levels) + +30 ft. speed, +2 enhancement to Dex, and an
Extend Spell (1 rd./level to 10 min./level; +2 levels) additional attack; all attacks that round gain an
+ Widen Spell (1 cu. ft./level to 27 cu. ft./level; +2 overall +1 attack bonus (+3, -2 for Manyshot). To affect
levels) + Restricted Spell (access to Earth domain; - 1 creature/level, also apply the Mass Effect Spell feat
1 level) + Ritual Spell (full round; -1 level) = 3 rd (+3 levels) = 6th level.

Spells (Grimoire), p. 153


 Flashing SunToB: Bestow feat (Manyshot; 1st level) + HawkeyeCAd: Bestow feat (Far Shot; 1st level) +
Extend Spell (1 rd./level to 1 min./level; +2 levels) + Cascade Spell (skill enhancement: Perception; +1 level)
Personal Spell (-1 level) + Sudden Spell (+0 levels) + Augment Spell (BAB +11 effects; +2 levels) + Effect-
= 2nd level; swift action grants you an additional Specific Spell (increment increase only; -2 levels) +
attack at -2. Extend Spell (1 rd./level to 10 min./level; +2 levels) +
 HustleSRD: Celerity (0 level) + Augment Spell (+10 ft. Personal Spell (-1 level) + Restricted Spell (ranger; -2
to +30 ft.; +2 levels) + Personal Spell (-1 level) + levels) = 1st level; you gain +1/2 levels (+5 max.) to
Sudden Spell (+0 levels) + Variable Spell (other Perception for 10 min./level, and your range
movement; +1 level) = 2nd level; swift casting grants increments increase by 50%. Cf. Tenser’s eye of the
you an extra move action. AKA quicksilver eagleGA.
motionToB. Healer’s BlessingCRB: Bestow feat (Empower Spell; 1st
 Lesser CelerityPHII: Haste (q.v.; 3rd level) – Cascade level) + Cascade Spell (bestow feat: Sudden Metmagic;
Spell (blessing; -1 level) + Personal Spell (-1 level) + +2 levels) + Personal Spell (-1 level) + Extend Spell (1
Sudden Spell (+0 levels) + Interrupting Spell (+1 rd./level to 1 min./level; +1 level) + Sudden Spell (+0
level) = 2nd level; immediate casting grants you one levels) + Effect-Specific Spell (healing only; -2 levels) +
partial action (+20 ft. to speed if used for Restricted Spell (access to Healing domain; -1 level) =
movement). Cf. opportune dodgeCSc. 0 level; swift casting allows you to cast an
 Snake’s SwiftnessMH: Bestow feat (Manyshot; 1st level) Empowered cure spell within the next round.
+ Reach Spell (touch to close; +1 level) + Shape Healer’s VisionCSc: Blessing (0 level) + Augment
Spell (ray to target; +0 levels) + Interrupting Spell Spell (+2 bonus; +1 level) + Cascade Spell (skill
(+1 level) + Extend Spell (1 rd./level to 1 rd.; -1 enhancement: Heal; +1 level) + Extend Spell (1
level) = 2nd level; subject immediately gains 1 attack min./level to 1 rd./level; -1 level) = 1st level; subject
at -2. gains +2 to attacks, damage, saves vs. fear and +1/2
 Swift hasteCAd: Haste (3rd level) + Personal Spell (-1 levels (+5 max.) to Heal checks for 1 rd./level.
level) + Sudden Spell (+0 levels) = 2nd level; swift Healing Circle, GreaterRR: Spark of life (1st level) +
casting hastes you 1 rd. Augment Spell (+1 hp/level; +1 level) + Shape Spell
 Swift hasteSC: Haste (3rd level) + Personal Spell (−1 (target to burst; +2 levels) + Widen Spell (20’r. to 40’r.;
level) + Quicken Spell (+3 levels) + Restricted Spell +1 level) + Selective Spell (+1 level) = 6th level (listed as
(ranger; -2 levels) = 3rd level (listed as 2nd); swift 7th); heals 1d6 +1/level (15d6+15 max.) in 40-ft. burst.
casting hastes you 1 rd./level (rather than “1d4 Healing SpiritPHII: Spark of life (1st level) + Cascade
rounds”). Spell (light; +1 level) + Reach Spell (touch to medium;
Haunting ChoirUM: Sickening touch (0 level) + Reach +1 level) + Concentration Spell (swift action; +3 levels)
Spell (touch to close; +1 level) + Shape Spell (ray to + Reduce Spell (15d6 to 5d6; -2 levels) = 4 th level; shed
emanation; +2 levels) + Concentration Spell (standard light and bestow 5d6 positive energy as a ranged
action; +1 level) + Restricted Spell (bard; -1 level) = 3 rd touch 1/rd.
level. Healing TouchBED: Spark of life (1st level) + Cross-
Haunting MistsUM: Wisp (0 level) + Cascade Spell Class Spell (arcane; +1 level) + Variable Spell (decide
(spook; +1 level) + Cascade Spell (damage attribute: Wis; total dice at time of casting; +1 level) + Cascade Spell
+1 level) + Shape Spell (target to spread; +2 levels) + (ray of entropy: self; -1 level) = 2 nd level; touch heals up
Reduce Spell (frightened to shaken; -1 level) = 3 rd to 1d6/level (max. 10d6), and you take like amount of
level; mists deal 1d4 Wis damage (once) and creatures negative energy damage. Variants:
are shaken while they remain within.  Blood of the martyrBED works at Medium range (+1
Haunting TuneMF: Spook (0 level) + Reach Spell level) = 3rd level (listed as 4th); damage cap 10d6.
(close to medium; +1 level) + Mass Effect Spell (1  Brothers in ArmsRR: Spark of life (1st level) + Cascade
creature/level; +3 levels) + Extend Spell (1 rd./level to Spell (ray of entropy; -1 level) + Cascade Spell
10 min./level; +2 levels) + Ritual Spell (full round; -1 (attribute boost; +1 level) + Augment Spell (+2 to +4;
level) + Restricted Spell (bard; -1 level) + Reduce Spell +1 level) + Cascade Spell (ray of enfeeblement; -1
(frightened to shaken; -2 levels) = 3 rd level; 1 level) + Mass Effect Spell (1 creature/3 levels; +2
creature/level is shaken for 10 min./level. levels) + Variable Spell (+1 level + Selective Spell

Spells (Grimoire), p. 154


(shuffle effects among subjects as agreed); +1 level) (10d6 to 1d6; -2 levels) = 1st level; partial action casting
+ Extend Spell (inst. to 1 rd./level; +2 levels) + heals 1d6 hp at medium range.
Ritual Spell (full round; -1 level) = 6 th level; each Healing Word, MassPH5: Healing wordPH5 (q.v.; 1st
round, subjects can “donate” up to 15d6 hp each level) + Mass Effect Spell (1/3 levels; +2 levels) = 3 rd
(by taking like negative energy damage) and level; partial action heals 5d6 hp each to one ally/3
Strength bonuses (up to +4, by taking penalty of levels.
1d6 + ½ level) among one another. Heart of AirCM: Celerity (fly; 0 level) + Extend Spell
 Empathic transferSRD is also Cross-Class Spell (psion; (1 min./level to 1 hr./level; +3 levels) + Personal Spell
+1 level) and Variable (transfer disease or poison (1 level) + Cascade Spell (catfallSRD; +1 level) +
instead; +1 level) = 2 nd level; subject healed 1d6 Restricted Spell ([air] domain, etc.; -1 level) = 2 nd level;
level (max. 5d6); you are damaged the same you gain +20 ft. to fly speed and falls are slowed if
amount, or transfer 1 disease or poison to yourself plummet, but no fortification.
instead. Heart of FireCM: Celerity (0 level) + Cascade Spell
 Life force transferRR is Maximized (+2 levels) = 4 th (resist fire; +2 levels) + Extend Spell (1 min./level to 1
level; max. 60 hp. hr./level; +2 levels) + Cacade Spell [jet of flame (+1
 Pact of martyrdomPGF adds Reach Spell (touch to level) + Personal Spell (-1 level) + Shielding Spell (+1
medium; +1 level) + Augment Spell (10d6 to 20d6; level) + Sudden Spell (+0 levels) + Interrupting Spell
+2 levels) + Restricted Spell (paladin; -2 levels) = 3 rd (+1 level) + Restricted Spell (access to Fire domain,
level (listed as 4th); damage cap 20d6, at Medium etc.; -1 level) = 5th level; you gain +50 ft. to land speed
range. and resistance to fire 3/level for 1 hr./level, and can
 Sacrificial BondAPG: Spark of life (1st level) + Reach injure attackers with fire (1d6+15/hit) for 1 rd. as an
Spell (touch to close; +1 level) + Quicken Spell (+3 immediate action once.
levels) + Interrupting Spell (+1 level) + Cascade Heart of the MammothPC: Attribute boost (Str; 0
Spell (ray of entropy; -1 level) + Inexorable level) + Cascade Spell (attribute boost: Con; +1 level) +
Evocation (you gain no resistance or immunity to Augment Spell (+2 to +8; +3 levels) + Extend Spell (1
the damage inflicted; -1 level) + Restricted Spell min./level to 1 rd./level; -1 level) + Cascade Spell:
(access to Community, Nobility, or Protection  Warding (fear; +1 level) + Irresistible Spell (+2
domain; -1 level) = 2nd level; as an immediate levels) + Extend Spell (1 min./level to 1 rd./level; -1
action, damage against close ally is reduced by level) = +2 levels.
5d6, and you take a like amount.  Bestow feat (Improved Critical; +1 level) + Augment
 Shield otherSRD: Resistance (0 level) + Cascade Spell Spell (BAB +11 effects; +2 levels) + Creature-
(deflection; +1 level) + Cascade Spell (spark of life; +1 Specific Spell (vs. dragons only; -2 levels) = +1
level) + Cascade Spell (ray of entropy; -1 level) + level.
Overwhelming Evocation (energy resistance does
= 6th level; subject gains +8 enhancement to Str and
not apply to the damage you take; -1 level) +
Con, immunity to fear, and doubled critical threat
Shielding Spell (+1 level) + Extend Spell (inst. to 1
range and auto-confirmed threats against dragons.
hr./level; +5 levels) + Personal Spell (you are
Heart of ValorRR: Warding (fear; 1st level) + Cascade
always the damage recipient; 1 level) + Reduce
Spell (blessing; +1 level) + Cascade Spell (spook; +1
Spell (+15 to +5; -2 levels) = 3rd level (listed as 2nd);
level) + Shape Spell (target to emanation; +2 levels) +
subject gains +2 deflection to AC and +1 to saves,
Widen Spell (20’r. to 40’r.; +1 level) + Personal Spell
and each time hit, 1d6 +1 hp/level (+5 max.) of the
(1 level) + Selective Spell (+1 level) + Ritual Spell (full
damage is transferred to you instead. AKA share
round; -1 level) + Restricted Spell (paladin; -2 levels) =
painSRD. Glory of the martyrMF protects up to 1
3rd level; allies immune to fear and gain +1 to attacks
subject/level (+3 levels) and is Restricted (paladin; -
and damage; enemies save or frightened.
2 levels) = 4th level.
HeartacheBVD: Inertia (0 level) + Still Spell (+1 level)
Healing WordPH5: Spark of life (1st level) + Still Spell + Augment Spell (stun; +3 levels) = 4 th level (listed as
(+1 level) + Reach Spell (touch to medium; +1 level) + 1st); target is stunned (not incapacitated) for 1 rd.
Shape Spell (ray to target; +0 levels) + Reduce Spell HeartclutchBVD: Ray of entropy (1st level) + Shape
Spell (ray to target; +0 levels) + Empower Spell (+2

Spells (Grimoire), p. 155


levels) + Extend Spell (inst. to 1 rd./level; +2 levels) = Heightened AwarenessACG: Skill enhancement
5th level; damage 15d6/rd. necrotic (Fort half). Variant: (Perception; 0 level) + Cascade Spell (skill enhancement:
 Stricken HeartACG: Ray of entropy (1st level) + Cascade Knowledge; +1 level) + Extend Spell (1 min./level to 10
Spell [(inertia; +1 level) + Augment Spell (stagger; min./level; +1 level) + Personal Spell (-1 level) = 1 st
+1 level) + Extend Spell (1 rd. to 1 rd./level; +1 level; you gain +1/2 levels (+5 max.) enhancement to
level) + Tenuous Spell (-1 level) + Reach Spell Perception and trained Knowledge checks.
(close to touch; 1 level)] = 2nd level; damage cap Heir of HellBotD: Spook (0 level) + Fell Frightening
10d6 necrotic (5d6 for divine) plus staggered 1 (+1 level) + Cascade Spell (inertia; +1 level) + Augment
rd./level (Fort half/neg., and save each round to Spell (stun; +3 levels) + Shape Spell (target to spread;
end effect). +2 levels) + Reach Spell (close to personal; -1 level) +
Restricted Spell (Damnation domain, archdevil cultist,
HeartglowAUG2: Spook (0 level) + Selective Spell (+1
etc.; -1 level) = 5th level; enemies in 20’r. stunned 1 rd.
level) + Shape Spell (target to emanation; +2 levels) +
and panicked 1 rd./level (Will shaken).
Reach Spell (close to personal; -1 level) + Widen Spell
HellballSRD: Jet of flame (0 level) + Energy
(20’r. to 10’r.; -1 level) + Extend Spell (1 rd./level to 1
Admixture (acid, electricity, and sonic; +1 level) +
min./level; +1 level) + Cascade Spell (light; +1 level) +
Reach Spell (close to long; +1 level) + Shape Spell (ray
Reduce Spell (frightened to shaken; -1 level) = 2nd
to burst; +2 levels) + Widen Spell (20’r. to 40’r.; +1
level; you shed light in 10’r. for 1 min./level, and
level) + Lingering Evocation (+2 levels) + Empower
enemies in aura are shaken. Cf. ghost lightCA.
Spell (+1 level) = 8th level (listed as epic); damage cap
Heart’s EaseBED: Remove condition (fear; 1st level) +
1.5 x 20d6 (1.5 x 5d6 each acid, electricity, fire, and
Reach Spell (touch to close; +1 level) + Mass Effect
sonic) plus 3d6 burn and 2d6 acid/rd. thereafter.
Spell (also confusion; +1 level) = 3 rd level; ameliorates
HellfireBVD: Jet of flame (0 level) + Corrupt Spell (+1
fear by 2 steps, makes confused subject merely
level) + Overwhelming Evocation (fire; +1 level) +
dazzled, and/or cures up to 3d4 Wis damage at close
Shape Spell (ray to burst; +2 levels) + Widen Spell
range.
(20’r. to 5’r.; -2 levels) + Inexorable Evocation (+3
Heat ShimmerUM: Glamer (1st level) + Personal Spell
levels) + Restricted Spell (access to [lawful evil]
(-1 level) + Cascade Spell (alter senses; +1 level) + Ray
bloodline, domain, etc.; -1 level) = 4 th level; damage
Splitting (+1 level) + Reach Spell (close to touch; -1
cap 10d6 (half fire and half unholy, no save, and fire
level) + Shielding Spell (+1 level) + Sudden Spell (+0
resistance does not apply).
levels) + Restricted Spell (access to Desert domain; -1
Hellfire RayBotD: Jet of flame (0 level) + Corrupt Spell
level) = 1st level; swift blur and those hitting you that
(+1 level) + Ray Splitting (+1 level) + Empower Spell
round must save or be dazzled.
(+1 level) + Reaping Spell (+2 levels) = 5 th level (listed
Heaven’s TrumpetBED: Damage attribute (Dex; 1st
as 6th); damage cap 1.5 x 20d6 (half fire, half unholy),
level) + Selective Spell (+1 level) + Augment Spell
divided among rays, and victims killed warded
(+2d4; +1 level) + Tenuous Spell (-1 level) + Shape
against resurrection. You must invest 150 x CL numen
Spell (target to burst; +2 levels) + Widen Spell (20’r. to
to maintain anti-resurrection effect (typically the
120’r.; +3 levels) = 7th level (bard 6th); enemies in 120’r.
caster has the Soulcrafting feat and uses the victim’s
of you take 3d4 Dex (Fort half; save each round to
own numen).
halve remaining), paralyzed at 0.
Hellfire StormBVD: Jet of flame (0 level) + Reach Spell
Hedging WeaponsHA: Deflection (0 level) + Augment
(close to medium; +1 level) + Overwhelming
Spell (scaling bonus; +1 level) + Personal Spell (-1
Evocation (+1 level) + Corrupt Spell (+1 level) + Shape
level) + Cascade Spell (bolt of force; +2 levels) + Ray
Spell (ray to burst; +2 levels) + Inexorable Evocation
Splitting (+1 level) + Delay Spell (use rays as see fit
(+3 levels) + Restricted Spell (access to [lawful evil]
during deflection duration; +1 level) + Manifested Spell
bloodline, domain, etc.; -1 level) = 7 th level; damage
(-1 level) + Tenuous Spell (each ray reduces deflection
cap 15d6 (half fire, half unholy, no save, and fire
by 1; -1 level) = 2nd level; damage cap 7d6 force
resistance does not apply).
(divided among attacks). You gain +2 deflection to
Hellish RebukePH5: Jet of flame (0 level) + Corrupt
AC, +1/6 levels, for 1 min./level, and can make ranged
Spell (+1 level) + Shape Spell (ray to target; +0 levels) +
attacks (max. 5d6 for one attack) that reduce your
Quicken Spell (+3 levels) + Interrupting Spell (+1
deflection by -1 each.
level) + Creature-Specific Spell (attacking you; -2

Spells (Grimoire), p. 156


levels) + Restricted Spell ([lawful evil] bloodline, Helm of WardingAUG2: Resistance (0 level) + Still
domain, etc.; 1 level) + Reduce Spell (10d6 to 5d6; -1 Spell (+1 level) + Augment Spell (+5 bonus; +2 levels)
level) = 1st level; immediate casting deals up to 5d6 + Effect-Specific Spell (mind-affecting; -2 levels) = 1 st
damage (half fire, half unholy; Reflex half) to attacker level; subject +5 vs. [mind-affecting] for 1 min./level.
within close range. Variants:
Hellmouth LashARG: Acid splash (0 level) + Variable  Elysium’s callAPG is Consecrated (+0 levels due to
Spell (Versatile Evocation: electricity or fire; +1 level) metamagic synergy), Augment only to +3 bonus (-
+ Ray Splitting (+1 level) + Concentration Spell 1 level), Cascades remove condition (enchanments;
(standard; +1 level) = 3rd level; damage cap +1 level) and skill enhancement (Acrobatics; +1
13d6/round, divided among iterative ranged touch level), and is Communal (+1 level) and Restricted
attacks. (CG deity or cause; -1 level) = 2 nd level; removes
Hell’s CorruptionAPG: Resistance (0 level) + Cascade minor enchantment effects, and subjects gain +3
Spell (skill enhancement; +1 level) + Variable Spell sacred bonus to saves vs. [mind-affecting] and +1/2
(different skills; +1 level) + Augment Spell (+3; +1 levels (+5 max.) to Acrobatics checks, for 1
level) min./level total (divide duration among
+ Hex Spell (+0 levels) + Restricted Spell ([lawful evil] recipients).
bloodline, domain, deity, etc.; -1 level) = 2nd level;  Empty mindSRD is Augmented only to +3 (-1 level),
touch inflicts -3 penalty to saves and skill checks for 1 applies to all Intuition and Will saves (+1 level),
min./level. and is Personal (-1 level), Sudden (+0 levels), and
Hell’s GripPC: Mage hand (0 level) + Extend Spell Interrupting (+1 level) = 1st level; immediate
(conc. to 1 rd.; +0 levels) + Cascade Spell (whelm; +1 casting grants you +3 to mental saves for 1 rd.
level) + Delay Spell (proximity; +1 level) + Tenacious  Loyal vassalSC is Consecrated (+0 levels due to
Spell (+1 level) + Selective Spell (+1 level) + Ritual metamagic synergy), Augmented only to +3 (-1
Spell (-2 levels) + Restricted Spell (devil cultist; -1 level), Cascades warding (compulsions; +1 level),
level) = 1st level; 1d6 bludgeoning plus lifted 20 ft. into and is Extend (10 min./level; +1 level) + Mass Effect
the air for 1 rd. when triggered (by non-devil (1 creature/3 levels; +2 levels), and Restricted
worshipper); re-invest numen (50 x CL) to reset. (paladin; -2 levels) = 2nd level; 1 ally/3 levels is
Hell’s HammerDLM: Blessing (0 level) + Augment immune to [compulsions] and gains +3 sacred
Spell (+4 total bonus; +3 levels) + Item-Specific Spell bonus to saves vs. other [mind-affecting] for 10
(bludgeoning weapon; -2 levels) = 1 st level; min./level.
bludgeoning weapon touched gains +4 profane bonus  Proud arroganceRD is close range (+0 levels due to
to attacks and damage for 10 min./level. Variants: metamagic synergy), Mass Effect (1 creature/level;
 Hell’s razorDLM (slashing weapons), hells sharp +3 levels), and Creature-Specific (same type as you;
flameDLM (piercing weapons), hell’s talonDLM (natural -2 levels) = 2nd level; one subject/3 levels of same
attack). type as caster gains +5 resistance vs. charms,
 GodhammerCBEM: is Extended (1 min./level; -1 level), compulsions, and fear for 1 min./level.
Item-Specific (deity’s favored weapon; -2 levels),  Thought shield IOcA is Insightful (+1 level), Personal
Cascaded (non-variable align weapon; +1 level), (1 level), Sudden (+0 levels), and Interrupting (+1
Personal (-1 level), and Sudden (+0 levels) = 0 level; level) = 2nd level; immediate action grants you +5
swift casting grants you +4 sacred/profane bonus insight bonus vs. [mind-affecting] for 1 rd.
to attacks and damage with deity’s favored  Greater thought shieldOcA is as thought shield IOcA (see
weapon, and it penetrates alignment-based DR. above), but is Augmented to +7 (+1 level) and
Hell’s PowerBVD: Enhancement (2nd level) + Cascade Cascades [inertia (+1 level) + Augment Spell (stun;
Spell (deflection; +1 level) + Extend Spell (1 min./level +3 levels) + Creature-Specific Spell (attempts to
to 10 min./level; +1 level) + Personal Spell (-1 level) + read your mind; -2 levels)] = 5th level.
Restricted Spell ([lawful evil]; -1 level) = 2 nd level; you  Superior thought shieldOcA is as greater thought
gain +2 deflection to AC, and your DR (if any) shieldOcA (see above), but is Quickened (+3 levels),
increases by +1 hp/4 levels. Extended (1 min./level to 1 rd./level; -1 level), and
Tenuous (-1 level) rather than Sudden = 6 th level;

Spells (Grimoire), p. 157


lasts up to 1 rd./level or until you fail a save vs. a 2 levels) + Ritual Spell (full round; -1 level) = 3 rd level;
[mind-affecting] effect. reduces fear by 1 step, or grants +2 morale to atks,
Helpful Hand, Bigby’sPHII: Mage hand (0 level) – saves, checks if not under any. The bard version of
Concentration Spell (-1 level) + Cascade Spell (skill this spell is also [language-dependent] (-1 level, for
enhancement: Craft; +1 level) + Cascade Spell (skill 2nd). Variants:
enhancement: Disable Device; +1 level) + Extend Spell  Aura of heroismAPG is not Ritual (+1 level), and is
(inst. to 1 hr./level; +5 levels) + Effect-Specific Spell Shaped (emanation; +2 levels), Personal (-1 level),
(mage hand can only hold objects; -2 levels) + Ritual Extended (1 min./level; -1 level), Sudden (+0
Spell (full round; -1 level) + Reduce Spell (-1 level) = levels), and Restricted (access to Glory or Valor
2nd level; floating hand holds items up to 1 lb./level domain; -1 level) = 3rd level; swift action causes you
and provides +1/2 levels (+5 max.) bonus to skills. to radiate 20’r. heroism for 1 rd.
Helping Hand: Locate creature (4th level) + Effect-  Cloak of braveryUA1 is not ritual (+1 level) or Cross-
Specific Spell (location only; -2 levels) + Cascade Spell Class (-1 level), and is Shaped (emanation; +2
(figment; +1 level) + Effect-Specific Spell (ghostly levels), Personal (-1 level), and Reduced 1 less step
beckoning hand only; -2 levels) + Reach Spell (close to (+1 level) = 5th level (listed as 4th); reduces [fear]
line of sight; +3 levels) + Location-Specific Spell (back effects by in 20’r. of you by 2 steps (e.g., panicked
to you only; -1 level) + Extend Spell (1 rd./level to 1 to shaken), or +4 morale to atks, saves, and checks
hr./level; +3 levels) + Reduce Spell (visual only; -3 if not under any fear conditions, for 10 min./level.
levels) = 3rd level.  Aura of greater courageAPG is as cloak of braveryUA1
Herald’s CallCAd: Inertia (0 level) + Augment Spell (see above), but is Widened (20’r. to 10’r.; 1 level),
(stagger; +2 levels) + Shape Spell (target to burst; +2 Restricted (paladin; -2 levels) and not Reduced (+1
levels) + Creature-Specific Spell (humanoids; -2 levels) level) = 3rd level; also 2 steps.
+ Expedient Spell (individual HD; -1 level) + Quicken  Cloak of braveryCW is as cloak of braveryUA1 (see
Spell (+3 levels) + Restricted Spell (bard; -1 level) = 3 rd above), but is Widened (20’r. to 60’r.; +2 levels) and
level (listed as 1st); swift action staggers humanoids of Reduced 1 more step (-1 level) = 6 th level (listed as
7 HD or less in 20’r. for 1 round. 3rd); reduces [fear] in 60’r. by 1 step, or grants +2
Heroes’ Feast: Create food & drink (1st level) + morale to atks, saves, and checks.
Cascade Spell (blessing; +1 level) + Cascade Spell  Good hope is medium range (+1 level), Communal
(spark of life; +1 level) + Cascade Spell (warding: (+1 level), Language-Dependent (-1 level), and
afflictions; +1 level) + Irresistible Spell (+2 levels) + Restricted (bard; -1 level) = 3rd level; as heroism for
Extend Spell (1 min./level to 1 hr./level; +2 levels) + 10 min./level total (divide duration among
Mass Effect Spell (1 creature/level; +3 levels) + multiple allies).
Creature-Specific Spell (those partaking in 1-hour  Greater cloak of braveryCW is as cloak of braveryUA1, but
feast; -2 levels) + Ritual Spell (-2 levels) = 7 th level; 1 is Widened (20’r. to 1 mile; +6 levels), Selective (+1
creature/level healed 15d6 hp, immune to afflictions, level), Pattern (line of sight; -1 level), Restricted
and +1 to attacks, damage, and saves vs. fear for 1 (access to War domain, etc.; -1 level), and Ritual
hr./level. (full round; -1 level) = 9 th level; [fear] effects
Heroic InvocationUC: Spark of life (1st level) + Cross- reduced by 3 steps and/or morale bonus to atks,
Class Spell (+1 level) + Blessing (+1 level) + Augment saves, checks) to allies within 1 mile who can see
Spell (increase bonus to +4; +2 levels) + Cascade Spell you.
(warding: fear; +1 level) + Extend Spell (1 min./level to  Greater heroism is not Reduced (+1 level), Cascades
10 min./level; +1 level) + Mass Effect Spell (1 cross-class spark of life (+2 levels), and lasts only 1
creature/level; +3 levels) + Ritual Spell (full round; -1 min./level (-1 level) = 5th level (listed as 6th); 1d6
level) = 9th level; subjects gain 1d6 temp hp/level (max. temp. hp/level (max. 10d6) and [fear] conditions
20d6), +4 morale bonus to attacks and damage, and reduced by 2 steps (+4 morale bonus to atks, saves,
are immune to fear for 10 min./level. checks if not under any).
Heroism: Remove condition (fear; 1st level) + Cross-  Heartening cryAU cascades remove condition
Class Spell (+1 level) + Extend Spell (inst. to 10 (enchantment; +1 level), and is Shaped (emanation;
min./level; +4 levels) + Reduce Spell (3 steps to 1 step; +2 levels), Personal (-1 level), non-ritual (+1 level),

Spells (Grimoire), p. 158


and Restricted (paladin; -2 levels) = 4 th level; +2 to levels) = 5th level; touh deals 5d4 Dex damage (Will
attacks, saves, checks, and removes any half); target in suspended animation while Dex
[enchantment] effect of 5th or lower level. reduced to 0 or below. Variants:
 Hollow heroismUI adds Ruse Spell (+1 level) +  Elude timeAPG is Personal (-1 level) and ends after a
Variable Spell (change bonuses to penalties at will; pre-set delay of up to 1 min./level (+1 level) = 5 th
+1 level) = 5th level (listed as 4th). level; you take 5d4 Dex damage (in stasis if
 Greater hollow heroismUI is as greater heroism (see reduced to 0) for the time period specified.
above) + Ruse Spell (+1 level) + Variable Spell  Endless slumberCM works at Close range (+1), is not
(reverse at will; +1 level) = 7 th level; remove Silenced (-1 level) and includes Shape Spell (ray to
condition becomes spook and spark of life is replaced target; +0 levels) + Augment Spell (+6d4; +2 levels)
by ray of entropy when reverses. + Accursed Spell (+1 level) + Tenous Spell (-1 level)
Hero’s DeathDD: Inure (0 level) + Energy Admixture + Ritual Spell (full round; 1 level) = 6th level; 7d4
(bludgeoning, piercing, and slashing; +0 levels) + Dex damage (Will neg.), and paralysis appears as
Cascade Spell (blessing; +1 level) + Augment Spell (+10 sleep (but no need to eat or drink). Invest 300 x CL
total bonus; +8 levels) + Extend Spell (10 min./level to numen to maintain effect indefinitely (but subject
1 rd.; -3 levels) + Cascade Spell [(spell resistance; +5 can save each day to end effect). AKA comaUAG.
levels) + Extend Spell (1 min./level to 1 rd.; -2 levels)]  Feign deathPH1 is Augmented only to 4d4 (-1 level)
+ Cascade Spell (spark of life; +1 level) + Extend Spell and is Creature-Specific (willing subject only; -2
(inst. to 1 hr./level; +5 levels) + Creature-Specific Spell levels) and Delayed (end at will as a standard
(willing recipient; -2 levels) + Cascade Spell [(damage action, or when time limit expires; +1 level) = 3 rd
attribute: Con; -1 level) + Augment Spell (+2d4; -2 level; 4d4 Dex damage potentially places subject in
levels) + Crippling Drain (-2 levels) + Delay Spell suspended state. AKA catatoniaOcA, sleep of the
(duration ends; +1 level)] + Ritual Spell (full round; -1 deadRR. Suspended animationS&M is also Accursed (+1
level) = 8th level (listed as 7th); subject +10 to attacks level), allowing you to invest numen to extend the
and damage, gains DR 15/adamantine, fast healing 20, duration.
and SR 10 + your Concentration bonus for 1 hr./level;  Protective sleepRRE is Augmented to only 4d4 (-1
at the end of that time, takes 3d4 Con drain. level) and is Creature-Specific Spell (dying or
Hero’s DefianceAPG: Spark of life (1st level) + under life-threatening condition; -2 levels) = 2 nd
Augment Spell (+1/level) + Delay Spell (reduced to 0 level; 4d4 Dex damage potentially places subject in
hp or less; +1 level) + Restricted Spell (paladin; -2 suspended state (conditions do not progress while
levels) = 1st level; you heal 1d6 hp +1/level upon being Dex is 0 or lower).
reduced to 0 hp or less (if you Heighten the spell to  Suspend lifeSRD is Accursed (+1 level) rather than
2nd level, the cap is 5d6+10, rather than 1d6+5). Silent (-1 level), Personal (-1 level), and
HesitatePHII: Inertia (0 level) + Augment Spell Augmented (+6d4; +2 levels) = 6th level; you take
(staggering; +2 levels) + Extend Spell (1 rd. to 1 7d4 Dex damage, putting you in suspended
rd./level; +1 level) + Tenuous Spell (-1 level) + animation. Invest 300 x CL numen to maintain
Quicken Spell (+3 levels) + Interrupting Spell (+1 effect until you take damage.
level) + Creature-Specific Spell (humanoid only; -2 Hidden Lodge, Leoumnd’sCA: Leomund’s secure
levels) = 4th level (listed as 3rd); immediate action shelter (q.v.; 5th level) + Cascade Spell (glamer; +1 level)
staggers 1 rd./level (save each round to end effect). = 6th level.
HesitationTM2: Bestow feat (Improved Initiative; 1st Hidden ObjectUAG: Warding (divinations; 1st level) +
level) + Accursed Spell (+1 level) + Reach Spell (touch Cascade Spell (glamer; +2 levels) + Augment Spell
to medium; +1 level) + Shape Spell (target to spread; (invisibility; +1 level) + Extend Spell (1 rd./level to 1
+2 levels) + Expedient Spell (individual HD; -1 level) + hr./level; +3 levels) + Object-Specific Spell (object only;
Restricted Spell (access to Time domain; -1 level) = 3 rd -2 levels) + Pacific Spell (-2 levels) = 3 rd level (listed as
level; creatures with 7 or fewer HD in area take -4 to 4th); object is invisible and immune to magical
initiative for 1 rd./level. detection. Invest 150 x CL numen to maintain effect.
HibernateFB: Damage attribute (Dex; 1st level) + Hidden PresenceUI: Invisibility (2nd level) + Personal
Stilent Spell (+1 level) + Augment Spell (+4d4; +3 Spell (-1 level) + Phantasmal Spell (-1 level) + Mass

Spells (Grimoire), p. 159


Effect Spell (1 creature/3 levels; +2 levels) = 2 nd level; (humanoid; -2 levels) = 2nd level; person affected falls
you erase your presence from the minds of up to 1 prone and is dazed 1 rd./level. A 1st level bard version
creature/3 levels. is also [language-dependent].
Hidden SpeechAPG: Skill enhancement (Bluff; 0 level) Hoard WardAUG2: Dimensional skip (1st level) + Reach
+ Extend Spell (1 min./level to 1 hr./level; +3 levels) + Spell (destination: close to line of sight; +4 levels) +
Communal Spell (+1 level) + Language-Dependent Shape Spell (target to cubes; +2 levels) + Selective
Spell (-1 level) = 3rd level; subjects gain +1/2 levels Spell (+1 level) + Delay Spell (activating condition; +1
(max. +10) enhancement to Bluff. level) + Tenacious Spell (+1 level) + Ritual Spell (-2
Hidden SpringUW: Creation (plain water; 1st level) + levels) = 8th level; intruders into one 10-ft. cube/level
Delay Spell (time release; +2 level) + Effect-Specific teleported to pre-selected destination within ¼
Spell (incremental release over course of spell, with mi./level, but nonliving gear is left behind. Once
no control of timing; -1 level) + Ritual Spell (-2 levels) activated, you can re-invest the latent spell numen to
= 0 level (listed as 1st). Creates spring procuding 1 cu. re-set the trap.
ft./hr. of water (~1.25 gal./10 min.) for 1 hr./level. HoarfrostUM: Damage attribute (Con; 1st level) +
Water evaporates after 1 hr./level, so the maximum Reach Spell (touch to close; +1 level) + Extend Spell
accumulation of standing water < 7.5 gallons. (inst. to 10 min./level; +4 levels) + Delay Spell (rds. to
Hidden WardME: Skill enhancement (Spellcraft; 0 min.; -1 level) = 5th level; 1d4 Con/min. (Fort half).
level) + Cascade Spell (glamer; +2 levels) + Augment Hold Animal: Damage attribute (Dex, 1st level) +
Spell (invisibility; +1 level) + Reach Spell (close to Augment Spell (+4d4; +4 levels) + Reach Spell (touch
touch; -1 level) + Extend Spell (1 rd./level to 1 to medium; +1 level) + Creature-Specific Spell
hr./level; +3 levels) + Effect-Specific Spell (magic trap (animals only; -2 levels) + Tenuous Spell (-1 level) +
only; -2 levels) + Ritual Spell (-2 levels) = 1st level; Restricted Spell (ranger or access to Animal domain; -
hides aura of magical trap (and its physical glyph or 1 level) = 2nd level; 5d4 Dex damage. An initial save
symbol(s), if any), and adds +1/2 levels (+5 max.) to reduces the damage by half; thereafter, a save is
Spellcraft DC to find or disarm it. Invest 50 x CL allowed each round to halve any remaining Dex
numen to maintain. damage (round down remainder), until the effects are
Hide CampsiteAPG: Glamer (1st level) + Augment removed.
Spell (total concealment; +2 levels) + Extend Spell (1 Hold PlantPH1: Warding (plant movement or
rd./level to 1 hr./level; +3 levels) + Restricted Spell binding; 1st level) + Extend Spell (1 min./level to 1
(ranger or access to Travel domain; -1 level) + Ritual rd./level; -1 level) + Cascade Spell (damage attribute:
Spell (-2 levels) = 3rd level; hides auditory, visual, and Dex; +1 level) + Augment Spell (+2d4; +1 level) +
olfactory traces in 10’r.. Creature-Specific Spell (plants only; -2 levels) +
Hide from Animals: Glamer (1st level) + Augment Irresistible Spell (overcomes plant immunity to
Spell (invisibility; +2 levels) + Reach Spell (close to paralysis; +2 levels) + Reach Spell (touch to close; +1
touch; -1 level) + Mass Effect Spell (1/level; +3 levels) + level) + Shape Spell (target to emanation; +2 levels) +
Extend Spell (1 rd./level to 10 min./level; +2 levels) + Restricted Spell (access to Plant domain, etc.; -1 level)
Creature-Specific Spell (animals only; -2 levels) + = 4th level; normal and magically animated plants in
Pacific Spell (-2 levels) = 3rd level (listed as 1st); masks 20’r. become immobile, and plant creatures take 3d4
auditory, visual, and olfactory/auras. Dex damage (Reflex half).
Hide from Undead: Glaner (1st level) + Augment Hold StoneRR2: Warding (earth magic; 1st level) +
Spell (invisibility; +2 levels)) + Threnodic Spell (+0 Reach Spell (touch to close; +1 level) + Shape Spell
levels) + Reach Spell (close to touch; -1 level) + Extend (target to cubes; +2 levels) + Extend Spell (1 min./level
Spell (1 rd./level to 10 min./level; +2 levels) + Pacific to 1 hr./level; +2 levels) + Location-Specific Spell
Spell (-2 levels) + Reduce Spell (no tactile; -1 level) = (stone within area only; -2 levels) = 4 th level; stone
1st level; masks subject’s auditory, visual, and within area not affected by transmution spells, resists
olfactory/auras from undead. A mass effect version, passwall and earth glide, etc.
as in the core rules, would be 4th level. Holy Aura: Deflection (0 level) + Cascade Spell
Hideous Laughter, Tasha’s: Compel (daze; 2nd level) (resistance; +1 level) + Augment Spell (+4 bonus; +1
+ Cascade Spell (topple; +1 level) + Extend Spell (1 rd. level) +
to rd./level; +1 level) + Creature-Specific Spell

Spells (Grimoire), p. 160


 Cascade Spell (spell resistance, q.v.; +5 levels) + (close to medium; +1 level) + Consecrate Spell (+1
Creature-Specific Spell (evil spells/spells cast by level) + Ray Splitting (+1 level) + Manifested Spell (-1
evil creatures only; -2 levels); and level) = 2nd level; damage cap 7d6 (equal parts
 Cascade Spell (alter senses; +1 level) + Augment piercing, cold, and holy), divided among javelins.
Spell (blindness; +1 level) + Reach Spell (close to Holy Ice WeaponACG: Energy mace (0 level) + Energy
touch; -1 level) + Shielding Spell (included above; Admixture (cold; +0 level) + Bane Spell (fixed: evil; +0
+0 levels) + Extend Spell (1 rd./level to 1 min./level; levels) + Ray Splitting (+1 level) + Extend Spell (inst.
+1 level) + Creature-Specific Spell (evil attackers to 1 min./level; +3 levels) + Reach Spell (close to touch;
only; -2 levels) + Mass Effect Spell (1 attacker/level; -1 level) + Manifested Spell (-1 level) = 2 nd level;
+3 levels) damage cap 7d6 (half bludgeoning, half cold),
+ Communal Spell (+1 level) + Restricted Spell ([good] divided among iterative attacks; increase dice to d8s
caster; -1 level) = 8th level; +4 deflection to AC and +4 vs. [evil] creatures.
resistance to saves, plus SR 10 + Concentration bonus Holy JavelinHA: Invisble needle (0 level) + Consecrate
vs. evil spells, and up to 1 evil creature/level hitting in Spell (+1 level) + Lingering Evocation (+1 level) +
melee per round is blinded 1 rd. Protection lasts 1 Cascade Spell (light; +1 level) + Cascade Spell
min./level total, divided among recipients. (sickening touch; +1 level) + Reach Spell (close to
Holy BeaconRR: Light (0 level) + Delay Spell medium; +1 level) + Creature-Specific Spell ([evil]
(various conditions; +2 levels) + Shape Spell only; -2 levels) = 3rd level (paladin 2nd); damage cap
(emanation to line; -1 level) + Reach Spell (touch to 10d6 (half piercing, half holy) vs. evil, plus 2d6/rd.
continental; +5 levels) + Ritual Spell (full round; -1 and sickened and illuminated for 1 rd./level.
level) + Creature-Specific Spell (paladins only; -2 Holy LanceCRB: Bolt of force (2nd level) + Consecrate
levels) + Variable Spell (colors of light based on Spell (+1 level) + Ray Splitting (+1 level) + Reach Spell
conditions; +1 level) + Restricted Spell (paladin; -2 (close to touch; -1 level) + Channel Spell (+1 level) +
levels) = 2nd level (listed as 1st); color-coded signal Extend Spell (inst. to 1 rd./level; +2 levels) + Restricted
beams 100 miles/level into the air if you are knocked Spell (access to Good domain; -1 level) + Reduce Spell
out (red), otherwise rendered unconscious (orange), (15d6 to 5d6; -2 levels) = 3rd level; damage cap 8d6
or dying of exposure, thirst, etc. (yellow), or if you (half force, half holy), divided among iterative attacks
activate it as a standard action (blue). Other paladins (max. 5d6 for any one). Staff of orderCRB (Law domain)
can see the signal at a distance equal to its height; it is similar, but the holy damage is axiomatic instead.
lasts 10 min./level once activated. Holy ShieldUM: Mage armor (1st level) + Cross-Class
Holy Beacon’s Answer RR: Dimensional skip (1st level) Spell (divine; +1 level) + Variable Spell (shield bonus;
Cross-Class Spell (paladin; +1 level) + Reach Spell +1 level) + Extend Spell (1 hr./level to 10 min./level; -1
(close to continental; +4 levels) + Location-Specific level) + Cascade Spell (enhancement; +2 levels) +
Spell (destination: source of holy beacon; -2 levels) + Extend Spell (1 min./level to 10 min./level; +1 level) +
Ritual Spell (full round; -1 level) = 3 rd level (listed as Restricted Spell (paladin; -2 levels) + Cascade Spell (-1
4th). level) = 2nd level; subject gains +4 shield bonus with
Holy ChannelRR: Bestow feat (Reach Spell; +1 level) + additional +1 enhancement/4 levels; you lose your
Cascade Spell (bestow feat: Sudden Metamagic; +2 shield bonus during that time.
levels) + Personal Spell (-1 level) + Delay Spell (+1 Holy Smite: Jet of flame (0 level) + Consecrate Spell
level) + Effect-Specific Spell (healing spells only; -2 (+1 level) + Cascade Spell (alter senses; +1 level) +
levels) + Mass Effect Spell (1/level; +3 levels) + Ritual Augment Spell (blinding; +1 level) + Reach Spell
Spell (full round; -1 level) = 4th level; you can cast (close to long; +1 level) + Shape Spell (ray to burst; +2
[healing] spells on subject from increased distance, levels) + Bane Spell (evil; +0 levels) + Reduce Spell
depending on final effective spell level (per Sudden (15d6 to 10d6; -2 levels) + Restricted Spell ([good]
Metamagic feat, but 1/level times as many spells caster; -1 level) = 4th level; damage cap 10d6 (10d8 vs.
total). Bath of purityRR2 has a full ritual casting (3rd evil), half fire, half holy in 20’r., and blinds 1 rd./level
level). Cf. sacred bondAPG. (Reflex half/neg.).
Holy Ice JavelinsUM: Invisible needle (0 level) + Holy StarMF: Variable Spell (select function each
Energy Admixture (cold; +0 levels) + Reach Spell round; +1 level):

Spells (Grimoire), p. 161


 Dispel (0 level) + Reach Spell (touch to long; +3 Expedient Spell (individual hp; -1 level) + Restricted
levels) + Augment Spell (redirect spell; +1 level) + Spell ([good] caster; -1 level) = 7th level; non-good
Shielding Spell (+1 level) = +5 levels; turns one creatures in 40’r. are affected based on current hp:
spell at up to Long range.  Up to 77 hp: 1d6 nonlethal/level (max. 15d6),
 Shield (1st level) + Cross-Class Spell (+1 level) + deafened 1 rd./level, and either sent back to home
Augment Spell (+4 to +10 AC bonus; +3 levels) = +5 plane (if applicable), or blinded 1 rd./level and 4d4
levels; +10 shield bonus to AC. Dex damage.
 Jet of flame (0 level) + Reach Spell (close to long; +2  78-156 hp: No damage, deafened and blinded for 1
level) + Concentration Spell (swift action; +3 levels) rd. only, and Dex damage lasts only 10 min./level.
= +5 levels; damage cap 15d6 fire as a swift action.  157+ hp: Deafened 1 rd.
+ Personal Spell (-1 level) + Extend Spell (inst. to 1 Variant:
rd./level; +2 levels) = 7th level.
 Leonal’s roarBED includes Energy Admixture (sonic;
Holy Sword: Bolt of force (2nd level) + Consecrate
+1 level) = 8th level; damage cap 20d6 (half sonic,
Spell (+1 level) + Ray Splitting (+1 level) + Reach Spell
half nonlethal) plus other effects as holy word (q.v.).
(close to touch; -1 level) + Channel Spell (+1 level) +
Extend Spell (inst. to 1 rd./level; +2 levels) + Reduce HoneRRO: Enhancement (2nd level) + Object-Specific
Spell (15d6 to 5d6; -2 levels) + Cascade Spell (magic Spell (item up to 1 lb./level; -2 levels) + Silent Spell (+1
weapon level) + Extend Spell (1 min./level to 1 hr./level; +2
levels) + Ritual Spell (full round; -1 level) = 2 nd level
 Cascade Spell (enhancement; +2 levels) + Extend
(1st with access to Artifice domain); item becomes
Spell (1 min./level to 1 rd./level; -1 level) +
masterwork (+1 enhancement/4 levels) for 1 hr./level.
 Cascade Spell (magic circle vs. evil; +3 levels) +
Honest WordsRRO: Compel (don’t lie; 2nd level) +
Extend Spell (10 min./level to 1 rd./level; -2 levels)
Mass Effect Spell (2 targets; +2 levels) + Creature-
+ Restricted Spell (paladin; -2 levels) = 4 th level; Specific Spell (only to each other; -2 levels) + Exend
weapon gains +1 enhancement/4 levels, emanates a Spell (1 rd. to 1 min./level; +2 levels) + Language-
magic circle against evil, and deals additional damage Dependent Spell (-1 level) + Restricted Spell (access to
(up to 5d6 on 1 attack/rd., +4d6 for 2, +3d6 for 3, +2d6 Community domain; -1 level) = 2nd level; two subjects
for 4+: half force, half holy). Lawful swordPGF is similar, cannot lie to each other for 1 min./level.
except axiomatic. Honeyed TongueAPG: Hand of fate (0 level) +
Holy WarRR2: Remove condition (affliction; 1st level) + Selective Spell (+1 level) + Personal Spell (-1 level) +
Shape Spell (target to emanation; +3 levels) + Personal Extend Spell (inst. to 10 min./level; +4 levels) + Effect-
Spell (-1 level) + Widen Spell (20’r. to 120’r.; +3 levels) Specific Spell (Diplomacy only; -2 levels) = 2nd level;
+ Extend Spell (inst. to 10 min./level; +4 levels) + for the next 10 min./level, roll twice when making
Creature-Specific Spell (followers of your deity; -2 Diplomacy checks and select the better result.
levels) + Reduce Spell (3 steps to 2 steps; -1 level) = 7 th Hood of the CobraCM: Glamer (1st level) + Cascade
level (listed as 9th); reduces [afflictions] by 2 steps, Spell (spook; +1 level) + Cascade Spell (damage attribute:
and/or grants +2/+4 competence bonus to attacks, Con; +1 level) + Concentration Spell (standard; +1
damage, saves, and checks, to followers of your deity level) + Phantasmal Spell (-1 level) = 3 rd level; subject
within 120 ft. of you. sees you as having a cobra’s hood and fangs, takes
Holy Word: Alter senses (hearing; 0 level) + Hex 3d6 nonlethal, is shaken while you concentrate (Will
Spell (+0 levels) + Cascade Spell (whelm; +1 level) + neg.), and your touch deals 1d4 Con damage (Fort
Variable Spell (+1 level): half). An initial Intuition save negates all effects.
 Cascade Spell (dismissal: q.v.; +4 levels); or Horizon ShotRRO: Bestow feat (Far Shot; 1st level) +
 Augment Spell (additional sense: blindness; +1 Mass Effect Spell (also Point-Blank Shot; +2 levels) +
level) + Cascade Spell (damage attribute: Dex; +1 Augment Spell (BAB +16 effects; +3 levels) + Extend
level) + Augment Spell (+3d4; +2 levels). Spell (1 rd./level to 1 min./level; +1 level) + Personal
+ Still Spell (+1 level) + Shape Spell (ray to spread; +2 Spell (-1 level) + Sudden Spell (+0 levels) + Restricted
levels) + Widen Spell (20’r. to 40’r.; +1 level) + Spell (ranger or access to Archery domain; -1 level) =
Creature-Specific Spell (non-good; -1 level) + 5th level (listed as 7th); swift casting allows you to fire
one projectile that ignores range (i.e., you can target

Spells (Grimoire), p. 162


anything you can see, regardless of distance, and hp 55 (6 HD; LW 27/HW 13); DR 5/silver
attack as if it were within your first range increment, Immune poison
with +4 circumstance bonus to attack and damage). Resist acid 10, cold 5, electricity 10, fire 10; SR 21
Horn of PursuitUM: Figment (0 level) + Silent Spell Fort +9, Ref +7, Int +7, Will +6
(+1 level) + Extend Spell (1 rd./level to 1 rd.; -1 level) + Spd 40 ft., fly 60 ft.
Shape Spell (cubes to burst; +0 levels) + Widen Spell Melee 2 bites +9 (2d4+4 plus 3d6 negative energy)
(20’r. to 1 mi.; +6 levels) + Effect-Specific Spell Base Atk +5; CMB +7 (trip +9); CMD 19
(hunting horn notes only; -2 levels) + Reduce Spell Special Atks rend (1d6+6 plus shaken 1 min., DC 20)
smite 1/day (+1/+6)
(auditory with no speech; -3 levels) = 1st level.
Spell-Like Abilities (CL 6th)
Horrid SicknessCM: Sickening touch (0 level) + Reach
1/day—Extended expeditious retreat, fear (DC 14)
Spell (touch to close; +1 level) + Augment Spell
At will—charnel grasp
(nausea; +2 levels) + Fell Sickening (+1 level) + Mass
Attributes Str 18, Dex 15, Con 19, Int 6, Wis 14, Cha 12
Effect Spell (1/3 levels; +2 levels) + Tenuous Spell (-1
Feats AlertnessB, Combat ReflexesB, Daunting Strike,
level) = 5th level; up to 1 target per 3 levels is Improved InitiativeB, Skill FocusB (Perception), Two-
nauseated (save each round for sickened thereafter). Weapon Strike, Vital Strike
Hostile JuxtapositionUC: Dimensional skip (1st level) Skills Bluff (6/+10), Concentration (6/+10), Endurance
+ Cascade Spell (dimensional skip on target creature; +1 (2/+8), Fly (4/+9), Perception (6/+11), Stealth (6/+11),
level) + Reach Spell (touch to medium; +1 level) + Survival (2/+7; track +11)
Quicken Spell (+3 levels) + Interrupting Spell (+1
Hovering SkullCWH: Alter senses (0 level) + Augment
level) + Location-Specific Spell (switch places only; -2
Spell (vision; +1 level) + Cascade Spell (invisible needle;
levels) = 5th level; immediate casting lets you switch
+1 level) + Concentration Spell (standard; +1 level) =
places with one creature within range (this can pre-
3rd level; with concentration, visual scrying sensor
empt an attack, making the other creature the new
within close range can also make touch attacks for up
target).
to 10d6 piercing damage.
Hostile Juxtaposition, GreaterUC: Hostile
th
Howling ChainPGF: Bind (0 level) + Cascade Spell
juxtaposition (5 level) + Mass Effect Spell (1 creature/3
(sickening touch; +1 level) + Augment Spell (ailing; +1
levels; +2 levels) = 7th level. You can switch places
level) + Cascade Spell (energy mace; +1 level) + Ray
with 1 different target/3 levels (once each), after
Splitting (+1 level) + Reach Spell (touch to medium; +1
which the spell is discharged.
level) + Extend Spell (inst. to 1 rd./level; +2 levels) +
Hostile LevitationUC: Bind (0 level) + Cascade Spell
Reduce Spell (20d6 to 5d6; -3 levels) = 4 th level (listed
(ray of enfeeblement; +2 levels) = 2nd level (listed as 3rd);
as 6th); target is entangled and ailing for 1 rd./level,
target is entangled 1 rd./level and takes 1d6 +1/2
and attacked 2x/rd. for 4d6 bludgeoning each.
levels (max. 1d6+5) penalty to Str.
Hunger for FleshHA: Compel (bite those of own kind,
Hound of DoomCW: Summon (1st level) + Augment
or be staggered if can’t; 2nd level) + Cascade Spell
Spell (CR 4; +3 levels) + Extend Spell (1 rd./level to 1
(invisible needle; +1 level) + Extend Spell (inst. to 1
min./level; +1 level) + Ritual Spell (full round; -1 level)
rd./level; +2 levels) + Manifested Spell (-1 level) = 4th
+ Restricted Spell (hexblade; -1 level) = 3 rd level;
level; subject gains bite attack for 1d6/level (max.
summons one shadowMP dire wolf.
10d6) and attempts to commit cannibalism with it.
Hounds of the Underworld RRO: Summon (1st level) +
Hunger of the StyxBotD: Inertia (0 level) + Augment
Augment Spell (CR 6; +4 levels) + Augment Spell
Spell (stagger; +2 levels) + Fell Staggering (+1 level) +
(1d4+1 summoned; +1 level) = 6th level (5th for
Cascade Spell (compel: do nothing; +2 levels) +
underworld cultist); summons 1d4+1 two-headed
Channel Spell (+1 level) + Restricted Spell (cultist of
yeth hounds.
daemon lord, etc.; -1 level) = 5th level; dazes 1 round
HOUNDS OF THE UNDERWORLD (1D4+1) CR 6 (Will neg.) and staggers 1 rd./level (Fort flat-footed).
Two-headedSS, half-fiend animal paragon 2/outsider 4 Hunter SerpentAUG2: Damage attribute (Str; 1st level) +
NE Medium outsider [canine, evil] Cascade Spell (invisible needle; +1 level) + Reach Spell
Init +6; Senses alertness +2 (DC 25), darkvision 120 ft., (touch to planar; +6 levels) + Ritual Spell (full round;
low-light vision, scent, uncanny dodge; Perception +11 1 level) + Reduce Spell (20d6 to 15d6; -1 level) = 6th
Languages Abyssal (can’t speak)
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)

Spells (Grimoire), p. 163


level (listed as 5th); damage cap 15d6 piercing plus 1d4 projectiles for 1d4 Con/rd. (save each round to end
Str, anywhere on the same plane. ongoing poison damage).
Hunter’s EyePHII: Invisible needle (0 level) + Ray HydrateSSt: Variable Spell (+1 level):
Splitting (+1 level) + Channel Spell (+1 level) +  Spark of life (1st level) + Augment Spell (+1/level; +1
Creature-Specific Spell (sneak attack conditions; -2 level) + Effect-Specific Spell (heals only desiccation
levels) + Quicken Spell (+3 levels) + Variable Spell damage; -2 levels) + Cascade Spell (remove
(stacks with existing, and damage type matches condition: fatigue; +1 level) = 2 nd level; touch heals
weapon; +1 level) + Restricted Spell (ranger; -2 levels) up to 5d6+5 desiccation or nonlethal damage and
= 2nd level; damage cap +7d6. You gain sneak attack reduces fatigue, etc. by 1 step.
+5d6 for 1 attack, or +3d6 for 2 attacks, +2d6 for 3  Ray of entropy (1st level) + Reach Spell (close to
attacks, or +1d6 (4-7 attacks) as a swift action. touch; -1 level) + Overwhelming Evocation (+1
 Assassin’s stanceToB is Concentration (partial action; level) + Creature-Specific Spell ([fire] only; -2
+2 levels), Restricted to monks and rogues (+1 levels) + Augment Spell (1d6 to 10d6; +2 levels) =
level), and Reduced (15d6 to 5d6; -2 levels) = 3 rd 2nd level; touch deals up to 10d6 damage to
level; damage cap +8d6 total, and maintain each creature with the [fire] subtype (energy resistance
round as a move action. does not apply).
 Death in the darkToB is not split (-1 level), Reach Hydraulic PushAPG: Push (q.v.; 0 level) + Cascade
(close to touch; -1 level), Restricted to rogues and Spell (create water; +1 level) = 1st level.
monks (+1 level), Resistible (-1 level), and Hydraulic TorrentAPG: Energy mace (0 level) +
Augmented (1d6 to 15d6; +3 levels) = 3 rd level Cascade Spell (push; +1 level) + Shape Spell (ray to
(listed as 7th); damage cap +15d6 (Fort half). line; +1 level) + Cascade Spell (create water; +1 level) =
 Rogue’s stabAUG2 is Extended (inst. to 1 rd./level; +2 3rd level; damage cap 10d6.
levels), Reduced (10d6 to 1d6) rather than HygieneAUG: Clean (0 level) + Cascade Spell
Restricted, and is not Quickened (-2 levels) = 1 st (attribute boost: Con; +1 level) + Extend Spell (1
level; subject gains sneak attack +2d6 for 1 attack, min./level to 1 hr./level; +2 levels) + Effect-Specific
or +1d6 for 2 attacks; stacks with existing. Spell (saves vs. disease only; -2 levels) + Ritual Spell
Hunter’s MoonRR2: Bestow feat (Favored Enemy: (full round; -1 level) = 0 level; creature touched
[shapechangers]; 1st level) + Cascade Spell (bestow feat: becomes clean and well-groomed, and is +1 to saves
Wolfsbane Strike; +2 levels) + Augment Spell (BAB +6 vs. disease for the next 1 hr./level.
effects; +1 level) + Extend Spell (1 rd./level to 2 Hymn, Faerinaal’sBED: Compulsion (take no
hrs./level; +4 levels) + Creature-Specific Spell (favored immediate actions; 2nd level) + Still Spell (+1 level) +
enemy restricted to lycanthropes; -2 levels) + Personal Mass Effect Spell (1/level; +3 levels) + Creature-
Spell (-1 level) + Ritual Spell (full round; -1 level) + Specific Spell (evil only; -2 levels) + Concentration
Restricted Spell (ranger; -2 levels) = 2 nd level; you gain Spell (standard; +1 level) + Restricted Spell (bard; -1
lycanthropes as a favored enemy (+1 bonus) and your level) = 4th level (listed as 2nd); up to 1 evil
attacks bypass DR/silver. creature/level unable to take immediate actions
Hunting Hawk, Tenser’sGA: Summon (hawk; 1st (including AoO) while you concentrate.
level) + Cascade Spell (bestow feat: Versatile Strike; +2 HypercognitionOcA: Skill enhancement (0 level) +
levels) + Item-Specific Spell (arrow; -1 level) = 2 nd Variable Spell (any Int-based; +1 level) + Mass Effect
level; arrow becomes a hawk for 1 rd./level but retains Spell (bonus applies to check and reduces penalry for
enhancement bonus and other magical properties. fast skill use; +1 level) + Personal Spell (-1 level) +
Hydra’s BloodRRO: Damage attribute (Con; 1st level) + Augment Spell (+1 level) = 2 nd level (listed as 3rd); you
Channel Spell (+1 level) + Extend Spell (inst. to 1 gain +1/2 levels (+10 max.) to one Int check or Int-
rd./level; +2 levels) + Tenuous Spell (-1 level) + Mass based skill check, and reduce penalty for fast skill use
Effect Spell (1 hit or projectile/3 levels; +2 levels) + (Chapter 4) by the same amount.
Restricted Spell (ranger or access to Scalykind HypercognitionSRD: Augury (2nd level) – Ritual Spell
domain; -1 level) = 4th level; poisons melee weapon (+2 levels) + Extend Spell (inst. to 1 rd./level; +2 levels)
(good for next 1 hit/3 levels) or like number of + Cascade Spell (skill enhancement; +1 level) + Variable
Spell (any Knowledge; +1 level) = 8 th level; you

Spells (Grimoire), p. 164


rapidly deduce detailed solution to complex problem, Manifested Spell (-1 level) + Reduce Spell (10d6 to
or gain +1/2 levels to an Int or Knowledge check. 5d6; -1 level) = 2nd level; long ranged attack deals up
to 5d6 cold plus 1d4 Dex damage.
I  Ice tombUM is Augmented to 4d4 (+2 levels) rather
PC st
Ice Armor : Mage armor (1 level) + Cross-Class than Reduced (+1 level), is Medium range -1 level),
Spell (Winter domain; +1 level) + Augment Spell (+6 and uses a ranged touch attack (+1 level) = 5th level;
bonus; +1 level) + Ritual Spell (-2 levels) = 1 st level; 1 damage cap 15d6 plus 4d4 Dex (no spash effect).
min. casting grants subject +6 armor bonus to AC  Freezing clawAUG is an ice tombUM that allows 1
lasting 1 hr./level. attack/rd. with concentration (standard; +1 level) =
Ice AssassinFB: Summon (1st level) + Accursed Spell 6th level; damage cap 20d6.
(+1 level) + Augment Spell (CR 14; +7 levels) + Extend  Freezing curseRR is an ice tombUM Augmented 3 more
Spell (1 rd./level to 1 hr./level; +3 levels) + Shadow steps (+3 levels), but with a range of touch (-1
Spell (-1 level) + Ritual Spell (-2 levels) = 9 th level; level) = 7th level; damage cap 20d6 plus 7d4 Dex.
creates duplicate of specified target (80% real) that Those paralyzed (0 Dex) appear frozen in ice until
attempts to kill original. Invest 450 x CL numen to Dex restored to at least 1.
maintain duplicate past duration (until it kills the  FrostbiteFB is a shaped (ray to target; +0 levels) ice
target or is destroyed). Variant: tombUC, Augmented 1 less step (-1 level), but
 Shadow TwinRR: Summon (1st level) + Reach Spell affecting 1 creature/3 levels (+2 levels) = 6 th level;
(close to medium; +1 level) + Augment Spell (CR damage cap 15d6 cold plus 3d4 Dex (Fort half for
16; +8 levels) + Creature-Specific Spell (attacks only both) to one target/3 levels.
original target; -2 levels) + Extend Spell (1 rd./level Ice ShipFB: Creation (ice; 0 level) + Cascade Spell
to 1 min./level; +1 level) + Shadow Spell (-1 level) = (shaping; +3 levels) + Object-Specific Spell (ship; -2
8th level; summons duplicate (of up to CR 14, and levels) + Augment Spell (moving parts; +2 levels) +
70% real if disbelieved) to attack target. Cascade Spell (skill enhancement; +1 level) + Widen
Ice CastleFB: Creation (ice; 1st level) + Cascade Spell Spell (1 cu. ft./level to 216 cu. ft./level; +3 levels) +
(shaping; +3 levels) + Variable Spell (+1 level): Tenuous Spell (melts at 1d6 hp/rd. if temp. above
freezing; -1 level) + Ritual Spell (full round; -1 level) +
 Icicle (2nd level) in doorways;
Restricted Spell ([cold] bloodline, domain, etc.; -1
 Grease (1st level) + Selective Spell (+1 level) on
level) = 4th level; creates sailing ship or icerigger of ice,
stairs; and/or
with +1/2 levels to Craft check.
 Obscuring mist (+1 level) in corridors or rooms
Ice Storm: Ray of frost (0 level) + Energy Admixture
desired.
(bludgeoning; +0 levels) + Reach Spell (close to
+ Widen Spell (1 cu. ft./level to cu. 5,832 ft./level; +4 medium; +1 level) + Shape Spell (ray to cylinder; +2
levels) + Tenuous Spell (melts at 1d6 hp/rd. if temp. levels) + Inexorable Evocation (+3 levels) + Residual
above freezing; -1 level) + Ritual Spell (-2 levels) + Spell (+1 level) + Reduce Spell (20d6 to 5d6; -3 levels)
Restricted Spell ([cold] bloodline, domain, etc.; -1 = 4th level; 2d6 cold and 3d6 bludgeoning, no save,
level) = 7th level; creates ice castle with 200 hp per 5-ft. and area becomes difficult terrain. Variants:
section, with defensive magic placed at casting. A
 BlizzardFB: Zephyr (0 level) + Cascade Spell (ray of
Craft (Construction) check is needed to avoid the
frost; +1 level) + Reach Spell (close to long; +1 level)
created castle from collapsing into a tumble of ice
+ Shape Spell (ray to spread; +2 levels) + Widen
blocks.
Spell (20’r. to 120’r.; +3 levels) + Residual Spell (+1
Ice DartsFB: Invisible needle (0 level) + Energy
level) + Extend Spell (inst. to 1 rd./level; +2 levels) +
Admixture (cold; +0 levels) + Reach Spell (+1 level) +
Ritual Spell (full round; -1 level) + Restricted Spell
Ray Splitting (+1 level) = 2 nd level; 1 close ranged
(access to Winter domain; -1 level) + Reduce Spell
touch/2 levels (max. 6) deals 1d6 piercing and 1d6
(hurricane to strong wind and 20d6 to 5d6; -3
cold.
levels) = 5th level; strong winds, 5d6 cold/rd., and
Ice KnifeCA: Ray of frost (0 level) + Splash Evocation
difficult terrain in 120’r.
(+0 level) + Cascade Spell (damage attribute: Dex; +2
 Caustic MireCM: Acid splash (0 level) + Reach Spell
levels) + Reach Spell (touch to long; +2 levels) +
(close to medium; +1 level) + Shape Spell (ray to

Spells (Grimoire), p. 165


spread; +2 levels) + Residual Spell (+1 level) + level) + Explosive Spell (+1 level) + Residual Spell
Extend Spell (inst. to 1 rd./level; +2 levels) + (+1 level) = 4th level; damage cap 10d6 (and
Reduce Spell (15d6 to 5d6; -2 levels) = 4th level; possibly knocked prone and/or thrown clear), and
20’r. spread deals 5d6 acid/rd. and is difficult leaves difficult terrain in Close range line.
terrain. IceboltAUG: Invisible needle (0 level) + Energy
 Drifts of the ShalmPHII: Ray of frost (0 level) + Admixture (cold; +0 levels) + Reach Spell (close to
Versatile Evocation (fire; +0 levels, optional) + medium; +1 level) + Overwhelming Evocation (cold;
Reach Spell (close to medium; +1 level) + Shape +1 level) = 2nd level; medium ranged touch deals 2d6
Spell (ray to emanation; +2 levels) + Extend Spell piercing plus 1d6 cold/level above 2nd (max. +8d6 cold
(inst. to 1 rd./level; +2 levels) + Residual Spell (+1 at CL 10th, cold resistance does not apply, half damage
level) + Reduce Spell (15d6 to 1d6; -3 levels) = 3 rd even if immune).
level; 1d6/rd. cold (snow) or fire (leaves or ash) Iced FireAUG2: Jet of flame (0 level) + Shape Spell (ray
and difficult terrain. to burst; +3 levels) + Reach Spell (close to 0; -1 level) +
 Magma BurstAUG2: Jet of flame (0 level) + Energy Widen Spell (20’r. to 5’r.; -2 levels) + Delay Spell (time
Admixture (bludgeoning; +0 levels) + Reach Spell delay; +1 level) + Variable Spell (countdown speeded
(close to medium; +1 level) + Shape Spell (ray to by 10 min. per hp fore damage to focus; +1 level) = 2 nd
spread; +2 levels) + Widen Spell (20’r. to 60’r.; +2 level (listed as 1st); damage cap 5d6 fire in 5’r. Note
levels) + Extend Spell (inst. to 1 rd./level; +2 levels) numen cost for latent spell effects.
+ Residual Spell (+1 level) + Ritual Spell (full IceshardsRR2: Enhancement (2nd level) + Effect-
round; -1 level) = 7th level (listed as 9th); damage Specific Spell (armor bonus to AC; -2 levels) +
cap 20d6/rd. (half fire, half bludgeoning) plus Cascade Spell (invisible needle; +1 level) + Ray Splitting
difficult terrain in 60’r. spread. (+1 level) + Delay Spell (use some rays in later rounds
 Stone CallAPG: Energy mace (0 level) + Reach Spell as a standard action; +1 level) + Augment Spell
(close to medium; +1 level) + Shape Spell (ray to (enhancement: +1/4 to +1/2; +2 levels) + Tenuous Spell
cylinder; +2 levels) + Residual Spell (+1 level) + (enhancement reduces as rays used; -1 level) + Reduce
Reduce Spell (10d6 to 5d6; -1 level) = 3 rd level; 5d6 Spell (15d6 to 10d6; -1 level) = 3rd level (divine 4th);
bludgeoning damage and difficult terrain in 10’r. subject gains +1/2 levels enhancement to AC, can
 Storm of Fire and IceCM: Jet of flame (0 level) + Energy make ranged touch attacks (damage cap 13d6 piercing
Admixture (cold; +0 levels) + Cascade Spell (wisp; (divided as see fit among ranged them), but AC bonus
+1 level) + Reach Spell (touch to long; +2 levels) + is at -1/2d6 after the first 3d6 used.
Shape Spell (ray to cylinder; +2 levels) + Widen IcicleFB: Invisible needle (0 level) + Shape Spell (ray
Spell (10’r. to 20’r.; +1 level) + Residual Spell (+1 to cylinder; +3 levels) + Delay Spell (+1 level) +
level) + Reduce Spell (-1 level) = 6 th level; damage Selective Spell (+1 level) + Ritual Spell (full round; -1
cap 15d6 (divine 10d6; half fire, half cold), and level) + Reduce Spell (15d6 to 5d6; -2 levels) = 2 nd
10’r., 50-ft.-tall cylinder obscures vision and creates level; trap deals up to 5d6 piercing (Reflex half) in
difficult terrain. 10’r. cylinder up to 50 ft. high.
 Volcanic StormUM: Ice storm (4th level) + Versatile Icicle DaggerUM: Invisible needle (0 level) + Energy
Evocation (fire; +0 levels) = 4th level. Admixture (cold; +0 levels) + Variable Spell (touch or
 Winter GraspUW: Resistance (0 level) + Augment close ranged touch attacks; +1 level) + Ray Splitting
Spell (+2 levels) + Effect-Specific Spell ([cold] (+1 level) + Manifested Spell (-1 level) + Concentration
effects only; -2 levels) + Cascade Spell (ray of frost; Spell (partial action; +2 levels) + Reduce Spell (10d6 to
+1 level) + + Reach Spell (touch to medium; +1 1d6; -2 levels) = 1st level; dagger of ice deals 1d6
level) + Shape Spell (target to spread; +2 levels) + piercing and 1d6 cold damage (melee or thrown).
Residual Spell (+1 level) + Extend Spell (inst. to 1 IcelancePGF: Invisible needle (0 level) + Energy
rd./level; +2 levels) + Restricted Spell (access to Admixture (cold; +0 levels) + Cascade Spell (inertia; +1
Winter domain; -1 level) + Reduce Spell (15d6 to level) + Augment Spell (daze; +2 levels) = 3 rd level;
1d6; -3 levels) = 3rd level (listed as 2nd); 1d6 cold/rd. damage cap 10d6 cold (divine 5d6) plus dazed 1 rd.
in 20’r. plus difficult terrain, -3 to saves vs. [cold]. Icy PrisonUM: Ray of frost (0 level) + Cascade Spell
 Wrack EarthPHII: Energy mace (0 level) + Cascade (bind; +1 level) + Augment Spell (pin; +3 levels) + Fell
Spell (topple; +1 level) + Shape Spell (ray to line; +1

Spells (Grimoire), p. 166


Binding (+1 level) + Reach Spell (close to medium; +1 Identify TransgressorBVD: Augury (2nd level).
level) + Extend Spell (inst. to 1 min./level; +3 levels) + Ill OmenAPG: Hand of fate (0 level) + Reach Spell
Reduce Spell (25d6 to 5d6; -4 levels) = 5 th level; 5d6 (touch to close; +1 level) + Selective Spell (+1 level) +
cold/rd. plus pinned (Reflex half and entangled). Inexorable Spell (+3 levels) + Restricted Spell (witch or
Variants: access to Fate domain; -1 level) = 4 th level (listed as 1st);
 EntombFB: Ray of frost (0 level) + Cascade Spell (bind; target must roll twice for next d20 roll and use the
+1 level) + Augment Spell (pin; +3 levels) + worse of the two results (no save).
Cascade Spell (bestow feat: Throat Punch; +1 level) + Illuminated WeaponAUG: Sickening touch (0 level) +
Lingering Evocation (+2 levels) + Mass Effect Spell Threnodic Spell (+0 levels) + Extend Spell (1 rd./level
(1/level; +3 levels) + Restricted Spell (access to to 1 rd.; -1 level) + Cascade Spell (inertia; +1 level) +
Winter domain; -1 level) + Reduce Spell (20d6 to Augment Spell (stagger; +1 level) + Creature-Specific
5d6; -3 levels) = 6th level; damage cap 5d6 cold plus Spell (incorporeal; -2 levels) + Channel Spell (+1 level)
5d6/rd. (no Con damage), plus pinned and + Extend Spell (inst. to 1 min./level; +3 levels) = 3 rd
immediately begins to suffocate. level (listed as 1st); for 1 min./level, weapon sickens
 Mass icy prisonUM affects 1 creature/level (+3 levels) undead 1 rd. and also staggers incorporeal ones.
= 8th level; damage is still only 5d6. Illusion of CalmUC: Glamer (1st level) + Extend Spell
 Zajimarn’s Ice Claw PrisonMF: Ray of frost (0 level) + (1 rd./level to 1 min./level; +2 levels) + Personal Spell
Energy Admixture (bludgeoning; +0 levels) + (-1 level) = 2nd level (listed as 1st); visual and auditory
Cascade Spell (bind; +1 level) + Augment Spell components. You appear not to be acting or speaking
(grapple; +2 levels) + Reach Spell (close to medium; (Intuition disbelief when you attack or provoke an
+1 level) + Concentration Spell (standard; +1 level) attack of opportunity).
= 5th level; 1 ranged touch attack/rd. for 1d6/level Illusion of TreacheryUI: Glamer (1st level) + Variable
(max. 15d6, half cold, half bludgeoning) plus grab. Spell (appears to attack, cast spells, etc. as
appropriate; +1 level) + Widen Spell (20’r. to 60’r.; +2
Id InsinuationSRD: Lesser compelling confusion (1st
levels) = 4th level; for 1 rd./level, attacks and hostile
level) + Silent Spell (+1 level) + Concentration Spell
spells from you also appear to be coming from
(standard; +2 levels) + Restricted Spell (psion; -1 level)
affected subject (Intuition disbelief), if within 60 ft. of
= 2nd level; as lesser confusion, but lasts while you
you.
concentrate.
Illusion of Treachery, GreaterUI: Illusion of treachery
Id Insinuation IIOcA: Id insinuationSRD (2nd level) +
(q.v.; 4th level) + Cascade Spell (glamer; +1 level) +
Mass Effect Spell (2 targets; +1 level) = 3rd level.
Augments Spell (invisibility; +1 level) = 6 th level; as
Id Insinuation IIIOcA: Id insinuationSRD (2nd level) +
above, and you appear not to be attacking (your
Mass Effect Spell (1/3 levels; +2 levels) – Variable Spell
projectiles/spell effects invisible within 60 ft.),
(choose effect each round; +1 level) + Tenuous Spell
Illusion PurgeRE: Warding (illusions; 1st level) +
(save each round to return effects to random; -1 level)
Shape Spell (target to emanation; +3 levels) + Widen
= 4th level; targets that fail initial save are confused
Spell (20’r. to 120’r.; +3 levels) + Personal Spell
while you concentrate, and you choose effects until
(emanation centered on you; -1 level) = 6 th level (listed
they do save.
as 8th); suppresses illusions in wide area around you.
IdeaTM2: Bestow feat (Skill Focus: Perception; 1st
Illusory ArtilleryTM2: Figment (0 level) + Cascade
level) + Cascade Spell (skill enhancement: Perception;
Spell (spook; +1 level) + Reach Spell (close to long; +1
+1 level) + Extend Spell (1 rd./level to inst.; -1 level) +
level) + Shape Spell (target to cubes; +2 levels) +
Personal Spell (-1 level) + Augment Spell (+1 to +10; +2
Widen Spell (10-ft. to 30-ft. cubes; +2 levels) + Cross-
levels) + Restricted Spell (access to Mind domain; -1
Class Spell (divine; +1 level) + Restricted Spell (access
level) = 1st level; you gain a Perception check (as if a
to War domain; -1 level) + Ritual Spell (full round; -1
class skill) at +1/2 levels (+10 max.) to remember a
level) + Reduce Spell (no tactile, and panicked to
forgotten clue, etc.
frightened; 1 level) = 4th level (listed as 5th); illusory
Identify: Detect magic (0 level) + Cascade Spell (skill
long-range artillery fire into one 30-ft. cube/level
enhancement: Spellcraft; +1 level) = 1st level. As detect
causes fear.
magic, but with +1/2 levels (max. +5) bonus to
Illusory FortificationTM2: Figment (0 level) + Cross-
Spellcraft to identify properties and command words.
Class Spell (divine; +1 level) + Reach Spell (close to

Spells (Grimoire), p. 167


long; +1 level) + Widen Spell (10 ft. to 30 ft.; +2 levels) Imago InterrogationTM2: Augury (2nd level) + Extend
+ Shadow Spell (+1 level) + Selective Spell (+2 levels) + Spell (inst. to 1 rd./level; +2 levels) + Mass Effect Spell
Extend Spell (1 rd./level to 1 hr./level; +3 levels) + (1/level; +3 levels) + Mass Effect Spell (1/3 levels; +2
Ritual Spell (-2 levels) + Restricted Spell (access to levels) = 9th level; you gain answers to 1 question/level
War domain; -1 level) = 7 th level; creates quasi-real regarding each of up to 1 topic/3 levels, and answers
(40%) fortifications and illusory patrolling sentries in can take as long as 1 rd./level to relay.
one 30-ft. cube/level, ignored by those you designate. Imbue AddictionPC: Compel (take drug; 2nd level) +
Illusory HoardPC: Glamer (1st level) + Reach Spell Accursed Spell (+1 level) + Extend Spell (1 rd. to 1
(close to medium; +1 level) + Extend Spell (1 rd./level rd./level; +1 level) + Reach Spell (close to touch; -1
to 1 hr./level; +3 levels) + Shape Spell (emanation to level) = 3rd level; victim compelled to take specified
cubes; +0 levels) + Effect-Specific Spell (maintain drug whenever possible. (Invest 150 x CL numen to
previous appearance; -2 levels) + Augment Spell maintain effect until victim gets through rehab.)
(tactile; +1 level) = 4th level; treasure hoard in up to Imbue ShadowRR: Summon (1st level) + Summon
one 10-ft. cube/level appears to be intact and Undead (+1 level) + Augment Spell (CR 4 shadow; +2
undisturbed (Intuition disbelief if try to use a levels) + Extend Spell (1 rd./level to 1 min./level; +1
particular missing item, etc.). level) + Reach Spell (close to long; +1 level) +
Illusory PitCA: Compel (fall prone and do nothing; Creature-Specific Spell (shadow attacks only creature
nd
2 level) + Reach Spell (close to medium; +1 level) + whose shadow it mimics; -2 levels) = 4th level.
Extend Spell (1 rd. to 1 rd./level; +1 level) + Imbue with Spell Ability: Bestow feat (Magical
Concentration Spell (+1 level) + Shape Spell (target to Talent; 1st level) + Variable Spell (choose spell(s) at
cubes; +2 levels) + Phantasmal Spell (-1 level) = 6 th time of casting; +1 level) + Amplify Spell (+1 level) +
level. Extend Spell (1 rd./level to 1 hr./level; +3 levels) +
Illusory Script: Glamer (1st level) + Accursed Spell Effect-Specific Spell (spells that you have prepared; -2
(+1 level) + Object-Specific Spell (gibberish writing levels) + Ritual Spell (full round; -1 level) = 4 th level;
over actual script; -2 levels) + Cascade Spell creature touched gains 1 spell level/2 caster levels you
(suggestion; +3 levels) + Creature-Specific Spell (those possess as spell-like abilities. It must have at least that
reading text; -2 levels) + Selective Spell (+2 levels) + many HD, and the spells chosen must be among the
Extend Spell (1 rd./level to 10 min./level; +2 levels) + ones you have prepared, although you do not lose the
Ritual Spell (-2 levels) = 3rd level; invest 225 x CL prepared spells. They are cast at your CL. Variants:
numen (3rd level x 50 x 1.5) to maintain effect.  Ability RipSK: Bestow feat (Magical Talent; 1st level) +
Image, AdvancedUA1: Figment (0 level) + Reach Spell Casdcade Spell (dispel; +1 level) + Irresistible Spell
(close to medium; +1 level) + Variable Spell (scripted; (can also affect a supernatural ability; +2 levels) +
+1 level) + Augment Spell (+2 levels) = 4 th level (listed Selective Spell (you choose which; +1 level) +
as 5th); as programmed image, but without activating Effect-Specific Spell (talent is the same as ability
trigger (begins immediately after casting). lost; -2 levels) + Reach Spell (touch to close; +1
Image, Lasting MinorAUG2: Figment (0 level) + level) + Shape Spell (ray to target; +0 levels) +
Extend Spell (1 rd./level to 1 hr./level; +4 levels) + Extend Spell (1 rd./level to 1 hr./level; +3 levels) +
Widen Spell (1,000 ft3/level to 2 ft3/level; -3 levels) = 1st Ritual Spell (full round; -1 level) = 6 th level (listed
level; creates small, long-lasting visual illusion; invest as 7th); one creature loses a daily use of a spell-like
1,000 numen to make permanent. or supernatural ability you choose, and another
ImageryRRO: Figment (0 level) + Cascade Spell (skill recipient gains it as a magical talent for up to 1
enhancement: Perception; +1 level) + Shape Spell hr./level.
(target to emanation; +2 levels) + Widen Spell (20’r. to  Blood TranscriptionUC: Bestow feat (Magical Talent; 1st
60’r.; +3 levels) + Extend Spell (1 rd./level to 1 level) + Cascade Spell (skill enhancement: Spellcraft;
min./level; +1 level) + Pacific Spell (-2 levels) + +1 level) + Extend Spell (1 rd./level to 1 hr./level; +3
Restricted Spell (bard or access to Music domain, etc.; levels) + Personal Spell (-1 level) + Creature-
-1 level) + Reduce Spell (no thermal or tactile; -1 level) Specific Spell (spell gained must be among those
= 3rd level; audio-visual-olfactory illusion in 60’r. also known to dead caster touched; -2 levels) = 2nd level;
causes -1/2 levels to Perception. you temporarily gain the ability to cast one spell

Spells (Grimoire), p. 168


known by a deceased caster whose blood you Admixture (budgeoning and piercing; +0 levels) +
sample, and gain +1/2 levels (+5 max.) to analyze it Irresistible Spell (+2 levels) + Maximize Spell (+2
for entry into your spellbooks, etc. (normal numen levels) + Extend Spell (1 min./level to 1 rd.; -2 levels) +
cost applies). Personal Spell (-1 level) + Concentration Spell
 Legacy of Eldritch MightAUG2: Bestow feat (1st level) + (standard; +1 level) = 4th level; while you concentrate,
Accursed Spell (+1 level) + Mass Effect Spell you gain DR 10/ and cannot be moved from your
(Magical Talent and Magical Array; +1 level) + location.
Augment Spell (16 ranks effects; +3 levels) + ImmunityAUG: Warding (1st level) + Variable Spell
Extend Spell (1 rd./level to 1 hr./level; +3 levels) = (select seed at time of casting; +1 level) + Irresistible
9th level; target gains suite of spell-like abilities Spell (+2 levels) + Extend Spell (1 min./level to 10
(max. capacity 16th at 16 HD). Invest 450 x CL min./level; +1 level) = 5th level (listed as 7th); target is
numen to maintain effect. warded against one of the following: acid, cold,
 MetaconcertSRD: Enhancement (2nd level) + Cascade compulsions, disease, electricity, figments, fire,
Spell (dispel; +1 level) + Augment Spell (re-assign glamers, negative energy, poison, positive energy,
spell slots; +1 level) + Mass Effect Spell (enhance sonics, etc. for 10 min./level. Variants:
DCs and saves; +1 level) + Cascade Spell (bestow  Greater ImmunityAUG: ImmunityAUG (q.v.; 5th level) +
feat: Magical Talent; +1 level) + Cascade Spell Extend Spell (10 min./level to 1 hr./level; +1 level) +
(bestow feat: Magical Array; +1 level) + Reach Spell Mass Effect Spell (1 creature/3 levels; +2 levels) =
(touch to close; +1 level) + Mass Effect Spell (1 8th level (listed as 9th).
contributor/3 levels; +2 levels) + Mass Effect Spell  Heart of StoneS&M: Inure (bludgeoning; 0 level) +
(multiple spell slots each; +2 levels) + Effect- Energy Admixture (piercing and slashing; +0
Specific Spell (magical array must be powers levels) + Cascade Spell (warding; +2 levels) + Mass
known by donor; -2 levels) + Creature-Specific Effect Spell (1/level; +3 levels) + Irresistible Spell
Spell (willing condributors only; -2 levels) + (+2 levels) + Extend Spell (1 min./level to 1
Extend Spell (1 rd./level to 1 min./level; +1 level) + hr./level; +2 levels) + Personal Spell (-1 level) +
Ritual Spell (-2 levels) = 7th level (listed as 5th); up Ritual Spell (-2 levels) = 6th level (listed as 8th); you
to 1 willing participant/3 levels can contribute gain DR 30/— (35/— at CL 14 th, 40/— at 16th) and
knowledge of a magical array of known immunity to bleed, attribute
spells/powers, and the spell slots to cast/manifest damage/drain/penalties, [death] effects, fatigue,
them. In addition, recipient’s spell save DCs are [inertia] effects, plus one additional condition or
enhanced by +1/3 levels, and recipient gains like attack form/CL above 11th. To extend beyond 1
resistance bonus to saves, lasting 1 min./level. hr./level, expend 6,000 x CL numen or select the
 Plundered PowerHA: Bestow feat (Magical Talent; 1st Permanent Spell feat (14+ ranks Concentration
level) + Variable Spell (usuable by possessor of needed)
bloodstone focus; +1 level) + Augment Spell (up to  Safe TimeSRD: Timeless body (see below; 9th level) –
CL 20th effect; +4 levels) + Extend Spell (1 rd./level Personal Spell (+1 level) + Cascade Spell (hold
to 1 hr./level; +3 levels) + Effect-Specific Spell (SLA monster; -2 levels) + Delay Spell (until would be hit
possessed by sacrificial victim; -2 levels) = 7 th level; for 50+ damage; +1 level) + Interrupting Spell (+1
traps one SLA of sacrificed creature in command- level) + Ritual Spell (full round; -1 level) = 9 th level
activated bloodstone. (listed as epic); the next time subject would be hit
Immediate AssistanceCM: Hand of fate (0 level) + for 50+ damage, he/she becomes invulnerable for 1
Reach Spell (touch to close; +1 level) + Quicken Spell rd. instead, but cannot act that round.
(+3 levels) + Interrupting Spell (+1 level) + Effect-  Timeless BodySRD: Warding (1st level) + Irresistible
Specific Spell (skill check only; -2 levels) + Restricted Spell (+3 levels) + Mass Effect Spell (1/level; +3
Spell (bard or access to Fate domain; -1 level) = 2 nd levels) + Mass Effect Spell (1/level; +3 levels) +
level; immediate casting allows target to reroll one Mass Effect Spell (1/3 levels; +2 levels) + Personal
skill check (before results determined). Spell (-1 level) + Extend Spell (1 min./level to 1 rd.;
ImmovabilitySRD: Warding (movement; 1st level) + -2 levels) = 9th level; for 1 round, you are immune
Cascade Spell (inure: slashing; +1 level) + Energy to attribute damage/drain, acid, cold, bludgeoning,

Spells (Grimoire), p. 169


electricity, force, negative energy, nonlethal ImprovisationCAd: Variable Spell (blessing, skill
damage, piercing, slashing, afflictions, fear, energy enhancement, or attribute boost; 2nd level) + Lucky Spell
drain, inertia, polymorph, restraint, sensory, (+1 level) + Augment Spell (+1 level) + Variable Spell
teleportation, and 17+ more attack forms (in (allocate pool; +1 level) + Personal Spell (-1 level) +
essence, you are invulnerable). Restricted Spell (bard or access to Fate domain; -1
 Transcend MortalityCM: Spell resistance (5th level) + level) = 3rd level; each round, apply +1/2 level (max.
Cascade Spell [(warding; +1 level) + Mass Effect +10) as a luck bonus to 1 attack roll, skill check, or
Spell (1 effect/level; +3 levels) + Irresistible Spell attribute check.
(+2 levels)] + Extend Spell (1 min./level to 1 IncapacitateRR: Ray of entropy (1st level) + Cascade
rd./level; -1 level) + Personal Spell (-1 level) + Spell [(ray of enfeeblement; +2 levels) + Mass Effect Spell
Quicken Spell (+3 levels) + Interrupting Spell (+1 (1 attribute/level; +3 levels) + Extend Spell (1 rd./level
level) + Cascade Spell (disintegrate; -6 levels) + to 10 min./level; +2 levels)] + Reach Spell (close to
Delay Spell (time lapse; +1 level) = 8 th level; as an touch; -1 level) + Accursed Spell (+1 level) = 8 th level
immediate action, you gain SR 11 + Concentration (listed as 9th); damage cap 20d6 necrotic and 1d6 +
bonus, immunity to magical and nonmagical 1/level (+20 max.) penalty to all attributes; invest 600 x
damage (acid, bludgeoning, cold, electricity, fire, CL numen to maintain penalties past 1 rd./level (8 th
force, negative energy, nonlethal, piercing, level x 50 x 1.5).
slashing, sonic), plus afflictions, compulsions, Incendiary Cloud: Wisp (0 level) + Cascade Spell
[death] effects, starvation, thirst, and breath- (jet of flame; +1 level) + Reach Spell (touch to medium;
dependent effects. After 1 rd./level, the immunities +1 level) + Shape Spell (ray to spread; +2 levels) +
end and you take 1.5d6+6 disintegration Extend Spell (inst. to 1 rd.; +1 level) + Concentration
damage/level. Spell (swift action; +3 levels) + Cascade Spell (celerity;
Impending PermissionTM2: Compel (do not perform +1 level) + Reduce Spell (+90 ft. to +30 ft. and 25d6 to
any action unless given permission by designated 10d6; -3 levels) = 6th level; fast (60 ft.), mobile 20’r. fog
person; 2nd level) + Reach Spell (close to medium; +1 deals 10d6 fire/rd. in area and obscures vision.
level) + Extend Spell (1 rd. to 10 min./level; +3 levels) Variants:
+ Language-Dependent Spell (-1 level) + Restricted  FlashfireUW: Wisp (0 level) + Cascade Spell (jet of
Spell (access to Law domain; -1 level) = 4th level; flame; +1 level) + Reach Spell (touch to medium;+1
victim must ask and receive permission from person level) + Shape Spell (ray to cubes; +2 levels) +
you designate before completing any action. Widen Spell (10-ft. to 5-ft. cubes; -1 level) + Extend
Imperative Ambulation, Otto’sCM: Compel (move at Spell (inst. to 1 rd./level; +2 levels) + Concentration
least 10 ft.; 2nd level) + Still Spell (+1 level) + Extend Spell (standard; +1 level) + Tenuous Spell
Spell (1 rd. to 1 rd./level; +1 level) + Tenuous Spell (-1 (extinguished by heavy precipitation or storm
level) = 3rd level; target must move at least 10 ft. at the wind; -1 level) + Reduce Spell (15d6 to 5d6; -2
start of each turn, until save made (if cannot move, levels) = 3rd level; 5d6 fire plus obscured vision in
loses move action instead). one 5-ft. cube/level (reconfigure with
Implosion: Damage attribute (Con; 1st level) + Reach concentration, and lasts 1 rd./level thereafter).
Spell (touch to close; +1 level) + Augment Spell (+3d4;  Gas CloudRR: Jet of flame (0 level) + Reach Spell (close
+2 levels) + Crippling Drain (+3 levels) + to medium; +1 level) + Shape Spell (ray to spread;
Concentration Spell (standard; +1 level) = 8 th level; +2 levels) + Delay Spell (until flame brought into
deals 4d4 Con drain/rd. (Fort half) while you area; +1 level) = 4th level (listed as 3rd); explodes for
concentrate. 1d6/level fire (max. 10d6, Reflex half) in 20’r.
Imprison PossessorBVD: Hedge (possessing entity;  Otiluke’s Steaming SphereGA: Jet of flame (0 level) +
2nd level) + Shape Spell (emanation to target; -2 levels) Cascade Spell (sickening touch; +1 level) + Augment
+ Reach Spell (0 to close; +1 level) + Extend Spell (1 Spell (nausea; +2 levels) + Extend Spell (nausea 1
rd./level to 1 hr./level; +3 levels) + Accursed Spell (+1 rd./level to 1 round; -1 level) + Reach Spell (touch
level) = 5th level; possessing entity is trapped in body to medium; +1 level) + Shape Spell (ray to
it currently inhabits. Invest 250 x CL numen to emanation; +2 levels) + Lingering Evocation (+1
maintain effect indefinitely. level) + Cascade Spell (wisp; +1 level) + Reduce

Spells (Grimoire), p. 170


Spell (20d6 to 5d6; -3 levels) = 4th level; 5d6 fire drag his/her own weight; a 200-lb. character would
plus 2d6/round and nausea 1 round, and obstructs need a 19 Str).
vision in area. Induce AweME: Skill enhancement (Diplomacy; 0
Incendiary SlimeCM: Grease (1st level) + Cascade level) + Cascade Spell (skill enhancement: Bluff; +1
Spell (jet of flame; +1 level) + Delay Spell (ignited; +1 level) + Personal Spell (-1 level) + Cascade Spell (spook;
level) + Tenuous Spell (ignition ends grease effect; -1 +1 level) + Shape Spell (target to spread; +2 levels) +
level) = 2nd level; as grease, but highly flammable Selective Spell (+1 level) + Tenuous Spell (activating
(damage cap 5d6), as in 1st ed. AD&D. fear aura ends skill bonuses; -1 level) + Reduce Spell
InciteMH: Compel (act; 2nd level) + Silent Spell (+1 (frightened to shaken; -1 level) = 2nd level; you gain
level) + Extend Spell (1 rd. to 1 min./level; +2 levels) + +1/2 levels to Bluff and Diplomacy; can end bonuses
Effect-Specific Spell (holding actions only; -2 levels) = to cause enemies in 20’r. to become shaken.
3rd level (listed as 1st); subject cannot hold InebriateOJ13: Sickening touch (0 level) + Reach Spell
actions/delay/ready actions for 1 min./level. (touch to close; +1 level) + Augment Spell (ailing; +1
Incite, GreaterSC: InciteMH (3rd level) + Quicken Spell level) + Extend Spell (1 rd./level to 1 min./level; +1
(+3 levels) + Shape Spell (target to burst; +2 levels) + level) + Cascade Spell (whelm; +1 level) = 4th level;
Widen Spell (20’r. to 10’r; -1 level) = 7 th level (listed as damage cap 10d6 nonlethal plus ailing 1 min./level
1st). (Fort half/neg.).
InciteRR: Compel (2nd level) + Variable Spell (name Inertial ArmorSRD: Mage armor (1st level) + Cross-
task while casting; +1 level) + Shape Spell (target to Class Spell (ki or psychokinesis; +1 level) + Personal
emanation; +2 levels) + Widen Spell (20’r. to 60’r.; +2 Spell (-1 level) = 1 st level; as mage armor, but personal
levels) + Extend Spell (1 rd. to 1 hr./level; +4 levels) + only and usable with Canny Defense.
Personal Spell (you must personally lead task; -1 Inescapable SwarmDr333: Sickening touch (0 level) +
level) + Language-Dependent Spell (-1 level) + Ritual Cascade Spell (spook; +1 level) + Augment Spell
Spell (2 levels) = 7th level; compels small mob to (nausea; +2 levels) + Reach Spell (touch to medium; +1
follow you in completing stated task. level) + Mass Effect Spell (1 creature/level; +3 levels) +
Incorporeal ChainsOcA: Bolt of force (2nd level) + Phantasmal Spell (-1 level) + Reduce Spell (panicked
Cascade Spell (bind; +1 level) + Transdimensional to shaken; -2 levels) = 4th level; Intuition or 3d6
Spell (+1 level) + Augment Spell (grapple; +1 level) + nonlethal plus nauseated and shaken 1 rd./level.
Mass Effect Spell (1/level; +3 levels) + Creature- Inevitable DefeatPHII: Whelm (0 level) + Lingering
Specific Spell (incorporeal only; -2 levels) + Evocation (+2 levels) + Reach Spell (close to touch; -1
Concentration Spell (standard; +1 level) + Reduce level) = 1st level spell dealing 1d6 nonlethal/level (max
Spell (20d6 to 10d6; -2 levels) = 5 th level; 1 incorporeal 5d6) plus 2d6/round for up to 1 rd./level.
creature/level takes 10d6 force/rd. and is grappled Infestation of MaggotsMF: Damage attribute (Con; 1st
while you concentrate (Reflex half/neg.). level) + Extend Spell (inst. to 1 rd./level; +3 levels) +
Incorporeal NovaLM: Bolt of force (2nd level) + Reach Tenuous Spell (-1 level) = 3rd level; touch deals 1d4
Spell (close to medium; +1 level) + Shape Spell (ray to Con (Fort half) +1d4 Con/rd. until save.
burst; +2 levels) + Widen Spell (20’r. to 40’r.; +1 level) Inflict Light Damage, MassRE: Sound lance (1st level)
+ Transdimensional Spell (-1 level) + Empower Spell + Irresistible Spell (+3 levels) + Mass Effect Spell (1
(+1 level) = 6th level; 1.5d6/level (max. 22.5d6, Reflex creature/level; +3 levels) + Creature-Specific Spell
half) force damage to incorporeal and gaseous (constructs; -2 levels) = 5th level; damage cap 20d6
creatures only. (Will half, no SR) sonic vs. one construct/level.
Increase WeightAUG: Enlarge (3rd level) + Selective Infra-InvisibleDHD: Glamer (1st level) + Cross-Class
Spell (weight only, not size or Stength; +1 level) + Spell (divine; +1 level) + Augment Spell (invisibility; +1
Extend Spell (1 min./level to 10 min./level; +1 level) + level) + Effect-Specific Spell (vs. darkvision only; -2
Reach Spell (close to touch; -1 level) = 4th level (listed levels) + Extend Spell (1 rd./level to 1 hr./level; +3
as 1st); increases target’s weight by a factor of 8, levels) + Pacific Spell (-2 levels) = 2nd level; subject is
possibly overloading its own carrying capacity (a 150- invisible to darkvision for 1 hr./level or until attacks.
lb. character would need a 17 Strength to be able to InhibitMH: Metaphysical feat (Delay Spell; 1st level) +
Cross-Class Spell (enchantment; +1 level) + Reach
Spell (touch to medium; +1 level) + Extend Spell (1

Spells (Grimoire), p. 171


rd./level to 1 rd.; -1 level) = 2nd level (listed as 1st); Insidious RhythmCAd: Ray of idiocy (1st level) +
subject’s actions are delayed by 1 rd. (Will neg.). Cascade Spell (dispel; +1 level) + Extend Spell (inst. to
Inner BeautyFC1: Variable Spell (+1 level) + 1 min./level; +3 levels) + Reach Spell (touch to
Restricted Spell (bard; -1 level): medium; +1 level) + Restricted Spell (bard; -1 level) +
 Evil Target: Ray of clumsiness (1st level) + Cascade Reduce Spell (+15 to +5; -2 levels) = 3 rd level (listed as
Spell (ray of beguiling; +1 level) + Reach Spell (close 2nd); subject takes 1d6+5 penalty to Int and must
to long; +1 level) + Extend Spell (1 rd./level to 10 concentrate to cast/maintain spells for 1 min./level.
min./level; +2 levels) + Creature-Specific Spell Insightful FeintCAd: Skill enhancement (Bluff; 0 level)
([evil]; -2 levels) + [Cascade Spell (sickening touch; + Still Spell (+1 level) + Insightful Spell (+1 level) +
+1 level) + Augment Spell (nausea; +2 levels) + Effect-Specific Spell (feint only; -2 levels) + Augment
Shape Spell (target to burst; +2 levels) + Tenuous Spell (+1 to +10; +2 levels) + Personal Spell (-1 level) +
Spell (-1 level)] = 6th level; 1d6 +1/level (+20 max.) Sudden Spell (+0 levels) = 1st level; +1/2 levels (+10
penalty to Dex and Cha for 10 min./level, and max.) insight bonus to feint for 1 round.
those in 20’r. at time of casting nauseated 1 Insightful FeintSC: Bestow feat (Improved Feint; 1st
rd./level or until save. level) + Cascade Spell (skill enhancement: Bluff; +1
 Good Target: Attribute boost (Dex; 1st level) + level) + Insightful Spell (+1 level) + Effect-Specific
Cascade Spell (attribute boost: Cha; +1 level) + Spell (feint only; -2 levels) + Extend Spell (1 rd./level
Consecrate Spell (+1 level) + Augment Spell (+1 to 1 min./level; +1 level) + Personal Spell (-1 level) +
level) + Reach Spell (touch to medium; +1 level) + Sudden Spell (+0 levels) = 1st level; +1/2 levels (+5
Extend Spell (1 min./level to 10 min./level; +1 level) max.) insight bonus to feint for 1 round, and can feint
+ Creature-Specific Spell ([good]; -2 levels) + as a move action.
Cascade Spell [(sickening touch; +1 level) + Shape Insistent BeatRRO: Ray of idiocy (1st level) + Cascade
Spell (target to burst; +2 levels) + Tenuous Spell (-1 Spell (ray of obliviousness; +2 levels) + Shape Spell (ray
level)] = 6th level; +4 sacred bonus to Dex and Cha to emanation; +2 levels) + Widen Spell (20’r. to 60’r.;
for 10 min./level, and those in 20’r. at time of +2 levels) + Concentration Spell (standard; +1 level) +
casting sickened 1 rd./level or until save. Restricted Spell (bard or access to Music domain, etc.;
-1 level) + Reduce Spell (+20 to +10; -2 levels) = 5 th
InnocenceAPG: Skill enhancement (Bluff; 0 level) +
level; 1d6+10 penalty to Int and Wis in 60’r. around
Personal Spell (-1 level) + Effect-Specific Spell
you while you concentrate.
(convince others you’re innocent; -2 levels) +
Instant ArmorAPG: Mage armor (1st level) + Augment
Augment Spell (+3 levels) = 0 level (listed as 1st); you
Spell (+9 total bonus; +3 levels) + Cross-Class Spell
gain +1/2 levels (+10 max.) to Bluff to convince others
(cleric or paladin; +1 level) + Personal Spell (-1 level) +
of your innocence.
Extend Spell (1 hr./level to 1 min./level; -2 levels) = 2 nd
InquisitionRR: Compel (answer truthfully; 2nd level)
level; short-duration divine mage armor grants you +9
+ Language-Dependent Spell (-1 level) + Reach Spell
armor bonus.
(close to touch; -1 level) + Extend Spell (1 rd. to 1
Instant Exit, Drawmij’sGA: Dimensional skip (1st
min./level; +3 levels) + Ritual Spell (full round; -1
level) + Reach Spell (close to medium; +1 level) + Mass
level) + Mass Effect Spell (1 question/3 levels within
Effect Spell (1 creature/3 levels; +2 levels) + Quicken
duration; +2 levels) = 4th level. InquisitionBED (5th level)
Spell (+3 levels) + Personal Spell (-1 level) + Mishap
has a standard casting time.
Possibility (ad hoc -1 level) + Variable Spell (random
Insatiable ThirstTM2: Compel (drink; 2nd level) +
destination within range; -1 level) = 4th level. Variant:
Extend Spell (1 rd. to 1 rd./level; +2 levels) = 4 th level
(listed as 2nd); victim must drink all potable liquids it  Anywhere but herePnA is Still rather than Quickened
can find. (-2 levels), has a range of interplanar (+5 levels)
InscribeRRE: Shaping (2nd level) + Effect-Specific Spell and is Creature-Specific (those affected cannot be
(letters or script only; -2 levels) + Cascade Spell (skill on their home plane; -2 levels) = 5 th level (listed as
enhancement: Craft; +2 levels) = 1st level; inscribes text 4th); transports caster plus 1 subject/3 levels above
on affected surface (assume letters 1” deep, so one 3 3rd to a random plane.
ft. x 3-ft. square per level can be inscribed). Instant FakeUI: Figment (0 level) + Channel Spell (+1
level) + Reach Spell (close to touch; -1 level) + Extend

Spells (Grimoire), p. 172


Spell (1 rd./level to 1 min./level; +1 level) + Augment Intellect FortressSRD: Warding (force; 1st level) + Still
Spell (visual, auditory, olfactory, tactile; +2 levels) = Spell (+1 level) + Mass Effect Spell (1 additional
3rd level; a Sleight of Hand pilfering of an object leaves damage type/3 levels; +2 levels) + Shape Spell (target
behind an illusion (even feels real if not disbelieved) to emanation; +2 levels) + Personal Spell (-1 level) +
that the object is still present (i.e., hasn’t been stolen). Sudden Spell (+0 levels) + Interrupting Spell (+1 level)
Instant LocksmithCAd: Metaphysical feat (1st level) + + Expedient Spell (halves damage only; -1 level) +
Augment Spell (+4 level cost; +3 levels) + Personal Restricted Spell (access to Psychokinesis discipline; -1
Spell (-1 level) + Extend Spell (1 rd./level to 1 level) = 4th level; immediate casting halves all damage
min./level; +1 level) + Sudden Spell (+0 levels) + from spells in personal-range 20’r. emanation for 1 rd.
Effect-Specific Spell (Disable Device check; -2 levels) + Intensify SummoningTM2: Bestow feat (Spell Focus:
Restricted Spell (rogue skill trick; -1 level) = 1 st level; conjuration; 1st level) + Cascade Spell (bestow feat:
swift casting allows you to make one Disable Device Augment Summons; +2 levels) + Personal Spell (-1
check as a swift action. level) + Extend Spell (1 rd./level to 1 min./level; +1
Instant RefugeSC: Dimensional skip (1st level) + Reach level) = 3rd level (listed as 7th).
Spell (close to interplanar; +7 levels) + Personal Spell Interminable EchoCM: Skill enhancement (Perception;
(1 level) + Delay Spell (activating condition; +1 level) + 0 level) + Hex Spell (+0 levels) + Reach Spell (touch to
Variable Spell (name up to 6 conditions; +1 level) = 9 th close; +1 level) + Cascade Spell (sound lance; +1 level) +
level; when one of six conditions occurs, you are Lingering Evocation (+1 level) + Shape Spell (ray to
instantly transported anywhere within the multiverse target; +0 levels) = 3rd level; damage cap 10d6 sonic
you specify. plus 2d6/rd. and -1/2 levels (-10 max.) penalty to
Instant Summons, Drawmij’s: Dimensional skip (1st Perception (Will half/neg.).
level) + Silent Spell (+1 level) + Reach Spell (close to Internal FireCA: Jet of flame (0 level) + Cascade Spell
interplanar; +6 levels) + Object-Specific Spell (pre- (damage attribute: Con; +2 levels) + Augment Spell
selected item; -2 levels) = 6th level; teleports item to (+4d4; +3 levels) + Reach Spell (close to medium; +1
your hand (no sapphire component is needed). level) + Shape Spell (ray to target; +0 levels) + Mass
 Indisputable possessionME is similar, but smaller- Effect Spell (1 creature/level; +3 levels) + Expedient
scale: Dimensional skip (1st level) + Reach Spell Spell (total HD; -1 level) = 8th level; damage cap 20d6
(close to medium; +1 level) + Object-Specific Spell fire plus 5d4 Con (Fort half) to up to 2d4 + 1/level (+20
(pre-selected item; -2 levels) + Delay Spell (partial max.) HD worth of creatures.
action; +2 levels) + Ritual Spell (full round; -1 level) Interposing Hand, Bigby’s: Shield (q.v.; 1st level) +
= 1st level; partial action teleports item to your hand Extend Spell (1 min./level to 1 rd./level; -1 level) +
from within medium range. Shape Spell (emanation; +2 levels) + Widen Spell (20’r.
 Greater instant summonsUI incorporates Mass Effect to 60’r.; +2 levels) + Residual Spell (+1 level) = 5 th level;
Spell (1 object/3 levels; +2 levels) = 8th level; you gain cover (+4 AC) and those approaching you
summons multiple objects if desired. within 60 ft. treat that area as difficult terrain.
Variants:
Instant SupplicationRW: Mage hand (0 level) + Reach
Spell (close to long; +2 levels) + Effect-Specific Spell  Bigby’s Clenched Fist: PushPH1 (q.v.; 0 level) +
(slows fall only; -2 levels) + Quicken Spell (+3 levels) + Cascade Spell (bolt of force; +2 levels) + Cascade
Interrupting Spell (+1 level) + Restricted Spell ([air] Spell (inertia; +1 level) + Augment Spell (stunning;
bloodline, domain, etc.; -1 level) = 3 rd level; provides +3 levels) + Concentration Spell (partial action; +2
feather fall for a single creature at up to long range. levels) + Cascade Spell (shield; +1 level) + Residual
Instrument of AgonyUC: Sickening touch (0 level) + Spell (+1 level) + Reduce Spell (25d6 to 10d6; -3
Channel Spell (+1 level) + Augment Spell (nausea; +2 levels) = 7th level (listed as 8 th); you gain +4 cover,
levels) + Fell Sickening (+1 level) + Delay Spell (one can concentrate to make ranged touch attacks for
attack within the next 1 min./level; +1 level) + Ritual 10d6 force plus bull rushed and stunned 1 rd., plus
Spell (full round; -1 level) + Tenuous Spell (save each treat areas as difficult terrain 1 rd./level thereafter.
round to end nausea/sickness; -1 level) = 3 rd level; one  Bigby’s Crushing Hand: Bolt of force (2nd level) +
selected hit causes nausea 1 rd./level (Fort sickened). Variable Spell (Cascade Spell: bind or pushPH1; +1
level) + Lingering Evocation (+2 levels) + Augment

Spells (Grimoire), p. 173


Spell (grapple; +1 level) + Reach Spell (close to (exhausted; +1 level) + Shape Spell (ray to target;
long; +1 level) + Cascade Spell (shield; +1 level) + +0 levels) = 6th level; damage cap 20d6/rd. (half
Residual Spell (standard; +1 level) = 9th level; cold, half negative energy) plus exhausted (Fort
damage cap 25d6 plus 5d6/rd. and bull rushed or half/neg.).
grappled, plus difficult terrain approach if save,  Ice blastCA is Shaped (target to cone; +1 level), with
and you gain +4 cover. the fatigue lasting only 1 min./level (-2 levels), and
 Bigby’s forceful hand Cascades mage hand (+1 level) = is Augmented (5d6 to 10d6; +1 level) = 2nd level;
6th level; as interposing hand, and can bull rush. damage cap 10d6 cold plus brief fatigue.
 Bigby’s Grasping Hand: Bind (0 level) + Reach Spell  Winter’s embraceFB is Lingering (+1 level) = 3rd level;
(close to medium; +1 level) + Augment Spell damage cap 10d6 cold plus 2d6/rd and fatigue.
(grapple; +1 level) + Residual Spell (+1 level) + IntoxicateRR: Damage attribute (1st level) + Reach
Cascade Spell (shield; +1 level) = 4th level; one target Spell (touch to close; +1 level) + Augment Spell (+2d4;
is grappled, treats approach to you as difficult +1 level) + Variable Spell (spread damage among Dex,
terrain even if saves; you have cover from it (+4 Int, and Wis; +1 level) + Extend Spell (days to 10
shield bonus to AC). min./level; -2 levels) = 2nd level; deals 1d4 each to Dex,
 Shadow HandMF: Mage hand (0 level) + Casacde Spell Int, and Wis for 10 min./level (Fort half).
(energy mace; +1 level) + Cascade Spell (shield: q.v.; Intoxicating HazeRRO: Sickening touch (0 level) + Fell
+1 level) + Residual Spell (+1 level) + Concentration Sickening (+1 level) + Cascade Spell (ray of
Spell (standard; +1 level) + Shadow Spell (-1 level) obliviousness; +1 level) + Reach Spell (touch to
= 3rd level (listed as 5th); semi-real hand provides +4 medium; +1 level) + Shape Spell (target to emanation;
cover and difficult terrain approach, can +2 levels) + Extend Spell (1 rd./level to 1 min./level; +1
manipulate objects at close range, or make ranged level) = 6th level (listed as 7th); those in area sickened
touch attacks (damage cap 10d6 bludgeoning); is and take 1d6+1/level penalty to Wis (Intuit half;
only 20% real if disbelieved. confused at 1).
InterrogationUM: Skill enhancement (Bluff; 0 level) + Investigative MindACG: Hand of fate (0 level) +
Hex Spell (+0 levels) + Cascade Spell (whelm; +1 level) Selective Spell (+1 level) + Extend Spell (inst. to 10
+ Delay Spell (until refuses to answer; +1 level) + min./level; +4 levels) + Personal Spell (-1 level) +
Ritual Spell (full round; 1 level) = 1st level; creature Effect-Specific Spell (skill checks only; -2 levels) = 2 nd
touched is -1/2 levels (-5 max.) to Bluff checks and level; for the next 10 min./level, you roll twice for all
takes 1d6 nonlethal/level (max. 5d6) if refuses to skill checks and use the better of the two results.
answer a question in the next 1 min./level. Investiture of the Barbed DevilFC2: Bestow feat
Interstellar VoidUM: Ray of frost (0 level) + Cacscade (Improved Grapple; 1st level) + Cascade Spell (inure:
Spell (touch of fatigue; +1 level) + Reach Spell (touch to fire; +1 level) + Mass Effect Spell (also Vital Strike; +1
medium; +1 level) + Shape Spell (ray to target; +0 level) + Augment Spell (BAB +11 effects; +2 levels) +
level) + Restricted Spell (access to Void domain, etc.; - Extend Spell (1 rd./level to 1 min./level; +1 level) +
1 level) = 2nd level (1st with access to Void domain); Restricted Spell (access to Damnation domain; -1
damage cap 5d6 and fatigued (Fort half/neg.). level) = 5th level (listed as 6th); subject gains Improved
Variants: Grapple, constrict (base 4d6), and resistance to fire 5/2
 Eye of IborighuFB (arcane) is Reduced (10d6 to 5d6; - levels (40 max.) for 1 min./level.
1 level) = 1st level; damage cap 5d6 cold plus Investiture of the Bearded DevilFC2: Inure (fire; 0
fatigued. level) + Cascade Spell [(ivisible needle; +1 level) +
 FrostbiteUM incorporates Merciful Spell (+0 levels) Concentration Spell (swift action; +3 levels) + Reach
and Concentration Spell (standard; +1 level), Spell (close to touch; -1 level) + Manifested Spell (-1
requires a melee touch attack (-1 level), and is level)] + Restricted Spell (access to Damnation
Reduced (-1 level) = 1st level; 1 touch/rd. deals 1d6 domain; -1 level) = 1st level (listed as 3rd); subject gains
nonlethal/level (max 5d6; Winter 1d6) plus fatigue. resistance to fire 5/2 levels (15 max.) and secondary
 HeartfreezeFB incorporates Energy Admixture natural attack (beard) for up to 5d6 piecing (base).
(negative energy; +1 level), and is Extended (inst. Investiture of the Chain Devil FC2: Bestow feat
to 1 rd./level; +2 levels) and Augmented (Combat Reflexes; 1st level) + Cascade Spell (inure: fire;

Spells (Grimoire), p. 174


+1 level) + Mass Effect Spell (also Lunge; +1 level) + touch; -1 level) + Channel Spell (+1 level) + Extend
Extend Spell (1 rd./level to 1 min./level; +1 level) + Spell (onset: inst. to 1 min./level; +3 levels)] +
Restricted Spell (access to Damnation domain; -1 Restricted Spell (access to Damnation domain; -1
level) = 3rd level; subject gains Combat Reflexes, level) = 7th level; subject gains restance to fire and cold
Lunge, and resistance to fire 5/2 levels (30 max.) for 1 20, and melee attacks deal up to +27d6 cold plus
min./level. slowed 1 rd./level (divide damage and duration among
Investiture of the ErinyesFC2: Compel (approach; 2nd attacks each round).
level) + Cascade Spell (inure: fire; +1 level) + Investiture of the Malebranche FC2: Bestow feat (Vital
Concentration Spell (partial action; +2 levels) + Strike; 1st level) + Cascade Spell (inure: fire; +1 level) +
Restricted Spell (access to Damnation domain; -1 Augment Spell (BAB +16 effects; +3 levels) + Extend
level) = 4th level; subject gains resistance to fire 5/2 Spell (1 rd./level to 1 min./level; +1 level) + Restricted
levels (30 max.) and as a partial action each round can Spell (access to Damnation domain; -1 level) = 5th level
force a creature within Close range to approach and (listed as 6th); subject gains resistance to fire 5/2 levels
then stand still. (40 max.) and Vital Strike +6d6.
Investiture of the Harvester DevilFC2: Inure (fire; 0 Investiture of the NarzugonFC2: Inure (fire: 0 level) +
level) + Cascade Spell [(invocation of the knife; +1 level) Cascade Spell [(compel: don’t move; +3 levels) +
+ Ray Splitting (+1 level) + Reach Spell (close to touch; Concentration Spell (swift action; +3 levels) + Pattern
-1 level) + Lingering Evocation (+1 level) + Channel Spell (visual; -1 level)] + Restricted Spell (access to
Spell (+1 level) + Extend Spell (onset: inst. to 1 Damnation domain; -1 level) = 4th level (listed as 5th);
min./level; +3 levels) + Extend Spell (bleed: 1 rd./level subject gains resistance to fire 5/2 levels (30 max.) and
to 1 min./level; +1 level)] + Restricted Spell (access to swift gaze attack causing 1 creeature to stand still and
Damnation domain; -1 level) + Reduce Spell (15d6 to take no actions for 1 rd.
5d6 and 40 to 15; 2 levels) = 4th level; subject gains Investiture of the OrthonFC2: Inure (fire; 0 level) +
resistance to fire 15, and its melee attacks deal up to Energy Admixture (acid; +0 levels) + Cascade Spell
+9d6 piercing (divided among attacks) plus 1d6 bleed [(sound lance; +2 levels) + Reach Spell (close to touch; -
for 1 min./level. 1 level) + Shielding Spell (+1 level) + Extend Spell
Investiture of the Hellfire EngineFC2: Iron body (8th (inst. to 1 min./level; +3 levels)] + Cascade Spell
level) – Personal Spell (+1 level) – Augment Spell (-4 [(warding: teleportation; +1 level) + Shape Spell (target
levels) + Cascade Spell (inure: fire; +1 level) + Cascade to emanation; +2 levels) + Personal Spell (-1 level)] +
Spell [(jet of flame; +1 level) + Overwhelming Restricted Spell (access to Damnation domain; -1
Evocation (+1 level) + Concentration Spell (standard; level) + Reduce Spell (40 to 30 and +15 to +10; -1 level)
+1 level)] + Restricted Spell (access to Damnation = 5th level; subject gains resistance to acid and fire 15,
domain; -1 level) = 8th level (listed as 9th); subject gains radiates 20-ft. aura preventing teleportation, and
iron body, resistance to fire 5/2 levels (50 max.), and melee attackers take 1d6 +10 sonic per hit.
as a standard action can breath a 30-ft. cone of fire Investiture of the Pit FiendFC2: Polymorph (fiend; 3rd
(damage cap 15d6, Reflex half, energy resistance does level) + Variable Spell (+1 level):
not apply).  Damage attribute (Str; +1 level) + Shape Spell (target
Investiture of the Horned Devil FC2: Bestow feat to emanation; +2 levels) + Personal Spell (-1 level) +
Staggering Strike; 1st level) + Cascade Spell (inure: fire; Widen Spell (20’r. to 10’r.; -1 level) = +1 level; 10-ft.
+1 level) + Augment Spell (BAB +16 effects; +3 levels) aura dealing 1d4 Str (Fort neg.).
+ Extend Spell (1 rd./level to 1 min./level; +1 level) +  Spook (+1 level) + Shape Spell (target to emanation;
Restricted Spell (access to Damnation domain; -1 +2 levels) + Personal Spell (-1 level) + Widen Spell
level) = 5th level (listed as 8th); subject gains resistance (20’r. to 10’r.; -1 level) = +1 level; 10-ft. aura panics
to fire 5/2 levels (40 max.) and Staggering Strike 1 rd./level.
(staggered 1 rd. plus Fort or stunned 1 rd. and
+ Extend Spell (inst. to 1 min./level; +3 levels) +
staggered 1d4+1).
Restricted Spell (access to Damnation domain; -1
Investiture of the Ice DevilFC2: Inure (fire; 0 level) +
level) = 7th level (listed as 9th); subject becomes pit
Energy Admixture (cold; +0 levels) + Cascade Spell
fiend: +2 Str, +2 AC, darkvision 60 ft., fly 120 ft., DR
[(slow: q.v.; +3 levels) + Cascade Spell (ray of frost: +1
10/good, regeneration 5, natural attacks (bite, 2 claws,
level) + Ray Splitting (+1 level) + Reach Spell (close to

Spells (Grimoire), p. 175


2 wings, 1 tail), resist fire 20; plus aura as above Invisibility, Mass: Glamer (1st level) + Cascade
(choose effect each round). Spell (skill enhancement: Stealth; +1 level) + Augment
Investiture of the Spined Devil FC2: Invisible needle (0 Spell (invisibility; +1 level) + Reach Spell (touch to
level) + Ray Splitting (+1 level) + Manifested Spell (-1 long; +2 levels) + Extend Spell (1 rd./level to 1
level) + Concentration Spell (standard; +1 level) + hr./level; +3 levels) + Communal Spell (+1 level) +
Delay Spell (need not use spines each round; +1 level) Pacific Spell (-2 levels) = 7th level; affects up to 600
+ Cascade Spell (inure: fire; +1 level) + Restricted Spell creatures for 1 rd./level each, or up to 60 for 1
(access to Damnation domain; -1 level) = 2nd level; min./level each, masking from sight, sound, smell,
subject gains resistance to fire 5/2 levels (max. 30) and touch, and heat sense.
can fire 3 spines as a standard action (base damage Invisibility, SelectiveRRE: Glamer (1st level) +
cap 6d6 piercing, divided among them). Selective Spell (+1 level) + Augment Spell (invisibility;
Investiture of the Steel DevilFC2: Deflection (0 level) +1 level) + Widen Spell (20’r. to 60’r.; +2 levels) +
+ Cascade Spell (blessing; +1 level) + Augment Spell Extend Spell (1 rd./level to 1 min./level; +1 level) +
(+3 total bonus; +1 level) + Augment Spell [(+3 to +7; Pacific Spell (-2 levels) + Augment Spell (tactile and
+4 levels) + Location-Specific Spell (adjacent to at least thermal; +1 level) = 5th level; selected creatures in 60’r.
1 other under effects of this spell per +1 increse; -2 emanation are masked to all senses, except to each
levels)] + Cascade Spell (inure: fire; +1 level) + other.
Restricted Spell (access to Damnation domain; -1 Invisibility, SuperiorCA: Glamer (1st level) +
level) = 4th level; subject gains +3 profane bonus to Augment Spell (invisibility; +2 levels) + Cascade Spell
attacks and damage, +3 deflection to AC, and (skill enhancement: Stealth; +1 level) + Extend Spell (1
resistance to fire 5/2 levels (max. 30). If adjacent to rd./level to 1 hr./level; +3 levels) = 7th level; creature
others also under this spell, the bonuses increase by touched is invisible; smell, sound, tactile, and thermal
+1 per such creature (total +7 max.). cues absent; and +1/2 levels to Stealth (max. +10).
InvigorateAPG: Warding (debilitation; 1st level) + Still Effect is not broken by attacking.
Spell (+1 levels) + Irresistible Spell (+2 levels) + Effect- Invisibility, SwiftCAd: Glamer (1st level) + Cascade
Specific Spell (fatigue and exhaustion only; -2 levels) + Spell (skill enhancement: Stealth; +1 level) + Augment
Extend Spell (1 min./level to 10 min./level; +1 level) + Spell (invisibility; +1 level) + Extend Spell (1 rd./level
Phantasmal Spell (-1 level) + Restricted Spell (bard or to 1 min./level; +1 level) + Personal Spell (-1 level) +
illusionist; -1 level) = 1st level; suspends fatigue and Sudden Spell (+0 levels) + Pacific Spell (-2 levels) = 1st
exhaustion effects for the duration, then deals 3d6 level; swift casting makes you invisible (and +1/2
nonlethal when effect ends. levels, max. +5, to Stealth) for 1 rd. or until you attack.
Invigorate DeadRR: Warding (death; 1st level) + AKA disappearRR.
Irresistible Spell (+3 levels) + Cascade Spell (slow; -3 Invisibility, VanishAPG: Glamer (1st level) + Cascade
levels) + Extend Spell (1 min./level to 1 hr./level; +2 Spell (skill enhancement: Stealth; +1 level) + Augment
levels) + Ritual Spell (full round; -1 level) = 2 nd level Spell (invisibility; +1 level) + Pacific Spell (-2 levels) =
(listed as 3rd); recently-dead creature has [dead] 1st level; subject invisible to sight and +1/2 levels to
condition temporarily suspended, but is slowed. Stealth (max. +5) for 1 rd./level.
Invigorate ItemAUG: Enhancement (2nd level) + Invisibility to ConstructsDD: Glamer (1st level) +
Variable Spell (all SLAs of designated item; +1 level) + Cascade Spell (skill enhancement: Stealth; +1 level) +
Extend Spell (1 min./level to 1 rd./level; -1 level) = 2 nd Augment Spell (invisibility; +1 level) + Pacific Spell (-2
level; +1 enhancement to SLA save DCs of magic item levels) + Extend Spell (1 rd./level to 10 min./level; +2
touched for 1 rd./level. levels) + Creature-Specific Spell (constructs; -2 levels)
Invisibility Sphere: Glamer (1st level) + Widen Spell = 1st level.
(20’r. to 10’r. emanation; -1 level) + Augment Spell Invisible MailCWH: Mage armor (0 level) + Cascade
(invisibility; +2 levels) + Selective Spell (+1 level) + Spell [(inure: bludgeoning; +1 level) + Energy
Extend Spell (1 rd./level to 1 min./level; +1 level) + Admixture (piercing and slashing; +0 levels) +
Tenuous Spell (those entering sphere after casting are Tenuous Spell (magic; -1 level) + Extend Spell (1
not affected; -1 level) = 3rd level; those in 10’r. min./level to 1 hr./level; +2 levels)] + Augment Spell
emanation are invisible to those not affected. (+4 to +8; +2 levels) + Personal Spell (-1 level) = 3 rd

Spells (Grimoire), p. 176


level; you gain +8 armor bonus to AC and DR (evocation); 1st level) + Extend Spell (1 rd./level to 1
5/adamantine or magic (DR 10 at CL 12th). min./level; +1 level) + Cascade Spell (blessing; +1
Invoke DeityPnA: Variable Spell (choose one domain level) = +4 levels; you gain +1 to attacks and
at the time of casting; +1 level): damage, +1 to the DCs of your evocation spells,
 Air: Fly (4th level); you gain fly 60 ft., with +1/2 and your weapon attacks bypass object hardness
levels bonus to checks. and DR/adamantine.
 Animal: Polymorph (animal; 3rd level) + Cascade  Earth: Warding (Dex drain; 1st level) + Cascade
Spell (enhancement; +2 levels) + Effect-Specific Spell Spell (inure: slashing; +1 level) + Energy Admixture
(natural armor; -2 levels) + Cascade Spell (speak (bludgeoning and piercing; +0 levels) + Maximize
with animals; +1 level) = +4 levels; you gain +2 Str, Spell (+2 levels) = +4 levels; you gain DR
+2 natural armor (+1/4 levels), low-light vision, bite 10/adamantine and are immune to petrifaction and
attack (1d6), and can speak with animals. other Dex drain effects.
 Artifice: Polymorph (construct; 3rd level) + Cascade  Evil: Bestow feat (Improved Critical; 1st level) +
Spell [(resistance; +1 level) + Augment Spell (+3 Augment Spell (BAB +11 effects; +2 levels) +
bonus; +1 level) + Effect-Specific Spell (Fort and Extend Spell (1 rd./level to 1 min./level; +1 level) =
Will saves; -1 level)] = +4 levels; you become +4 levels; you gain expanded crit threat range, and
construct, gain +3 bonus to Fort and Will saves. threats are automatically confirmed.
 Chaos: Warding (precision damage; +1 level) +  Fate: Remove condition (afflictions; 1st level) +
Irresistible Spell (protects against nonmagical Cascade Spell (deflection; +1 level) + Extend Spell
precision damage; +2 levels) + Cascade Spell [(align (inst. to 1 min./level; +3 levels) + Lucky Spell (+1
weapon: chaos; +2 levels) – Variable Spell (fixed level) + Reduce Spell (3 steps to 1 step; -2 levels) =
alignment; -1 level)] = +4 levels; you are immune to +4 levels; [afflictions] affecting you are reduced by
precision damage and penetrate DR/chaotic. 1 step, or you gain +2 luck bonus to AC, attacks,
 Charm: Attribute boost (Cha; 0 level) + Consecrate damage, saves, and checks.
Spell (+1 level) + Augment Spell (+8 bonus; +3  Fire: Warding (fire; 1st level) + Irresistible Spell (+2
levels) = +4 levels; you gain +8 sacred/profane levels) + Cascade Spell (jet of flame; +1 level) +
bonus to Charisma. Concentration Spell (standard; +1 level) + Reduce
 Community: MindlinkSRD (1st level) + Cross-Class Spell (10d6 to 5d6; -1 level) = +4 levels; you are
Spell (divine; +1 level) + Mass Effect Spell (1 immune to fire and can make ranged touch attacks
creature/3 levels; +2 levels) = +4 levels; you can for 5d6 fire as a standard action.
communicate telepathically with 1 creature/3  Good: Warding (fear; 1st level) + Cascade Spell
levels. (compulsions; +1 level) + Irresistible Spell (+2
 Darkness: Eyes of the voidACG (q.v.; 4th level); you levels) = +4 levels; you are immune to fear and
can see in darkness (even magical darkness). compulsions.
 Death: Warding (negative energy; 1st level) +  Healing: Bestow feat (Empower spell; +1 level) +
Cascade Spell (spark of life; +1 level) + Mass Effect Cascade Spell (bestow feat: Sudden Metamagic; +1
Spell (1/level; +2 levels) + Effect-Specific Spell (only level) + Effect-Specific Spell (healing spells only; -2
when exposed to negative energy; -2 levels) + levels) + Cascade Spell (spark of life; +1 level) +
Delay Spell (as exposed; +1 level) + Expedient Spell Extend Spell (inst. to 1 min./level; +3 levels) = +4
(max. healing = total amount of negative energy; -1 levels; you gain fast healing 1/level (max. 10) and
level) + Cascade Spell (warding: [death] effects; +1 can Empower healing spells as if using the Sudden
level) = +4 levels; you are immune to negative Metamagic feat.
energy and [death] effects, and up to one  Knowledge: Attribute boost (Int; 0 level) +
time/level you are exposed to negative energy, you Consecrate Spell (+1 level) + Augment Spell (+8
heal a like amount (max. 10d6). bonus; +3 levels) = +4 levels; you gain +8
 Destruction: Transmute (1st level) + Widen Spell (1 sacred/profane bonus to Intelligence.
lb. to 3 lbs.; +1 level) + Augment Spell (rare metal;  Law: Warding (transmutation; 1st level) + Cascade
+1 level) + Object-Specific Spell (weapon only; -2 Spell (warding: confusion; +1 level) + Irresistible
levels) + Cascade Spell (bestow feat: Spell Focus Spell (+2 levels) = +4 levels; you are immune to
confusion and transmutation effects.

Spells (Grimoire), p. 177


 Liberation: Attribute boost (Dex; 0 level) +  Trickery: Glamer (1st level) + Extend Spell (1
Consecrate Spell (+1 level) + Augment Spell (+8 rd./level to 1 min./level; +1 level) + Cascade Spell
bonus; +3 levels) = +4 levels; you gain +8 (skill enhancement; +1 level) + Cascade Spell (skill
sacred/profane bonus to Dexterity. enhancement; +1 level) = +4 levels; You are
 Madness: Ray of obliviousness (1st level) + Shape disguised by illusion (visual, auditory, and
Spell (ray to target; +0 levels) + Concentration Spell olfactory) and gain +1/2 levels to two of the
(swift action; +3 levels) = +4 levels; 1/rd. as a swift following skills: Bluff, Perform (acting), Sleight of
action, you can impose a penalty to Wis equal to Hand, Stealth.
1d6 + ½ levels (+10 max., confused at 1, Intuition  Void: Warding (cold; 1st level) + Cascade Spell
half) lasting 1 rd./level. (warding: suffocation; +1 level) + Irresistible Spell
 Magic: Spell resistance (q.v.; 5th level) + Cascade (+2 levels) = +4 levels; you are immune to cold,
Spell (damage attribute: Str; -1 level) = +4 levels; vacuum, and suffocation.
you gain SR 10 + Concentration modifier, but also  War: Blessing (0 level) + Augment Spell (+4 total
take 1d4 Str damage. bonus; +2 levels) + Cascade Spell (bestow feat:
 Nobility: Command (1st level) + Concentration Spell Living Focus; +1 level) + Extend Spell (1 rd./level to
(swift action; +3 levels) = +4 levels; you can use 1 min./level; +1 level) = +4 levels; you are +4 to
command as a swift action 1/rd. attacks, damage, and saves vs. fear, and your
 Plant: Warding (afflictions; 1st level) + Cascade Spell spells have no divine focus component.
(warding: inertia; +1 level) + Irresistible Spell (+2  Water: Bestow feat (Favored Terrain: underwater;
levels) = +4 levels; you are immune to [afflictions] 1st level) + Mass Effect Spell (1/3 levels; +2 levels) +
and [inertia] conditions. Extend Spell (1 rd./level to 1 min./level; +1 level) =
 Protection: Choose 4 levels worth of options: non- +4 levels; you gain swim speed 10 ft. per 3 levels,
extended delay poison (1st level), cross-class mage hold breath, water breathing at CL 6 th, immune to
armor (2nd level), spark of life (up to 10d6 temp. hp; pressure and suffocation at CL 9th, freedom of
1st level), protection from chaos/evil/good/law (1st movement underwater at CL 12th, and become an
level), variable inure (1st level), cross-class shield actual native water elemental at CL 15th.
(2nd level), shield of faith (1st level).  Weather: Bestow feat (Favored Terrain: swamps; 1st
 Rune: Warding (magic traps; 1st level) + Shape Spell level) + Extend Spell (1 rd./level to 1 min./level; +1
(target to emanation; +2 levels) + Selective Spell (+1 level) + Effect-Specific Spell (terrain sight only; -2
level) = +4 levels; magic traps within 20 ft. of you levels) + Cascade Spell (warding: electricity; +1
are suppressed unless you choose otherwise, and level) + Cascade Spell (warding: sonic; +1 level) +
you are immune to their effects. Irresistible Spell (+2 levels) = +4 levels; you are
 Scalykind: Sickening touch (0 level) + Cascade Spell immune to electricity and sonic damage, and can
(invisible needle; +1 level) + Concentration Spell see through fog, rain, etc.
(swift action; +3 levels) + Manifested Spell (-1 level) + Extend Spell (1 min./level to 10 min./level; +1 level)
= +4 levels; you gain a secondary bite attack for up + Personal Spell (-1 level) + Ritual Spell (full round; -1
to 10d6 piercing plus sickened 1 rd./level. level) + Restricted Spell (worshipper of deity granting
 Strength: Attribute boost (Str; 0 level) + Consecrate specified domain; -1 level) = 3rd level (listed as 4th).
Spell (+1 level) + Augment Spell (+8 bonus; +3 Invoke MagicLoM: Warding (null magic; 1st level) +
levels) = +4 levels; you gain +8 sacred/profane Irresistible Spell (+3 levels) + Shape Spell (target to
bonus to Strength. emanation; +2 level) + Personal Spell (-1 level) +
 Sun: Light (0 level) + Augment Spell (bright light; Widen Spell (20’r. to 360’r.; +4 levels) + Sudden Spell
+1 level) + Cascade Spell (warding: sensory; +1 (+0 levels) = 9th level; as a swift action, you allow your
level) + Irresistible Spell (+2 levels) = +4 levels; you magic to function for 1 rd. even in an antimagic field,
are immune to blindness, deafness, etc., and dead magic zone, or null magic plane.
radiate bright light. Invoked ApocalypseAUG: Sound lance (1st level) +
 Travel: Attribute boost (Con; 0 level) + Consecrate Energy Admixture (acid, cold, electricity, and fire; +0
Spell (+1 level) + Augment Spell (+8 bonus; +3 levels) + Reach Spell (close to line of sight; +4 levels) +
levels) = +4 levels; you gain +8 sacred/profane Shape Spell (ray to cylinder; +2 levels) + Widen Spell
bonus to Constitution.

Spells (Grimoire), p. 178


(10’r. to ½ mi.; +6 levels) + Extend Spell (inst. to 1 to 10 min./level; -1 level) + Personal Spell (-1 level)
rd./level; +2 levels) + Cascade Spell (whelm; -1 level) + + Cascade Spell (invocation of the knife; +1 level) +
Ritual Spell (-2 levels) + Reduce Spell (25d6 to 10d6; -3 Ray Splitting (+1 level) + Extend Spell (inst. to 1
levels) = 9th level; 2d6 each acid, cold, electricity, fire, rd./level; +2 levels) + Reduce Spell (15d6 to 5d6; -2
and sonic (Reflex half) in 1-mile diameter circle to a levels) = 2nd level; damage cap 7d6. You gain +4
height of 2.5 miles, up to ¼ mile/level away, each shield bonus to AC and can make iterative ranged
round for 1 rd./level. Caster takes 25d6 nonlethal. touch attacks for 2d6 slashing each.
Involuntary ShapeshiftingRE: Compel (change form;  Strangling HairUM: Energy mace (0 level) + Cascade
2nd level) + Cascade Spell (ray of entropy; +2 levels) + Spell (bind; +1 level) + Augment Spell (grapple; +1
Extend Spell (inst. to 1 rd./level; +2 levels) + Reduce level) + Concentration Spell (swift action; +3 levels)
Spell (15d6 to 5d6; -2 levels) = 4th level; subject must + Reduce Spell (15d6 to 5d6; -2 levels) = 3rd level;
change shape each round and takes 5d6 damage Close ranged touch attacks deal 5d6 bludgeoning
when doing so (Will neg./half). plus grappled.
Invulnerability to WeaponsCWH: Warding (1st level) Iron SilenceCAd: Glamer (1st level) + Extend Spell (1
+ Mass Effect (1/3 levels; +3 levels) + Irresistible Spell rd./level to 1 hr./level; +4 levels) + Mass Effect Spell
(+2 levels) + Shape Spell (target to emanation; +2 (1/3 levels; +2 levels) + Item-Specific Spell (armor
levels) + Selective Spell (1-way; +1 level) + Personal only; -2 levels) + Ritual Spell (full round; -1 level) +
Spell (-1 level) + Widen Spell (20’r. to 5’r.; -2 levels) + Reduce Spell (no olfactory, tactile; -2 levels) = 2 nd
Extend Spell (1 min./level to 1 rd./level; -1 level) = 5 th level; negates armor check penalty to Stealth.
level; those within 5 ft.of you take no bludgeoning, Iron StakeUW: Sickening touch (0 level) + Reach Spell
piercing, or slashing damage (but can still use (touch to close; +1 level) + Augment Spell (ailing; +1
physical weapons dealing those types of damage). level) + Creature-Specific Spell (with DR/cold iron; -2
Iron ButterfliesRR2: Invcocation of the knife (0 level) + levels) + Cascade Spell (invisible needle; +1 level) +
Cascade Spell (lesser versatile weaponAPG; +1 level) + Cascade Spell (bestow feat: Cold Iron Strike; +1 level) +
Cascade Spell (sickening touch; +1 level) + Augment Irresistible Spell (+2 levels) + Reduce Spell (10d6 to
Spell (ailing; +1 level) + Shape Spell (target to cone; +1 5d6; -1 level) = 3rd level; ranged touch deals 5d6
level) + Widen Spell (30 ft. to 60 ft.; +1 level) + piercing (penetrates DR/cold iron and bypasses SR),
Creature-Specific Spell (fey; -2 levels) = 3rd level and creatures with DR/cold iron are left ailing 1
(divine 4th); damage cap 10d6 slashing (bypasses rd./level (Fort neg.).
DR/cold iron, Reflex half) and ailing 1 rd./level (Fort Iron StormRR: Invocation of the knife (0 level) +
neg.) vs. fey in 60-ft. cone. Energy Admixture (electricity; +0 levels) + Reach Spell
Iron ScarfCA: Invocation of the knife (0 level) + (close to medium; +1 level) + Shape Spell (emanation;
Cascade Spell (bind; +1 level) = 1st level; damage cap +2 levels) + Extend Spell (inst. to 1 rd./level; +2 levels)
5d6 slashing plus entangled 1 rd./level. Note that this + Reduce Spell (15d6 to 5d6; -2 levels) = 3 rd level; 2d6
spell includes the effects of the entangling scarf spell, slashing and 3d6 electricity/rd. to those in 20’r.
and is resolved as a ranged touch attack rather than a IrongutsMF: Resistance (0 level) + Consecrate Spell
ranged attack. Variants: (+1 level) + Augment Spell (+2 levels) + Extend Spell
 Decapitating ScarfCA: Invocation of the knife (0 level) + (1 min./level to 10 min./level; +1 level) + Effect-Specific
Cascade Spell (bestow feat: +2 levels) + Mass Effect Spell (Fort saves only; -2 levels) + Effect-Specific Spell
Spell (1/3 levels: Improved Weapon Maneuvers, ([afflictions]; -1 level) = 1 st level; subject gains +5
Weapon Specialization, Severing Strike, Improved sacred bonus vs. afflictions for 10 min./level.
Critical; +2 levels) + Augment Spell (BAB +16 IronheartRR: Resistance (0 level) + Variable Spell (+1
effects; +3 levels) = 7th level; close ranged attack at level) + Augment Spell (+5 total bonus; +2 levels) +
+4 to hit, damage cap 20d6+5/19-20/x3 and Delay Spell (swift action; +3 levels) + Interrupting
decapitated if Fort save failed. Additional feat Spell (+1 level) + Extend Spell (1 min./level to 1 rd.; -2
effects with caster level: 15th—Insightful Strike, 18th levels) + Ritual Spell (full round; -1 level) = 4 th level;
—Vital Strike. subject gains +5 to saves for 1 rd. as an immediate
 Silk to SteelUM: Mage armor (1st level) + Variable Spell action, or can use smaller bonuses multiple times
(shield bonus; +1 level) + Extend Spell (11 hr./level until +5 total is reached (the Interrupting component

Spells (Grimoire), p. 179


allows the subject to gauge the margin by which a (ranger or access to Winter domain; -1 level) = 0 level;
save would otherwise fail). +1/2 levels (+5 max.) to Stealth in wintry terrain.
IronheartSLPG: Resistance (0 level) + Augment Spell
(+5 total bonus; +3 levels) = 3rd level; subject gains +5 J-K
resistance to saves for 1 min./level. Jaws of the Wolf : Summon (1st level) + Augment
SC

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

Spells (Grimoire), p. 180


levels) + Concentration Spell (standard; +1 level) = 1 st Effect-Specific Spell (enchantments only; -2 levels) +
level; wards against magical silence. Shielding Spell (+1 level) + Irresistible Spell (no check
Joyful RaptureUM: Remove condition (emotion needed; +2 levels) + Ritual Spell (-2 levels) = 1 st level
effects; 1st level) + Cascade Spell (remove condition: (listed as 3rd); next enchantment spell targeting you
attribute damage; +2 levels) + Shape Spell (target to affects caster instead (save applies). Note numen cost
burst; +2 levels) + Widen Spell (20’r. to 40’r.; +1 level) for latent spell effects.
= 6th level; removes up to 6d6 attribute damage and/or Justice, Hedrada’sRR2: Blessing (0 level) + Augment
serious [emotion] conditions (or renders critical ones Spell (+5 total bonus; +4 levels) + Extend Spell (10
merely minor) for those in 20’r. burst. min./level to 1 hr./level; +1 level) + Creaure-Specific
Judgment UndonePnA: True resurrection (9th level) + Spell (only against last creature to injure you; -2
Irresistible Spell (can affect outsider; +2 levels) + levels) + Personal Spell (-1 level) = 2nd level (listed as
Creature-Specific Spell (planar petitioner; -2 levels) + 3rd); you gain +5 sacred bonus to attacks and damage
Cascade Spell (extend lifeAUG; +5 levels) + Cascade Spell against the last creature to have injured you during
(summon monster IX: olethros psychopomp; -5 levels) = the spell’s duration.
9th level; you restore planar petitioner to mortal life, Karmic AuraCM: Touch of fatigue (0 level) + Reach
removing 1d4 age penalty from each attribute (if Spell (touch to close; +1 level) + Extend Spell (fatigue:
applicable). 1 min./level to 1 rd./level; -1 level) + Shielding Spell
Jump: Skill enhancement (Athletics; 0 level) + (+1 level) + Sudden Spell (+0 levels) + Mass Effect
Augment Spell (+1 level) + Cascade Spell (celerity; +1 Spell (1/3 levels; +2 levels) = 3 rd level (listed as 1st);
level) + Extend Spell (1 rd./level to 1 min./level; +1 after swift casting, those within close range who
level) + Effect-Specific Spell (jumping only; -2 levels) + damage you during the next round are fatigued 1
= 1st level; +1/2 levels (+10 max.) to Athletics checks to rd./level (up to 1 attack/3 levels).
jump, and always treated as if have a running start (if Karmic BacklashCM: Karmic aura (q.v.; 3rd level) +
actually running, treat speed as 10 ft. greater). Augment Spell (exhaust; +1 level) = 4th level (listed as
Jungle’s RaptureSC: Damage attribute (Dex; 1st level) 3rd).
+ Crippling Drain (+1 level) + Reach Spell (touch to Karmic RetributionCM: Inertia (0 level) + Still Spell
medium; +1 level) + Accursed Spell (+1 level) + Extend (+1 level) + Augment Spell (stun; +3 levels) +
Spell (+2 levels) + Restricted Spell (access to Plant Shielding Spell (+1 level) + Sudden Spell (+0 levels) +
domain, etc.; -1 level) = 4th level (listed as 5th); target Mass Effect Spell (1/3 levels; +2 levels) = 7th level
takes 1d4 Dex drain/day, turning to shrub/tree at Dex (listed as 6th); as a swift action, those within close
0 (i.e., wood instead of stone). You must invest 1,200 x range who damage you during the next round must
CL numen (4th level x 50 x 6) to maintain the effect past save or be stunned 1 rd. (up to 1 attack/3 levels).
the 1st day. Variant: KeepsakeRRO: Enhancement (2nd level) + Effect-
 Green CaressHA: Damage attribute (1st level) + Specific Spell (hardness; -2 levels) + Cascade Spell
Crippling Drain (+1 level) + Mass Effect Spell (1 (mage hand; +1 level) + Cascade Spell (modified spark
attribute/3 levels; +2 levels) + Accursed Spell (+1 of life; +1 level) + Extend Spell (conc. to 1 hr./level; +4
level) + Cross-Class Spell (transmutation levels) + Accursed Spell (+1 level) + Ritual Spell (-2
[polymorph: plant]; +1 level) = 6th level; touch deals levels) = 5th level; item specified is +1/3 levels to
1d4 drain to Str, Dex, Con (and Int at CL 12 th, Cha hardness, gains 10d6 temp. hp, and stays within 20 ft.
at 15th, Wis at 18th). Invest 300 x CL numen for drain of you at all times. Invest 250 x CL numen to extend
to recur each day (becomes normal shrub if any beyond 1 hr./level.
score reduced to 0) until curse removed or Ki ArrowUM: Invisible needle (0 level) + Reach Spell
polymorphed back to normal. (close to medium; +1 level) + Cascade Spell (bestow
feat: Versatile Strike; +1 level) + Silent Spell (+1 level) +
Just AllyPC: Summon (1st level) + Augment Spell (CR
Manifested Spell (-1 level) + Reduce Spell (10d6 to
8 shield archon; +5 levels) + Extend Spell (1 rd./level
5d6; -1 level) = 1st level; one Medium ranged (thrown
to 1 min./level; +1 level) + Restricted Spell (servant of
weapon) attack deals 1d6 piercing/level (5d6 max.)
lawful good; -1 level) = 6th level.
plus Str modifier and carries improvements that
Just Reversal, Jevicca’sAUG2: Dispel (0 level) +
apply to your unarmed attacks.
Augment Spell (reverse back onto caster; +2 levels) +

Spells (Grimoire), p. 181


Ki LeechAPG: Dispel (0 level) + Channel Spell (+1 level; dispels an arcane lock or suspends magical
level) + Augment Spell (transfer spell slot to you; +1 treatment to a door’s hardness and break DC, and
level) = 2nd level; melee attack also steals highest-level deals 1d6 force/level (max. 10d6; bypasses hardness)
spell/slot available (opposed Concentration check to the door or lock. It does not auto-bypass locks, in
needed for success). Cf. power leechSRD. keeping with the general rules governing “Spells that
Kin CurseAUG2: Compel (kill nearest blood relative; Supersede Skills and Class Features.” AKA open
2nd level) + Accursed Spell (+1 level) + Extend Spell (1 doorAUG. Variants:
rd. to 1 min./level; +2 levels) = 5th level; target must go  Bigby’s battering gauntletGA is Long range (+1 level)
and kill his or her nearest blood relative. Invest 250 x and is repeatable each round with concentration
CL numen to maintain compulsion after 1 min./level. (standard; +1 level) = 4th level (listed as 3rd);
Kin LinkAUG2: Rary’s telepathic bond (q.v.; 5th level) + damage cap 15d6 force (bypasses hardness).
Creature-Specific Spell (all targets must be blood  Great KnockRR: Sound lance (1st level) + Shape Spell
relatives; -2 levels) = 3rd level. (ray to line; +1 level) + Overwhelming Evocation
Kinetic ControlSRD: Inure (slashing; 0 level) + (+1 level) = 3rd level (bard 2nd); damage cap 10d6
Energy Admixture: bludgeoning and piercing; +0 sonic (bypasses hardness and energy resistance);
levels) + Extend Spell (1 min./level to 1 hr./level; +3 when cast on a door or other portal, the line
levels) + Cascade Spell (energy mace; +1 level) + Ray extends beyond if the portal is destroyed.
Splitting (+1 level) + Reach Spell (close to touch; -1  Mass KnockSLPG: Knock (2nd level) + Reach Spell
level) + Delay Spell (expend incrementally; +1 level) + (close to medium; +1 level) + Mass Effect Spell (1
Maximize Spell (+2 levels) + Ritual Spell (full round; target/level; +3 levels) + Reduce Spell (20d6 to
1 level) + Reduce Spell (25d6 to 20d6; -1 level) = 9th 10d6; -2 levels) = 4th level.
level (listed as epic); you gain DR 15/adamantine, and
Know AgeTM2: Detection (age of subect; 2nd level) +
can deal up to 54 + 6/level (max. 174) bludgeoning by
Reach Spell (close to touch; -1 level) – Concentration
touch (divided as you choose; max. 120 with one
Spell (-1 level) = 0 level; you instantaneously know
touch).
the age of one creature or object touched.
Kiss of the ToadCA: Damage attribute (Con; 1st level)
Know AlignmentPH1: Detection (alignment; 2nd level)
Silent Spell (+1 level) + Extend Spell (inst. to 1
+ Shape Spell (cone to target; -1 level) + Extend Spell
rd./level; +2 levels) + Tenuous Spell (-1 level) +
(conc. to 1 rd./level; +2 levels) + Ritual Spell (full
Restricted Spell (wu jen; -1 level) = 2 nd level; touch
round; -1 level) = 2nd level; learn alignment of one
deals 1d4 Con/rd. (Fort half) 1 rd./level or until save.
creature/rd.
Kiss of the VampireLM: Polymorph (undead; 3rd
Know Direction and LocationSRD: Augury (2nd level)
level) + Extend Spell (1 min./level to 1 rd./level; -1
+ Effect-Specific Spell (location & direction only; -2
level) + Cascade Spell (bestow feat: Magical Talent; +1
levels) – Ritual Spell (+2 levels) + Cascade Spell (skill
level) + Cascade Spell (bestow feat: Magical Array; +1
enhancement: Knowledge (planes); +1 level) + Personal
level) + Personal Spell (-1 level) = 3 rd level (listed as
Spell (-1 level) = 2nd level (ranger, seer, etc. 1st); you
5th); for 1 rd./level, you gain undead type and a suite
have presentiment of your general location in terms
of racial spell-like abilities: 1 st—charm person, 2nd—
of a prominent local landmark, and the direction
personal gasous form, 3rd—vampiric touch, 4th—
you’re facing, and gain +1/2 levels (+5 max.) to
enervation, etc.
Knowledge (planes) check to figure out where in the
KnavescourAUG2: Acid splash (0 level) + Mass Effect
Multiverse you are.
Spell (1/level; +4 levels) + Reach Spell (close to touch;
Know Greatest EnemyMF: Detection (potential
1 level) + Delay Spell (when focus item touched; +1
combatants; 2nd level) + Concentration Spell (standard
level) = 4th level; up to 1 object/level deals up to 1d6
to swift; +2 levels) + Restricted Spell (paladin; -2
acid/level (max. 15d6) when next touched.
levels) = 2nd level; detects number, locations, and
Knight’s CallingAPG: Compel (move up to me; 2 nd
relative CR of creatures that have CR ratings. (Rather
level) + Restricted Spell (paladin; -2 levels) = 0 level.
than announcing CR values, the referee can use the
Knock: Dispel (0 level) + Reach Spell (touch to close;
rule of thumb that every 2 CR above or below the
+1 level) + Cascade Spell (bolt of force; +2 levels) +
caster’s represents another doubling or halving of his
Overwhelming Evocation (+1 level) + Object-Specific
or relative power.)
Spell (door or similar lockable item; -2 levels) = 2nd

Spells (Grimoire), p. 182


Know PeerageUI: Skill enhancement (Diplomacy; 0 L
level) + Cascade Spell (skill enhancement: Streetwise; +1 UW
Labyrinthine Wilds : Touch of fatigue (0 level) +
level) + Extend Spell (1 min./level to 10 min./level; +1 Cascade Spell (skill enhancement: Survival; +1 level) +
level) = 2nd level; subject +1/2 levels (+5 max.) to Cascade Spell (glamer; +1 level) + Augment Spell
Diplomacy and Streetwise. Variants: (remove memory; +1 level) + Shape Spell (target to
 Friendly faceRD also includes the Personal Spell feat horizontal wall; +2 levels) + Widen Spell (10-ft.
(-1 level, for 1st). squares to 1-mile squares; +7 levels) + Phantasmal
 Know CustomsTM2: Skill enhancement (Streetwise; 0 Spell (-1 level) + Accursed Spell (+1 level) + Ritual
level) + Cascade Spell (skill enhancement: Spell (-2 levels) + Cascade Spell (enervation; -4 levels) =
Diplomacy; +1 level) + Extend Spell (1 min./level to 6th level (listed as 5th); Survival checks to navigate 1 sq.
1 hr./level; +2 levels) + Location-Specific Spell mi./level are at -1/2 levels, and Intuition or forget
(tribe or village you are currently in; -2 levels) + route and details of travel and become fatigued.
Personal Spell (-1 level) + Restricted Spell (access Caster takes 1d4 temp. negative levels. Invest 300 x
to Community, Knowledge, or Travel domain; -1 CL numen to maintain effect past 1 rd./level (until
level) + Augment Spell (+2 levels) = 1 st level (listed dispelled).
as 3rd); you gain knowledge of local customs, Lamentable Belabourment, Leomund’sUA1: Compel
etiquette, and laws, for +1/2 levels (+10 max.) to (debate politely; 2nd level) + Still Spell (+1 level) +
Diplomacy and Streetwise checks there. Concentration Spell (+1 level) + Cascade Spell (lesser
Know ProtectionsMF: Skill enhancement (0 level) + compelling confusion; +1 level) + Extend Spell (1 rd. to 1
Variable Spell (Knowledge appropriate to creature rd./level; +1 level) + Delay Spell (confusion begins after
type; +1 level) + Personal Spell (-1 level) + Sudden debate ends; +1 level) + Language-Dependent Spell (-1
Spell (+0 levels) + Augment Spell (+1 level) = 1 st level; level) + Expedient Spell (Int limit; -1 level) = 5 th level;
swift casting grants you +1/2 levels (+10 max.) to subject (Int 3-14) debates politely, ignoring all else,
Knowledge check to identify DR, SR, resistances/ until you stop concentrating; thereafter, he or she
immunities, etc. for 1 rd. AKA demoncallBVD, know the saves again or attacks the nearest creature (or self, if
enemyUM. none near), or instead sits and cries at own
Know thy MasterRRO: Enhancement (2nd level) + foolishness (does nothing) if saves, for 1 rd./level.
Effect-Specific Spell (item function; -2 levels) + Lance of DisruptionS&M: Bolt of force (2nd level) +
Accursed Spell (+1 level) + Cascade Spell (enlarge; +3 Shape Spell (ray to line; +1 level) + Overwhelming
levels) + Selective Spell (+1 level) + Extend Spell (1 Evocation (+1 level) + Reduce Spell (15d6 to 10d6; -1
min./level to 10 min./level; +1 level) + Ritual Spell (-2 level) = 3rd level; Close line deals up to 10d6 force
levels) = 4th level; object -1/4 levels enhancement and (Reflex half; hardness, etc. do not apply).
weighs 8x normal when used by unauthorized Land of StabilityTM2: Warding (natural disasters; 1st
person. Invest 300 x CL numen to maintain effect level) + Shape Spell (target to cubes; +3 levels) +
indefinitely. Irresistible Spell (+2 levels) + Reach Spell (touch to
Know ValueCWH: Bestow feat (Eye for Larceny; 1st medium; +1 level) + Restricted Spell (access to Law or
level) + Cascade Spell (skill enhancement: Knowledge Protection domain; -1 level) = 6th level; natural and
(lore); +1 level) + Augment Spell (16 ramks effects; +3 magical avalanches, earthquakes, floods, windstorms,
levels) + Personal Spell (-1 level) = 3 rd level (rogue skill volcanic eruptions do not enter warded area of one
trick 2nd; listed as 5th); you can check at +1/2 levels to 10-ft. cube/level. Invest 6,000 x CL numen (6th level x
learn the types, number, and worth (to within 75%) of 500 x 2) to maintain the effect indefinitely.
all treasure within sight within 30 ft. of you. Languid VenomUI: Delay poison (q.v.; 2nd level) +
Kuo-Toa SkinSW: Warding (bind; 1st level) + Cascade Cascade Spell (skill enhancement: Craft (toxicology);
Spell (skill enhancement: Escape Artist; +1 level) + +1 level) + Accursed Spell (+1 level) = 4 th level (listed
Extend Spell (1 min./level to 1 hr./level; +2 levels) = 4 th as 2nd); poison gains 1 hr./level onset time, -1/2 levels
level (listed as 2nd); subject +1/2 levels to Escape Artist to be detected or identified. Invest 200 x CL numen to
and is immune to magical [restraint]. maintain until activated.
Languid Venom, ContingentUI: Languid venomUI
(q.v.; 4th level) + Delay Spell (end onset time when

Spells (Grimoire), p. 183


specified triggering event occurs; +1 level) = 5th level half/neg.), ignore cover and concealment less than
(listed as 4th). total.
LanguorCD: Slow (3rd level) + Cascade Spell (ray of Lava SplashSK: Variable Spell (+1 level) + Selective
enfeeblement; +1 level) = 4th level; target staggered, Spell (+1 level):
entangled, and takes penalty to Str equal to 1d6  Jet of flame (0 level) + Irresistible Spell (+2 levels) =
+1/level (+15 max.). +2 levels; damage cap 10d6 fire (Reflex half, no SR)
Lash of ForceCM: Bolt of force (2nd level) + Cascade in 20’r. burst.
Spell (topple; +1 level) + Shape Spell (ray to line; +1  Spark of life (1st level) + Reach Spell (touch to close;
level) + Concentration Spell (swift; +3 levels) = 7 th +1 level) = +2 levels; firenewts in area instead heal
level; damage cap 20d6 plus knocked prone. up to 10d6 hp.
Last JudgmentBED: Plane shift (Hell; 6th level) +
+ Shape Spell (target to burst; +2 levels) + Reduce
Cascade Spell (ray of entropy; +1 level) + Cascade Spell
Spell (15d6 to 10d6; -1 level) = 5th level.
(damage attribute: Wis; +1 level) + Augment Spell
Law DevotionCC: Variable Spell (+1 level) +
(+2d4; +1 level) + Reach Spell (touch to medium; +1
 Deflection (0 level) + Augment Spell (+2 levels) +
level) + Shape Spell (ray to target; +0 levels) + Ritual
Extend Spell (1 min./level to 1 rd./level; -1 level) =
Spell (full round; -1 level) + Reduce Spell (25d6 to
1st level; or
20d6; -1 level) = 8th level; damage cap 20d6 plus 3d4
 Blessing (0 level) + Augment Spell (+3 levels) +
Wis and sent to Hell (save half/half/neg.).
Extend Spell (10 min./level to 1 rd./level; -2 levels)
Last RitesPnA: Spark of life (1st level) + Cascade Spell
= 1st level.
(inertia; +1 level) + Augment Spell (stagger; -1 level) +
+ Personal Spell (-1 level) + Sudden Spell (+0 levels) +
Transdimensional Spell (+1 level) = 2 nd level; damage
Restricted Spell (access to Law domain; -1 level) = 0
cap 5d6 plus staggered 1 rd. vs. undead and haunts.
level; as a swift action, gain +4 deflection or +4 to atks
Launch BoltMF: Invisible needle (0 level) + Reach
and damage for 1 rd. Special: if you select this ability
Spell (close to medium; +1 level) + Cascade Spell
on conjunction with the Magical Talent feat (Chapter
(bestow feat: Versatile Strike; +1 level) + Reduce Spell
5), increase the bonus to +5 at 6 ranks Concentration
(10d6 to 1d6; 2 levels) = 0 level; you fire an arrow or
(as an at-will 1st level spell-like ability), to +6 at 12
crossbow bolt as a Medium ranged touch attack
ranks (2nd level), and +7 at 18 ranks (3rd level).
dealing 1d6 base damage; it retains its proper
Lead BladesAPG: Invocation of the knife (0 level) +
weapon’s properties, feats, etc. Variants:
Channel Spell (+1 level) + Ray Splitting (+1 level) +
 Alustriel’s fang7S also includes Ray Splitting (+1 Extend Spell (inst. to 1 min./level; +3 levels) +
level) and Concentration Spell (swift; +3 levels), Personal Spell (-1 level) + Item-Specific Spell (melee
and is Manifested (-1 level) and Reduced 1 more weapons only; -2 levels) + Expedient Spell (additional
step (15d6 to 1d6; -1 level) = 2 nd level; damage cap damage limited by initial base damage; -1 level) = 1 st
3d6 (divided between 2 attacks). level; affected melee weapon deals 1 die step larger
 Dancing bladeCA also includes Ray Splitting (+1 base damage (Chapter 1). AKA bladethirstRR2, enlarge
level) and Extend Spell (inst. to 1 rd./level; +2 weaponCSc. Variants:
levels), and is Reduced only 1 step (15d6 to 10d6;
 Strength to StrikeAUG: Invocation of the knife (0 level) +
+1 level) = 4th level; damage cap 14d6, divided
Ray Splitting (+1 level) + Channel Spell (+1 level) +
among iterative ranged touch attacks. Target
Reach Spell (close to long; +1 level) +
cannot be changed once specified.
Concentration Spell (standard; +1 level) = 4 th level;
Lava MissileSK: Jet of flame (0 level) + Reach Spell damage cap +19d6 slashing (divine +14d6),
(close to medium; +1 level) + Lingeriong Evocation (+1 divided among melee or ranged attacks.
level) + Ray Splitting (+1 level) + Cascade Spell  Strong JawAPG: Invocation of the knife (0 level) + Ray
[(bestow feat: Precise Shot; +1 level) + Augment Spell Splitting (+1 level) + Channel Spell (+1 level) +
(BAB +11 effects; +2 levels) + Extend Spell (1 rd./level Reach Spell (close to touch; -1 level) + Extend Spell
to 1 rd.; -1 level) + Personal Spell (-1 level)] + (inst. to 1 min./level; +3 levels) + Augment Spell
Resistible Spell (-1 level) + Reduce Spell (10d6 to 5d6; - (10d6 to 15d6; +1 level) + Restricted Spell (ranger
1 level) = 2nd level; 1 ranged touch attack/2 levels (7 or access to Animal or Strength domain; -1 level) =
max.) deals 1d6 fire each plus 1d6 burn (Reflex

Spells (Grimoire), p. 184


4th level (ranger 3rd); damage cap +14d6 slashing, to 1 hr./level; +4 levels) + Language-Dependent Spell
divided among melee attacks. (-1 level) + Ritual Spell (full round; -1 level) +
Leaf on the WindUC: Attribute boost (Dex; 0 level) + Restricted Spell (access to Law domain; -1 level) = 4 th
Augment Spell (+12 bonus; +6 levels) + Extend Spell (1 level (listed as 6th); subject compelled to obey one law
min./level to 1 rd.; -2 levels) + Cascade Spell (spark of you cite to the letter. Invest 200 x CL numen to
life; +1 level) + Cross-Class Spell (+1 level) + Personal maintain curse indefinitely.
Spell (-1 level) + Concentration Spell (standard; +1 Legion’s MarchRR: Attriubute boost (Con; 0 level) +
level) + Restricted Spell (bard; -1 level) + Reduce Spell Reach Spell (touch to close; +1 level) + Augment Spell
(15d6 to 10d6; -1 level) = 4th level; while you (+4 total bonus; +1 level) + Mass Effect Spell (1/level;
concentrate, you gain +12 Dex and fast healing 1/level +3 levels) + Extend Spell (1 min./level to 1 hr./level; +2
(max. 10). levels) + Ritual Spell (full round; -1 level) = 6 th level
Leaping FlameToB: Dimensional skip (1st level) + (listed as 5th); one subject/level gains long-lasting +4
Reach Spell (close to medium; +1 level) + Personal enhancement to Con.
Spell (-1 level) + Quicken Spell (+3 levels) + Lend JudgmentUM: Bestow feat (one [Strike] you
Interrupting Spell (+1 level) + Location-Specific Spell know; 1st level).
(adjacent to enemy that just attacked you; -2 levels) + Lethality DeniedAUG2: Metaphysical feat (Merciful
Irresistible Spell (+2 levels) = 5th level; immediate Spell; 1st level) + Reach Spell (touch to close; +1 level) +
casting (that cannot be counterspelled) teleports you Delay Spell (+1 level) = 3rd level; the next attack that
adjacent to the last opponent that attacked you. would otherwise kill the target through hp loss deals
Learn HeritageAUG2: Detection (ancestry; 2nd level) + nonlethal damage instead.
Shape Spell (cone to target; -1 level) + Ritual Spell (full Levitation, HostileUC: Mage hand (0 level) + Widen
round; -1 level) = 0 level; 1st round—type/race; 2nd— Spell (1 lb./level to 216 lbs./level; +4 levels) + Extend
ancestry/family; 3rd—bloodline or other admixture. Spell (concentration to 1 rd./level; +1 level) + Location-
Know bloodlineLEF has a standard casting time (1 st level; Specific Spell (vertical lift only; -2 levels) = 3 rd level;
listed as 3rd). target gently floats above the floor (Will neg.) to
Learn SecretAUG: Enhancment (2nd level) + Extend height up to Close range for 1 rd./level (you cannot
Spell (1 min./level to 1 rd./level; -1 level) + Personal slam it against the ceiling), is easier to drag, push, etc.
Spell (-1 level) + Augment Spell (+1 level) = 1 st level; Levity, Eriador’sAUG2: Resistance (0 level) +
you gain +1/4 levels enhancement when using item Augment Spell (+1 to +5; +3 levels) + Effect-Specific
touched for the next 1 rd./level. Spell (mind-affecting; -2 levels) + Cascade Spell (skill
Leashed ShacklesUM: Bind (0 level) + Reach Spell enhancement; +1 level) + Mass Effect Spell (1 skill/3
(close to medium; +1 level) + Augment Spell (grapple; levels; +2 levels) + Pacific Spell (-2 levels) + Accursed
+1 level) + Extend Spell (1 rd./level to 1 min./level; +1 Spell (+1 level) = 3rd level; subject +5 vs. [mind-
level) = 3rd level (listed as 4th). affecting] and +1/2 levels to Diplomacy, Streetwise,
Leech FieldSRD: Dispel (0 level) + Augment Spell and 1 Perform skill/3 levels above 6 th, but cannot
(use energy to regain own spell slots; +2 levels) + initiate combat; invest 600 x CL numen to maintain
Shape Spell (target to emanation; +2 levels) + Extend indefinitely.
Spell (inst. to 1 rd./level; +2 levels) + Selective Spell (+1 Liberating CommandUC: Skill enhancement (Escape
level) = 7th level (listed as 5th); you can decide to Artist; 0 level) + Reach Spell (touch to close; +1 level) +
suppress spells cast within 20’r., regaining a spell slot Quicken Spell (+3 levels) + Interrupting Spell (+1
of that level if successful, for 1 rd./level. level) + Creature-Specific Spell (restrained ally only;
LegacyAUG2: Figment (0 level) + Delay Spell 2 levels) + Extend Spell (1 min./level to 1 rd.; -2
(activating condition; +2 levels) + Effect-Specific Spell levels) = 1st level; restrained creature gains Escape
(image of you only; -2 levels) + Variable Spell Artist check at +1/2 levels. Immediate casting on your
(scripted; +1 level) = 1st level (listed as 2nd); visual part means check can interrupt constriction, etc.
image of you appears when activating condition met, Life BlastHA: Variable Spell (+1 level):
acts out script for 1 rd./level.
Legal ThoughtsTM2: Compel (follow law cited; 2nd
level) + Accursed Spell (+1 level) + Extend Spell (1 rd.

Spells (Grimoire), p. 185


 Spark of life (0 level) + Reach Spell (touch to  Phantom bloodACG is Delayed (brought to 0 hp; +1
medium; +1 level) + Shape Spell (ray to line; +1 level) = 1st level; if a temporary Con effect would
level) + Creature-Specific Spell (undead; -2 levels) otherwise drop you below 0 hp (e.g., Con damage,
+ Augment Spell (+2 levels) = +2 levels or temporary Con boost ending), you gain 1d6
 Ray of entropy (1st level) + Shape Spell (ray to burst; temp. hp/level (max. 5d6).
+2 levels) + Reach Spell (close to personal; -1 level)  Divine shieldCoC is Variable (target or shaped) rather
+ Widen Spell (20’r. to 60’r.; +2 levels) + Creature- than Cross-Class (+0 levels) + Shape Spell (target to
Specific Spell (plants; -2 levels) = +2 levels wall or hemisphere; +1 level) = 3rd level; up to 10d6
= 3rd level (listed as 4th); damage cap 10d6 vs. undead temp. hp bestowed to person or collectively to
in medium-range line, or 5d6 to plants in 60’r. those behind an invisible barrier.
Life LureUM: Compel (fascinate; 2nd level) + Pattern  Greater false lifeUM is Augmented (+1/level; +1 level)
Spell (-1 level) + Threnodic Spell (+0 levels) + Extend and Extended (10 min./level to 1 hr./level; +1 level)
Spell (1 rd. to 1 rd./level; +2 levels) + Shape Spell = 3rd level; you gain 1d6+1/level (max. 10d6+10)
(target to burst; +2 levels) + Reach Spell (close to temp. hp.
personal; -1 level) + Restricted Spell (able to channel  Wave shieldACG is Sudden (+0 levels), Interrupting
positive energy; -1 level) = 3rd level; undead in 20’r. (+1 level), and Reduced (5d6 to 1d6; -1 level) = 1 st
are fascinated 1 rd./level. level; as an immediate action, you gain 1d6 temp.
Life ShieldRR: Spark of life (1st level) + Cross-Class hp vs. an incoming attack.
Spell (arcane; +1 level) + Personal Spell (-1 level) = 1 st Light, ContinualPH1: Light (0 level) + Augment Spell
level; you gain up to 5d6 temp. hp lasting up to 10 (bright light; +1 level) + Reach Spell (touch to
min./level. Variants: medium; +1 level) + Widen Spell (20’r. to 60’r.; +2
 Ablative armorME is Shielding (+1 level) and Ritual (- levels) + Ritual Spell (full round; -1 level) = 3 rd level;
2 levels), and affects a suit of armor instead of you invest 11,250 numen (3rd level x CL 5th x 500 x 1.5) to
(+1 level) = 1st level; armor touched aborbs the next make permanent.
1d6 hp/level damage (max. 5d6), as if the wearer Light, Irian’sRE: Spark of life (1st level) + Reach Spell
had temporary hp. (touch to medium; +2 levels) + Ray Splitting (+1 level)
 Bestow resolveAPG is Reach instead of Cross-Class + Reduce Spell (10d6 to 5d6; -1 level) = 3 rd level;
(+0 levels), is Communal rather than Personal (+2 damage cap 8d6 positive energy, divided among
levels) and is Restricted (paladin or access to Medium-ranged rays.
Strength domain; -1 level) = 2nd level; bestow Light BladeRR2: Invocation of the knife (0 level) +
1d6/level (max. 5d6) temp. hp, divided among Bane Spell (fixed: evil; +0 levels) + Cascade Spell
allies within close range. [(enhancement; +3 levels) + Restricted Spell (invocation;
 Burst of energyRR2 Cascades resistance + Concencrate 2 levels)] + Ray Splitting (+1 level) + Reach Spell (close
Spell (+1 level) instead of being cross-class, and is to touch; -1 level) + Extend Spell (inst. to 1 min./level;
Augmented (1d6 to 5d6; +1 level) = 2nd level; you +3 levels) + Cascade Spell (light; +1 level) + Restricted
gain +1 sacred bonus to saves and 1d6/level (max. Spell (paladin; -2 levels) + Reduce Spell (10d6 to 5d6
5d6) temp. hp for 1 min./level. and +1/4 levels to +1; 1 level) = 2nd level; damage cap
 Defensive fieldAUG is Maximized (+2 levels) rather 7d6 slashing (7d8 vs. evil), divided among iterative
than Personal (+1 level) = 4 th level (listed as 5th); melee touch attacks with +1 enhancement bonus, and
subject gains “shield” of 6 temp. hp/level (max. 60 sheds light.
hp) lasting 10 min./level or until expended. Halo of Lightburst, Nystul’sGA: Flare (0 level) + Augment
shelterAUG2 is the same, but the temp. hp last up to 1 Spell (blinding; +1 level) + Extend Spell (blindness: 1
hr./level (5th level). rd./level to 1 rd.; -1 level) + Inexorable Evocation (+3
 Heart of earthCM Cascades enhancement (+2 levels) + levels) + Cascade Spell (disrupt undead; +1 level) +
Extend Spell (1 min./level to hr./level; +2 levels), Positive Spell (+0 levels) + Shape Spell (burst; +2
and is Restricted (access to Earth domain, etc.; -1 levels) + Reduce Spell (15d6 to 10d6; -1 level) = 5 th
level) = 4th level; you gain +1/4 levels to CMD and level; damage cap 10d6 (15d6 to undead, 5d6 to
10d6 temp. hp for 1 hr./level. others) and blinds 1 round.

Spells (Grimoire), p. 186


Lighten LoadTM2: Reduce (3rd level) + Shape Spell = 7th level (divine or druid 8th); you have resistance to
(target to spread; +3 levels) + Widen Spell (20’r. to 5’r.; electricity 5/2 levels (max. 40) for 1 min./level, can fire
-2 levels) + Extend Spell (1 min./level to 1 hr./level; +2 2 lightning bolts/rd. as a partial action for up to 13d6
levels) + Restricted Spell (anger or access to Travel each, or deal up to 20d6 electricity in a 360-ft. radius
domain; -1 level) = 5th level (listed as 2 nd); weight of from you.
objects and creatures in 5’r. is reduced to 1/8 for 1 Line in the SandACG: Bestow feat (Combat Reflexes;
hr./level. 1st level) + Variable Spell (casting stat instead of Dex;
Lightning Bolt: Electric arc (0 level) + Variable Spell +1 level) + Personal Spell (-1 level) = 1 st level; you can
(+1 level): take additional immediate actions (max. 1 + spell-
 Reach Spell (close to medium; +1 level) + Shape casting attribute modifier per round).
Spell (ray to line; +1 level) = +2 levels; Line of ProtectionTM2: Bolt of force (2nd level) + Bane
 Ray Splitting (+1 level) + Shape Spell (rays to Spell ([evil]: fixed; +0 levels) + Variable Spell (+1
lines; +1 level) = +2 levels. level):
rd
= 3 level. You can produce a single line with a  Extend Spell (inst. to 1 rd./level; +2 levels) or
damage cap of 10d6 at Medium range, or fork into  Concentration Spell (partial action; +2 levels)
two Close range lines, for up to 13d6 total damage.
+ Shape Spell (ray to wall; +1 level) + Ritual Spell (full
Variants:
round; -1 level) + Restricted Spell (access to Good or
 Arc of LightningCA: Electric arc (0 level) + Shape Spell Protection domain; -1 level) + Reduce Spell (10d6 to
(ray to line; +1 level) + Variable Spell (orient line 5d6; -1 level) = 3rd level; wall deals 5d6 force damage
anywhere within range; +1 level) + Irresistible (5d8 vs. evil) to those passing through it. At the time
Spell (+2 levels) = 4th level; damage cap 10d6 of casting, decide whether the wall is stationary or
(Reflex half, no SR). can be moved by concentration.
 Lightning ArcUM: Electric arc (0 level) + Shape Spell LinebreakerARG: Celerity (0 level) + Cascade Spell
(ray to line; +1 level) + Reach Spell (close to long; (bestow feat: Improved Bull Rush; +2 levels) + Cascade
+1 level) + Cascade Spell (sparkAPG: q.v.; +1 level) + Spell (bestow feat: Improved Overrun; +1 level) +
Cascade Spell (heat metal: q.v.; +2 levels) = 5th level; Extend Spell (1 rd./level to 1 min./level; +1 level) +
damage cap 15d6 electricity, and ignites Personal Spell (-1 level) + Restricted Spell ([orc] caster;
combustibles and heats unattended metal objects -1 level) = 2nd level (listed as 1st); you gain +20 ft. speed
along long-range line. and Improved Forcing Maneuvers.
 Living LightningSRD: Electric arc (0 level) + Shape Lingering ChorusCM: Extend Spell (1 rd. to 1
Spell (ray to line; +1 level) + Reach Spell (close to rd./level; +2 levels) + Quicken Spell (+3 levels) +
long; +1 level) + Extend Spell (inst. to 1 hr./level; +5 Restricted Spell (bard; -1 level) = 4th level; swift
levels) + Concentration Spell (swift; +3 levels) + casting extends 1 rd. inspiration to 1 rd./level.
Delay Spell (rounds need not be consecutive; +1 Lingering FlamesCM: Jet of flame (0 level) + Reach
level) + Reduce Spell (25d6 to 15d6; -2 levels) = 9 th Spell (close to medium; +1 level) + Shape Spell (ray to
level (listed as epic); 15d6 electricity in long range spread; +2 levels) + Extend Spell (inst. to 1 rd./level; +2
line that follows you around; redirect as a swift levels) = 5th level; damage cap 15d6 fire/rd. in 20’r.
action each round. Variants:
Lightning RingPGF: Inure (electricity; 0 level) +  Bright wormsPHII is Selective (+1 level) and Reduced
Cascade Spell (electric arc; +1 level) + Variable Spell (+1 (15d6 to 5d6; -2 levels) = 4th level; enemies in 20’r.
level): take 5d6 fire/rd. (Reflex half).
 Reach Spell (close to long; +1 level) + Shape Spell  Control flamesSRD is Lingering (+1 level), Widened
(ray to line; +1 level) + Ray Splitting (+1 level) + (5’r.; -2 levels), Location-Specific (must originate
Concentration Spell (partial action; +2 levels) = +5 from existing fire source; -2 levels), and is
levels; or Concentration rather than Extended (standard; -1
 Shape Spell (ray to burst; +2 levels) + Reach Spell level) = 1st level; damage cap 5d6 fire plus 2d6
(close to personal; -1 level) + Widen Spell (20’r. to burn.
360’r.; +4 levels) = +5 levels.  Fire spidersMF is Widened (10’r.; -1 level), and is
Concentration (partial action) rather than

Spells (Grimoire), p. 187


Extended = 4th level; damage cap 10d6 fire in Listening RingwormRR: Alter senses (0 level) +
mobile 20’r. Reach Spell (effects: close to planar; +6 levels) + Reach
 Purifying flamesRR is a Widened (5’r.; -2 levels) Spell (target: close to touch; -1 level) + Extend Spell (1
emanation = 3rd level (listed as 4th); damage cap 5d6 rd./level to 1 hr./level; +3 levels) + Location-Specific
fire/rd. (arcane 10d6) in 5’r. of primary target. Spell (vicinity of creature touched only; -2 levels) +
 Rain of fireSRD has a range of Personal (-1 level), and Tenuous Spell (sensor removed by remove disease, etc.;
is Stilled (+1 level), Widened (20’r. to 5 miles; +7 -1 level) + Restricted Spell (access to Pestilence or
levels), Extended (1 hr./level; +3 levels), Ritual (full Plant domain; -1 level) = 4 th level (listed as 3rd), you
round; -1 level), and Reduced (25d6 to 1d6; -5 plant sensor on target by touch, can listen to its
levels) = 8th level (listed as epic); 1d6 fire/rd. over surroundings 1 hr./level thereafter.
large area for 1 hr./level. Litany of DefenseUC: Enhancement (2nd level) + Item-
Lingering InfernoToB: Jet of flame (0 level) + Channel Specific Spell (armor only; -2 levels) + Consecrate
Spell (+1 level) + Reach Spell (close to touch; -1 level) + Spell (+1 level) + Cascade Spell (remove fear; +1 level) +
Lingering Evocation (+1 level) = 1st level; single melee Personal Spell (-1 level) + Sudden Spell (+0 levels) =
attack deals up to +5d6 fire plus 2d6 burn. 2nd level; swift casting grants you +1 sacred bonus/4
Lion’s ChargeSRD: Bestow feat (Skirmish; 1st level) + levels to AC and immunity to fear for 1 rd.
Cascade Spell (bestow feat: prerequisite; +2 levels) + Litany of EloquenceUC: Compel (watch; 2nd level) +
Personal Spell (-1 level) + Sudden Spell (+0 levels) = Quicken Spell (+4 levels) + Language-Dependent Spell
2nd level; swift casting provides you with pounce (-1 level) + Restricted Spell (paladin or access to
ability for 1 rd. Inquisition domain; -1 level) = 4 th level; swift casting
Liquid FormRRO: Polymorph (elemental; 3rd level) + fascinates target for 1 round.
Creature-Specific Spell (water elemental; -2 levels) + Litany of EntanglementUC: Bind (0 level) + Quicken
Extend Spell (1 min./level to 2 min./level; +1 level) + Spell (+4 levels) + Extend Spell (1 rd./level to 1 rd.; -1
Augment Spell (3rd level effects; +1 level) = 3rd level; level) + Language-Dependent Spell (-1 level) +
subject becomes water elemental, gains darkvision, Restricted Spell (paladin or access to Inquisition
swim 30 ft., resist fire 5, water breathing, and can pass domain; -1 level) = 1st level; swift casting entangles
through narrow pipes, etc. Cf. cloak of the seaCAd. target for 1 round.
Variants: Litany of EscapeUC: Dimensional skip (1st level) +
Reach Spell (target; touch to close; +1 level) + Cross-
 Dolomar’s Limited LiquifactionRR: Liquid form (q.v.; 3rd
Class Spell (divine; +1 level) + Quicken Spell (+3
level) + Cascade Spell (warding: restraints; +1 level)
levels) + Creature-Specific Spell (grappled subject
+ Irresistible Spell (+2 levels) + Natural Spell (+1
only; -2 levels) = 4 th level; grappled ally is dimension
level) + Extend Spell (2 min./level to 1 rd./level; -2
doored out of grapple to location within Close range.
levels) + Personal Spell (1 level) = 4th level (listed as
Litany of MadnessUC: Lesser compelling confusion (1st
5th); you assume semi-liquid form, gain darkvision,
level) + Extend Spell (1 rd. to 1 rd./level; +2 levels) +
swim 60 ft., DR 5/+1, immunity to [restraint]
Tenuous Spell (-1 level) + Quicken Spell (+3 levels) +
conditions; can trade up to 5 feats for Favored
Language-Dependent Spell (-1 level) + Restricted
Terrain (underwater).
Spell (antipaladin or access to Inquisition or Madness
 Fluid formAPG is Personal (-1 level), Cascades enlarge
domain; -1 level) = 3rd level; swift casting confuses
self (+1 level), and is Augmented 5 steps total (+3
target 1 rd./level (save each round to end effect).
levels) = 6th level; you gain liquid form, darkvision,
Litany of RighteousnessUC: Light (0 level) +
+4 Str, reach, DR 10/slashing, swim 120 ft., water
Augment Spell (dazzling; +4 levels) + Extend Spell
breathing; trade feats for Favored Terrain to gain
(light: 10 min./level to 1 rd.; -3 levels) + Extend Spell
[water] subtype, etc.
(dazzling: 1 rd. to 1 rd./level; +1 level) + Tenuous Spell
 Heart of waterCM is Personal (-1 level), lasts 1
(-1 level) + Shape Spell (emanation to target; -2 levels)
hr./level (+2 levels), and is Restricted (access to
+ Cascade Spell (sound lance; +1 level) + Consecrate
Water domain, etc.; -1 level) = 3rd level; you gain
Spell (+1 level) + Channel Spell (+1 level) + Ray
darkvision, 60-ft. swim speed, trade 4 feats for
Splitting (+1 level) + Creature-Specific Spell (vs. [evil]
favored terrain (underwater) +8 for 1 hr./level.
only; -2 levels) + Quicken Spell (+3 levels) + Restricted
Spell ([good] caster; -1 level) = 3rd level (paladin 2nd);

Spells (Grimoire), p. 188


damage cap +12d6 (half sonic, half holy) divided area regenerates 2 hp/rd. until 1d6+1 hp/level
among melee attacks vs. [evil] opponent, plus dazzles regained (max. 5d6+5).
1 rd./level or until save. Living PrintsMF: Enhancement (2nd level) + Effect-
Litany of SightUC: See invisibility (q.v.; 2nd level) + Specific Spell (tracking time lapse DC; -2 levels) +
Sudden Spell (+0 levels) = 2nd level. Cascade Spell (skill enhancement: Survival; +1 level) +
Litany of SlothUC: Bestow Feat (Combat Reflexes; 1st Personal Spell (-1 level) + Extend Spell (1 min./level to
level) + Cascade Spell (skill enhancement: 1 hr./level; +2 levels) + Augment Spell (+1/4 to +1/3; +1
Concentration; +1 level) + Hex Spell (+0 levels) + level) + Restricted Spell (ranger; -2 levels) = 1 st level;
Reach Spell (touch to medium; +1 level) + Quicken you gain +1/2 levels (+10 max.) to Survival checks,
Spell (+3 levels) + Extend Spell (1 rd./level to 1 rd.; -1 and and the elapsed-time DCs for your tracking are
level) + Restricted Spell (paladin or access to reduced by 1/3 levels.
Inquisition domain; -1 level) + Language-Dependent Living WeaponSLPG: Invisible needle (0 level) + Ray
Spell (-1 level) = 3rd level (listed as 1st); target cannot Splitting (+1 level) + Cascade Spell (enhancement; +2
take immediate actions and is -1/2 levels (-10 max.) to levels) + Variable Spell (+1 level):
Concentration for 1 round.  Cascade Spell (bestow feat: Improved Critical; +1
Litany of ThunderUC: Ray of obliviousness (1st level) + level) + Augment Spell (BAB +6 effects; +1 level) +
Cascade Spell (alter senses: deafness; +1 level) + Reach Spell (-1 level) = +1 level; melee weapon
Quicken Spell (+3 levels) + Extend Spell (deafness; 1 with 19-20 threat range.
rd./level to 1 min./level; +1 level) + Language-  Reach Spell (close to long; +1 level)
Dependent Spell (-1 level) + Restricted Spell (paladin
+ Manifested Spell (-1 level) + Location-Specific Spell
or access to Inquisition domain; -1 level) = 4th level;
(in forest; -2 levels) + Augment Spell (+1/4 to +1/3; +1
swift casting deals 1d6+1/level (+15 max.) penalty to
level) + Restricted Spell (elf or favored terrain: forests;
Wis for 1 rd./level (confused at 1), deafens 1 min./level.
-1 level) + Reduce Spell (10d6 to 5d6; -1 level) = 1 st
Litany of VengeanceUC: Blessing (0 level) + Still Spell
level; damage cap 6d6 piercing, divided among
(+1 level) + Mass Effect Spell (+3 levels) + Augment
iterative attacks (melee attacks with 19-20/x2 crit or
Spell (+2 levels) + Quicken Spell (+1 level) + Creature-
Long ranged attacks), with +1 enhancement bonus/3
Specific Spell (specified target only; -2 levels) +
levels.
Variable Spell (choose target at time of casting; +1
Loathsome VeilUM: Sickening touch (0 level) + Reach
level) + Language-Dependent Spell (-1 level) +
Spell (touch to close; +1 level) + Shape Spell (target to
Restricted Spell (paladin or access to Inquisition
cubes; +2 levels) + Widen Spell (10-ft. cubes to 20-ft.
domain; -1 level) = 4th level; swift casting grants 1
cubes; +1 level) + Concentration Spell (standard; +1
creature/level +4 sacred bonus to attacks and damage
level) + Augment Spell (nausea; +2 levels) + Fell
against target for 1 round.
Sickening (+1 level) + Expedient Spell (total HD; -1
Litany of WardingUC: Bestow feat (Combat Reflexes;
st level) + Pattern Spell (-1 level) = 6 th level (listed as 3rd);
1 level) + Extend Spell (1 rd./level to 1 min./level; +2
2d4 +1/level (+15 max.) HD nauseated 1 rd./level (Fort
levels) + Personal Spell (-1 level) + Sudden Spell (+0
sickened). To get down to 3rd level, remove
levels) + Restricted Spell (paladin or access to
Concentration Spell, Fell Sickening, and Widen Spell.
Inquisition domain; -1 level) = 1st level; you gain
Locate CityRD: Detection (cities; 2nd level) + Reach
Combat Reflexes for 1 round as a swift action.
Spell (close to continental; +5 levels) – Concentration
Litany of WeaknessUC: Touch of fatigue (0 level) +
Spell (-1 level) + Ritual Spell (full round; -1 level) = 5 th
Reach Spell (touch to close; +1 level) + Quicken Spell
level (bard 4th, ranger 3rd with Restricted Spell; listed
(+3 levels) + Extend Spell (8 hrs. to 10 min./level; -1
as 1st).
level) + Language-Dependent Spell (-1 level) +
Locate CorpseRR: Detection (corpses; 2nd level) +
Restricted Spell (paladin or access to Inquisition
Reach Spell (close to long; +2 levels) + Ritual Spell
domain; -1 level) = 1st level; target fatigued.
(full round; -1 level) = 3rd level.
Live WoodRR: VigorCD (q.v.; 3rd level) + Shape Spell
Locate GateHA: Detection (dimensional portals; 2nd
(emanation; +2 levels) + Widen Spell (20’r. to 10’r.; -1
level) + Reach Spell (close to long; +2 levels) + Extend
level) + Item-Specific Spell (wood only; -2 levels) +
Spell (concentration to 1 min./level; +2 levels) + Ritual
Ritual Spell (full round; -1 level) = 1 st level; wood in
Spell (full round; -1 level) = 5th level.

Spells (Grimoire), p. 189


Locate OasisRR2: Detection (water; 2nd level) + continues to illuminate 20’r. for 1 hr./level after it
Location-Specific Spell (in desert; -2 levels) + Reach would otherwise go out.
Spell (close to extreme; +3 levels) + Extend Spell (conc. Longstrider, GreaterACG: Celerity (0 level) + Variable
to 1 min./level; +2 levels) + Ritual Spell (full round; -1 Spell (additional movement speeds; +1 level) + Extend
level) = 4th level (listed as 1st). Spell (1 min./level to 1 hr./level; +2 levels) + Personal
Locate WaterSSt: Detection (water; 2nd level) + Reach Spell (-1 level) = 2 nd level; +20 ft. to land speed; +10 ft.
Spell (close to long; +2 levels) + Effect-Specific Spell to others for 1 hr./level.
(bodies of water—pools, brooks, lakes, rivers, etc.; -2 Longstrider, MassPHII: Celerity (0 level) + Still Spell
levels) + Resistible Spell (blocked by fire or magma; -1 (+1 level) + Shape Spell (target to emanation; +2 levels)
level) = 1st level; 1st round—presence or absence; 2nd— + Widen Spell (20’r. to 60’r.; +2 levels) + Selective Spell
number and size of largest; 3rd—sizes and locations. (+1 level) + Extend Spell (1 min./level to 1 hr./level; +2
DowsingRR also adds Irresistible Spell (+2 levels) + levels) + Restricted Spell (ranger or access to Travel
Ritual Spell (-2 levels); it can penetrate the ground domain; -1 level) + Reduce Spell (+70 ft. to +10 ft.; -3
surface (1st level; listed as 0). levels) = 4th level.
Locate WaterRR2: Detection (water; 2nd level) + Lord of NightmaresSRD: Summon (1st level) +
Variable Spell (+1 level): Augment Spell (CR 18 dream larva; +10 levels) +
 Reach Spell (close to extreme; +2 levels); or Cascade Spell (possessionOcA; -3 levels) = 8th level (listed
 Irresistible Spell (penetrates ground surface; +2 as epic); for 1 rd./level you are possessed by a dream
levels) larvaELH (use all of its stats in place of yours; you
cannot act, nor control what situation you’ll be in
+ Extend Spell (conc. to 10 min./level; +3 levels) +
when the duration ends).
Ritual Spell (full round; -1 level) = 7 th level (listed as
Lord of the CityAUG2: Detection (residents; 2nd level)
1st).
+ Cascade Spell (message; +1 level) + Reach Spell (close
Locate WeaknessUC: Hand of fate (0 level) + Selective
to line of sight; +3 levels) + Extend Spell (conc. to 10
Spell (+1 level) + Extend Spell (inst. to 1 min./level; +3
min./level; +4 levels) + Ritual Spell (-1 level) = 9th level;
levels) + Personal Spell (-1 level) + Effect-Specific Spell
for 1 hr./level, you know the location, numbers, and
(damage only; -2 levels) = 1st level (listed as 3rd); for
status of all residents of settlement you are in, and can
the next 1 min./level, you roll all damage twice and
communicate with them.
take the better of the two.
Lore KeeperCRB: Skill enhancement (Knowledge; 0
Lock GazeUC: Alter senses (0 level) + Augment Spell
level) + Variable Spell (as appropriate for target; +1
(blindness; +1 level) + Selective Spell (subject can see
level) + Personal Spell (-1 level) + Sudden Spell (+0
you; +1 level) + Pattern Spell (-1 level) = 1st level; target
levels) + Augment Spell (+1 level) + Restricted Spell
can look only at you 1 rd./level, is blind to everything
(access to Knowledge domain; -1 level) = 0 level; as a
else.
swift action, make an appropriate knowledge or other
LockjawAPG: Bestow feat (Improved Grapple; 1st
ID check with a +1/2 levels bonus (+5 max.). Cf.
level) + Cascade Spell (bestow feat: Maneuvering
ancient knowledgeME.
Strike; +1 level) = 2nd level.
Lose the PathPH1: Glamer (1st level) + Phantasmal
Log of EverburningTM2: Creation (wood; 1st level);
Spell (-1 level) + Cascade Spell (alter senses; +1 level) +
existing log(s) or torches of up to 1 cu. ft./level burn
Augment Spell (other sense: navigation; +1 level) +
for up to 1 hr./level.
Accursed Spell (+1 level) + Extend Spell (1 rd./level to
Long ArmACG: Enlarge (3rd level) + Reach Spell (close
1 hr./level; +3 levels) = 6th level; subject cannot discern
to touch; -1 level) + Personal Spell (-1 level) = 1 st level;
direction to find its way: obscures visual, auditory,
your reach increases by 5 ft. for 1 min./level (assume
olfactory, tactile clues and eliminates all sense of
the other bonuses/penalties for changing size cancel
direction.
out).
Long FlameAUG2: Light (0 level) + Extend Spell (10  Reverse fieldRRE lasts only 1 rd./level (-3 levels) and
min./level to 1 hr./level; +2 levels) + Delay Spell (+1 is not accursed (-1 level) = 2nd level (listed as 1st).
level) + Effect-Specific Spell (replaces light of finite Love’s LamentSC: Damage attribute (Wis; 1st level) +
mundane light source; -2 levels) + Ritual Spell (full Cascade Spell (sickening touch; +1 level) + Augment
round; -1 level) = 0 level; existing candle, lantern, etc. Spell (nausea; +2 levels) + Tenous Spell (save each

Spells (Grimoire), p. 190


round to end nausea; -1 level) + Reach Spell (touch to Reduce Spell (15d6 to 10d6; -1 level) = 4th level (listed
close; +1 level) + Shape Spell (cone; +1 level) + as 2nd); medium ranged touch deals 1d6 negative
Restricted Spell (bard; -1 level) = 4 th level; cone deals energy/level (max. 10d6) to target’s closest friend or
1d4 Wis damage (Fort half) and nausea until save loved one (even if they are on another plane).
made (max. 1 rd./level). Low-Light VisionCA: Alter senses (0 level) +
Lovers’ KnotRRO: MindlinkSRD (1st level) + Cross- Augment Spell (+1 level) + Extend Spell (1 rd./level to
Class Spell (divine; +1 level) + Cascade Spell (detection; 1 hr./level; +3 levels) + Ritual Spell (full round; -1
+2 levels) + Shape Spell (cone to target; -1 level) + level) + Reduce Spell (vision only; -1 level) = 2nd level.
Variable Spell (bestow effects to other; +1 level) +  Keen sensesAPG Cascades skill enhancement
Extend Spell (conc. to 1 hr./level; +4 levels) + Accursed (Perception; +1 level), lasts only 1 min./level (-2
Spell (+1 level) + Ritual Spell (-2 levels) = 7 th level; two levels), lacks a ritual component (+1 level), and is
subjects can communicate telepathically, and know Restricted (druid or access to Animal domain; -1
one another’s location. Invest 350 x CL numen to level) rather than Reduced (+0 levels) = 2nd level
maintain effect. (listed as 1st); subject gains low-light vision and
Lower Spell ResistanceTM2: Warding (SR; 1st level) + +1/2 levels (+5 max.) to Perception.
Reach Spell (touch to medium; +2 levels) + Irresistible  ElfsightSRD also Cascades skill enhancement (+1 level)
Spell (+2 levels) + Ritual Spell (full round; -1 level) = and is Personal (-1 level) and Reduced by 1 more
4th level; removes SR (Fort neg.) for 1 min./level. step (-1 level), and has no ritual component (+1
Variants: level) = 2nd level; you gain low-light vision and +1
 Assay ResistanceCA: Bestow feat (Spell Penetration; 1st to Perception.
level) + Cascade Spell (skill enhancement:  Predator’s GraceAPG Cascades celerity (+1 level), is
Concentration; +1 level) + Personal Spell (-1 level) + extended to only 1 min./level (-2 levels), and is
Quicken Spell (+3 levels) + Creature-Specific Spell Personal (-1 level) and Sudden (+0 levels); it is
(vs. target creature only; -2 levels) = 2nd level (listed Restricted (access of Animal domain, etc.) rather
as 4th); swift casting allows you to roll twice when than Reduced (+0 levels) = 0 level; swift casting
attempting to penetrate target’s SR, with +1/2 level grants you gain low-light vision and +10 ft. to land
(max. +5) to checks, for 1 rd./level. speed for 1 rd.
 Remove resistanceRR includes Mass Effect Spell (also  Tenser’s Eye of the TigerGA: Alter senses (0 level) +
suppresses magical resistance bonuses to saves; +1 Augment Spell (vision; +1 level) + Cascade Spell
level) and lasts only 1 rd./level (-1 level) = 4th level. (bestow feat: Blind-Fight; +1 level) = 2nd level; subject
 Spell magnetAUG cascades resistance (+0 levels due to gains low-light vision and Blind-Fight feat for 1
metamagic synergy) + Augment Spell (+9 total; +4 rd./level.
levels) + Hex Spell (+0 levels) + Effect-Specific Spell Luck, Enkili’sRR: Compel (fail; 2nd level) + Delay
(saves vs. spells and SLAs only; -2 levels) = 6 th level Spell (next major effort; +2 levels) + Extend Spell (1 rd.
(listed as 8th); subject loses SR and is -9 to saves vs. to inst.; -1 level) = 3rd level; subject is compelled to fail
spells and spell-like abilities. at its next major effort.
 Spell VulnerabilitySC: Enhancement (2nd level) + Lucky Bead, Blaise’sRR2: Hand of fate (0 level) +
Effect-Specific Spell (SR only; -2 levels) + Hex Spell Selective Spell (+1 level) + Extend Spell (inst. to 1
(+0 levels) + Reach Spell (touch to medium; +1 rd./level; +2 levels) + Personal Spell (-1 level) = 2nd
level) + Augment Spell (1/4 to ½; +2 levels) + Ritual level (listed as 4th); for the next 1 rd./level, you roll
Spell (full round; -1 level) = 2 nd level (listed as 3rd); twice for d20 rolls and select the better result.
target takes -1/2 levels penalty to SR for 1 Lucky BladeME: Hand of fate (0 level) + Delay Spell
min./level. (swift activation; +4 levels) + Interrupting Spell (+1
Love’s PainBVD: Ray of entropy (1st level) + Reach level) + Effect-Specific Spell (attack roll only; -2 levels)
Spell (close to medium; +1 level) + Variable Spell + Ritual Spell (-2 levels) = 1st level (listed as 2nd); as an
(loved one instead of target; +1 level) + Creature- immediate action, reroll one attack roll made with
Specific Spell (target’s closest friend/ loved one; -2 affected weapon.
levels) + Reach Spell (medium to interplanar; +5 Lucky CapeME: Hand of fate (0 level) + Delay Spell
levels) + Cascade Spell (damage attribute; -1 level) + (swift activation; +4 levels) + Interrupting Spell (+1

Spells (Grimoire), p. 191


level) + Effect-Specific Spell (saving throw; -2 levels) + [good] descriptor; -1 level) = 3rd level (listed as 2nd); +5
Ritual Spell (-2 levels) = 1st level (listed as 3rd); as an mage armor sheds normal light (dazzling vs. attackers),
immediate action, reroll one saving throw. but caster takes 1d4 Str damage.
Lucky StreakCSc: Enhancement (2nd level) + Effect- Luminous Armor, GreaterBED: Lumious armorBED (3rd
Specific Spell (rerolls; -2 levels) + Variable Spell (any level) + Augment Spell (+9 total bonus; +2 levels) = 5th
rerolls; +1 level) + Augment Spell (+1 level) = 2 nd level level (listed as 4th).
(bard 1st); for the next 1 min./level, subject gains +1/3 Luminous AssassinPHII: Summon (human rogue 1;
st
levels enhancement bonus to rerolls (e.g. Hand of 1 level) + Reach Spell (close to medium; +1 level) =
fateCRB, hero points, etc.). 2nd level (listed as 3rd). The 3rd level luminous assassin
Lucky StrikeCSc: Blessing (0 level) + Lucky Spell (+2 spell adds Augment Spell (CR 2 human rogue 3; +1
levels) + Augment Spell (+4 bonus; +2 levels) + Extend level), and the 5th level greater luminous assassin
Spell (10 min./level to 1 min./level; -1 level) + Personal instead adds Augment Spell (CR 6 human rogue 5; +3
Spell (-1 level) + Sudden Spell (+0 levels) = 2 nd level; levels).
swift casting grants you +4 to attacks and damage for Lunar ArmorRRO: Deflection (0 level) + Augment
1 rd. Spell (+1 level) + Lucky Spell (+1 level) + Extend Spell
Lucubration, Mordenkainen’s: Bestow feat (Magical (1 min./level to 1 hr./level; +2 levels) + Personal Spell
Talent; 1st level) + Personal Spell (-1 level) + Augment (-1 level) + Restricted Spell (wood elf, or access to
Spell (11 ranks effects; +3 levels) + Effect-Specific Spell Heavens mystery, etc.; -1 level) = 2 nd level; you gain +2
(spell you cast that day; -2 levels) + Extend Spell (1 luck bonus to AC (+1/6 levels) for 1 hr./level.
rd./level to 2 hrs./level; +4 levels) = 5th level (listed as Lunar RevelationRRO: Scrying (q.v.; 4th level) +
6th); you regain one spell of up to 6th level already cast Location-Specific Spell (location scried must be in
that day. Variants: moonlight; -2 levels) = 2nd level (listed as 6th).
 MultiplicityRR is Augmented to 16 ranks (+1 level) Lunar SpeedRRO: Celerity (0 level) + Variable Spell
and lasts only 1 rd./level (-4 levels) = 2nd level (all modes of movement; +1 level) + Extend Spell (1
(listed as 5th); for 1 rd./level, you can use one of min./level to 1 hr./level; +2 levels) + Personal Spell (1
your prepared spells as a spell-like ability a max. level) + Location-Specific Spell (outdoors, in
number of times depending on the spell level: 0-2 nd moonlight; -2 levels) + Augment Spell (+10’ to +30’; +1
—at will, 3rd-4th—3x, 5th+--1x. level) = 1st level; while outdoors, in the moonlight,
 Rary’s mnemonic enhancerSRD is Augmented only to you gain +30 ft. enhancement to all movement speeds.
6 ranks (-1 level) and is Ritual rather than Effect- Lustful Gaze, Rie’sRR2: Compel (follow me; 2nd level)
Specific (+0 levels) = 4th level (listed as 4th); you + Creature-Specific Spell (humanoid; -2 levels) + Still
gain up to 3 levels’ worth of spell-like abilities Spell (+1 level) + Extend Spell (1 rd. to 1 hr./level; +4
(essentially, you prepare additional spells or levels) + Pacific Spell (-2 levels) + Pattern Spell (visual;
regain used ones). -1 level) = 2nd level; subject does nothing but follow
the caster around sheepishly, until attacked.
Lullaby: Ray of obliviousness (1st level) + Reach Spell
(close to medium; +1 level) + Shape Spell (target to
M
burst; +2 levels) + Widen Spell (20’r. to 10’r.; -1 level) +
Concentration Spell (+1 level) + Effect-Specific Spell Mace of Odo : Bolt of force (2nd level) + Bane Spell
MF

(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.

Spells (Grimoire), p. 192


+5) penalty to Cha (indirectly impacting Will saves  Blast RodME: Bolt of force (2nd level) + Ray Splitting
and Concentration checks). (+1 level) + Delay Spell (standard action; +1 level) +
Mad MonkeysUC: Summon (1st level) + Cascade Spell Ritual Spell (-2 levels) = 2 nd level; damage cap 12d6
(alter senses; +1 level) + Channel Spell (+1 level) + force, divided among close ranged touch attacks
Augment Spell (CR 2 monkey swarm; +1 level) + (each requiring a standard action).
Ritual Spell (full round; -1 level) = 3 rd level;  Blue BoltAUG: Bolt of force (2nd level) + Merciful Spell
summoned monkey swarm deafens those damaged. (+0 levels) + Reduce Spell (10d6 to 5d6; -1 level) =
Trade Perception, Stealth, and Survival skills for 1st level; damage cap 5d6 nonlethal force.
Sleight of Hand (3/+9) and Lightning Reflexes for  Caligarde’s ClawPGF: Bolt of force (2nd level) + Ray
Improved Weapon Maneuvers (disarm). Splitting (+1 level) + Reach Spell (close to long; +1
Mad Sultan’s MelodyHA: Compel (fascination; 2nd level) + Extend Spell (inst. to 1 rd./level; +2 levels) +
level) + Coaxing Spell (+0 levels) + Extend Spell (1 rd. Hide Spell (+1 level) + Reduce Spell (20d6 to 5d6; -
to 1 rd./level; +2 levels) + Mass Effect Spell (1/3 levels; 3 levels) = 4th level; iterative ranged touch attacks
+2 levels) = 6th level (bard 5th) (listed as 4th/3rd); oozes deal 9d6 force total (max. 5d6 for any one) each
and other formless servitors of the Outer Gods are round, and targets are flat-footed against it unless
fascinated 1 rd./level. they can see invisibility.
Maddening ScreamSRD: Inertia (0 level) + Still Spell  Eldritch BlastPH5: Jet of flame (0 level) + Reach Spell
(+1 level) + Augment Spell (stunning; +3 levels) + (close to medium; +1 level) + Versatile Evocation
Extend Spell (1 rd. to 1 rd./level; +1 level) + Cascade (force; +1 level) + Ray Splitting (+1 level) +
Spell (ray of clumsiness; +1 level) + Inexorable Spell (+3 Restricted Spell (sorcerer; -1 level) + Reduce Spell
levels) + Restricted Spell (access to Madness domain; (10d6 to 5d6; -1 level) = 1 st level (listed as 0);
1 level) = 8th level; victim stunned and takes 1d6 damage cap 6d6 force, divided among iterative
+1/level penalty to Dex for 1 rd./level. attacks.
Mage Armor, ImprovedUnE: Mage armor (1st level) +  Ki BlastPHII: Bolt of force (2nd level) + Cross-Class
Cascade Spell (enhancement; +3 levels) + Effect-Specific Spell (monk; +1 level) + Reduce Spell (10d6 to 5d6;
Spell (armor bonus; -2 levels) + Augment Spell (+1/4 -1 level) = 2nd level; ranged touch deals up to 5d6
to +1/3; +1 level) = 3rd level; armor bonus is +4, +1/3 force damage.
levels (max. +10 at CL 18th).  Mordenkainen’s Force MissilesWotC: Bolt of force (2nd
Mage Hand, GreaterMF: Mage hand (0 level) + Reach level) + Ray Splitting (+1 level) + Reach Spell (close
Spell (close to medium; +1 level) + Widen Spell (1 to long; +1 level) + Splash Evocation (+0 levels) = 4 th
lb./level to 8 lbs./level; +1 level) = 2nd level. level; damage cap 19d6 force (divided among
Magic Missile: Bolt of force (2nd level) + Silent Spell missiles; max. 15d6 for one) plus 4 hp to those in
(+1 level) + Reach Spell (close to long; +1 level) + Ray 5’r. AKA force orbUnE.
Splitting (+1 level) + Shape Spell (ray to target; +0  Orb of ForceCA: Bolt of force (2nd level) + Reach Spell
levels) + Inexorable Evocation (+3 levels) + Reduce (close to medium; +1 level) + Irresistible Spell (+2
Spell (25d6 to 5d6; -4 levels) = 4 th level (listed as 1st); levels) + Reduce Spell (15d6 to 10d6) = 4 th level;
damage cap 9d6, divided among missiles, with no damage cap 10d6 force (no SR).
attack roll needed and no saving throw. Variants:  Persistent magic missileRR2 adds Concentration Spell
 Bigby’s Besieging BoltGA: Bolt of force (2nd level) + (standard; +1 level) = 5th level (listed as 4th);
Reach Spell (close to extreme; +3 levels) + damage cap 10d6 force, divided among missiles,
Concentration Spell (standard action; +1 level) = 6th and redirect each round with concentration.
level; damage cap 20d6 force.  Shelgarn’s Persistent BladeMF: Bolt of force (2nd level) +
 Blast of ForceCD: Bolt of force (2nd level) + Cascade Concentration Spell (standard; +2 levels) +
Spell (topple; +1 level) + Reach Spell (close to long; Manifested Spell (-1 level) + Reduce Spell (10d6 to
+1 level) + Reduce Spell (15d6 to 10d6; -1 level) = 1d6; -2 levels) = 1st level; you make one ranged
3rd level; damage cap 10d6 force (divine 5d6) and attack/rd. for 1d6 force damage.
knocked prone. ForcebeamAUG is Shaped (line; +1 Magic Missile Reflection7S: Dispel (0 level) +
level) = 4th level (listed as 3rd); damage cap 10d6. Augment Spell (reflects, rather than dispels; +2 levels)
+ Shielding Spell (+1 level) + Extend Spell (inst. to 1

Spells (Grimoire), p. 193


rd./level; +2 levels) + Effect-Specific Spell (bolt of force level) + Manifested Spell (-1 level) = 3 rd level;
effects only; -2 levels) = 3rd level (listed as 2nd); for 1 damage cap 13d6 (divided among Medium ranged
rd./level, bolt of force-derived spells targeting the touch attacks), with possible insight bonus to
subject are reflected back at the caster. damage and/or attacks.
Magic Mouth: Figment (0 level) + Delay Spell  Turn Pebble to BoulderTM2: Energy mace (0 level) +
(activating condition; +2 levels) = 2 nd level (auditory Reach Spell (close to medium; +1 level) + Ray
with speech and visual). Like other latent spells, Splitting (+1 level) + Maximize Spell (+2 levels) +
numen investiture is needed to maintain the spell for Empower Spell (+1 level) + Manifested Spell (-1
more than 1 day (e.g., 2nd level x CL 3rd x 50 = 300). level) = 4th level; damage 2d6+24 plus
1.5d6+6/level, divided among Medium ranged (as
thrown weapon) attacks (max. 10d6+60 for 1
attack).
Magical Beast ShapeUW: Beast shape IIICRB (5th level)
+ Cascade Spell (attribute boost; +1 level) + Augment
Spell (+4 bonus; +1 level) = 7th level; you become a
Diminutive to Huge animal, or Small to Medium
magical beast, with applicable abilities up to 7 th level
as shown in the table, with an additional +4 bonus
divided among Str, Dex, and/or Con as appropriate.
Magical PerformanceAUG2: Skill enhancement (0
level) + Variable Spell (all Perform skills; +1 level) = 1 st
level; subject is +1/2 levels (+5 max.) to Perform for 1
min./level. Variants:
 Aspect of the NightingalePF50: Skill enhancement
(Perform: music; 0 level) + Cascade Spell (skill
enhancement: Diplomacy; +1 level) = 1st level;
subject +1/2 levels (+5 max.) to checks for 1
min./level.
 Play InstrumentUM: Skill enhancement (Perform:
music; 0 level) + Extend Spell (1 min./level to 10
min./level; +2 levels) + Restricted Spell (bard; -1
level) = 1st level; +1/2 levels (+5 max. to Perform
(music) and proficiency extends to 1+ new
instruments.
Magic SavantCM: Skill enhancement (Spellcraft; 0  Shadow CrownRF: Skill enhancement (Perform; 0
level) + Quicken Spell (+4 levels) + Extend Spell (1 level) + Variable Spell (all Perform checks; +1 level)
min./level to 1 rd./level; -1 level) + Personal Spell (-1 + Still Spell (+1 level) + Personal Spell (-1 level) +
level) + Restricted Spell (bard; -1 level) = 1st level; swift Augment Spell (+5 to +10; +1 level) + Restricted
casting grants you +1/2 levels (+5 max.) to Spellcraft. Spell (bard; -1 level) = 1 st level (listed as 3 rd); you
Magic Stone: Energy mace (0 level) + Variable Spell are +1/2 levels to Perform checks.
(can be burled or slung; +1 level) + Manifested Spell (1  SongbirdPnA: Variable Spell (+1 level): skill
level) + Cascade Spell (magic weapon; +1 level) + Ray enhancement (Perform; 0 level) or Bestow Feat
Splitting (+1 level) + Bane Spell (undead; +0 levels) + (Spell Focus: [sonic]; 1st level) + Personal Spell (-1
Reduce Spell (5d6 to 1d6; -1 level) = 1st level (ranger level) + Sudden Spell (+0 levels) = 1 st level; swift
0); two +1 stones deal base 1d6 each (1d8 vs. undead). casting grants you +1/2 levels (+5 max.) to Perform
 Giant’s WrathSC: Energy mace (0 level) + Reach Spell that round, or +1 to save DC of [sonic] spells.
(close to medium; +1 level) + Ray Splitting (+1 MagnetismAUG: Mage hand (0 level) + Cascade Spell
level) + Concentration Spell (standard; +1 level) + (attribute boost: Str; +1 level) + Augment Spell (+10
Cascade Spell (bestow feat: Insightful Strike; +1 bonus; +4 levels) + Personal Spell (-1 level) + Object-

Spells (Grimoire), p. 194


Specific Spell (metal only; -2 levels) = 2 nd level; you Cascade Spell (warding: [force]; +1 level) + Selective
gain +10 to Str when interacting with metal objets Spell (+1 level) = 5 th level; subject gains +8 armor
(climbing metal ladder, CMD if disarmed of metallic bonus, DR 13/adamantine, and temporary immunity
weapon, etc.) for 1 min./level, and can pull small to [force] spells (not including this one).
metallic objects to you from within close range (1 Make ManifestMP: Dimensional skip (1st level) +
lb./level max.) with concentration. Reach Spell (target: touch to close; +1 level) + Reach
MagnetismCA: Mage hand (0 level) + Widen Spell (1 Spell (range: close to interplanar; +6 levels) +
lb./level to 216 lbs./level; +4 levels) + Object-Specific Location-Specific Spell (your plane; -2 levels) + Trans-
Spell (ferrous metal only; -2 levels) + Cascade Spell dimensional Spell (-1 level) + Extend Spell (inst. to 1
(pull: as push but to you; +1 level) = 3 rd level; you rd./level; +2 levels) = 7th level (listed as 6th); creature on
attract metal object(s) up to indicated weight limit coterminous plane appears on yours for 1 rd./level.
while you concentrate, one at a time at 20 ft./rd.  Curse of solidityRR2 applies only to incorporeal
Magnetism, SuperiorS&M: Mage hand (0 level) + creatures (Creature-Specific Spell; -2 levels) = 5 th
Cascade Spell (bind; +1 level) + Augment Spell level (listed as 2nd). AKA dimensional
(grappled; +1 level + Widen Spell (1 lb./level to 216 translocationS&M.
lbs./level; +3 levels) + Shape Spell (target to  Ghost TrapLM is Shaped (emanation; +2 levels),
emanation; +2 levels) + Extend Spell (conc. to 1 Extended (1 min./level; +1 level), and Creature-
rd./level; +1 level) + Object-Specific Spell (metal only; - Specific (incorporeal; -2 levels) = 8 th level (listed as
2 levels) = 6th level; metal objects within 20 ft. pulled 6th); incorporeal creatures become corporeal within
to focus of emanation and grappled there. Variants: mobile emanation lasting 1 min./level.
 Ghorus Toth’s magnetismUnE affects objects of up to  Mass make manifestMP is Shaped (target to
27 lbs./level (-1 level), and flying metal can damage emanation; +2 levels) = 9 th level (listed as 8th);
those in area (Cascade Spell: invisible needle; +1 creatures and unattended objects weighing up to
level) = 6th level; damage cap 15d6. 10 lbs./level are transported from coterminous
 Pillar of attraction/repulsionRR has a weight limit of plane to yours.
only 27 lbs./level (-1 level), does not grapple  Spirit needleCA is similar to curse of solidityRR2 (see
objects attracted (-2 levels), and requires a full above), but also Cascades warding (dimensional
round casting (-1 level), but the focus can be up to travel; +1 level) and celerity (+1 level), and is
Long range away (+1 level), and the effects lasts 1 Restricted (wu jen; -1 level) = 6 th level; target
hr./level (+3 levels) = 6th level. becomes corporeal, with speed reduced by 60 ft.,
Magical VestmentUA1: Mage armor (1st level) + and cannot transport itself with magic.
Cross-Class Spell (divine; +1 level) + Augment Spell MalaiseRR2: Damage attribute (Str; 1st level) +
(+6 total bonus; +1 level) + Extend Spell (1 hr./level to Augment Spell (+2d4; +2 levels) + Reach Spell (touch
1 min./level; -2 levels) + Cascade Spell (enhancement; to medium; +1 level) + Shape Spell (target to spread;
+2 levels) + Ritual Spell (full round; -1 level) = 2 nd +2 levels) + Extend Spell (days to hours; -1 level) = 5 th
level; touch bestows +6 armor with additional +1 level (listed as 3rd); those in 20’r. take 3d4 Str damage
enhancement bonus/4 levels. (Fort half), regained at 1 point per hour.
Magnifying ChimeACG: Sound lance (1st level) + MalfunctionUM: Lesser compelling confusion (1st level)
Shape Spell (ray to emanation; +3 levels) + Widen + Cross-Class Spell (enchantment to transmutation; +1
Spell (20’r. to 60’r.; +3 levels) + Extend Spell (inst. to 1 level) + Extend Spell (1 rd. to 1 rd./level; +1 levels) +
rd./level; +2 levels) + Delay Spell (when object Irresistible Spell (+2 levels) + Creature-Specific Spell
touched; +1 level) + Ritual Spell (-2 levels) = 7th level (construct only; -2 levels) = 3 rd level; construct acts as
(bard 6th); damage cap 15d6 sonic/rd. Invest 300 x CL if confused for 1 rd./level.
numen to maintain the spell before it is discharged. Malicious ImageRR2: Summon (1st level) + Cascade
Mailed Might of the MagelordsLEF: Mage armor (1st Spell (dispel; +1 level) + Reach Spell (touch to medium;
level) + Augment Spell (+8 total bonus; +3 levels) + +1 level) + Augment Spell (CR 4; +2 levels) + Augment
Extend Spell (1 hr./level to 1 min./level; -2 levels) + Spell (1d4+1 summoned; +1 level) + Shadow Spell (-1
Cascade Spell (inure: bludgeoning; +1 level) + Energy level) + Creature-Specific Spell (under mirror image
Admixture (piercing and slashing; +0 levels) + spell; -2 levels) = 3rd level; dispels mirror image and

Spells (Grimoire), p. 195


replaces 1d4+1 images with hostile shadow duplicates  Dark LightningRR2: Electric arc (0 level) + Cascade
of subject (CR 4, 20% real). Spell (dispel; +1 level) + Mass Effect Spell (1 spell/3
Malicious SpiteUM: Compel (act spitefully towards levels; +2 levels) + Reach Spell (touch to medium;
specified creature; 2nd level) + Cascade Spell (damage +1 level) + Shape Spell (ray to line; +1 level) = 5 th
attribute: Wis if fail to do so; +1 level) + Accursed Spell level; damage cap 15d6 electricity and target loses
(+1 level) = 4th level; invest 1,200 x CL numen (4th level up to 1 prepared spell or spell slot/3 levels (start
x 50 x 6) to maintain effect (Wis damage recurs each with highest-level and work down). Cf.
day, if applicable). manaspearRR.
Malign EyeAPG: Resistance (0 level) + Hex Spell (+0 Mantle of BaravarDHD: Spell resistance (5th level) +
levels) + Reach Spell (touch to close; +1 level) + Effect-Specific Spell (illusions only; -2 levels) + Extend
Augment Spell (+1 level) + Inexorable Spell (+3 levels) Spell (1 min./level to 1 hr./level; +2 levels) +
+ Effect-Specific Spell (saves vs. your spells only; -2 Communal Spell (+1 level) + Restricted Spell (gnome
levels) + Tenuous Spell (special; -1 level) + Restricted or access to Charm domain; -1 level) = 4 th level; SR vs.
Spell (witch or access to Fate domain; -1 level) = 1st ilusions for 1 hr./level (divided among recipients).
level; target saves at -3 vs. your spells for 1 min./level Mantle of Egregious MightAUG2: Deflection (0 level) +
or until hits you with an attack. Cascade Spell (blessing; +1 level) + Cascade Spell
Malison, MinorTM2: Resistance (0 level) + Hex Spell (resistamce; +1 level) + Cascade Spell (attribute boost; +1
(+0 levels) + Still Spell (+1 level) + Reach Spell (touch level) + Mass Effect Spell (1 attribute/3 levels; +2
to medium; +1 level) + Shape Spell (target to spread; levels) + Consecrate Spell (+1 level) + Augment Spell
+2 levels) + Extend Spell (1 min./level to 1 rd./level; -1 (+1 to +4; +2 levels) + Extend Spell (1 rd./level to 10
level) = 3rd level; those in 2’r. take -1 penalty to saves min./level; +2 levels) + Ritual Spell (full round; -1
for 1 rd./level. Greater malisonTM2 is Augmented 1 step level) = 8th level; +4 sacred bonus to AC, attacks,
(4th level; -3 penalty). damage, saves, and attributes for 10 min./level.
Malleable FormPnA: Reduce (3rd level) + Cascade Mantle of MoonlightAPG: Warding (hostile
Spell (enhancement; +3 levels) + Effect-Specific Spell polymorph effects; 1st level) + Personal Spell (-1 level)
(CMD; -2 levels) + Personal Spell (-1 level) + Ritual + Extend Spell (1 min./level to 1 hr./level; +2 levels) +
Spell (full round; -1 level) = 2nd level; you gain Ritual Spell (full round; -1 level) + Restricted Spell
compression ability and +1/4 levels to CMD for 1 (access to Void domain, etc.; -1 level) = 0 level; you are
min./level. immune to lycanthrope, baleful polymorph, etc.
Mana FluxPHII: Dispel (0 level) + Reach Spell (touch ManyjawsPGF: Bolt of force (2nd level) + Reach Spell
to close; +1 level) + Shape Spell (target to emanation; (close to medium; +1 level) + Shape Spell (ray to
+2 levels) + Extend Spell (1 rd. to 1 rd./level; +1 level) target; +0 levels) + Mass Effect Spell (1/level; +3 levels)
= 5th level; those in area must make opposed + Concentration Spell (standard; +1 level) + Reduce
Concentration checks to cast spells (spell lost if check Spell (20d6 to 1d6; -4 levels) = 3rd level; 1d6 force/level
failed). (Reflex half), divided as you see fit among one or
Mana SinkRR2: Dispel (0 level) + Reach Spell (touch more targets.
to close; +1 level) + Shape Spell (target to emanation; Mapping, Dolomar’sRR: Summon (1st level) + Extend
+2 levels) + Extend Spell (inst. to 1 rd.; +1 level) + Spell (1 rd./level to 1 hr./level; +4 levels) + Ritual Spell
Concentration Spell (swift action; +3 levels) + Ritual (full round; -1 level) + Pacific Spell (-2 levels) = 2nd
Spell (full round; -1 level) = 6 th level (listed as 5th); level; summons Small elemental (air) Expert 1 with
spells cast within or entering emanation are dispelled/ max. ranks Craft (cartographer), Craft (construction),
counterpselled; move area as a swift action. and Profession (mining), and Skill Focus (Profession:
ManaspearRR: Bolt of force (2nd level) + Cascade Spell cartographer).
(dispel; +1 level) + Bouncing Spell (+1 level) + Reach Marching ChantACG: Celerity (0 level) + Reach Spell
Spell (touch to medium; +1 level) + Reduce Spell (15d6 (touch to close; +1 level) + Mass Effect Spell (1
to 10d6; -1 level) = 4th level; 1d6 force/level (max. creature/level; +3 levels) + Concentration Spell
10d6) and lose 1 prepared spell or spell slot (start with (standard; +1 level) + Effect-Specific Spell (overland
highest level, “bounces” to next if first dispel fails). speed only; -2 levels) + Ritual Spell (-2 levels) = 1 st
Variant: level; +30 ft. to subjects’ overland walking speed―so

Spells (Grimoire), p. 196


a walk covers the distance of a hustle―while you subject +2 Str for 10 min./level and can make one
concentrate. Medium ranged attack for 5d6 + Str modifier.
Marid’s MasteryARG: Blessing (0 level) + Augment Mark of FireAUG2: Attribute boost (Dex; 0 level) +
Spell (+4 total bonus; +3 levels) + Location-Specific Extend Spell (1 nin./level to 10 min./level; +2 levels) +
Spell (subject and opponents are touching water; -2 + Ritual Spell (full round; -1 level) + Cascade Spell (jet
levels) = 1st level; subject gains +4 to attacks and of flame; +1 level) + Reach Spell (close to long; +1 level)
damage against opponents who are also in the water. + Delay Spell (+1 level) + Tenuous Spell (ends Dex
Mark AlliesAUG: Bestow feat (Selective Spell; 1st bonus; -1 level) + Reduce Spell (10d6 to 5d6; -1 level) =
level) + Cascade Spell (bestow feat: Sudden Metamagic; 2nd level; subject +2 Dex for 10 min./level or until
+2 levels) + Mass Effect Spell (+3 levels) + Expedient makes ranged touch attack for 5d6 fire.
Spell (max. spell level; -1 level) = 5 th level (listed as Mark of Fire, GreaterAUG2: Attribute boost (Dex; 0
2nd); for 1 rd./level, one set of allies you designate is level) + Cascade Spell (inure: fire; +1 levels) + Extend
immune to your spells of 5 th level or less (as per the Spell (1 nin./level to 10 min./level; +1 levels) + Cascade
Selective Spell feat, but level x as many spells can be Spell (jet of flame; +1 level) + Reach Spell (close to long;
affected). Cf. comrade’s immunityAUG2. +1 level) + Shape Spell (ray to burst; +2 levels) + Delay
 Comrade’s immunityAUG2 affects only 1 spell/3 levels Spell (+1 level) + Tenuous Spell (ends other effects; -1
(-1 level), is Extended (10 min./level; +2 levels), level) + Reduce Spell (15d6 to 5d6 and 40 to 15; -2
Creature-Specific (single target specified; -2 levels), levels) = 4th level; subject +2 Dex snd resist fire 15 for
and not Expedient (+1 level) = 5 th level (listed as 10 min./level or until throws 5d6 fireball. Greater mark
3rd); for each spell you cast within the next 10 of frostAUG2 is similar but cold instead of fire.
min./level, you choose whether it affects the Mark of FrostAUG2: Enhancement (2nd level) + Extend
subject of the comrade’s immunity, subject to Spell (1 min./level to 10 min./level; +2 levels) + Effect-
Sudden Metamagic limits (with 2x as many spells Specific Spell (natural armor; -2 levels) + Ritual Spell
at CL 6th, 3x at 9th, etc.). (full round; -1 level) + Cascade Spell (ray of frost; +1
level) + Energy Admixture (piercing; +0 levels) +
Mark of AirAUG2: Attribute boost (Dex; 0 level) +
Manifested Spell (-1 level) + Delay Spell (+1 level) =
Cascade Spell (deflection; +1 level) + Augment Spell (+5
2nd level; subject +1/4 levels natural AC for 10
total deflection; +2 levels) + Extend Spell (1 min./level
min./level and can make one Close ranged attack for
to 10 min./level; +1 level) + Tenuous Spell (activating
2d6 piercing + 3d6 cold + Str modifier.
deflection negates Dex boost; -1 level) + Ritual Spell
Mark of JudgmentPHII: Spark of life (1st level) + Reach
(full round; -1 level) = 2nd level; subject gains +2 Dex
Spell (close to medium; +1 level) + Ray Splitting (+1
for 10 min./level; can end that to gain +5 deflection
level) + Delay Spell (when hit marked creature; +1
instead for remaining duration.
level) + Creature-Specific Spell (single creature of
Mark of DoomPHII: Bolt of force (2nd level) + Reach
alignment different from yours; -2 levels) + Mass
Spell (close to medium; +1 level) + Ray Splitting (+1
Effect Spell (1/3 levels; +2 levels) + Extend Spell (inst.
level) + Delay Spell (when attacks; +1 level) + Extend
to 1 rd./level; +2 levels) + Reduce Spell (15d6 to 1d6; -3
Spell (inst. to 1 rd./level; +2 levels) + Shape Spell (ray
levels) = 3rd level; 1 ally/3 levels heals 1d6 hp
to target; +0 levels) + Creature-Specific Spell (single
whenever damages selected target (up to 4d6/rd. total
creature not of your alignment; -2 levels) + Inexorable
for each subject).
Evocation (+3 levels) + Reduce Spell (20d6 to 1d6; -4
Mark of Justice: Bestow curse (3rd level) + Delay
levels) = 4th level; target takes 1d6 force damage (no
Spell (subject performs prohibited act; +1 level) +
save) each time it attacks or takes some other hostile
Inexorable Spell (+3 levels) + Ritual Spell (-2 levels) =
action (max. 5d6/rd.).
5th level (paladin 4th). Invest 250 x CL numen to
Mark of EarthAUG2: Attribute boost (Str; 0 level) +
maintain curse until atoned.
Extend Spell (1 nin./level to 10 min./level; +2 levels) +
Mark of Justice, Lesser Dr342: Lesser bestow curseDr342
Ritual Spell (full round; -1 level) + Cascade Spell nd
(2 level) + Delay Spell (as above; +1 level) +
(energy mace; +1 level) + Reach Spell (close to medium;
Inexorable Spell (+3 levels) + Ritual Spell (-2 levels) +
+1 level) + Manifested Spell (-1 level) + Delay Spell (+1
Extend Spell (1 rd./level to 1 rd.; -1 level) = 3 rd level
level) + Reduce Spell (10d6 to 5d6; -1 level) = 2 nd level;
(paladin 2nd). Invest 150 x CL numen to maintain curse
until atoned.

Spells (Grimoire), p. 197


Mark of WaterAUG2: As mark of fireAUG2 (q.v.; 2nd planar; +5 levels) + Irresistible Spell (not blocked
level), but Con boost and bludgeoning damage. by earth or stone; +2 levels) + Mass Effect Spell (1
Mask of DeathTM2: Glamer (1st level) + Cascade Spell use/3 levels; +2 levels) + Delay Spell (until
(skill enhancement: Perform (acting); +1 level) + Extend activated, +1 level) + Location-Specific Spell
Spell (1 rd./level to 1 hr./level; +3 levels) + Ritual Spell (designated target location; -2 levels) + Ritual Spell
(full round; -1 level) = 4th level; corpse appears as (-2 levels) = 8th level, links 2 locations on same
specific creature of same general size and shape; you plane; 1 teleport/3 levels through earth to
gain +1/2 levels (+10 max.) to check to match specifics. destination.
MasochismBVD: Blessing (0 level) + Cascade Spell Master of Arms, Tenser’sGA: Bestow feat (Weapon
(resistance; +1 level) + Corrupt Spell (+1 level) + Specialization; 1st level) + Extend Spell (1 rd./level to
Augment Spell (+1 to +5; +2 levels) + Personal Spell (-1 10 min./level; +3 levels) = 4th level.
level) + Expedient Spell (scales with damage taken; -1 Master of the Rolling RiverOA: Energy mace (0 level)
level) = 2nd level; for 1 min./level, you gain +1 profane + Cascade Spell (push; +1 level) + Reach Spell (close to
bonus to attacks, damage, and saves per 10 hp long; +1 level) + Shape Spell (target to burst; +2 levels)
unhealed damage you have (max. +5). = 4th level (listed as 6 th); damage cap 10d6 plus bull
MassacreHA: Damage attribute (Con; 1st level) + rush.
Reach Spell (touch to close; +1 level) + Augment Spell Master’s IllusionCRB: Glamer (1st level) + Cross-Class
(+6d4; +5 levels) + Cascade Spell (ray of entropy; +1 Spell (divine; +1 level) + Reach Spell (close to
level) + Shape Spell (ray to line; +1 level) = 9 th level; personal; -1 level) + Shape Spell (target to emanation;
those in Close line take 7d4 Con plus 1d6 negative +2 levels) + Selective Spell (+1 level) + Restricted Spell
energy/level (max. 20d6, arcane 25d6), Fort half. (access to Trickery domain; -1 level) = 3 rd level; allies
MassmorphPH1: Glamer (1st level) + Shape Spell within 20 ft. of you are cloaked by illusion to appear
(target to cubes; +3 levels) + Extend Spell (1 rd./level and sound as you choose for 1 rd./level.
to 1 hr./level; +3 levels) + Creature-Specific Spell Master’s TouchCAd: Bestow feat (weapon or shield
(willing subjects only; -2 levels) + Effect-Specific Spell proficiency; 1st level) + Still Spell (+1 level) + Item-
(appear as trees; -2 levels) + Augment Spell (de facto Specific Spell (weapon or shield held; -2 levels) +
invisibility outdoors; +1 level) = 4th level; creastures in Extend Spell (1 rd./level to 1 min./level; +1 level) +
up to one 10-ft. cube/level are disguised as trees Personal Spell (-1 level) + Sudden Spell (+0 levels) = 0
(audiovisual, olfactory, and tactile components). level; you gain Exotic proficiency with weapon or
Master EarthMF: Dimensional skip (1st level) + Cross- shield held for 1 round as a swift action.
Class Spell (druid; +1 level) + Reach Spell (close to Master’s TouchPHII: Skill enhancement (0 level) +
planar; +5 levels) + Irresistible Spell (not blocked by Reach Spell (touch to close; +1 level) + Quicken Spell
earth; +2 levels) + Personal Spell (-1 level) + Ritual (+3 levels) + Interrupting Spell (+1 level) + Extend
Spell (full round; -1 level) = 7th level; you teleport Spell (1 min./level to inst.; -3 levels) = 2nd level; subject
through the earth to any destination on the same gains +1/2 levels (+5 max.) to skill check being made
planet. (can interrupt an action, so you can reserve use for a
“How do you know we’re in the center of the earth?” seemingly failed attempt). Cf. divine insightCAd.
asked Betsy, her voice trembling a little through MaterialUA1: Creation (1st level) + Reach Spell (touch
nervousness. to close; +1 level) + Variable Spell (choose material at
“Why, we can’t be anywhere else,” replied time of casting; +1 level) + Ritual Spell (full round; -1
Polychrome. “I have often heard of this passage, level) = 2nd level (listed as 3rd); creates 1 cu. ft./level of
which was once built by a Magician who was a great simple, unworked, mundane material.
traveler. He thought it would save him the bother of Maw of ChaosSC: Bolt of force (2nd level) + Cascade
going around the earth’s surface...” Spell (dispel; +1 level) + Cascade Spell (inertia; +1 level)
―L. Frank Baum, Tik-Tok of Oz (1914) + Augment Spell (daze; +2 levels) + Reach Spell (close
 Denev’s leapRR2 is only Long range (-4 levels) = 3rd to long; +1 level) + Shape Spell (ray to emanation; +2
level (listed as 5th). levels) + Extend Spell (inst. to 1 rd./level; +2 levels) +
 Stone walkMF: Dimensional skip (1st level) + Cross- Selective Spell ([chaotic] creatures immune; +1 level) +
Class Spell (divine; +1 level) + Reach Spell (close to Reduce Spell (25d6 to 10d6; -3 levels) = 9 th level; 10d6

Spells (Grimoire), p. 198


force damage/rd. and save or dazed 1 rd., plus MeltUA1: Jet of flame (0 level) + Reach Spell (close to
opposed Concentration checks to cast in area. medium; +1 level) + Shape Spell (ray to cubes; +2
Maze: Dimensional skip (1st level) + Reach Spell levels) + Widen Spell (10-ft. cubes to 5-ft. cubes; -1
(target: touch to close; +1 level) + Reach Spell level) + Creature-Specific Spell (cold subtype; -2
(destination: close to interplanar; +6 levels) + levels) + Augment Spell (+1 level) = 1st level; damage
Location-Specific Spell (maze demi-plane; -2 levels) + cap 5d6 fire vs. [cold] creatures, and ice and snow.
Inexorable Spell (+3 levels) + Tenuous Spell (-1 level) = Variants:
8th level; target transported to labyrinth demi-plane;  Crack IceFB: Jet of flame (0 level) + Energy Admixture
save each round after the first to return. Variants: (force; +2 levels) + Shape Spell (ray to cubes; +2
 Enmeshment of IstusGA is Shaped (burst; +2 levels), levels) + Widen Spell (10-ft. to 20-ft. cubes; +1
Delayed (enter center square of effect; +1 level), level) + Target-Specific Spell (ice and ice creatures
and Restricted (cleric of Istus; -1 level), but allows only; -2 levels) = 3 rd level; damage cap 10d6 (half
an initial save (-3 levels) = 7th level; when square fire, half force) to all ice and ice creatures within 16
entered, those in 20’r. transported to infinitely sections (10-ft. x 10-ft. x 5-ft., 80 hp each) per level.
large maze demi-plane with inherent confusion  Jhanifer’s DeliquescenceDr181: Jet of flame (0 level) +
property; save each round to return. Shape Spell (ray to cubes; +3 levels) +
 Maddening oubliettePC allows an initial saving throw Overwhelming Evocation (+1 level) + Object-
(-3 levels) and adds Cascade Spell [(lesser confusion Specific Spell (ice or stone; 2 levels) + Reach Spell
(+1 level) + Extend Spell (1 rd. to 1 rd./level; +1 (close to touch; -1 level) + Augment Spell (5d6 to
level) + Delay Spell (+1 level) + Tenuous Spell (-1 20d6; +3 levels) = 4th level (listed as 5th); touch deals
level)] = 7th level; as maze, but initial save applies, up to 20d6 fire to one 10-ft. cube/level of ice or rock
and victim is confused 1 rd./level (or until save) (bypasses hardness, energy resistance).
upon returning. Membrane of LawDLM: Hedge (chaos; 2nd level) +
 Maze of madness and sufferingHA Cascades spook (+1 Shape Spell (emanation to wall; +0 levels) + Accursed
level) = 9th level; creature trapped is also cowering Spell (+1 level) + Irresistible Spell (+2 levels) = 5th level;
(cannot escape) unless resistant to fear. door (up to one 5-ft. square/level) allows one-way
 MicrocosmOcA,SRD affects up to 1 creature/level (+3 access only to [chaotic] creatures. Invest 1,000 x CL
levels), and is Expedient (individual hp; -1 level) numen to maintain effect.
and Phantasmal (-1 level) = 9th level; up to 1 Memorize PageACG: Figment (0 level) + Silent Spell
target/level mentally sent to illusory demiplane; (+1 level) + Extend Spell (1 rd./level to 1 hr./level; +3
creatures with 175 hp or less affected 10 min./level, levels) + Reach Spell (close to touch; -1 level) + Effect-
those with 88 hp or less permanently. Specific Spell (written page touched; -2 levels) +
MeldTM2: PossessionOcA (3rd level) + Cross-Class Spell Phantasmal Spell (-1 level) + Accursed Spell (+1 level)
(divine; +1 level) + Reach Spell (close to medium; +1 + Augment Spell (visual component; +1 levels) +
level) + Creature-Specific Spell (willing recipient; -2 Ritual Spell (-2 levels) = 0 level (listed as 1st); perfect
levels) + Ritual Spell (-2 levels) = 1st level (listed as 5th); phantasmal duplicate of page studied lingers in
you possess a willing host. subject’s memory. Invest 25 x CL numen to maintain
Meld into Stone: Shaping (2nd level) + Object- memory permanently.
Specific Spell (stone only; -2 levels) + Widen Spell (1 Memory ReadTM2: Detection (memories; 2nd level).
cu. ft./level to 3 cu. ft./level; +1 level) + Extend Spell For mind raidRR, add Reach Spell (close to touch; -1
(inst. to 10 min./level; +4 levels) + Effect-Specific Spell level) = 1st level.
(shapes stone around you; -2 levels) = 3 rd level; you Memory RotMF: Damage attribute (Int; 1st level) +
and your gear merge into a block of stone. Cross-Class Spell (+1 level) + Crippling Drain (+1
 Land wombShS also includes Cascade Spell (warding: level) + Reach Spell (touch to close; +1 level) + Extend
divination; +1 level) and Widen Spell (3 cu. ft./level Spell (inst. to 1 rd./level; +2 levels) + Tenuous Spell (-1
to 8 cu. ft./level; +1 level) = 5 th level (listed as 4th); as level) = 5th level; deals 1d4 Int drain/rd. (Fort save
meld into stone, but earth instead of stone, can fit 1 each round to end ongoing drain).
Medium creature/level, and blocks divination Menacing Tentacles, Evard’sPHII: Energy mace (0
magic. level) + Ray Splitting (+1 level) + Cascade Spell (bestow

Spells (Grimoire), p. 199


feat: Point-Blank Shot; +1 level) + Cascade Spell resistance bonus to Will saves for 1 min./level.
(bestow feat: Ranged Threat; +1 level) + Manifested Variants:
Spell (-1 level) + Concentration Spell (swift action; +3  Aura of WardingCD: Resistance (0 level) + Consecrate
levels) + Reduce Spell (15d6 to 5d6; -2 levels) = 3 rd Spell (+1 level) + Augment Spell (+1 to +3; +1 level)
level; 2 attacks/rd. at +1 vs. Close opponents for up to + Shape Spell (target to emanation; +2 levels) +
4d6+1 + ½ Str mod each, and can make attacks of Widen Spell (20’r. to 10’r.; -1 level) + Selective Spell
opportunity within 10 ft. (+1 level) + Effect-Specific Spell (Will saves only; -2
Mental BarrierSRD: Deflection (0 level) + Augment levels) + Extend Spell (1 min./level to 1 hr./level; +2
Spell (+4 total bonus; +2 levels) + Personal Spell (-1 levels) + Ritual Spell (full round; -1 level) = 3rd level
level) + Sudden Spell (+0 levels) + Interrupting Spell (2nd with access to Sun domain); you and allies
(+1 level) = 2nd level (listed as 3rd); immediate casting within 10 ft. gain a +3 morale bonus to Will saves.
grants +4 deflection for 1 rd. AKA aegisSLPG. Variants:  Beacon of HopePH5: Bestow feat (Fast Recovery; 1st
 Lesser deflectPHII is Augmented by +1/6 levels (-1 level) + Cascade Spell (resistance; +1 level) +
level) = 1st level; immediate casting grants, you +2 Augment Spell (+1 level) + Effect-Specific Spell
deflection (+1/6 levels) for 1 rd. Air devotionCC is (Will saves only; -2 levels) + Shape Spell (target to
also Restricted (access to Air domain, etc.; -1 level) spread; +2 levels) + Selective Spell (+1 level) = 4th
= 1st level. level (listed as 2nd); allies in 20’r. gain +3 resistance
Mental Barrier IOcA: Warding (mind thrust; 1st level) bonus to Will saves and Fast Recovery.
+ Cascade Spell (shield; +2 levels) + Extend Spell (1  Mental weaknessOA is Reach (+0 levels due to
min./level to 1 rd./level; -1 level) + Personal Spell (-1 metamagic synergy), Shaped (ray to target; +0
level) + Sudden Spell (+0 levels) + Interrupting Spell levels), Augmented only to +5 (-2 levels), and adds
(+1 level) = 2nd level; immediate casting grants you +4 Hex Spell (+0 levels) = 3rd level; inflicts -5 penalty
shield bonus to AC and immunity to mind thrust to Will saves for 1 min./level.
spells for 1 rd.  Minor symbol of divinityRR (1st level) is as aura of
Mental Barrier IIOcA: Mental barrier I (q.v.; 2nd level) wardingCD (see above), but requires a full ritual
+ Aufment Spell (+6 shield bonus; +1 level) = 3rd level. rather than being Restricted.
Mental Barrier IIIOcA: Mental barrier I (q.v.; 2nd Mephit MobSSt: Summon (1st level) + Reach Spell
level) + Augment Spell (+8 shield bonus; +2 levels) = (close to medium; +1 level) + Augment Spell (CR 3
4th level. mephit; +2 levels) + Augment Spell (2d4+1; +2 levels) +
Mental Barrier IVOcA: Mental barrier III (q.v.; 4th Extend Spell (1 round/level to 10 min./level; +2 levels)
level) + Cascade Spell (warding: precision damage; +1 + Ritual Spell (-2 levels) = 6th level; ritual summons
level) + Irresistible Spell (protects against nonmagical 2d4+1 mephits for 10 min./level.
precision damage; +2 levels) + Expedient Spell (5% Merge with FamiliarUW: Dimensional pocket (1st
per level, rather than 100% protection; -1 level) = 6 th level) + Transdimensional Spell (+1 level) + Creature-
level; as mental barrier III, plus 5% fortification/level. Specific Spell (only your familiar can access; -2 levels)
Mental BlockOcA: Compel (forget all skills, feats, + Variable Spell (enter, leave, return to space during
special abilities; 2nd level) + Still Spell (+1 level) + duration; +1 level) + Widen Spell (familiar can weigh
Extend Spell (1 rd. to 1 rd./level; +1 level) + Tenuous up to 8 lbs./level; +1 level) = 2nd level; your familiar
Spell (-1 level) = 3rd level (listed as 2nd); target forgets can hide in a pocket dimension (appears to merge
all feats, skills, special abilities, and spells for 1 with you), can still share spells, etc.
rd./level or until saves. Message: Figment (0 level) + Reach Spell (close to
Mental DisruptionSRD: Compel (daze; 2nd level) + medium; +1 level) + Phantasmal Spell (-1 level) +
Shape Spell (target to spread; +3 levels) + Selective Extend Spell (1 rd./level to 1 min./level; +1 level) +
Spell (+1 level) + Widen Spell (20’r. to 10’r.; -1 level) + Selective Spell (choose up to 1 recipient/level; +1 level)
Reach Spell (close to personal; -1 level) = 4 th level + Language-Dependent Spell (-1 level) = 0 level; up to
(listed as 2nd); dazes those in 10’r. of you. 1 recipient/level receives mental messages.
Mental StrengthOA: Resistance (0 level) + Augment Message, DemandingUI: Message (q.v.; 0 level) +
Spell (+9 total bonus; +5 levels) + Effect-Specific Spell Cascade Spell (suggestion; +4 levels) + Extend Spell (1
(Will saves only; -2 levels) = 3 rd level; subject gains +9 min./level to 10 min./level; +1 level) + Ritual Spell (full

Spells (Grimoire), p. 200


round; -1 level) = 4th level; as message, but lasts longer + Widen Spell (20’r. to 120’r.; +3 levels) + Residual
and and one recipient receives a suggestion lasting up Spell (+1 level) = 6th level; damage cap 10d6 (half
to 10 min./level. bludgeoning, half fire) and difficult terrain in 120’r.
Message, InterplanarMP: MindlinkSRD (1st level) +  CometfallCD: Energy mace (0 level) + Cascade Spell
Cross-Class Spell (divine; +1 level) + Reach Spell (topple; +1 level) + Reach Spell (close to medium; +1
(casting: close to touch; -1 level) + Reach Spell level) + Shape Spell (ray to cylinder; +2 levels) +
(message: planar to interplanar; +1 level) + Extend Widen Spell (10’r. to 5’r.; -1 level) + Residual Spell
Spell (1 min./level to 1 rd.; -2 levels) + Delay Spell (+1 level) + Irresistible Spell (+2 levels) = 6 th level;
(swift; +3 levels) = 3rd level; after touching subject (and damage cap 15d6 plus knock prone and difficult
investing latent spell numen), you can send it a 6- terrain in 5’r.
second message from almost anywhere in the  Shooting StarsTM2: Jet of flame (0 level) + Energy
multiverse as a swift action. Admixture (electricity; +0 levels) + Shape Spell (ray
MetafacultySRD: Augury (2nd level) + Extend Spell to burst; +3 levels) + Widen Spell (20’r. to 120’r.; +3
(inst. to 1 min./level; +4 levels) + Irresistible Spell (+2 levels) + Cascade Spell [(energy mace; +1 level) +
levels) + Cascade Spell (warding: anti-scrying effects; Maximize Spell (+2 levels) + Ray Splitting (+1
+1 level) + Restricted Spell (diviner/seer/ oracle; -1 level)] + Reach Spell (close to long; +1 level) +
level) = 8th level (listed as 9th); you gain info to 1 one- Ritual Spell (full round; -1 level) + Restricted Spell
word question/rd. (or more detailed info by using (access to Void domain, etc.; -1 level) = 9 th level;
more rounds), which is not blocked by lead or anti- 7d6 each fire and electricity in 120’r., plus 4 ranged
divination magic. (To also remote view the subject, touch attacks for 50 bludgeoning each.
cast scrying separately.)  Shooting Stars SprayAPG: Jet of flame (0 level) + Ray
Metal Melt, Ghorus Toth’sMF: Shaping (2nd level) + Splitting (+1 level) + Shape Spell (ray to burst; +2
Reach Spell (touch to close; +1 level) + Extend Spell levels) + Widen Spell (20’r. to 5’r.; -2 levels) +
(inst. to 1 rd.; +1 level) = 4 th level; metal object (up to 1 Irresistible Spell (+2 levels) + Delay Spell (use some
cu. ft./level) becomes liquid, re-hardens (as puddle or bursts in later rounds; +1 level) + Augment Spell
in shape of container) after 1 rd. Variant: (10d6 to 15d6; +1 level) + Restricted Spell (access to
 Blacksmith’s CurseAUG2: Shaping (2nd level) + Reach Void domain, etc.; -1 level) = 4 th level; damage cap
Spell (touch to medium; +2 levels) + Shape Spell 19d6 fire (divided among bursts).
(target to burst; +2 levels) + Widen Spell (20’r. to Meteoric StrikePHII: Jet of flame (0 level) + Channel
40’r.; +1 level) = 7th level (listed as 8th); metal objects Spell (+1 level) + Shape Spell (ray to burst; +2 levels) +
in 40’r. are reshaped into useless lumps of ore (Fort Widen Spell (20’r. to 5’r.; -2 levels) + Selective Spell
neg.). (+1 level) = 2nd level; damage cap 5d6. Your melee
Metamorphose LiquidsTM2: Transmute (1st level). attack deals +1d6 fire/level (+5d6 max.) in a 5’r. (no
Meteor Swarm: Jet of flame (0 level) + Energy save for creature struck, others save for half, you
Admixture (bludgeoning; +0 levels) + Ray Splitting specify those unaffected). Variant:
(+1 level) + Reach Spell (close to long; +1 level) +  Death MarkToB: Jet of flame (0 level) + Channel Spell
Shape Spell (ray to burst; fire damage portion only; +2 (+1 level) + Reach Spell (close to touch; -1 level) +
levels) + Widen Spell (burst radius from 20 ft. to 40 ft.; Shape Spell (target to spread; +2 levels) + Widen
+1 level) + Lingering Evocation (+2 levels) + Empower Spell (20’r. to 40’r.; +1 level) = 3 rd level; melee
Spell (+1 level) + Residual Spell (+1 level) = 9 th level; [strike] deals up to 10d6 fire damage (divine 5d6)
damage cap 29d6 x 1.5 for Empower Spell = 43.5d6 in a 40’r.
total, divided among 4 meteors = approx. 11d6 each. Miasma, Mystra’sPGF: Wisp (0 level) + Residual
Each meteor is a ranged touch attack for 5d6 impact Spell (+1 level) + Cascade Spell (zephyr; +1 level) +
damage, then bursts in a 40-ft. radius for 6d6 fire Cascade Spell (skill enhancement: Concentration; +1
damage plus 5d6 burn (Reflex half/neg.) and creates level) + Cascade Spell (ray of beguiling; +1 level) +
difficult terrain within the blast radius. Variants: Variable Spell (spellcasting attribute, if other; +1 level)
 Call Meteor ShowerEE: Energy mace (0 level) + Energy + Reach Spell (touch to medium; +1 level) + Shape
Admixture (fire; +0 levels) + Shape Spell (ray to Spell (line to spread; +1 level) + Widen Spell (20’r. to
spread; +3 levels) + Reach Spell (close to 0; -1 level) 40’r.; +1 level) = 8th level (listed as 9th); as solid fog, plus

Spells (Grimoire), p. 201


-1/2 levels to Concentration checks and 1d6 +1/level  One step beyondAUG2 affects 1 creature/level (+3
penalty to Cha (or spellcasting attribute, if different). levels), and is Expedient (special; -1 level) and
Mighty Fist of the EarthARG: Energy mace (0 level) + Ritual (full round; -1 level) = 9th level; as mass mind
Channel Spell (carries effects of ki attack; +1 level) + blank, but warding can be penetrated by an
Manifested Spell (-1 level) + Augment Spell (1d6 to opposed Concentration check.
5d6; +1 level) = 1st level; close ranged attack deals up  Personal mind blankSRD is Personal (-1 level) = 7th
to 5d6 bludgeoning and carries your monk ki attack level (psychic warrior 6th, with Restricted Spell).
effects, if applicable.  Psychic protectionS&M wards against 1 effect/level (+1
Mild Admonishment, Nybor’sPGF: Compel (do level), lasts only 1 min./level (-2 levels), and is
nothing; 2nd level) + Cascade Spell [(sickening touch; +1 Personal (-1 level) and not Irresistible (-2 levels) =
level) + Augment Spell (ailing; +1 level) + Extend Spell 4th level; you are protected against charms,
(1 rd. to 1 rd./level; +1 level) + Tenuous Spell (-1 compulsions, confusion, domination, feeblemind,
level)] + Reach Spell (touch to medium; +1 level) = 5 th insanity, possession, etc. for 1 min./level.
level (listed as 3rd); target ailing 1 rd./level, dazed 1 Mind BondBED: Bestow feat (Improved Flanking; 1st
rd./level until saves. level) + Cascade Spell (blessing; +1 level) + Augment
MimicryCSc: Figment (0 level) + Still Spell (+1 level) + Spell (+1 to +5; +3 levels) + Reach Spell (touch to
Extend Spell (1 rd./level to 1 min./level; +1 level) + medium; +1 level) + Creature-Specific Spell (bonded
Cascade Spell (skill enhancement: Perform; +1 level) + mount; -2 levels) + Restricted Spell (paladin; -2 levels)
Personal Spell (-1 level) + Restricted Spell (bard or = 2nd level; your mount gains +5 sacred bonus to atks,
rogue; -1 level) = 1st level; you can mimic sounds or damage, saves vs. fear, and is +2 to give and receive
speech, with +1/2 levels (+5 max.) to Perform (acting) flanking bonuses for 1 rd./level.
checks to imitate a specific person’s voice, etc. Mind SeedSRD: Summon (1st level) + Augment Spell
Mind Blank: Warding (1st level) + Reach Spell (CR 6; +4 levels) + Reach Spell (close to touch; -1 level)
(touch to close; +1 level) + Mass Effect Spell (1/3 + Cascade Spell (possessionOcA; +3 levels) + Cross-Class
levels; +2 levels) + Extend Spell (1 min./level to 1 Spell (telepathy; +1 level) + Accursed Spell (+1 level) +
hr./level; +2 levels) + Irresistible Spell (+2 levels) = 8th Delay Spell (1 week; -1 level) = 8 th level and 400 x CL
level; subject immune to divinations and scrying, plus numen; over the course of a week, victim touched is
charms, compulsions, phantasms, and other [mind- gradually possessed as if by a 7th level version of you.
affecting], including (Ex), (Sp), and (Su) abilities. Mind StabAUG: Whelm (0 level) + Reach Spell (close
Variants: to medium; +1 level) + Shape Spell (target to ray; +0
 DisobedienceCSc: Warding (mental control; 1st level) + levels) = 1st level; damage cap 5d6 nonlethal.
Reach Spell (touch to close; +1 level) + Extend Spell Mind SwitchSRD: Possession (3rd level) + Cross-Class
(1 min./level to 1 hr./level; +2 levels) + Ritual Spell Spell (telepathy or enchantment; +1 level) + Reach
(full round; -1 level) = 3rd level; protects subject Spell (touch to medium; +1 level) + Mass Effect Spell
from magical mental control. (2 creatures; +1 level) + Extend Spell (1 hr./level to 10
 Impervious sanctity of mindS&M is as psychic min./level; -1 level) = 5 th level (listed as 6th); you and
protectionS&M (see below), but lasts 10 min./level (-1 one other creature possess each other’s bodies.
level), has a full-round casting time (-1 level) = 4 th Mind Switch, TrueSRD: Mind switch (5th level) +
level (listed as 7th). Accursed Spell (+1 level) = 6th level (listed as 9th);
 Impregnible mindS&M lasts only 1 min./level (-2 invest 300 x CL numen to make effect permanent.
levels) = 6th level (listed as 5th); no protection from Mind ThrustSRD: Ray of entropy (1st level) + Cross-
divination until CL 18th. Class Spell (telepath; +1 level) + Shape Spell (ray to
 Iron mindCWH lasts only 10 min./level (-1 level) and target; +0 levels) + Reduce Spell (10d6 to 5d6; -1 level)
is not Irresistible (-2 levels) = 5th level (listed as 3rd); = 1st level; damage cap 5d6 necrotic (Will half).
subject immune to charm spells, damage attribute Mind Thrust IIIOcA: Mind thrustSRD (1st level) +
(Dex), and figments for 10 min./level (also glamers Augment Spell (+1 level) + Empower Spell (+1 level) =
at CL 12th, compulsions at 15th, phantasms at 18th). 3rd level; damage cap 1.5 x 10d6.
 Mental protectionAUG is not Irresistible (-2 levels) = Mind Thrust IVOcA: Ray of entropy (1st level) +
6th level (listed as 7th). Cascade Spell (touch of fatigue; +1 level) + Reach Spell

Spells (Grimoire), p. 202


(touch to medium; +1 level) + Shape Spell (ray to to 1 creature/level share telepathic bond at distance,
target; +0 levels) + Empower Spell (+1 level) = 4 th level; can grant each other spells through link.
damage cap 1.5 x 10d6 plus fatigued. Mindscape DoorOcA: Dimensional skip (1st level) +
Mind Thrust VOcA: Ray of entropy (1st level) + Reach Spell (targets: touch to close; +1 level) + Reach
Cascade Spell (touch of fatigue; +1 level) + Augment Spell (destination: close to interplanar; +7 levels) +
Spell (exhaust; +1 level) + Fell Fatigue (+1 level) + Effect-Specific Spell (into or out of mindscape only; -2
Reach Spell (touch to medium; +1 level) + Shape Spell levels) + Phantasmal Spell (mindscape, not actual
(ray to target; +0 levels) = 5 th level; damage cap 15d6 demiplanes; -1 level) = 6th level (listed as 4th); target
plus exhausted (Will half/fatigued). can enter or leave a mindscape (Cf. create mindscape).
Mind Thrust VIOcA: Ray of entropy (1st level) + Descent into MadnessS&M: Compel (2nd level) +
Cascade Spell (touch of fatigue; +1 level) + Augment Variable Spell (+1 level) + Accursed Spell (+1 level) +
Spell (exhaust; +1 level) + Extend Spell (1 min./level to Extend Spell (1 rd. to 1 hr./level; +4 levels) = 7 th level;
1 rd.; -2 levels) + Cascade Spell (inertia; +1 level) + invest 350 x CL numen to maintain effects. Possible
Augment Spell (stun; +3 levels) + Reach Spell (touch commands include:
to medium; +1 level) + Shape Spell (ray to target; +0  Schizophrenia: “Slavishly emulate a role model
levels) = 6th level; damage cap 20d6 plus stunned and totally unlike yourself”
exhausted 1 rd.  Dementia Praecox: “Ignore everything” (50%, check
Mind TrackerTM2: Alter senses (0 level) + Augment each round)
Spell (visual; +1 level) + Cascade Spell (spook; +1 level)  Delusional Insanity: “You are a monarch, god, or
+ Reach Spell (close to interplanar; +6 levels) + whatever”
Concentration Spell (partial action; +2 levels) +  Paranoia: “Violently mistrust all other creatures”
Tenuous Spell (sensor can be dispelled or destroyed,  Hallucinatory Inasanity: (Use Augmented,
ending all effects; -1 level) + Ritual Spell (-2 levels) + Phantasmal figment instead of compel; subject
Restricted Spell (access to Mind domain; -1 level) = 6 th constantly hallucinates.)
level; as scrying, but lasts as long as you concentrate,
MindshatterTM2 is similar, but has a full-round casting
and the subject is panicked while the effect lasts.
time (-1 level) and is Restricted (access to Madness or
Mind TrapSRD: Dispel (0 level) + Shielding Spell (+2
Mind domain; -1 level) = 5th level; invest 250 x CL
levels) + Extend Spell (inst. to 1 rd./level; +2 levels) +
numen to maintain effects.
Sudden Spell (+0 levels) + Interrupting Spell (+1 level)
MindwrackRR2: Damage attribute (Int; 1st level) +
+ Effect-Specific Spell (telepathy only; -2 levels) = 3 rd
Augment Spell (+1d4; +1 level) + Crippling Drain (+1
level; immediate casting dispels telepathy powers used
level) + Accursed Spell (+1 level) + Variable Spell (no
against you for 1 rd.
control over effect: roll 1d4; -1 level):
Mindless RageCAd: Compel (attack caster in melee;
nd
2 level) + Extend Spell (1 rd. to 1 rd./level; +2 levels) 1. Enervation (+4 levels) + Reach Spell (close to touch;
= 3rd level. 1 level) = +3 levels; subject gains 1d4 negative
Mindlink, ThievingSRD: MindlinkSRD (1st level) + levels.
Cascade Spell (bestow feat: Magical Talent; +2 levels) + 2. Glamer (+1 level) + Reach Spell (close to touch; -1
Augment Spell (11 ranks effects; +2 levels) + Effect- level) + Augment Spell (remove memories; +1
Specific Spell (spell/power must be known by subject; level) + Phantasmal Spell (-1 level) + Extend Spell
-2 levels) + Extend Spell (1 rd./level to 10 min./level; (1 rd./level to 1 hr./level; +3 levels) = +3 levels;
+2 levels) + Tenuous Spell (mindlink ends when subject has total amnesia.
power gained; -1 level) = 4th level; as mindlink, and can 3. Ray of obliviousness (+1 level) + Reach Spell (close
end link by gaining one of linked subject’s powers to touch; -1 level) + Extend Spell (1 rd./level to 1
known. hr./level; +3 levels) = +3 levels; 1d6 +1/level
MindnetTM2: Imbue with spell ability (q.v., 4th level) + penalty to Wis (confused at 1).
Cascade Spell (mindlinkSRD; 1st level) + Channel Spell 4. Spook (+1 level) + Reach Spell (close to touch; -1
(through link; +1 level) + Extend Spell (1 min./level to level) + Extend Spell (1 rd./level to 1 hr./level; +3
10 min./level; +1 level) + Mass Effect Spell (1 levels) = +3 levels; target is unnerved.
creature/level; +3 levels) + Restricted Spell (access to
Community or Mind domain; -1 level) = 9th level; up

Spells (Grimoire), p. 203


= 6th level (listed as 9th); touch deals 2d4 Int drain (Will  CopycatCRB is Cross-Class (divine) instead of Still
half) and suffers an additional effect (invest 150 x CL (+0 levels), creates only 1 image (-2 levels), and is
numen to make secondary effect permanent). Extended (1 min./level; +1 level), Sudden (+0
Minute FormCA: Reduce (3rd level) + Variable Spell levels), and Restricted (access to Trickery domain;
(choose number of sizes reduced; +1 level) + Augment -1 level) = 0 level; swift casting produces one
Spell (3 additional steps; +2 levels) + Extend Spell (1 mirror image lasting 1 round.
min./level to 1 rd./level; -1 level) = 5th level.  Greater mirror imagePHII is Regenerating (restores 1
Minute Meteors, Melf’sUA1: Jet of flame (0 level) + image/round; ad hoc +1 level), Quickened (+3
Reach Spell (close to medium; +1 level) + Splash levels), and Interrupting (+1 level), and Reduced
Evocation (+0 levels) + Variable Spell (+1 level): (no tactile; -1 level) = 6th level.
 Ray Splitting (+1 level) = 3rd level; 3 meteors +  Horrific doublesHA Cascades spook (+1 level) + Shape
1/level (13 max.) deal 1d6 fire each plus 3 hp Spell (target to emanation; +2 levels) + Reach Spell
splash damage. (close to personal; -1 level) + Widen Spell (20’r. to
 Concentration Spell (swift action; +3 levels) + 60’r.; +2 levels) + Pattern Spell (-1 level) + Reduce
Reduce Spell (15d6 to 5d6; -2 levels) = 3 rd level; one Spell (frightened to shaken; -1 level) + Cascade
meteor/rd. as swift action deals 5d6 fire plus 3 hp Spell [spook (+1 level) + Shielding Spell (+1 level) +
splash damage. Mass Effect Spell (1/3 levels; +2 levels) + Creature-
Specific Spell (destroyer of image; -2 levels)] = 4th
Miraculum, Jalartan’s7S: Bestow feat (1st level) +
level; as mirror image, but onlookers within 60 ft.
Variable Spell (Eschew Materials, Silent Spell, or Still
are shaken (Will neg.), or frightened if destroy
Spell; +1 level) + Cascade Spell (bestow feat: Innate
image(s).
Metamagic; +1 level) + Delay Spell (until cast; +1 level)
 Shadow ImagesRR adds Shadow Spell (+1 level) = 3rd
+ Personal Spell (-1 level) = 3 rd level; modify one
level; as mirror image, but images are 20% real.
prepared spell (or spell known, for spontaneous
 Shocking mirror imageUC Cascades electric arc (+1
casters) to be Silent or Stilled (or not to require
level) + Ray Splitting (+1 level) + Shielding Spell
material components) when cast.
(when image destroyed; +1 level)] + Reduce Spell
MirageUW: Glamer (1st level) + Cross-Class Spell (+1
(15d6 to 10d6, and no tactile; -1 levels) = 3 rd level;
level) + Reach Spell (close to long; +1 level) + Extend
damage cap 14d6 electricity (damage potential
Spell (1 rd./level to 2 hrs./level; +4 levels) + Shape
divided among mirror images).
Spell (emanation to cubes; +0 levels) + Widen Spell
(10-ft. to 30-ft. cubes; +2 levels) + Effect-Specific Spell Mirror PolishACG: Shaping (2nd level) + Effect-
(terrain only; no structures, creatures, etc.; -2 levels) + Specific Spell (smooth and polish metal finish; -2
Ritual Spell (-2 levels) + Reduce Spell (visual only; -2 levels) = 0 level.
levels) = 3rd level; as hallucinatory terrain, but visual Mirror PortalAUG2: Dimensional skip (1st level) +
component only. Reach Spell (destination: close to planar; +6 levels) +
Mirror BlastAUG2: Bolt of force (2nd level) + Energy Location-Specific Spell (to receiving mirror; -2 levels)
Admixture (slashing; +0 levels) + Shape Spell (ray to + Shape Spell (target to wall; +1 level) + Widen Spell
cone; +2 levels) + Widen Spell (30 ft. to 60 ft.; +1 level) (10-ft. squares to 2.5-ft. squares; -2 levels) + Extend
= 5th level; damage cap 15d6 (half slashing, half force). Spell (inst. to 1 hr./level; +5 levels) + Ritual Spell (-2
Mirror HideawayACG: Dimensional pocket (1st level) + levels) = 7th level; establishes 1-way transport between
+ Widen Spell (1 lb./level to 216 lbs./level; +4 levels) = two mirrors (up to one 2.5-ft. square/level).
5th level (listed as 2nd). Mirror SafeRR: Dimensional pocket (1st level) + Widen
Mirror Image: Figment (0 level) + Still Spell (+1 Spell (1 lb./level to 27 lbs./level; +3 levels) + Mass
level) + Extend Spell (1 rd./level to 1 min./level; +1 Effect Spell (1 access/3 levels; +2 levels) + Ritual Spell
level) + Creature-Specific Spell (images of caster only; (-2 levels) = 4th level; invest minimum 1,400 numen to
-2 levels) + Mass Effect Spell (+1 image/3 levels; +2 maintain (4th level x CL 7th x 50).
levels) + Personal Spell (-1 level) + Inexorable Spell Mirror StrikeUC: Bestow feat (Whirlwind Strike; 1st
(no save; +3 levels) + Tenuous Spell (images can be level) + Extend Spell (1 rd./level to 1 min./level; +2
destroyed; -1 level) + Reduce Spell (no olfactory; -1 levels) + Personal Spell (-1 level) + Sudden Spell (+0
level) = 2nd level. Variants:

Spells (Grimoire), p. 204


levels) = 2nd level; you make a single attack; if it hits, Spell (+1 level) = 6 th level; you are cloaked in greater
gain an AoO vs. adjacent foe within reach. Variants: ionvisibility, while an illusion of you moves away.
 Blade stormCAd is Augmented to BAB +6 effects (+1 Missile StormRR2: Invisible needle (0 level) + Channel
level) and Resitricted (ranger; -2 levels) = 1 st level; Spell (+1 level) + Cascade Spell (bestow feat: Versatile
you make melee attacks against any targets within Strike; +1 level) + Shape Spell (ray to cone; +1 level) +
reach. Sudden dance of the dervish (new) also Widen Spell (30 ft. to 60 ft.; +1 level) + Reduce Spell
Cascades celerity (+1 level) = 3rd level; swift casting (10d6 to 5d6; -1 level) = 3rd level; fired projectile trails
grants you Whirlwind Attack and +30 ft. to land a 60-ft. cone in its wake (damage cap 5d6 piercing,
speed for 1 rd. Reflex half, and properties and feats of projectile
 Dance of the Dervish (new): Bestow feat (Whirlwind apply).
Strike; 1st level) + Cascade Spell (celerity; +1 level) + MissiveSRD: Mindlink (1st level) + Reach Spell (close
Augment Spell (BAB +6 effects; +1 level) + Reach to medium; +1 level) + Extend Spell (1 min./level to 1
Spell (touch to medium; +1 level) + Reduce Spell rd.; -1 level) + Language-Dependent Spell (-1 level) = 0
(+40 ft. to +20 ft.; -1 level) = 3 rd level; subject gains level; you send a 1-round telepathic message to one
Whirlwind Attack and +20 ft. to land speed for 1 creature in range with which you share a language.
rd./level. Missive, MassSRD: Mindlink (1st level) + Silent Spell
(+1 level) + Reach Spell (close to long; +1 level) +
Mirror TransportACG: Dimensional pocket (1st level) +
Extend Spell (1 min./level to 1 rd./level; -1 level) +
+ Widen Spell (1 lb./level to 27 lbs./level; +3 levels) +
Communal Spell (+1 level) + Language-Dependent
Cascade Spell (dimensional skip; +1 level) + Mass Effect
Spell (-1 level) = 2nd level; you send a 1-round message
Spell (1 creature/level; +3 levels) = 8th level (listed as
to up to 1 creature/level within long range; or an
4th); one creature/level (weighing up to 27 lbs./level)
instantaneous message to up to 6 creatures/level.
can hide in extradimensional mirror space or
Missive TokenAUG2: Mindlink (1st level) + Silent Spell
dimension door from nearby mirror within close range.
(+1 level) + Reach Spell (close to interplanar; +6 levels)
Mirror TruthAUG2: Glamer (1st level) + Shape Spell
+ Extend Spell (1 min./level to 1 rd.; -2 levels) + Delay
(emanation to cubes; +0 levels) + Extend Spell (1
Spell (standard; +1 level) + Expedient Spell (1-way; -1
rd./level to 1 hr./level; +4 levels) + Accursed Spell (+1
level) + Language-Dependent Spell (-1 level) + Ritual
level) + Selective Spell (see through illusion if view
Spell (-2 levels) = 3rd level; as a standard action subject
area through mirror; +1 level) + Ritual Spell (-2 levels)
(holder of focus) can send you a mental message of
+ Reduce Spell (no auditory, olfactory, or tactile
up to 25 words.
components; -3 levels) = 2 nd level (listed as 6 th); creates
Mistaken MissiveTM2: Glamer (1st level) + Cross-
long-lasting visual illusion over one 10-ft. cube/level;
Class Spell (divine; +1 level) + Accursed Spell (+1
anyone viewing area through a mirror can
level) + Reach Spell (close to touch; -1 level) +
automatically see through the illusion. Invest 100 x
Restricted Spell (access to Chaos or Rune domain; -1
CL numen to maintain illusion indefinitely.
level) = 1st level; written message (up to 1 page/level)
Miscast MagicTM2: Compel (cast wrong spell; 2nd
appears to say the opposite (in intent) of what was
level) + Reach Spell (close to medium; +1 level) +
written; invest 200 x CL numen (1st level x 50 x 4) to
Delay Spell (until cast next spell; +1 level) + Creature-
maintain effect past 1 rd./level.
Specific Spell (spellcaster or creature with SLAs; -1
Modify Memory: Glamer (1st level) + Phantasmal
level) = 3rd level. AKA Enkili’s prankRR.
Spell (-1 level) + Variable Spell (subtract, alter, or
Misdirection: Glamer (1st level) + Extend Spell (1
remove; +1 level) + Augment Spell (memories can be
rd./level to 1 hr./level; +4 levels) + Effect-Specific Spell
removed outright: analogous to adding invisibility; +1
(misleads divinations only; -2 levels) + Object-Specific
level) + Extend Spell (1 rd./level to 1 min./level; +1
Spell (divinations read as if reading other specified
level) + Accursed Spell (+1 level) = 4 th level; invest 400
creature/object only; -1 level) = 2nd level.
x CL numen to make the modification permanent.
Mislead: [Greater invisibility (4th level) + Personal
Variants:
Spell (-1 level)] + [Cascade Spell (figment; +1 level) +
Concentration Spell (swift action; +3 levels) + Effect-  AmnesiaRRO Cascades spook (+1 level) and skill
Specific Spell (image of you only; -2 levels)] + Silent enhancement (Bluff; +1 level), and is Effect-Specific
(see below; -2 levels), Extended (1 hr./level; +2

Spells (Grimoire), p. 205


levels), and non-Variable (-1 level) = 5th level; Mold Shadow RealityADR: Dimensional pocket (1st
subject forgets identity and personal history, takes level) + Transdimensional Spell (+1 level) + Shape
1/2 levels penalty to Bluff, and is shaken for 1 Spell (target to emanation; +2 levels) + Widen Spell
hr./level. Invest 250 x CL numen to maintain curse. (20’r. to 60’r.; +2 levels) + Personal Spell (-1 level) +
 False beliefUI is Extended (1 hr./level; +2 levels), Cascade Spell (bestow feat: Power over Shadow; +1
Creature-Specific (willing subject; -2 levels), level) + Cascade Spell (skill enhancement: Planar Sense;
Augmented (tactile; +1 level), and Ritual (-2 levels), +1 level) + Irresistible Spell (+2 levels) = 9th level; alters
and is not Accursed (-1 level) = 2 nd level; as modify magical and physical laws in 60-ft. emanation around
memory, but true memories return after 1 hr./level. you (Planar Sense check at +1/2 levels needed, per
 ForgetPH1 is Still instead of Variable, and is neither Power over Shadow feat) for 1 hr./level.
Extended (-1 level) nor Accursed (-1 level) = 2 nd Mold TouchPGF: Summon (1st level) + Reach Spell
level; subject forgets events of the last 1 rd./level. close to touch; -1 level) + Accursed Spell (+1 level) +
Memory lapseAPG (1st level) is the same, but the Augment Spell (CR 2 brown mold; +1 level) + Extend
subject forgets only 1 round worth of events. Spell (1 rd./level to 1 min./level; +1 level) = 3 rd level;
 Memory WrackTM2: Warding (dual memory; 1st level) touch creates patch of brown mold lasting 1
+ Accursed Spell (+1 level) + Reach Spell (touch to min./level, or indefinitely until destroyed if 150 x CL
medium; +1 level) + Irresistible Spell (+2 levels) = numen is invested.
5th level; for 1 min./level, subject’s short-term MomentTM2: Variable Spell (blessing or skill
memory does not transfer to long-term (à la enhancement; +1 level) + Reach Spell (touch to close; +1
Memento; he/she forgets everything that happens level) + Augment Spell (+1 level) + Extend Spell (1
during duration whenever distracted). min./level to 1 rd.; -2 levels) + Concentration Spell
 Mindlocked messengerACG is Selective (see below; +1 (standard; +1 level) = 2nd level; each round, you grant
level), Extended (1 hr./level; +2 levels), Tenuous 1 ally either +3 to attacks and damage or +1/2 levels
(see below; -1 level), Delayed (special; +1 level), (+5 max.) to 1 skill check (choose each round).
Creature-Specific (willing subject; -2 levels), and Moment of ClarityBED: Remove condition (mind-
Ritual (-2 levels) = 3rd level; illusory memory of affecting; 1st level) + Augment Spell (minor to critical;
message implanted in willing subject, who delivers +3 levels) + Restricted Spell (paladin; -2 levels) = 2 nd
message to designated recipient and then forgets level; touch removes minor, moderate, or serious
it. If subjected to mind reading, forced to reveal it, [mind-affecting] condition, or up to 4d4 Cha damage.
etc., the subject temporarily forgets it as needed to Moment of ClaritySC: Dispel (0 level) + Selective
avoid revealing it to the wrong recipient. This Spell (mind-affecting; +1 level) + Irresistible Spell (no
effect cannot be dispelled, but remove curse can end check needed; +2 levels) + Restricted Spell (paladin; -2
the spell, causing the undelivered message to be levels) = 1st level; touch dispels one [mind-affecting]
forgotten. Until message delivered, the caster must spell or SLA affecting target, with no check needed.
invest 150 x CL numen to maintain the effect Moment of GreatnessUC: Enhancement (2nd level) +
beyond 1 hr./level. Effect-Specific Spell (morale bonus; -2 levels) + Shape
 MindrapeBVD Cascades Rary’s mind scanGA (+4 levels) Spell (target to burst; +2 levels) + Widen Spell (20’r. to
= 8th level; you gain complete access to victim’s 40’r.; +1 level) + Extend Spell (1 min./level to 1 rd.; -2
memories and can alter them as you see fit. AKA levels) + Delay Spell (one roll in next 1 min./level; +1
programmed amnesiaS&M. level) = 2nd level; each ally in area gains +1/4 levels
 Repress MemoryOcA Cascades warding (memory enhancement to an existing morale bonus to one roll
reading and truth compulsion; +2 levels), and is or check of their choice.
Personal (-1 level), Effect-Specific (warding applies Momento MoriSRD: Damage attribute (Con; 1st level)
only vs. effects targeting suppressed memory; -1 Augment Spell (+4d4; +4 levels) + Reach Spell (touch
level), Extended (1 hr./level; +2 levels), and Ritual to medium; +1 level) + Quicken Spell (+3 levels) = 9 th
(full round; -1 level) = 5th level; you forget one level (listed as epic); 5d4 Con damage at Medium
memory, and it cannot be read from your mind, range (Fort half) as a swift action.
not can you be compelled to recall/speak it; invest Monkey FishACG: Celerity (climb; 0 level) + Variable
250 x CL numen to make the effect permanent. Spell (swim; +1 level) + Cascade Spell (skill
enhancement: Athletics; +1 level) + Personal Spell (-1

Spells (Grimoire), p. 206


level) = 1st level; you gain climb and swim speeds of  Living targets: Ray of entropy (1st level) + Reach
10 ft. and +1/2 levels (+5 max.) to checks. Spell (close to touch; -1 level) + Cascade Spell
Monster Summoning IPH1: Summon (1st level) + (dispel; +1 level) + Extend Spell (inst. to 1 rd.; +1
Augment Spell (2d4+1; +3 levels) + Variable Spell (no level) + Ray Splitting (+1 level) + Reduce Spell
control over creatures summoned; -1 level) = 3 rd level; (10d6 to 5d6; -1 level) = +2 levels; damage cap 8d6
summons 2d4+1 randomly-determined creatures of negative energy, divided among attacks (max.
CR ½ or less. For the higher-level monster summoning 5d6 for one), and those hit must make opposed
spells, augment the CR. Concentration checks to cast for 1 rd.
Monstrous ExtremitiesPC: Invocation of the knife (0  Undead targets: Spark of life (1st level) + Ray
level) + Variable Spell (Versatile Evocation: Splitting (+1 level) = +2 levels; damage cap 13d6,
bludgeoning or piercing; +1 level) + Concentration divided among attacks (max. 10d6 for one).
Spell (swift action; +3 levels) + Delay Spell (non- + Concentration Spell (standard; +1 level) + Restricted
consecutive rounds; +1 level) + Manifested Spell (-1 Spell (ranger or access to Moon domain; -1 level) = 3 rd
level) + Ritual Spell (full round; -1 level) = 3rd level; level.
damage cap 10d6; target gains secondary natural Moon RuneS&M: Arcane mark (q.v.; 0 level) + Delay
attack, usable as a swift action, dealing 1d6/level Spell (+1 level) = 1st level (listed as 2nd); mark becomes
(max. 10d6). visible when stated condition met.
Monstrous Physique IUM: Polymorph (monstrous MoonbeamSC: Compel (assume animal form; 2nd
humanoid; 3rd level) + Personal Spell (-1 level) + level) + Creature-Specific Spell (lycanthropes; -2
Extend Spell (1 min./level to 2 min./level; +1 level) = levels) + Cascade Spell (light; +1 level) + Shape Spell
3rd level; +2 Str and natural armor, darkvision 60 ft., (target to cone; +1 level) + Extend Spell (1 rd. to 1
up to 3 natural attacks, etc. min./level; +2 levels) + Restricted Spell (access to
Monstrous Physique IIUM: Polymorph (monstrous Moon domain; -1 level) = 3rd level (listed as 2nd); cone
humanoid; 3rd level) + Personal Spell (-1 level) + of light causes shapeshifted creatures to resume true
Variable Spell (+1 level) + Cascade Spell forms.
(enlarge/reduce self; +1 level) = 4th level; Tiny to Large MoonbeamUA1: Light (0 level) + Reach Spell (touch
size. to close; +1 level) + Shape Spell (emanation to
Monstrous Physique IIIUM: Polymorph (monstrous cylinder; +0 levels) + Extend Spell (10 min./level to 1
humanoid; 3rd level) + Personal Spell (-1 level) + rd./level; -2 levels) + Concentration Spell (partial
Variable Spell (+1 level) + Cascade Spell action; +2 levels) = 1st level (listed as 5th); creates
(enlarge/reduce self; +1 level) + Augment Spell (+1 level) magical spotlight (10’r., 50 ft. high) that you direct.
= 5th level; Diminutive to Huge size. Moonbow, Presper’sPGF: Electric arc (0 level) + Ray
Monstrous Physique IVUM: Polymorph (monstrous Splitting (+1 level) + Reach Spell (close to long; +1
humanoid; 3rd level) + Personal Spell (-1 level) + level) + Delay Spell (use some attacks on subsequent
Variable Spell (+1 level) + Cascade Spell rounds as a standard action; +1 level) = 3rd level (listed
(enlarge/reduce self; +1 level) + Augment Spell (+1 level) as 5th); damage cap 13d6 electricity, divided among
+ Extend Spell (1 min./level to 10 min./level; +1 level) ranged touch attacks.
= 6th level; Diminutive to Huge, and access to more MoonfireBotD: Bolt of force (2nd level) + Cascade Spell
abilities. (flare; +1 level) + Bane Spell (lyncanthropes; +0 levels)
Monstrous RegenerationMF: Spark of life (1st level) + = 3rd level; damage cap 10d6 force (10d8 vs.
Channel Spell (+1 level) + Versatile Evocation lycanthropes) and dazzled 1 rd./level.
(nonlethal; +0 levels) + Irresistible Spell (non-magical MoonfireSC: Dispel (0 level) + Reach Spell (touch to
attacks also affected; +2 levels) + Extend Spell (inst. to close; +1 level) + Effect-Specific Spell (polymorph; -1
1 rd./level; +2 levels) + Personal Spell (-1 level) = 5 th level) + Cascade Spell (ray of frost; +1 level) + Bane
level; damage you take (except fire and acid) is Spell (undead and shapechangers; +0 levels) +
nonlethal for 1 rd./level, and healed at 15 hp/rd.
 Cascade Spell (warding: electricity; +1 level) +
during that time.
Cascade Spell (light; +1 level) + Extend Spell (1
Moon BladeFRCS: Variable Spell (+1 level):
min./level to 1 rd./level; -1 level) + Irresistible Spell
(+2 levels) +

Spells (Grimoire), p. 207


 Cascade Spell (detection: magic; +2 levels) + Extend the form of a specific individual (the “model”), gains
Spell (conc. to 1 rd./level; +1 level) +2 to attributes for which model has a higher score
+ Widen Spell (30 ft. to 60 ft.; +1 level) = 8th level (listed (start with physical ones), +1/2 levels to skills the
as 9th); damage cap 20d6 cold (20d8 vs. undead and model is trained in (and to Perform: acting checks to
shapeshifters) plus dispels [polymorph] effects in 60- impersonate that individual). Model gains a Fort save
ft. cone; leaves behind illumination, detect magic, and to resist.
negates electricity in area for 1 rd./level. Mud BuddyMC: Summon (1st level) + Augment Spell
Moonlit StrollRRO: Air walk (q.v.; 4th level) + Cross- (CR 1; +1 level) + Extend Spell (1 rd./level to 1
Class Spell (divine; +1 level) + Location-Specific Spell hr./level; +3 levels) + Restricted Spell (goblinoid
(can only air walk on moonlit areas; -2 levels) = 3 rd caster; -1 level) + Ritual Spell (-2 levels) = 2 nd level;
level. summons a Small mud elemental.
MoonstruckAPG: Lesser compelling confusion (1st level) Muddy GroundAUG: Topple (0 level) + Reach Spell
+ Reach Spell (close to medium; +1 level) + Extend (close to medium; +1 level) + Shape Spell (target to
Spell (1 rd. to 1 rd./level; +1 level) + Cascade Spell horizontal wall; +1 level) + Extend Spell (inst. to 1
(rage; +3 levels) + Location-Specific Spell (under moon rd./level; +2 levels) + Residual Spell (+1 level) = 5 th
only; -2 levels) = 4th level; subjecy is raging and level (listed as 2nd); one 10-ft. square/level is difficult
confused. terrain, and save each round or slip and fall prone.
MoonwebPGF: Wall of force (q.v.; 5th level) + Cross- Multiple PersonalitiesAUG: Compel (do opposite of
Class Spell (divine; +1 level) + Selective Spell (1-way; intent; 2nd level) + Accursed Spell (+1 level) + Extend
+1 level) + Extend Spell (1 rd./level to 10 min./level; +2 Spell (inst. to 1 hr./level; +5 levels) + Tenuous Spell
levels) + Widen Spell (10-ft. squares to 5-ft. squares; -1 (save each round to act normally; -1 level) = 7 th level;
level) + Restricted Spell (access to Moon domain; -1 subject saves each round or attempts action opposite
level) = 7th level (listed as 5th); creates a long-lasting, of intent (e.g., healing or buffing an opponent instead
one-way wall of force in a wall or ring. of harming it). Invest 350 x CL numen to maintain
Morality UndoneFC1: Glamer (alignment aura; 1st curse.
level) + Cascade Spell (compel: behave as if evil; +3 MummifySSt: Ray of entropy (1st level) + Cascade
levels) + Extend Spell (1 rd. to 10 min./level; +3 levels) Spell (touch of fatigue; +1 level) + Cascade Spell
+ Restricted Spell (evil caster; -1 level) = 6 th level (damage attribute: Con; +1 level) + Augment Spell
(listed as 5th); creature detects and acts as if evil. Cf. (+4d4; +3 levels) = 6th level; touch deals up to 15d6
compelOA. plus negative energy plus 5d4 Con and fatigue.
More Luck than SkillCSc: Skill enhancement (0 level) Mummy DustSRD: Summon (1st level) + Summon
+ Variable Spell (choose skill when used; +1 level) + Undead (+1 level) + Augment Spell (1d3 CR 8 greater
Lucky Spell (+1 level) + Sudden Spell (+0 levels) + mummies; +5 levels) + Accursed Spell (+1 level) = 8th
Restricted Spell (halfling or access to Fate domain, level (listed as epic); summons 1d3 greater mummies.
etc.; -1 level) = 1st level; swift casting grants you +1/2 Invest 400 x CL numen to keep them past 1 rd./level, if
levels (+5 max.) luck bonus to next skill check. you have sufficient Command Undead potential.
Mortal CloakRRO: Forced mortal cloakRRO (q.v.; 6th Variant:
level) + Creature-Specific Spell (model creature must  Tomb LegionPC: Summon (1st level) + Summon
be willing; -2 levels) = 4th level. Undead (+1 level) + Augment Spell (CR 5 mummy;
Mortal Cloak, ForcedRRO: Polymorph (3rd level) + +2 levels) + Augment Spell (summons 1d4+1; +1
Cascade Spell (attribute boost; +1 level) + Mass Effect level) + Extend Spell (1 rd./level to 1 hr./level; +3
Spell (1 attribute/3 levels; +2 levels) + Effect-Specific levels) = 8th level; summons 1d4+1 mummies.
Spell (only attributes that provider has higher scores Invest numen to maintain effect, assuming you can
in; -2 levels) + Cascade Spell (skill enhancement; +1 control them.
level) + Mass Effect Spell (1 skill/level; +3 levels) + Murderous MistCD: Jet of flame (0 level) + Cascade
Effect-Specific Spell (only skills that provider has Spell (alter senses; +1 level) + Augment Spell (blinding;
ranks in, plus Perform (acting); -2 levels) + Extend +1 level) + Shape Spell (ray to spread; +2 levels) +
Spell (1 min./level to 1 hr./level; +2 levels) + Ritual Extend Spell (inst. to 1 rd./level; +2 levels) + Cascade
Spell (-2 levels) = 6th level; target is polymorphed into Spell (wisp; +1 level) + Accursed Spell (+1 level) +

Spells (Grimoire), p. 208


Restricted Spell (access Sun domain; -1 level) + levels) + Creature-Specific Spell (target damaged by
Reduce Spell (15d6 to 5d6; -2 levels) = 5 th level; 2d6 subject’s last attack against it; -2 levels) + Extend Spell
fire/rd. and blinds 1 rd./level in 20’r.; invest 9,000 (1 min./level to 1 rd./level; -1 level) = 1 st level;
numen to make blindness permanent (5 th level x CL 9th recipient +1 to attacks and damage per previous hit
x 50 x 4). against opponent (max. +5; resets to +0 if misses).
MuteRRO: Bestow feat (Throat Punch; 1st level) + Nature’s BalancePGF: Attribute boost (0 level) +
Reach Spell (touch to close; +1 level) + Extend Spell (1 Variable Spell (choose attribute at time of casting; +1
rd./level to 1 min./level; +1 level) = 3 rd level (listed as level) + Augment Spell (+4 bonus; +1 level) + Extend
1st); target cannot speak for 1 min./level. Spell (1 min./level to 10 min./level; +1 level) = 3 rd level
My LightSRD: Light (0 level) + Shape Spell (listed as 4th); longer-lasting attribute boost (you take
(emanation to cone; +0 levels) + Reach Spell (personal no penalty).
to close; +1 level) = 1 st level; as light, but extends from Nature’s ExileAPG: Skill enhancement (Survival; 0
your eyes in a cone. level) + Cascade Spell (blessing, to animal companion;
Mysterious RedirectionCM: Compel (attack someone +1 level) + Accursed Spell (+1 level) = 3 rd level; -1/2
else; 2nd level) + Shape Spell (target to emanation; +3 levels to Survival (-10 max.) and animal companion -1
levels) + Reach Spell (close to personal; -1 level) + to attacks, damage, saves vs. fear. Invest 300 x CL
Shielding Spell (+1 level) + Extend Spell (1 rd. to 1 numen to make effect permanent.
rd./level; +1 level) + Quicken Spell (+3 levels) = 9 th Nature’s FavorCAd: Blessing (1st level) + Augment
level (listed as 8th); swift casting causes attacks against Spell (+1/3 levels; +3 levels) + Creature-Specific Spell
you (requiring attack rolls) made within 20 ft. to be (animal; -2 levels) + Extend Spell (10 min./level to 1
redirected to a different potentiual target (Will neg.), min./level; -1 level;) + Cross-Class Spell (+1 level) = 2nd
or simply miss if no other targets. level; target animal gains +1/3 levels to attacks,
Mystic BacklashCM: Bolt of force (2nd level) + Extend damage, saves vs. fear for 1 min./level.
Spell (inst. to 1 rd./level; +3 levels) + Creature-Specific NaturewatchMF: Deathwatch (q.v.; 2nd level) +
Spell (casts spell that round; -2 levels) + Reach Spell Creature-Specific Spell (animals and plants; -1 level) +
(close to touch; -1 level) + Reduce Spell (10d6 to 5d6; - Restricted Spell (druid, ranger, or access to Animal or
1 level) = 1st level; touch causes target to take 1d6 Plant domain; 1 level) = 0 level.
force/level (max. 5d6) during each round in which it Nauseating DartACG: Sickening touch (0 level) +
casts as spell or activates a spell-like ability. Reach Spell (touch to close; +1 level) + Augment Spell
Mystic LashMF: Electric arc (0 level) + Cascade Spell (nausea; +2 levels) + Extend Spell (1 rd./level to 1 rd.; -
(inertia; +1 level) + Augment Spell (daze; +2 levels) + 1 level) + Cascade Spell (invisible needle; +1 level) +
Ray Splitting (+1 level) + Concentration Spell Manifested Spell (-1 level) + Restricted Spell (witch or
(standard action; +1 level) + Restricted Spell (access to access to Archery or Pestilence domain; -1 level) = 1 st
Evil or Suffering domain; -1 level) + Reduce Spell level; close ranged attack deals 1d6 piercing plus
(10d6 to 5d6; -1 level) = 3 rd level; damage cap 8d6. nauseated 1 rd.
Ranged touch attacks deal up to 5d6 (1 attack/rd.), 4d6 Nauseating TrailACG: Sickening touch (0 level)) +
(2/rd.), 2d6 (3-4/rd.) electricity, based on your BAB Augment Spell (nausea; +3 levels) + Reach Spell
and caster level, and possibly dazes target 1 round on (touch to medium; +1 level) + Shape Spell (ray to
a hit. cubes; +2 levels) + Widen Spell (10-ft. cubes to 5-ft.
Mystic SurgePHII: Bestow feat (Ability Focus; 1st cubes; -1 level) + Location-Specific Spell (you or
level) + Variable Spell (select ability/spell to be designee must move through all affected squares; -2
applied to; +1 level) + Still Spell (+1 level) + Extend levels) = 3rd level; nauseating vapors in area moved
Spell (1 rd./level to 1 min./level; +1 level) + Personal through persist 1 rd,/level.
Spell (-1 level) + Sudden Spell (+0 levels) = 3 rd level; Near HorizonCM: Bestow feat (Far Shot; 1st level) +
you gain +2 to next spell DC if cast within 1 round. Cascade Spell [(enhancement; +3 levels) + Effect-
AKA Rary’s spell enhancerGA. Specific Spell (Far Shot effects; -2 levels)] + Extend
Spell (1 rd./level to 1 min./level; +1 level) + Personal
N Spell (-1 level) + Sudden Spell (+0 levels) + Restricted
APG
Natural Rhythm : Blessing (0 level) + Cross-Class Spell (ranger, rogue, or access to Archery domain; -1
Spell (+1 level) + Augment Spell (up to +5 bonus; +3 level) = 2nd level; swift casting reduces your range

Spells (Grimoire), p. 209


increment penalties by 1 each, and total end penalty is Negative Energy BurstHH: Ray of entropy (1st level) +
then reduced by another -1/4 levels, for the next Still Spell (+1 level) + Shape Spell (ray to burst; +2
round. levels) + Reach Spell (close to personal; -1 level) +
Necrotic AwarenessLM: Detection (creatures; 2nd Widen Spell (20’r. to 5’r.; -2 levels) + Augment Spell
level) + Creature-Specific Spell (those with necrotic (5d6 to 10d6; +1 level) = 2nd level; damage cap 10d6
cysts only; -2 levels) = 0 level. (divine 5d6) negative energy to adjacent creatures.
Necrotic BloatLM: Ray of entropy (1st level) + Reach  Arms of HadarPH5 Cascades inertia (+1 level), is not
Spell (close to medium; +1 level) + Shape Spell (ray to Still (-1 level), affects a 10’r. (+1 level), and is
target; +0 levels) + Violate Spell (+1 level) + Lingering Restricted (sorcerer; -1 level) rather than
Evocation (+2 levels) + Creature-Specific Spell (must Augmented (-1 level) = 1st level; damage cap 5d6
have necrotic cyst, q.v.; -2 levels) + Restricted Spell negative energy and flat-footed 1 rd. in 20’r. burst
(Necromancer or access to Death domain, etc.; -1 around you.
level) = 2nd level (listed as 3rd); damage cap 10d6  Black circleTM2 is Corrupt rather than Still, adds
(divine 5d6) negative energy (half is also Vile Violate Spell instead of Augment Spell, affects a
damage), plus 2d6 lingering negative energy/rd. 360’r. burst (+6 levels), and is Creature-Specific
Necrotic CurseCM: Metaphysical feat (Versatile ([good]; -2 levels) = 6th level; damage cap 15d6 vs.
Evocation; 1st level) + Reach Spell (touch to close; +1 [good] creatures (half negative energy, half
level) + Shape Spell (target to emanation; +2 levels) + unholy), and half the damage is Vile.
Extend Spell (1 rd./level to 10 min./level; +2 levels) +  UltrablastSRD is Cross-Class (telepathy; +1 level),
Ritual Spell (full round; -1 level) = 5 th level (listed as affects a 20’r. spread (+2 levels), and is Empowered
7th); changes positive energy in area to negative rather than Augmented = 5 th level (listed as 7th);
energy. deals 1.5x10d6 negative energy in a 20’r. spread
Necrotic CystLM: Bestow feat (Arcane Defense: around you (Will half).
necromancy; 1st level) + Hex Spell (+0 levels) +
Negative ReactionUC: Ray of beguiling (1st level) +
Cascade Spell (ray of entropy; 1st level) + Ray Splitting
Silent Spell (+1 level) + Effect-Specific Spell (skill
(+1 level) + Accursed Spell (+1 level) + Restricted Spell
checks only; -2 levels) = 1st level; target takes penalty
(Necromancer or access to Death domain, etc.; -1
to Cha-based skill checks equal to 1d6 + ½ levels (+5
level) + Reduce Spell (10d6 to 5d6; -1 level) = 2 nd level;
max.).
touch imposes penalty to saves vs. necromancy, and
Nereid’s GraceARG: Deflection (0 level) + Augment
victim takes +1d6 negative energy damage from
Spell (scaling bonus; +1 level) + Augment Spell (base
undead (max. 7 attacks/rd.). Invest 400 x CL numen to
+4; +1 level) + Extend Spell (1 min./level to 1 hr./level;
maintain effect (2nd level x 50 x 4).
+2 levels) + Personal Spell (-1 level) + Creature-
Necrotic EmpowermentLM: Attribute boost (0 level) +
Specific Spell (not wearing armor; -2 levels) = 1 st level;
Mass Effect Spell (1 attribute/3 levels; +3 levels) +
for 1 hr./level, you gain a +4 deflection bonus to AC
Augment Spell (+8 total bonus; +3 levels) + Cascade
(+1/6 levels; max. +7 total bonus at CL 18th)
Spell (barkskin; +2 levels) + Cascade Spell (spark of life;
NerveskitterSC: Enhancement (2nd level) + Reach
+1 level) + Personal Spell (-1 level) + Extend Spell (1
Spell (touch to close; +1 level) + Delay Spell (next
min./level to 1 rd./level; -1 level) = 7 th level (listed as
initative check; +1 level) + Interrupting Spell (+1 level)
8th); for 1 rd./level, you gain +8 enhancement to Dex,
+ Insightful Spell (+1 level) + Effect-Specific Spell
Int, Wis, Con (and Cha at CL 15 th, Str at 18th); +1/2
(initiative; -2 levels) + Extend Spell (1 min./level to 1
levels enhancement to natural armor; and 15d6 temp.
rd./level; -1 level) = 3rd level (listed as 1st); subject
hp.
gains +1/3 levels insight bonus to next initiative check,
Necrotic TumorLM: Damage attribute (Cha; 1st level) +
lasting 1 rd./level.
Reach Spell (touch to medium; +2 levels) + Augment
Spell (+4d4; +3 levels) + Crippling Drain (+4 levels) +  Anticipate perilUM (2nd level; listed as 1st) has a range
Creature-Specific Spell (must have necrotic cyst, q.v.; - of touch, and the bonus is only +1/4 levels.
2 levels) + Restricted Spell (Necromancer or access to ForeactionRR2 also adds the Ritual Spell feat (full
Death domain, etc.; -1 level) = 7th level; 5d4 Cha drain round; -1 level) = 1st level.
to bearer of cyst (save for half).  Moment of alacrityToB: Hand of fate (0 level) +
Selective Spell (+1 level) + Cascade Spell

Spells (Grimoire), p. 210


(enhancement; +2 levels) + Mass Effect Spell (1/level; level) = 3rd level (listed as 1st); target treats ambient
+3 levels) + Effect-Specific Spell (initiative only; -2 light as 2 steps lower and loses darkvision, low-light
levels) + Quicken Spell (+3 levels) + Personal Spell vision, and see in darkness.
(-1 level) = 6th level; as a swift action, make up to Night HunterAPG: Invisibility (2nd level) + Personal
one initiative check/level with a +1/3 levels bonus Spell (-1 level) + Restricted Spell (access to Darkness
to each, and keep the best result. domain, etc.; -1 level) = 0 level.
Net of ShadowsMF: Gloom (0 level) + Reach Spell Nightmare: Whelm (0 level) + Accursed Spell (+1
(touch to close; +1 level) + Augment Spell (4 steps level) + Reach Spell (close to interplanar; +6 levels) +
total; +2 levels) + Widen Spell (20’r. to 5’r.; -2 levels) = Phantasmal Spell (-1 level) + Extend Spell (inst. to 1
1st level; target cannot see or be seen (even with rd./level; +2 levels) + Extend Spell (onset: 1/rd. to 1/10
darkvision) except using the see in darkness ability. To min.; -2 levels) + Ritual Spell (-2 levels) + Delay Spell
affect 1 creature/level, also apply the Mass Effect Spell (until target falls asleep; +1 level) = 5th level; target
feat (+3 levels). takes 1d6 nonlethal per 10 min. for next 10 min./level
NetherbladeRR2: Spark of life (1st level) + Cross-Class when next tries to sleep (Intuition neg.); prevents
Spell (arcane; +1 level) + Ray Splitting (+1 level) + regaining of spells, etc. Invest 2,250 x CL numen to
Reach Spell (close to touch; -1 level) + maintain on subsequent nights. Variants:
Transdimensional Spell (+1 level) + Extend Spell (inst.  Chaotic SleepTM2: Compel (sleep/don’t sleep; 2nd level)
to 1 min./level; +3 levels) + Creature-Specific Spell + Variable Spell (+1 level) + Accursed Spell (+1
(undead; -2 levels) + Reduce Spell (15d6 to 5d6; 2 level) + Extend Spell (1 rd. to 1 rd./level; +1 level) +
levels) = 2nd level; damage cap 7d6 positive energy Restricted Spell (access to Chaos domain; -1 level)
(divided among iterative melee touch attacks) vs. = 4th level; every 12 hours, subject has a 50% chance
undead (full damage vs. incorporeal). to either be unable to sleep, or unable to stay
NetherblastRR2: Variable Spell (+1 level): awake except when in combat, etc. Spell has no
 Spark of life (1st level) + Cross-Class Spell (arcane; +1 effect at all unless you invest 800 x CL numen to
level) + Creature-Specific Spell (undead; -2 levels), keep it active.
or  Curse of Burning SleepACG: Jet of flame (0 level) +
 Ray of frost (0 level) Delay Spell (1 hour after falling asleep; +2 levels) +
Lingering Evocation (+2d6; +1 level) + Accursed
+ Shape Spell (touch to cone; +1 level) + Widen Spell
Spell (+1 level) + Reduce Spell (15d6 to 10d6; -1
(30 ft. to 60 ft.; +1 level) + Augment Spell (10d6 to
level) = 3rd level; damage cap 15d6 fire plus 2d6
20d6; +2 levels) = 5th level; 60-ft. cone deals up to 20d6
burn whenever falls asleep for more than 1 hour.
positive energy damage vs. undead (Will half) and
Invest 150 x CL numen to maintain curse.
20d6 cold damage vs. living (Fort half).
 InsomniaRRO: Compel (don’t sleep; 2nd level) +
NethergazeRR: Spark of life (1st level) + Cross-Class
Accursed Spell (+1 level) + Creature-Specific Spell
Spell (arcane; +1 level) + Extend Spell (inst. to 1
(humanoid; -2 levels) = 1st level (listed as 2nd);
min./level; +3 levels) + Creature-Specific Spell
unless you invest 300 x CL numen (1st level x 50 x 6)
(undead only; -2 levels) + Cascade Spell (warding:
to maintain it, this spell merely wakes the subject
energy drain; +1 level) + Mass Effect Spell (1
from a normal sleep.
warding/3 levels; +2 levels) + Shape Spell (target to
 Night TerrorsHA: Compel (don’t sleep; 2nd level) +
emanation; +2 levels) + Personal Spell (-1 level) +
Reach Spell (close to touch; -1 level) + Extend Spell
Pattern Spell (visual; -1 level) + Reduce Spell (15d6 to
(1 rd. to 1 hr./level; +4 levels) + Cascade Spell
10d6; -1 level) = 5th level; damage cap 10d6 positive
(damage attribute: Wis; +1 level) + Cascade Spell
energy/rd. vs. undead, and prevents energy drain
(warding: remove condition; +1 level) + Accursed
within area (also prevents Con and Dex damage/drain
Spell (+1 level) + Phantasmal Spell (-1 level) = 7 th
(and Cha at CL 12th, .
level (listed as 6th); target disebleieves or takes 3d6
Night BlindnessPC: Gloom (0 level) + Shape Spell
nonlethal, 1d4 Wis damage (Will half), and cannot
(emanation to target; -2 levels) + Cascade Spell (alter
rest or receive restoration magic (Will neg.). Invest
senses; +1 level) + Augment Spell (vision; +1 level) +
350 x CL numen to maintain effect.
Hex Spell (+0 levels) + Still Spell (+1 level) + Reach
Spell (touch to medium; +1 level) + Accursed Spell (+1

Spells (Grimoire), p. 211


 Plague of NightmaresBVD: Compel (don’t sleep; 2nd + Cascade Spell (skill enhancement: Stealth; +1 level) +
level) + Cascade Spell (damage attribute: Cha; +2 Personal Spell (-1 level) = 5th level; for 1 min./level,
levels) + Cascade Spell (warding: resurrection; +1 you gain +2 deflection, +4 Dex, +1/2 levels to
level) + Extend Spell (inst. to 1 hr./level; +5 levels) + Perception and Stealth, and sneak attack (up to 10d6
Delay Spell (until falls asleep, and when dies; +1 piercing total, divided among attacks, max. 5d6 for
level) + Accursed Spell (+1 level) + Creature- one attack).
Specific Spell (named victim from whom you have Nine LivesARG: Variable Spell (+1 level):
a sample of flesh; -2 levels) + Tenuous Spell (-1  Hand of fate (0 level) + Extend Spell (inst. to 1
level) + Cascade Spell (damage attribute: Str; -1 rd./level; +2 levels) + Sudden Spell (+0 levels) +
level) = 8th level; victim cannot sleep, takes 1d4 Cha Interrupting Spell (+1 level) + Effect-Specific Spell
damage per day, and dies (cannot be resurrected) (saving throws; -2 levels) + Selective Spell = +2
at Cha 0 (Fort save each day to end effect). levels; immediate action allows you to reroll saves
Requires a black sapphire worth 1,000 per HD of for 1 round, choose better result.
the victim, you must invest 400 x CL numen to  Warding (precision damage; 1st level) + Sudden
maintain the effect past the first day, and you take Spell (+0 levels) + Interrupting Spell (+1 level) +
1d4 Str damage per week. Irresistible Spell (+2 level) = +3 levels; immune to
Nightmare LullabyMF: Ray of obliviousness (1st level) precision damage for 1 round.
+ Reach Spell (close to long; +2 levels) + Shape Spell  Spark of life (1st level) + Quicken Spell (+3 levels) +
(ray to target; +0 levels) + Extend Spell (1 rd./level to 1 Interrupting Spell (+1 level) + Effect-Specific Spell
rd.; -1 level) + Concentration Spell (standard; +1 level) (when reduced to 0 hp or less; -2 levels) = +3 levels;
+ Restricted Spell (bard; -1 level) = 2 nd level; target instantly heal 5d6 damage when reduced to 0 hp
takes 1d6+1/2 levels (+10 max.) penalty to Wisdom or less.
(Intuition half, confused at 1) as long as you  Remove condition (1st level) + Variable Spell (choose
concentrate and 1 round thereafter. condition at time of use; +1 level) + Interrupting
Nightmare TerrainCM: Wisp (0 level) + Reach Spell Spell (+1 level) = +3 levels; instantly removes one
(touch to close; +1 level) + Cascade Spell (bind; +1 condition.
level) + Shape Spell (target to cubes; +2 levels) + + Extend Spell (inst. to 1 rd./level; +2 levels) + Delay
Phantasmal Spell (-1 level) = 3rd level; area obscures Spell (rounds need not be consecutive; +1 level) = 7th
vision and entangles those within unless they level (listed as 8th); once per level, subject can reroll a
disbelieve. savng throw, negative precision damage, heal 5d6 hp
Night’s CaressLM: Selective Spell (+1 level) + when disabled or dying, or remove a condition
Variable Spell (+1 level, +3 levels of options) = 5th affecting it. Note latent spell cost (350 x CL numen)
level; effects depending on creature type: until discharged.
 Living: Damage attribute (Str; 1st level) + Augment No MovePF117: Bind (0 level) + Cascade Spell (celerity;
Spell (+1d4; +1 level) + Cascade Spell (ray of +1 level) + Extend Spell (1 rd./level to 1 min./level; +1
entropy; +1 level) = +3 levels; damage cap 15d6 level) + Restricted Spell (goblinoid caster; -1 level) = 1 st
negative energy plus 2d4 Str damage. level; touch causes target to be entangled and -20 ft. to
 Undead: Spook (0 level) + Threnodic Spell (+0 speed for 1 min./level.
levels) + Augment Spell (shaken to panicked; +2 Node of BlastingOcA: Whelm (0 level) + Cascade
levels) = +2 levels; panicked 1 rd./level. Spell (inertia; +1 level) + Augment Spell (stagger; +1
Nightstalker’s TransformationCAd: Invisible needle (0 level) + Extend Spell (1 rd. to 1 rd./level; +1 level) +
level) + Reach Spell (close to touch; -1 level) + Channel Reach Spell (close to touch; -1 level) + Delay Spell
Spell (+1 level) + Ray Splitting (+1 level) + Extend (activating condition; +1 level) = 3rd level; damage cap
Spell (inst. to 1 min./level; +3 levels) + Creature- 10d6 nonlethal plus staggered 1 rd./level vs. next
Specific Spell (flanked or denied Dex to AC; -2 levels) creature touching trapped object. Note cost for
+ Reduce Spell (10d6 to 5d6; -1 level) + Cascade Spell maintaining latent spells (150 x CL numen).
(attribute boost: Dex; +1 level) + Augment Spell (+4 Nonesuch SpellAUG2: Warding (1st level) + Variable
total; +1 level) + Cascade Spell (deflection; +1 level) + Spell (choose seed at time of casting; +1 level) + Shape
Cascade Spell (skill enhancement (Perception; +1 level) Spell (target to emanation; +2 levels) + Widen Spell

Spells (Grimoire), p. 212


(20’r. to 60’r.; +2 levels) + Extend Spell (1 min./level to Energy Admixture (bludgeoning and piercing; +0
10 min./level; +1 level) + Ritual Spell (full round; -1 levels) + Irresistible Spell (+2 levels) + Accursed Spell
level) = 6th level; as warding, but you choose the seed (+1 level) + Creature-Specific Spell (geased to caster’s
at the time of casting, and the effect is wider and lasts cause; -2 levels) = 6th level (listed as epic); geased
longer. subject gains +4 profane bonus to attributes and DR
Nonsensical Nullifier, Nahal’sTM2: Dispel (0 level) + 10/. Invest 300 x CL numen to maintain effect as long
Cascade Spell (glamer; +2 levels) + Effect-Specific Spell as the subject obeys the geas.
(divinations only; -2 levels) + Variable Spell (caster OathchordAUG2: Enervation (4th level) + Reach Spell
has no control over results; -1 level) + Extend Spell (close to touch; -1 level) + Crippling Drain (+1 level) +
(inst. to 1 min./level; +3 levels) = 2 nd level; replaces Delay Spell (activating condition; +1 level) +
divination results with random illusory ones. Inexorable Spell (+3 levels) + Mass Effect Spell (1
Noose of Flesh (Michael Moorcock, The Sleeping creature/level; +3 levels) + Creature-Specific Spell
Sorceress): Energy mace (0 level) + Reach Spell (close to (willing; -2 levels) + Ritual Spell (-2 levels) + Reduce
medium; +1 level) + Shape Spell (ray to spread; +2 Spell (1d4 to 1; -3 levels) = 4th level; subjects swear
levels) + Widen Spell (20’r. to 1 mi.; +6 levels) + oaths, each loses one level (no save) if theirs is broken.
Selective Spell (+1 level) + Irresistible Spell (+2 levels) Object PossessionOcA: Animate object (1st level) +
+ Ritual Spell (-2 levels) + Reduce Spell (25d6 to 15d6; Variable Spell (new object each round, if desired; +1
-3 levels) = 8th level; 15d6 bludgeoning damage (Reflex level) + Widen Spell (up to Large; +1 level) +
half, no SR) over a large area, sparing those you Concentration Spell (standard; +1 level) = 4 th level;
indicate. you animate one Large or smaller object within range
NudgeCSc: Compel (2nd level) + Variable Spell (choose at a time. Variants:
compulsion at time of casting; +1 level) + Inexorable  Object Possession, GreaterOcA: Object possessionOcA (4th
Spell (+3 levels) + Creature-Specific Spell (under your level) + Widen Spell (Large to Gargantuan; +2
mindlink spell; -2 levels) + Pacific Spell (-2 levels) = 2 nd levels) = 6th level.
level; compel target to make a specific choice (no  Object Possession, LesserOcA: Animate object (1st level)
save). + Concentration Spell (standard; +2 levels) = 3 rd
level; you animate a Small or smaller object within
O range (requires your concentration, so your body
Oak Body : Polymorph (plant; 3rd level) + Cascade
SRD
may appear dead).
Spell (attribute boost: Str; +1 level) + Cascade Spell  Possess ObjectUM: Animate object (1st level) + Reach
(enhancement; +2 levels) + Effect-Specific Spell (natural Spell (close to medium; +1 level) + Widen Spell
armor; -2 levels) + Cascade Spell (warding: attribute (Large or smaller object; +2 levels) + Concentration
damage; +1 level) + Irresistible Spell (+2 levels) = 7th Spell (standard; +1 level) = 5th level; you animate a
level; you gain plant type, low-light vision, +4 Str, +2 Large or smaller object within range (requires your
+1/3 levels natural armor, 2 slams (base 1d6), DR concentration, so your body may appear dead).
10/slashing, resistance to cold 30, immunity to Object ReadingOcA: Detection (emotional events; 2nd
attribute damage. level) + Extend Spell (lingering aura: days to years; ad
OakenbladeDD: Invocation of the knife (0 level) + Bane hoc +4 levels) + Reach Spell (close to touch; -1 level) +
Spell (undead; +0 levels) + Ray Splitting (+1 level) + Object-Specific Spell (object touched; -2 levels) +
Cascade Spell (magic weapon; +1 level) + Extend Spell Restricted Spell (access to clairsentience discipline; -1
(inst. to 1 min./level; +3 levels) + Reach Spell (close to level) = 2nd level; 1st round—presence/absence of
touch; -1 level) + Manifested Spell (-1 level) + significant events involving strong emotions, 2 nd
Restricted Spell (ranger or access to Plant domain; -1 round—general type(s), 3rd round+—other
level) = 2nd level; oaken scimitar deals up to 7d6 information.
slashing/rd. (divided among attacks; 7d8 vs. undead), Object ReadingSRD: Augury (2nd level) – Personal
with +1/4 levels enhancement to attacks and damage. Spell (+1 level) + Concentration Spell (standard; +1
Oath of BindingDr297: Attribute boost (0 level) + level) + Object-Specific Spell (object touched; -2 levels)
Corrupt Spell (+1 level) + Mass Effect Spell (1 = 2nd level; you gain 1-word answer to 1 querstion/rd.
attribute/3 levels; +2 levels) + Augment Spell (+2 to +4; about object touched while you concentrate (e.g., last
+1 level) + Cascade Spell (inure: slashing; +1 level) +

Spells (Grimoire), p. 213


owner’s race, gender, age, alignment; how owner Extend Spell (1 rd. to 1 hr./level; +4 levels) + Accursed
gained or lost object; etc.). Variant: Spell (+1 level) + Restricted Spell (access to Water
 Loresight, ObjectAUG: Augury (2nd level) + Variable domain, etc.; -1 level) = 5th level; subject is staggered
Spell (fact not already known; +1 level) + Object- and sickened when more than 1 mile from the nearest
Specific Spell (object touched; -2 levels) = 1 st level; ocean. Invest 250 x CL numen to maintain curse
you learn 1 piece of information about object indefinitely.
touched: age, name or race of last creature to touch Omen of PerilCD: Augury (2nd level) + Ritual Spell
it, creator, purpose, composition, location of (full round; +1 level) + Effect-Specific Spell (1-word
creation, owner, magic property, in that order (1- answer to “am I in danger?”; -2 levels) = 1 st level; you
word answer). immediately learn if you currently are not in danger
(for the next hour or so), are in peril (normal
ObscureRRE: Glamer (1st level) + Augment Spell
adventuring conditions), or are in grave danger
(visual; +1 level) + Pacific Spell (-2 levels) = 0 level;
(imminent threat to life).
blurring hides subject’s face, coat of arms until attacks.
Omniscient EyeS&M: Bestow feat (Favored Terrain:
Obscure ShadowRR: Glamer (1st level) + Silent Spell
shipboard; 1st level) + Extend Spell (1 rd./level to 1
(+1 level) + Extend Spell (1 rd./level to 1 min./level; +1
min./level; +2 levels) + Effect-Specific Spell (terrain
level) + Effect-Specific Spell (see below; -2 levels) = 1 st
sight only; -2 levels) + Cascade Spell (warding:
level; hides shadow(s) of creature or of objects in 20’r.
glamers; +1 level) + Mass Effect Spell (1 other warding
ObscurementPH1: Wisp (0 level) + Shape Spell
effect/3 levels: figments, etc.; +2 levels) + Personal
(spread to cubes; +0 levels) + Widen Spell (10-ft. cubes
Spell (-1 level) = 3rd level (listed as 4th); you can see
to 30-ft. cubes; +3 levels) + Restricted Spell (access to
through illusions, fog, rain, etc.
Weather domain, etc.; -1 level) = 2nd level; as wisp, but
One with the LandMF: Skill enhancement (Handle
one 30-ft. cube/level.
Animal; 0 level) + Cascade Spell (skill enhancement:
Obsidian FlowUC: Jet of flame (0 level) + Cascade
Stealth; +1 level) + Cascade Spell (skill enhancement:
Spell (bind; +1 level) + Shape Spell (ray to burst; +2
Survival; +1 level) + Extend Spell (1 min./level to 1
levels) + Residual Spell (+1 level) = 4 th level; damage
hr./level; +2 levels) + Personal Spell (-1 level) + Reduce
cap 10d6 fire plus entangle, and creates difficult
Spell (-1 level) = 2nd level; +1/2 levels enhancement
terrain.
bonus (max. +5) to skills listed.
Ogre CurseRRE: Enlarge person (1st level) + Cascade
Oneiric HorrorOcA: Compel (attack imaginary
Spell (polymorph: giant; +4 levels) + Cascade Spell
enemy; 2nd level) + Cascade Spell [(figment; +1 level) +
(bear’s endurance; +2 levels) + Cascade Spell (ray of
Phantasmal Spell (-1 level)] + Extend Spell (1 rd. to 1
idiocy; +1 level) + Cascade Spell (ray of obliviousness; +1
rd./level; +1 level) + Tenuous Spell (-1 level) = 2 nd
level) + Accursed Spell (+1 level) + Ritual Spell (full
level; target sees creature out of its nightmares,
round; -1 level) + Reduce Spell (+25 to +10, and no
spends 1 rd./level attacking it to exclusion of all else
additional polymorph abilities; -3 levels) = 6th level;
(save each round to end effect).
subject becomes an ogre (Large size, +8 Str, +2 natural
Oneiric Horror, GreaterOcA: Oneiric horrorOcA (3rd
armor, penalty to Int and Wis of 1d6 +1/2 levels (+10
level) + Cascade Spell (damage attribute: Str; +1 level) +
max.)). Invest 300 x CL numen to maintain beyond 1
Reach Spell (touch to medium; +1 level) = 5 th level; as
rd./level, and spell is broken if kissed by a princess (or
above, plus 1d4 Str damage and greater range.
other contingency you set).
Ooze Form IUW: Polymorph (ooze; 3rd level) +
Ogre, Murlynd’sLBMM: Summon (1st level) + Cascade
Cascade Spell (attribute boost: Con; +1 level) +
Spell (spook; +1 level) + Shape Spell (target to
Augment Spell (+4 bonus; +1 level) + Personal Spell (-
emanation; +2 levels) + Widen Spell (20’r. to 10’r.; -1
1 level) + Augment Spell (6th level abilities; +1 level) =
level) + Augment Spell (CR 4; +2 levels) + Shadow
5th level; you become a Small or Medium ooze, gain +6
Spell (-1 level) = 4th level; shadow ogre (30% real) has
to Con, blindsense 30 ft., +3 to saves vs. [mind-
a 10’r. aura of fear (save or frightened).
affecting] and other things oozes immune to,
Old Salt’s CurseARG: Sickening touch (0 level) +
climb/swim 20 ft. as applicable, slam attack (1d6 plus
Cascade Spell (inertia; +1 level) + Augment Spell
1d6 acid and poison if applicable to ooze type), etc.
(staggering; +1 level) + Location-Specific Spell
Ooze Form IIUW: Polymorph (ooze; 3rd level) +
(staggered only when >1 mile from shore; -1 level) +
Cascade Spell (attribute boost: Con; +1 level) +

Spells (Grimoire), p. 214


Augment Spell (+4 bonus; +1 level) + Personal Spell (- Opportune DodgeCSc: Bestow feat (Press the
1 level) + Variable Spell (Cascade Spell: enlarge self or Advantage; 1st level) + Shielding Spell (+2 levels) +
Augment Spell; +2 levels) = 6th level; you become Effect-Specific Spell (triggered by AoOs only; -2
small or medium ooze as above (but with full levels) + Interrupting Spell (+1 level) = 2nd level; the
immunities), or large ooze with additional +2 Con, +2 next AoO against subject triggers an immediate 5-ft.
Str, -2 Dex, and 6th level abilities (+4 to saves, etc.). step, possibly interrupting the attack. AKA travel
Ooze Form IIIUW: Ooze form IIUW (q.v.; 6th level) + devotionCC; Cf. lesser celerityPHII.
Augment Spell (+1 level) = 7th level; small or medium Oppressive BoredomUM: Compel (take no action; 1st
with with full abilities, Large with 8th level, or huge level) + Extend Spell (1 round to 1 rd./level; +2 levels)
(add +2 Str, +2 Con, -2 Dex) with 7 th level abilities (+6 + Tenuous Spell (-1 level) = 2 nd level spell; victim does
to saves, etc.). nothing for 1 rd./level or until saves.
OozepuppetFC1: PossessionOcA (3rd level) + Orb of AcidCA: Acid splash (0 level) + Cascade Spell
Concentration Spell (full round to partial; +2 levels) + (sickening touch; +1 level) + Reach Spell (touch to
Reach Spell (touch to medium; +2 levels) + Creature- medium; +1 level) + Irresistible Spell (+2 levels) = 4 th
Specific Spell (oozes; -2 levels) = 5th level; you take a level; damage cap 15d6 plus sickened 1 round/level.
partial action each round to control one ooze for up to  Lesser Acid OrbMH: Acid splash (0 level) + Irresistible
1 rd./level. Spell (+3 levels) + Empower Spell (+1 level) +
Oozy GlobMW: Minor oozy touchMW (q.v.; 1st level) + Reduce Spell (10d6 to 5d6; -1 level) = 3 rd level
Reach Spell (touch to close; +1 level) + Shape Spell (listed as 1st); damage 1.5 x 5d6 acid, no SR.
(ray to burst; +2 levels) + Widen Spell (20’r. to 5’r.; -2
Orb of ColdCA: Ray of frost (0 level) + Cascade Spell
levels) = 2nd level; damage cap 5d6 plus 1d6/rd., or
(alter senses; +1 level) + Augment Spell (vision; +1
targets in area shed light.
level) + Hex Spell (+0 levels) + Irresistible Spell (+2
Oozy Touch, MajorMW: Variable Spell (+1 level):
levels) = 4th level; damage cap 15d6 and blinds 1
 Black pudding: Acid splash (0 level) + Irresistible round/level.
Evocation (+2 levels) + Lingering Evocation (+1 Orb of Dancing DeathME: Enervation (4th level) +
level) + Reach Spell (close to touch; -1 level) Concentration Spell (partial action; +3 levels) +
 Gelatinous cube: Damage attribute (Dex; 1st level) + Reduce Spell (1d4 to 1d2; -2 levels) = 5th level; redirect
Augment Spell (+2d4; +1 level) enervation effect each round as a partial action (1d2
 Green slime: Damage attribute (Con; 1st level) + temp. negative levels).
Augment Spell (+2d4; +1 level) Orb of Containment, Otiluke’sGA: Mage armor (0
= 3rd level; touch deals up to 10d6 acid (plus 2d6/rd. level) + Reach Spell (touch to close; +1 level) +
until removed), or 3d4 Dex damage, or 3d4 Con Variable Spell (cover; +1 level) + Augment Spell (total
damage. cover; +4 levels) + Target-Specific Spell (unattended
Oozy Touch, MinorMW: Variable Spell (+1 level): liquids only; -2 levels) + Ritual Spell (full round; -1
 Brown mold: Ray of frost (0 level) + Lingering level) = 3rd level; sphere of force encapsulates
Evocation (+1 level) + Reach Spell (close to touch; 1 dangerous luqids or gases (up to 5’r.) for up to 1
level) hr./level. AKA bind itemAUG2.
 Gray ooze: Acid splash (0 level) + Lingering Orb of ElectricityCA: Electric arc (0 level) + Cascade
Evocation (+1 level) + Reach Spell (close to touch; Spell (bind; +1 level) + Lingering Evocation (+1 level) +
1 level) Irresistible Spell (+2 levels) = 4th level; damage cap
 Phosphorescent fungus: Light (0 level) 15d6 electricity plus 2d6/rd. and entangled for 1
rd./level (or until freed).
= 1st level; touch deals up to 5d6 acid or cold damage
Orb of SoundCA: Sound lance (1st level) + Cascade
(plus 1d6/rd. until removed), or causes target to shed
Spell (alter senses: hearing; +1 level) + Hex Spell (+0
light.
levels) + Irresistible Spell (+2 levels) = 4 th level (bard
Open LockAUG: Skill enhancement (Disable Device; 0
3rd); damage cap 15d6 sonic (bard 10d6) and deafens 1
level) + Augment Spell (+2 levels) + Extend Spell (1
rd./level.
min./level to 1 rd.; -2 levels) + Cascade Spell (dispel; +1
level) = 0 level; +1/2 levels to one open locks attempt,  Lesser Sonic OrbMH: Sound lance (1st level) +
and/or dispels effect enhancing lock DC. Irresistible Spell (+3 levels) + Reduce Spell (15d6 to

Spells (Grimoire), p. 215


5d6; -2 levels) = 2nd level (listed as 1st); damage cap = 6th level; ½d6+6 nonlethal/level by touch (max.
5d6 sonic (no SR). 7.5d6+90), no save.
Order’s Wrath: Inertia (0 level) + Augment Spell Overwhelming GriefUM: Spook (0 level) + Cascade
(daze; +3 levels) + Creature-Specific Spell (chaotic Spell (ray of clumsiness; +2 levels) + Tenuous Spell (-1
only; -2 levels) + Cascade Spell (sound lance; +1 level) + level) + Augment Spell (shaken to cowering; +3 levels)
Sanctify Spell (+1 level) + Shape Spell (ray to burst; +2 = 4th level; 1d6 + ½ levels (+10 max.) penalty to Dex
levels) + Bane Spell (chaotic; +0 levels) + Restricted and cower for 1 rd./level (Will half/neg.), save each
Spell ([lawful] caster; -1 level) = 4 th level; damage cap round to end effects.
10d6 (10d8 vs. chaotic; half sonic, half axiomatic), and Overwhelming PresenceUM: Damage attribute (Wis;
st
[chaotic] creatures dazed 1 rd. (Reflex half/neg.). 1 level) + Crippling Drain (+1 level) + Cascade Spell
Origin of SpeciesSRD: Summon (1st level) + Accursed (inertia; +1 level) + Augment Spell (staggering; +1
Spell (+1 level) + Augment Spell (CR 5 achaierai; +3 level) + Cascade Spell (spook; +1 levels) + Reach Spell
levels) + Extend Spell (1 rd./level to 1 hr./level; +3 (touch to medium; +1 level) + Mass Effect Spell
levels) = 8th level (listed as epic); creates one achaierai (1/level; +3 levels) = 9th level; up to 1 target/level takes
(requires 400 x CL numen). 1d4 Wis drain and is cowering (Will neg.) 1 rd./level
OthertimeS&M: Dimensional pocket (1st level) + Cross- and/or staggered (Fort neg.) for 1 rd.
Class Spell (divine; +1 level) + Widen Spell (1 lb./level Overwhelming RevelationsME: Ray of obliviousness
st
to 27 lbs./level; +2 levels) + Extend Spell (1 hr./level to (1 level) + Still Spell (+1 level) + Shape Spell (target to
1 rd./level; -3 levels) + Delay Spell (ends at pre-set burst; +2 levels) + Selective Spell (+1 level) + Empower
time; +1 level) + Cascade Spell (bestow feat: Power over Spell (+1 level) = 6th level; those in 20’r. take 1.5 x (1d6
Shadow; +1 level) + Augment Spell (16 ranks effects; +1/level) penalty to Wis for 1 rd./level (Intuition half,
+3 levels) + Cascade Spell (dimensional skip; +1 level) + confused at 1).
Personal Spell (-1 level) + Restricted Spell (access to Owl’s InsightMF: Attribute boost (Wis; 0 level) +
Time domain; -1 level) = 5th level; you enter a pocket Augment Spell (+8 to bonus; +5 levels) + Extend Spell
dimension, where no one can follow you, for a pre-set (1 min./level to 10 min./levelk; +1 level) + Restricted
period of time (up to 1 rd./level), whereupon you re- Spell (druid; -1 level) = 5th level; subject gains +10
appear anywhere within Close range. enhancement to Wisdom for 10 min./level.
Otyugh SwarmCD: Summon (1st level) + Reach Spell
(close to medium; +1 level) + Variable Spell (+1 level) P
APG
+ Augment Spell (2d4+1 CR 4 or 1d3 CR 8; +5 levels) + Pain Strike : Whelm (0 level) + Cascade Spell
Extend Spell (1 rd./level to 1 hr./level; +3 levels) + (skill enhancement; +1 level) + Cascade Spell (sickening
Restricted Spell (access to Pestilence domain; -1 level) touch; +1 level) + Reach Spell (touch to medium; +1
+ Ritual Spell (full round; -1 level) = 9 th level; level) = 3rd level; deals 1d6 nonlethal/round and
summons 2d4+1 otyughs or 1d3 12 HD neo-otyughs. sickens for up to 10 rounds, and caster is +1/2 levels
Overcome ForceAUG2: Warding (force; 1st level) + (max +10) to Intimidate the target.
Shape Spell (target to emanation; +3 levels) + Widen Pain Strike, MassAPG: Pain strike (3rd level) + Mass
Spell (20’r. to 5’r.; -2 levels) + Extend Spell (1 Effect Spell (1/level; +3 levels) + Reduce Spell (15d6 to
min./level to 10 min./level; +1 level) + Irresistible Spell 10d6; -1 level) = 5th level; damage cap 10d6 and
(+2 levels) = 5th level; [force] effects do not manifest sickened 1 rd./level, caster +1/2 levels to Intimidate up
within 5 ft. of the subject (negating force damage and to 1 creature/level.
allowing it to pass through walls of force, ignore mage Pain TouchSC: Ray of enfeeblement (1st level) + Extend
armor, etc.). Spell (1 rd./level to 1 min./level; +1 level) + Mass Effect
OverstimulatePC: Bestow feat (Diehard; 1st level) + Spell (also Dex penalty; +1 level) + Reach Spell (close
Reach Spell (touch to close; +1 level) + Augment Spell to touch; -1 level) + Restricted Spell (access to
(6 ranks effects; +1 level) = 3 rd level (listed as 2nd); Sufffering domain; -1 level) = 1st level; touch inflicts
subject gains ferocity. 1d6 +1/2 levels (+5 max.) penalty to Str and Dex for 1
OverwhelmPHII: Whelm (0 level) + Maximize Spell min./level.
(+3 levels) + Reach Spell (close to touch; -1 level) + Painful EchoesCM: Sickening touch (1st level) + Reach
Inexorable Spell (+3 levels) + Empower Spell (+1 level) Spell (touch to close; +1 level) + Extend Spell (1
rd./level to 1 rd.; -1 level) + Cascade Spell (sound lance;

Spells (Grimoire), p. 216


+1 level) + Shape Spell (ray to target; +0 levels) + Mass target is shaken, treats all other creatures as enemies
Effect Spell (1/3 levels; +2 levels) + Extend Spell (inst. for 1 rd./level.
to 1 rd./level; +2 levels) + Reduce Spell (15d6 to 1d6; -3 Parasitic LinkBotD: Haste (3rd level) + Personal Spell
levels) = 3rd level (bard 2nd); 1 target/3 levels takes 1d6 (-1 level) + Cascade Spell [(inertia; +1 level) + Augment
sonic each round and is sickened (save rach round for Spell (stagger; +1 level) + Extend Spell (1 rd./ to 1
half/neg.). rd./level; +1 level) + Reach Spell (close to touch; -1
Painful StrikeSRD: Whelm (0 level) + Ray Splitting level)] + Cascade Spell (damage attribute: Cha; +1 level)
(+1 level) + Reach Spell (close to touch; -1 level) + + Delay Spell (standard; +1 level) + Tenuous Spell
Channel Spell (+1 level) + Extend Spell (inst. to 1 (Cha damage ends spell; -1 level) + Restricted Spell
rd./level; +2 levels) + Reduce Spell (10d6 to 5d6; -1 (access to Pestilence domain; -1 level) = 4 th level; touch
level) = 2nd level; damage cap +7d6 nonlethal, divided staggers victim and hastes you; can end effect by
among melee attacks. inflicting 1d4 Cha damage on victim.
PanaceaMH: Spark of life (1st level) + Cascade Spell Parasitic SoulBotD3: Magic jar (5th level) + Mass
(remove condition; +2 levels) + Mass Effect Spell (1 Effect Spell (1/3 levels; +3 levels) + Variable Spell
condition/3 levels; +2 levels) + Augment Spell (2 to 3 (shuffle souls among bodies; +1 level) = 9 th level; as
steps; +1 level) = 6th level (listed as 4th); heals up to magic jar, but you can swap multiple souls between
15d6 hp and removes debilitation, fear, inertia, and bodies and receptacles (up to 1 creature/3 levels,
sensory conditions of up to Serious severity (also including you, and/or souls, including those trapped
afflictions at CL 15th and febrility at 18th). with soul bind, etc.).
 Apollo’s Song of HealingRRO is Maximized (+2 levels), Partition MindLoM: Remove condition (mind-
Crippling Drain (+0 levels due to Metamagic affecting; 1st level) + Quicken Spell (+4 levels) +
synergy), Ritual (full round; -1 level), and Interrupting Spell (+1 level) + Cascade Spell (slow; -3
Restricted (access to Healing, Music, or Sun levels) + Personal Spell (-1 level) + Restricted Spell
domain; -1 level) = 6th level; heals 6 hp/level (max. (psionic; -1 level) = 1st level; when affected by a [mind-
90) and removes up to 6d4 attribute damage/drain, affecting] spell or power, you can spend an
and/or affliction, debilitation, and sensory immediate action to reduce the severity by 3 steps, at
conditions of up to Serious severity (plus febrility the cost of being slowed for 1 rd./level.
at CL 15th, inertia at 18th). PassionRRO: Compel (love or hate designated
person; 2nd level) + Mass Effect Spell (2 people; +2
Paragon SurgeARG: Bestow feat (1st level) + Variable
levels) + Creature-Specific Spell (each other; -2 levels)
Spell (select feat at time of casting; +1 level) + Extend
+ Extend Spell (1 rd. to 1 hr./level; +4 levels) = 6 th level;
Spell (1 rd./level to 1 min./level; -1 level) + Cascade
causes two people to passionately love or hate one
Spell (attribute boost: Dex; +1 level) + Cascade Spell
another (or one loves the other and is hated in return).
(attribute boost: Int; +1 level) + Personal Spell (-1
Past LifeTM2: Detection (former appearance; 2nd
level) + Restricted Spell ([elf] caster; -1 level) = 3 rd
level); you learn the appearance the deceased had in
level; you gain +2 enhancement to Dex and Int and
life: 1st round—general appearance; 2nd—exact
access to 1 feat.
appearance at time of death; 3rd—final minute of
ParalyzationPH1: Damage attribute (Dex; 1st level) +
subject’s life.
Reach Spell (touch to close; +1 level) + Accursed Spell
Path of GloryACG: Spark of life (1st level) + Cascade
(+1 level) + Augment Spell (+2d4; +1 level) +
Spell (light; +1 level) + Shape Spell (target to spread;
Phantasmal Spell (-1 level) + Shape Spell (target to
+2 levels) + Widen Spell (20’r. to 5’r.; -2 levels) +
spread; +2 levels) + Widen Spell (20’r. to 10’r.; -1 level)
Concentration Spell (swift action; +3 levels) + Reduce
+ Expedient Spell (total HD; -1 level) = 3 rd level; save
Spell (10d6 to 1d6; -2 levels) = 3rd level; 4 lighted
vs. Intuition or 3d6 nonlethal plus 3d4 Dex damage
squares heal 1d6/rd. to those standing on them; move
(Intuition half) in up to 2d4+5 total HD. Invest 150 x
squares each round as a swift action.
CL numen to maintain effects indefinitely.
Path of the ExaltedBED: Augury (2nd level) – Ritual
ParanoiaOcA: Compel (treat others as enemies; 2 nd
Spell (+2 levels) + Extended Spell (inst. to 1 rd./level;
level) + Cascade Spell (spook; +1 level) + Extend Spell
+2 levels) + Restricted Spell (cannot have cast
(1 rd. to 1 rd./level; +1 level) = 4 th level (listed as 2nd);
divination magic in last 24 hours; -1 level) = 5 th level
(listed as 3rd); as standard-action divination, with

Spells (Grimoire), p. 217


longer, more detailed analysis of question (up to 1 levels; +2 levels) + Irresistible Spell (+2 levels) + Item-
rd./level to convey). Specific Spell (weapon only; -2 levels) + Extend Spell
Path of the WindsARG: Zephyr (0 level) + Reach Spell (1 min./level to 1 rd./level; -1 level) = 3 rd level; target
(close to medium; +1 level) + Shape Spell (line to wall; weapon inflicts no slashing or bludgeoning damage
+1 level) + Widen Spell (+1 level) + Explosive Spell (+1 (or piercing at CL 9th, or fire at 12th, etc.).
level) + Concentration Spell (+1 level) = 5 th level; you Peer Through MatterAUG: Darkvision (3rd level) +
direct windstorm (line 10 ft. high, 1 ft./3 levels wide, Widen Spell (+1 level) + Extend Spell (1 hr./level to 1
and up to 10 ft./level in length; increase height and/or rd./level; -3 levels) + Cascade Spell (alter senses; +1
width by decreasing length proportionally) by level) + Augment Spell (vision; +1 level) + Irresistible
concentration; those in area forcibly expelled. Spell (not blocked by earth, iron, or stone; +2 levels) +
PatronageRRO: Deflection (0 level) + Cascade Spell Extend Spell (1 rd./level to inst.; -1 level) +
(resistance; +1 level) + Cascade Spell (skill enhancement: Concentration Spell (standard; +1 level) = 5 th level;
Bluff; +1 level) + Consecrate Spell (+1 level) + you can see through normal materials up to close
Augment Spell (+1 to +4; +2 levels) + Effect-Specific range, with darkvision.
Spell (saves vs. spells; -2 levels) = 3 rd level; subject Pellet BlastUC: Energy mace (0 level) + Cascade Spell
gains +2 sacred bonus to AC, +4 sacred bonus to saves (lesser versatile weaponAPG; +1 level) + Shape Spell (ray
vs. spells, and +1/2 levels sacred bonus to Bluff. to cone; +1 level) + Irresistible Evocation (+2 levels) +
Pattern, Hypnotic: Compel (watch; 2nd level) + Reduce Spell (10d6 to 5d6; -1 level) = 3 rd level; 5d6
Reach Spell (close to medium; +1 level) + Shape Spell bludgeoning damage penetrates SR and one material-
(target to spread; +2 levels) + Widen Spell (20’r. to based DR.
10’r.; -1 level) + Extend Spell (1 rd./level; +1 level) + Pending PotionME: Bestow feat (Innate Metamagic:
Expedient Spell (total HD; -1 level) + Pattern Spell (-1 Delay Spell; 1st level) + Augment Spell (CL 16th; +4
level) + Reduce Spell (+10 to +5; -1 level) = 2 nd level; levels) + Effect-Specific Spell (spell in potion only; -2
2d4 +1/level (+5 max.) HD worth of creatures are levels) + Ritual Spell (-2 levels) = 1 st level; potion of up
fascinated 1 rd./level. to 8th level can be delayed, activated as a swift action
Pattern, Rainbow: Compel (follow; 2nd level) + after drinking.
Reach Spell (close to medium; +1 level) + Shape Spell Perfect RecollectionRR: Fox’s cunning (2nd level) +
(target to spread; +2 levels) + Concentration Spell Extend Spell (1 min./level to 1 hr./level; +2 levels) = 4 th
(standard; +1 level) + Expedient Spell (total HD; -1 level.
level) + Pattern Spell (-1 level) = 4 th level; 2d4 +1/level Perfume, Elina’sRR2: Attribute boost (Cha; 0 level) +
(+10 max.) HD in 20’r. hypnotically follow where you Cascade Spell (glamer; +2 levels) + Extend Spell (1
want them to go, while you concentrate + 1 rd. rd./level to 10 min./level; +2 levels) + Reduce Spell (+2
Pattern, Scintillating: Ray of obliviousness (1st level) to +1, and no visual, auditory, or tactile/thermal
+ Cascade Spell (whelm; +1 level) + Cascade Spell components; -4 levels) = 0 level; subject +1 to Cha and
(compel: daze; +2 levels) + Shape Spell (target to smells like whatever you specify during casting.
spread; +2 levels) + Concentration Spell (standard; +1 PeripetySRD: Variable Spell (+1 level):
level) + Inexorable Spell (+3 levels) + Pattern Spell (-1  Mage hand (0 level) + Widen Spell (1 lb./level to 8
level) + Expedient Spell (total HD; -1 level) = 8th level; lbs./level; +1 level) + Reach Spell (close to long; +1
damage cap 20d6 nonlethal plus dazed 1 round and level) = +2 levels;
1d6+1/level (+20 max.) penalty to Wis (confused at 1)  Dispel (0 level) + Augment Spell (reflect on caster;
for 1 rd./level. No save (SR applies), but affects only +1 level) + Reach Spell (touch to medium; +1 level)
2d4 +1/level HD worth of creatures. = +2 levels.
PatternweaveTM2: Detection (pattern; 2nd level); you
+ Quicken Spell (+3 levels) + Interrupting Spell (+1
can discern what fragments, jigsaw puzzle pieces,
level) + Mass Effect Spell (1/3 levels; +2 levels) + Delay
loose mechanical parts, etc. look like when properly
Spell (use over multiple rounds; +1 level) + Ritual
assembled. 1st round—presence of pattern; 2nd—
Spell (full round; -1 level) = 9th level (listed as epic); up
visualize final product; 3rd+ rounds--you can move the
to 1 ranged attack/3 levels is reflected back at the
pieces into position.
attacker (projectiles from within Long range, or
Peaceful WeaponAUG: Warding (1st level) + Reach
Spell (touch to close; +1 level) + Mass Effect Spell (1/3

Spells (Grimoire), p. 218


magical attacks from within Medium range) as an (spook; +1 level) + Extend Spell (1 rd./level to 1
immediate action. hr./level; +3 levels) + Reduce Spell (frightened to
Personal ReadingTM2: Augury (2nd level) + Mass shaken; -1 level) = 5th level; target shaken and loses all
Effect Spell (1 fact/level; +4 levels) + Reach Spell morale bonuses for 1 hr./level.
(target: planar to close; -6 levels) + Extend Spell (inst. Phantasmal AsphyxiationHA: Damage attribute
to 1 rd./level; +2 levels) = 2 nd level; you learn one (Con; 1st level) + Reach Spell (touch to medium; +2
major fact regarding subject’s personal history per levels) + Extend Spell (inst. to 1 rd./level; +2 levels) +
level (Will neg.); each fact consists of a blurb up to 1 Phantasmal Spell (-1 level) = 4th level; Intuition or 3d6
rd./level long. Subject must be within Close range. nonlethal plus 1d4 Con/rd. (Fort half).
Variants: Phantasmal AssailantsCA: Damage attribute (1st
 Creature LoresightAUG: Augury (2nd level) + Variable level) + Reach Spell (touch to close; +1 level) + Mass
Spell (fact not already known; +1 level) + Creature- Effect Spell (Dex and Wis; +1 level) + Phantasmal
Specific Spell (creature touched; -2 levels) = 1st Spell (-1 level) = 2nd level; target disbelieves or takes
level; you learn 1 piece of information about 1d4 Dex and Wis damage.
creature (living or dead) touched: race or type, Phantasmal DecoyCD: Figment (0 level) + Cross-
name, class, how died, most recent goal, attitude Class Spell (+1 level) + Phantasmal Spell (-1 level) +
towards you, creature most recently interacted Cascade Spell (compel: follow; +2 levels) + Reach Spell
with, most valued possession, home, current (close to long; +1 level) + Concentration Spell (partial
thoughts, etc., in that order (1-word answer only). action; +2 levels) + Restricted Spell (ranger; -2 levels) =
Blood biographyAPG (3rd level) instead allows 1 3rd level; target relentlessly chases figment “enemy”
question/3 levels. you direct as a partial action each round.
 Divine Personal HistoryRRE: Augury (2nd level) + Phantasmal PutrefactionHA: Damage attribute (Wis;
Cross-Class Spell (arcane; +1 level) + Mass Effect 1st level) + Cascade Spell (whelm; +1 level) + Lingering
Spell (1 fact/level; +3 levels) + Reach Spell (target: Evocation (+1 level) + Reach Spell (touch to medium;
planar to close; -6 levels) – Ritual Spell (+2 levels) = +1 level) + Mass Effect Spell (1/level; +3 levels) +
2nd level; you learn one major fact regarding Phantasmal Spell (-1 level) = 6th level; Intuition or 1d4
subject’s personal history per level (Will neg.); Wis plus 3d6 nonlethal +1d6/level (max. +15d6) and
subject must be within Close range at the time of 2d6/rd. thereafter, vs. 1 creature per level.
casting. Phantasmal RevengeAPG: Ray of entropy (1st level) +
 Psychic ReadingOcA: Detection (personal information; Reach Spell (close to planar; +6 levels) + Maximize
2nd level) + Still Spell (+1 level) + Shape Spell (cone Spell (+2 levels) + Empower Spell (+1 level) +
to target; -1 level) + Expedient Spell (opposed Bluff Creature-Specific Spell (killer of dead creature
check needed; -1 level) = 1st level; learn one item of touched; -2 levels) + Phantasmal Spell (-1 level) = 7 th
personal information/rd. with successful check level; damage cap 10d6+120 to killer of dead creature
(e.g., age, class, gender, native language, place of touched, anywhere on the same plane.
origin, race or ethnicity, religion, secual Phantasmal StranglerCM: Energy mace (0 level) +
orientation, secondary skills, etc.). Cascade Spell (bind; +1 level) + Augment Spell
(grapple; +1 level) + Lingering Evocation (+1 level) +
Persuasive GoadUM: Whelm (0 level) + Cascade
Reach Spell (close to long; +1 level) + Phantasmal
Spell (skill enhancement: Bluff; +1 level) = 1 st level;
Spell (-1 level) = 3 rd level; damage cap 10d6 plus
damage cap 5d6 nonlethal and you gain +1/2 levels
2d6/rd. and grappled 1 rd./level. Intution neg., if fails,
(+5 max.) to Bluff checks against target.
3d6 nonlethal and Reflex half/neg.
Pesh VigorPC: Attribute boost (Str; 0 level) + Variable
Phantasmal ThiefBVD: Summon (1st level) +
Spell (+1 level) + Augment Spell (up to +6 total bonus;
Augment Spell (CR 12; +7 levels) = 8th level; summons
+2 levels) + Cascade Spell (whelm; -1 level) + Extend
a ghost rogue 11 with the Ghost Strike and Improved
Spell (1 min./level to 1 rd./level; -1 level) = 1 st level;
Disarm feats, max. ranks and Skill Focus in Sleight of
subject +2 to Str, +1/1d6 nonlethal damage taken (up
Hand and Stealth, etc.
to 1d6/level; max. 5d6).
Phantom ArmorUA1: Mage armor (1st level) +
PessimismHA: Warding (morale bonuses; 1st level) +
Augment Spell (+8 total bonus; +3 levels) +
Reach Spell (touch to close; +1 level) + Cascade Spell
Phantasmal Spell (-1 level) + Expedient Spell (total hp;

Spells (Grimoire), p. 219


-1 level) + Ritual Spell (full round; -1 level) = 1 st level; 3rd level; produces up to severe winds in 10-ft. wide
subject gains +8 armor bonus (attackers’ Intuition path out to Medium range for 1 rd./level.
saves results in +0 instead). Lasts 1 hr./level or until 11 Phantom’s HowlRR: Spook (0 level) + Fell
danage taken from attacks affected by armor bonus. Frightening (+1 level) + Shape Spell (target to cone; +1
Phantom BattlePHII: Inertia (0 level) + Reach Spell level) = 2nd level; frightens 1 rd./level (shaken if save).
(close to medium; +1 level) + Extend Spell (1 rd. to 1 Note that there is no chance of stunning or paralysis.
rd./level; +1 level) + Shape Spell (target to spread; +2 Phase Arrow (new): Bestow feat (Precise Shot; 1st
levels) + Selective Spell (+1 level) + Phantasmal Spell level) + Cascade Spell (bestow feat: Fell Shot; +2 levels)
(1 level) = 4th level; save vs. Intuition or 3d6 nonlethal + Augment Spell (+2 levels) + Ray Splitting (multiple
plus save vs. Fort or flat-footed and unable to make attacks; +1 level) + Extend Spell (1 rd./level to 1
AoO due to motion and din of illusory battle (you min./level; +1 level) + Restricted Spell (access to
specify those immune). Archery domain; -1 level) = 6th level; your ranged
Phantom DriverUC: Summon (1st level) + Augment attacks target touch AC and ignore intervening
Spell (CR 1; +1 level) + Extend Spell (1 rd./level to 1 barriers.
hr./level; +3 levels) + Ritual Spell (-2 levels) = 3rd level; PhobiaHA: Spook (0 level) + Fell Frightening (+1
summons a 3rd level human expert, attributes: Str 9, level) + Delay Spell (when confronted with creature,
Dex 11, Con 10, Int 10, Wis 15, Cha 10; feats: Skill condition, object, etc. of phobia; +1 level) + Accursed
Focus (handle animal), Skill Synergy (all professions); Spell (+1 level) + Extend Spell (1 rd./level to 1
skills: Handle Animal (3/+9), Perception (3/+8), hr./level; +3 levels) = 6th level; subject panicked when
Profession (driver, pilot, sailing) (3/+10). faced with object of phobia (Will shaken). Invest 300 x
Phantom FoilAUG2: Compel (waste attack; 2nd level) + CL numen to maintain curse.
Shielding Spell (+2 levels) + Mass Effect Spell (1/level; Phoenix FireBED: Jet of flame (0 level) + Consecrate
+3 levels) + Personal Spell (-1 level) + Pattern Spell (-1 Spell (+1 level) + Bane Spell (evil: fixed; +0 levels) +
level) = 5th level; up to 1 attack/level against you is Maximize Spell (+2 levels) + Irresistible Spell (+2
foiled by frightful illusion if attacker fails save. levels) + Shape Spell (ray to spread; +2 levels) +
Phantom ObjectARG: Major creation (4th level) + Selective Spell (you take full damage; -1 level) +
Reach Spell (touch to close; +1 level) + Extend Spell (1 Cascade Spell (spark of life; +1 level) = 7th level; damage
hr./level to 10 min./level; -1 level) + Shadow Spell (-1 90 hp (120 vs. evil; half fire, half holy; Reflex half, no
level) = 3rd level (listed as 4th); object is only 20% real. SR) to all in 20’r. (including you with no save, but you
Phantom Steed: Summon (horse-like critter; 1st instantaneously heal 15d6 hp of that damage).
level) + Augment Spell (Phantom Steed template; +1 Physical MirrorCM: Compel (target self; 2nd level) +
level) + Extend Spell (1 rd./level to 1 hr./level; +3 Cross-Class Spell (enchantment to conjuration; +1
levels) + Reach Spell (close to touch; -1 level) + Ritual level) + Shape Spell (target to sperad; +2 levels) +
Spell (full round to full ritual; -1 level) = 3rd level. Widen Spell (20’r. to 60’r.; +2 levels) + Extend Spell (1
Phantom ThreatCW: Blessing (0 level) + Reach Spell rd. to 1 rd./level; +1 level) = 8th level (listed as 6th);
(touch to close; +1 level) + Accursed Spell (+1 level) + melee and ranged attacks and spells cast against you
Shape Spell (ray to target; +0 levels) + Augment Spell from within 60 ft. target the attacker instead.
(+1 level) + Extend Spell (10 min./level to 1 rd./level; -2 Pied PipingAPG: Compel (follow; 2nd level) + Shape
levels) + Phantasmal Spell (-1 level) = 0 level; target is Spell (target to emanation; +3 levels) + Widen Spell
+3 to be hit and damaged for 1 rd./level (Intuition (20’r. to 60’r.; +2 levels) + Concentration Spell (+1
neg., then Will for 3d6 nonlethal instead). level) + Creature-Specific Spell (-2 levels) + Variable
Phantom Trap, Leoumund’s: Figment (0 level) + Spell (choose creature type at time of casting; +1 level)
Extend Spell (1 rd./level to 1 hr./level; +4 levels) + + Restricted Spell (bard; -1 level) = 6th level.
Effect-Specific Spell (-2 levels) = 2nd level; object or PierceAUG2: Bolt of force (2nd level) + Cascade Spell
area detects as trapped, although cannot discern (dispel; +1 level) + Irresistible Spell (no check needed;
actual mechanism or nature. Invest numen to make +2 levels) + Effect-Specific Spell ([force] only; -2 levels)
permanent (2nd x CL 3rd x 50 = 300). + Reach Spell (touch to medium; +1 level) + Reduce
Phantom WindUA1: Zephyr (0 level) + Reach Spell Spell (15d6 to 5d6; -2 levels) = 2nd level; Medium
(close to medium; +1 level) + Widen Spell (5-ft. wide ranged touch attack deals 5d6 force dmage and
to 10-ft. wide; +1 level) + Augment Spell (+1 level) = automatically dispels one active [force] effect.

Spells (Grimoire), p. 220


Pierce DisguiseACG: Warding (glamers; 1st level) + levels) + Extend Spell (1 rd./level to 1 hr./level; +3
Shape Spell (target to emanation; +3 levels) + Personal levels) + Personal Spell (-1 level) = 5 th level (ranger
Spell (1 level) = 3rd level; you see through magical 3rd).
disguises and perceive shapeshifters’ true forms, if Planar Adaptation, Mass APG: Planar adaptation (5th
within 20 ft. level) + Mass Effect Spell (1 creature/level; +3 levels) +
Piercing ShriekUM: Inertia (0 level) + Still Spell (+1 Restricted Spell (ranger; -2 levels) = 8th level (ranger
level) + Augment Spell (stagger; +1 level) + Extend 6th). AKA attune formMP (listed as 4th level). Avoid
Spell (1 rd. to 1 rd./level; +1 level) + Restricted Spell planar effectsMP lasts only 1 min./level (-2 levels) = 6 th
(bard; -1 level) = 2nd level; staggers target. level (ranger 4th; listed as 3rd/2nd).
Pilfering HandUC: Mage hand (0 level) + Silent Spell Planar DampeningMP: Warding (1st level) + Mass
(+1 level) + Variable Spell (ranged disarm or Sleight of Effect Spell (1/3 levels; +3 levels) + Shape Spell (target
Hand; +2 levels) = 3rd level. to emanation; +2 levels) + Widen Spell (20’r. to 120’r.;
Pillar of LifeAPG: Spark of life (1st level) + Augment +3 levels) + Personal Spell (emanates from you; -1
Spell (+1 hp/level; +1 level) + Mass Effect Spell (1 level) + Extend Spell (1 min./level to 1 rd./level; -1
creature/level; +3 levels) + Delay Spell (until touched; level) + Restricted Spell (11 ranks Planar Sense as a
+1 level) + Location-Specific Spell (recipient must class skill; -1 level) = 6 th level; prevents use of plane-
touch square to be healed; -2 levels) + Cascade Spell breaching magic within 120 ft. of you for 1 rd./level
(light; +1 level) + Reach Spell (touch to medium; +1 (spells based on dimensional pocket, dimensional skip,
level) + Reduce Spell (15d6 to 10d6; -1 level) = 5th level; and summon, plus augury at CL 12th, [shadow] spells at
up to 1 creature/level touching glowing square heal 15th, and creation at 18th).
10d6+1/level (max. +10); undead entering square Planar NavigationSW: Ritual plane shift (6th level) +
damaged likewise. Shape Spell (target to cubes; +2 levels) = 9 th level; as
Placebo EffectOcA: Warding (1st level) + Variable plane shift, but entire ship of up to 10 gross register
Spell (select condition at time of casting; +1 level) + tons/level plus contents and crew.
Irresistible Spell (delay nonmagical effects; +2 levels) + Planar QuestTM2: Planar adaptation (q.v., 5th level) +
Phantasmal Spell (-1 level) + Expedient Spell (no Cascade Spell (dimensional skip; +1 level) + Reach Spell
duration loss; ad hoc -1 level) = 2nd level; if subject (close to interplanar; +6 levels) + Location-Specific
saves vs. Intuition, one condition affecting it is Spell (destination spell & location; -2 leveks) + Mass
suspended for 1 min./level (duration does not elapse Effect Spell (1 creature/3 levels; +2 levels) + Personal
during this time). 3d6 nonlethal damage instead if fail Spell (you must go; -1 level) + Ritual Spell (-2 levels) =
save. 9th level; 1 creature/level (including you) is shifted to
Plague of RatsCD: Summon (1st level) + Reach Spell specified location on another plane, treats it as
(close to medium; +1 level) + Augment Spell (CR 2 rat favored terrain.
swarm; +1 level) + Mass Effect Spell (1/3 levels; +2 Plane Truth, Rary’sGA: Detection (alignment/planar
levels) + Ritual Spell (full round; -1 level) = 4 th level allegiance; 2nd level) = 2nd level; 1st round—alignment
(3rd with access to Pestilence domain); summons one presence/absence, 2nd round—home plane, 3rd round
rat swarm per 3 levels. —deity worshipped.
Plague of UndeadLM: Lesser animate dead (2nd level) + Plant Growth: Creation (plants; 1st level) +
Reach Spell (touch to close; +1 level) + Augment Spell Accursed Spell (+1 level) + Shape Spell (target to
(+6 levels) = 9th level; animates up to 15d6 human spread; +2 levels) + Widen Spell (20’r. to 60’r.; +3
skeletons or other CR 1/3 undead, 10d6 human levels) + Residual Spell (+1 level) + Selective Spell (+1
zombies or other CR ½, 4d8 CR 1, 3d6 CR 2, 2d4+1 CR level) + Location-Specific Spell (vegetated area only; -
4, 1d4+1 CR 6, 1d3 CR 8, or 1 CR 10 skeleton(s) or 2 levels) + Restricted Spell (ranger or access to Plant
zombie(s), or some combination thereof. Requires domain; -1 level) + Pacific Spell (-2 levels) = 3 rd level;
onyx gems worth 50 gp per HD of undead animated. plants grow in 60’r., create difficult terrain where you
Planar AdaptationAPG: Bestow feat (favored terrain: specify. Invest 150 x CL numen to maintain the effect
planar; 1st level) + Variable Spell (choose plane at time indefinitely.
of casting; +1 level) + Cascade Spell (bestow feat: Plant Shape ICRB: Polymorph (plant; 3rd level) +
favored terrain x3 more times; +3 levels) + Effect- Personal Spell (-1 level) + Cascade Spell (attribute
Specific Spell (survival on specified plane only; -2

Spells (Grimoire), p. 221


boost: Con; +1 level) + Extend Spell (1 min./level to 1 existing poison; +1 level) + Extend Spell (1 rd./level to
hr./level; +2 levels) = 5th level. 1 min./level; +1 level) + Ritual Spell (full round; -1
Plant Shape IICRB: Polymorph (plant; 3rd level) + level) = 2nd level; +2 to save DC of poison.
Personal Spell (-1 level) + Cascade Spell (attribute Poison, MindSC: Damage attribute (Cha; 1st level) +
boost: Con; +1 level) + Cascade Spell (enlarge self; +1 Augment Spell (+3d4; +3 levels) + Tenuous Spell (-1
level) + Cascade Spell (attribute boost: Dex; +1 level) + level) = 3rd level; 4d4 Cha damage (1d4/round for 4
Extend Spell (1 min./level to 10 min./level; +1 level) = rounds until save).
6th level. Poison, PerniciousUM: Enhancement (2nd level) +
Plant Shape IIICRB: Polymorph (3rd level) + Personal Effect-Specific Spell (poison DCs; -2 levels) +
Spell (-1 level) + Cascade Spell (attribute boost; +1 level) Accursed Spell (+1 level) + Mass Effect Spell (1/3
+ Mass Effect Spell (1/3 levels; +2 levels) + Cascade levels; +2 levels) + Extend Spell (1 min./level to 10
Spell (enlarge self; +1 level) + Augment Spell (Huge; +1 min./level; +1 level) = 4th level; DCs of up to 1 poison/3
level) = 7th level; +6 Str, -2 Dex, +2 Con, +2 Wis, +4 levels increase by +1/4 levels for the creature touched.
natural armor, and other plant traits as shown in Poison, Sethris’ PotencyRR: Enhancement (2nd level)
Chapter 8. + Effect-Specific Spell (poison DC only; -2 levels) +
Play the FoolAUG2: Glamer (1st level) + Variable Spell Extend Spell (1 min./level to 1 rd./level; +1 level) +
(effects differ by attack form; +1 level) + Extend Spell Augment Spell (+1 level) = 2nd level; venomous
(1 rd./level to 10 min./level; +2 levels) + Reach Spell creature +1/3 levels to its poison’s save DC for 1
(close to touch; -1 level) = 3rd level (listed as 2nd); min./level.
subject appears to fail all saving throw for the next 10 Poison, Spit VenomUM: Alter senses (0 level) +
min./level. Augment Spell (vision; +1 level) + Extend Spell (1
Plunge Deep to the CoreAUG2: Enhancement (2nd rd./level to 1 rd.; -1 level) + Cascade Spell (damage
level) + Augment Spell (penetrates DR up to +4; +4 attribute: Con; 1st level) + Augment Spell (+1 level) +
levels) + Expedient Spell (max. penetration scales; -1 Reach Spell (touch to close; +1 level) = 3rd level;
level) + Effect-Specific Spell (DR penetration only; -2 ranged touch blinds 1 round and deals 3d4 Con
levels) + Object-Specific Spell (manufactured weapon; damage (Fort half).
-2 levels) + Extend Spell (1 min./level to 1 hr./level; +2 Poison, Toxic GiftUM: Poison (4th level) + Restricted
levels) = 3rd level (listed as 2 nd); target weapon Spell (poisoned caster; -1 level) = 3 rd level (2nd for
penetrates DR as if it had a permanent enhancement antipaladin).
bonus of +1 per 4 caster levels (max. +4). Poison, Toxic WeaponPHII: Poison (4th level) +
Poison: Damage attribute (Con; 1st level) + Augment Channel Spell (+1 level) = 5th level.
Spell (+4d4; +4 levels) + Tenuous Spell (-1 level) = 4 th Polar MidnightUM: Ray of frost (0 level) + Cascade
level; 5d4 Con damage (1d4/round for 5 rounds until Spell (gloom; +1 level) + Cascade Spell (damage
save). attribute: Dex; +1 level) + Crippling Drain (+1 level) +
Poison NeedlesCA: Damage attribute (1st level) + Reach Spell (touch to close; +1 level) + Cascade Spell
Variable Spell (choose attribute; +1 level) + Extend (bind; +1 level) + Augment Spell (grapple; +1 level) +
Spell (inst. to 1 rd./level; +2 levels) + Tenuous Spell (-1 Shape Spell (ray to spread; +2 levels) + Widen Spell
level) + Reach Spell (touch to close; +1 level) + (20’r. to 40’r.; +1 level) + Concentration Spell (partial
Cascade Spell (invisible needle; +1 level) + Reduce Spell action; +2 levels) + Reduce Spell (25d6 to 15d6 and 5
(15d6 to 10d6; -1 level) = 4 th level; damage cap 10d6 steps to 3 steps; -2 levels) = 9 th level; 15d6 cold and
piercing plus 1d4 to one attribute. 1d4 Dex drain/rd. (turn to ice at 0) plus grappled in
Poison, AdvanceAUG: Bestow feat (Ability Focus: mobile 20’r. spread; light reduced by 3 steps (e.g.,
poison; 1st level) + Channel Spell (through existing normal to supernatural darkness).
poison; +1 level) + Extend Spell (1 rd./level to 1 Polar Screen, Otiluke’sGA: Ray of frost (0 level) +
hr./level; +3 levels) + Object-Specific Spell (single dose Cascade Spell (sickening touch; +1 level) + Augment
only; -2 levels) = 3rd level (listed as 2nd); as increase Spell (ailing; +1 level) + Reach Spell (touch to
virulencePHII (q.v.), but single dose only and longer- medium; +1 level) + Shape Spell (ray to wall; +1 level)
lasting). + Widen Spell (20-ft. squares; +1 level) + Lingering
Poison, Increase Virulence PHII: Bestow feat (Ability Evocation (+1 level) + Extend Spell (inst. to 1 rd./level;
Focus: poison; 1st level) + Channel Spell (through

Spells (Grimoire), p. 222


+2 levels) + Reduce Spell (20d6 to 5d6; -3 levels) = 5 th Creature-Specific Spell (animal; -2 levels) = 2 nd level
level; 5d6 cold plus 2d6/round and ailing 1 rd./level. (listed as 3rd).
Polymorph FamiliarACG: Polymorph (animal; 3rd Possession, MarionetteUC: PossessionOcA (3rd level) +
level) + Creature-Specific Spell (your familiar; -2 Reach Spell (touch to medium; +2 levels) + Creature-
levels) + Reach Spell (close to touch; +1 level) + Specific Spell (willing target; -2 levels) + Extend Spell
Variable Spell (Cascade Spell: enlarge/reduce familiar; (1 hr./level to 10 min./level; -1 level) + Cascade Spell
+1 level) = 3rd level. (mindlink; +1 level) = 3rd level.
Polymorph, AdjustableACG: Alter self (2nd level) + Possession, RidingOcA: PossessionOcA (3rd level) +
Variable Spell (+1 level) = 3rd level. Cascade Spell [(glamer; +2 levels) + Augment Spell
Polymorph, Drawmij’s Beneficial GA: Polymorph (3rd (masks your presence entirely; +1 level) + Phantasmal
level) + Variable Spell (multiple forms; +1 level) + Spell (-1 level)] + Reach Spell (touch to medium; +1
Concentration Spell (swift action; +3 levels) + Extend level) + Effect-Specific Spell (cannot control host; -2
Spell (1 min./level to 10 min./level; +1 level) + levels) = 4th level; you possess (but cannot control) one
Creature-Specific Spell (willing target only; -2 levels) creature, who is unaware of your presence.
= 6th level. Pouncing FuryUW: Bestow feat (Dodge; 1st level) +
Polypurpose PanaceaUM: Variable Spell (select one Cascade Spell (bestow feat: Skirmish; +2 levels) +
0-level spell at time of casting; +1 level) = 1st level. Personal Spell (-1 level) = 2nd level; you gain the
Pool of HealingCC: Spark of life (1st level) + Ray pounce ability (plus the other effects of the Dodge
Splitting (+1 level) + Maximize Spell (+2 levels) + and Skirmish feats) for 1 rd./level.
Delay Spell (standard; retain touches for later use; +1 Power CraftAUG2: Animate object (1st level) + Widen
level) = 5th level (4th with access to Healing domain); Spell (Gargantuan; +4 levels) + Extend Spell (1
touch(es) deliver 30 hp + 6/level positive energy (max. rd./level to 1 hr./level; +3 levels) + Object-Specific
84, or 60 for any one touch). Spell (vehicle only; -2 levels) + Effect-Specific Spell
Positive Energy BurstCD: Spark of life (1st level) + (mobility only; -2 levels) + Reach Spell (close to touch;
Shape Spell (target to burst; +3 levels) + Widen Spell -1 level) = 3rd level; vehicle of up to Gargantuan size
(20’r. to 120’r.; +3 levels) + Creature-Specific Spell becomes self-propelled.
(undead; -2 levels) + Restricted Spell (ability to Power LeechSRD: Dispel (0 level) + Reach Spell
channel positive energy; -1 level) = 4th level; damage (touch to close; +1 level) + Augment Spell (steal spell
cap 10d6 to undead in 120’r. slot instead of dispelling; +1 level) + Concentration
Positive PulsePnA: Spark of life (1st level) + Augment Spell (standard; +1 level) = 3rd level (listed as 4th);
Spell (+1 hp/level; +1 level) + Creature-Specific Spell steals target’s highest-level slot available each round
(undead; -2 levels) + while you concentrate. Cf. ki leechAPG.
 Cascade Spell (resistance; +1 level) + Augment Spell Power LeechBVD: Damage attribute (1st level) +
(+3 bonus; +1 level) + Consecrate Spell (+1 level) + Variable Spell (choose attribute at time of casting; +1
Effect-Specific Spell ([death] effects; -2 levels) level) + Crippling Drain (+1 level) + Reach Spell
(touch to medium; +1 level) + Cascade Spell (attribute
+ Shape Spell (target to burst; +2 levels) + Widen Spell
boost; +1 level) + Augment Spell (+6 total bonus; +2
(20’r. to 5’r.; -2 levels) = 1st level; 1d6 +1/level positive
levels) + Cascade Spell (damage attribute: Wis; -1 level)
energy damage to undead (+5 max.), and living
+ Cascade Spell (Crippling Drain; -1 level) = 5th level;
creatures +3 sacred to saves vs. [death] effects for 1
you deal 1d4 attribute drain at range and gain +6
rd./level.
enhancement to that attribute, but you also take 1d4
Positive Pulse, GreaterPnA: Positive pulsePnA (q.v.; 1st
Wis drain (Will half).
level) – Widen Spell (+2 levels) + Augment Spell (+3 to
Power Word, Kill: Damage attribute (Con; 1st level) +
+7; +2 levels) + Reduce Spell (10d6 to 5d6; -1 level) =
Still Spell (+1 level) + Eschew Materials (+0 levels) +
4th level (paladin 3rd); as positive pulsePnA, but affects a
Reach Spell (touch to close; +1 level) + Augment Spell
larger area, bestows a +7 save bonus, and the damage
(+5d4 Con; +4 levels) + Inexorable Spell (+3 levels) +
cap vs. undead is 5d6+5.
Expedient Spell (individual hp; -1 level) = 9th level;
Possess AnimalPGF: PossessionOcA (3rd level) + Cross-
6d4 Con (no save) to one target currently <100 hp.
Class Spell (+1 level) + Reach Spell (touch to medium;
Power Word, ThunderRR: Alter senses (hearing; 0
+1 level) + Ritual Spell (full round; -1 level) +
level) + Still Spell (+1 level) + Shape Spell (target to

Spells (Grimoire), p. 223


burst; +2 levels) + Widen Spell (20’r. to 60’r.; +2 levels) (individual hp; -1 level) + Ritual Spell (full round; -1
+ Inexorable Spell (+3 levels) + Expedient Spell level) + Restricted Spell (cleric only; -1 level) = 3 rd
(individual hp; -1 level) = 7th level; those in 60’r. with level; allies in 40’r. gain +1 luck bonus to attacks,
current hp <78 are deafened 1 rd./level (so save), those damage, and saves; enemies with 33 hp or less are -1
with 78-156 hp are deafened 1 rd., those with 157+ hp to same.
are unaffected.  ChantPH1 affects a 20’r. personal emanation (-1
Circle of DeathSRD: Damage attribute (Con; 1st level) level) = 2nd level; allies within 20 ft. of you gain a +1
+ Augment Spell (+3d4; +3 levels) + Reach Spell (touch sacred bonus to attacks, damage and saves,
to medium; +1 level) + Shape Spell (target to burst; +2 enemies with 22 hp or less are -1 to same.
levels) + Widen Spell (20’r. to 40’r.; +1 level) +  RecitationCD is Augmented (±3; +1 level) and
Expedient Spell (total HD; -1 level) + Expedient Spell Widened (20’r. to 60’r.; +1 level) = 5th level (listed as
(individual HD; -1 level) = 6th level; 4d4 Con (Fort 4th); affects enemies with up to 55 hp.
half) to up to 2d4+1/level (+15 max.) HD (max. 10 HD
PrecipitationUA1: Creation (plain water; 1st level) +
each) in 40’r.
Reach Spell (touch to close; +1 level) + Widen Spell
 PoxBVD: Damage attribute (Con; 1st level) + Crippling (1/64 volume; -2 levels) + Delay Spell (time release; +1
Drain (+1 level) + Reach Spell (touch to close; +1 level) + Effect-Specific Spell (gradual release over
level) + Mass Effect Spell (1/level; +3 levels) = 6 th course of spell, with no control of timing; -1 level) = 0
level; 1d4 Con drain (Fort half) to up to 1 level; light rain (0.09 inch per hour) falls over an area
creature/level. 20 ft. in radius for 1 rd./level. Variant:
PoxDLM: Ray of infirmity (1st level) + Reach Spell  CloudburstCD is Long range (+1 level) and is
(close to long; +2 levels) + Extend Spell (1 rd./level to 1 Widened (216 cu. ft./level; +6 levels), Extended
min./level; +1 level) + Shape Spell (ray to target; +0 (water lasts 1 hr./level to 10 min./level; -1 level),
levels) + Reduce Spell (+15 to +5; -2 levels) = 2nd level; Location-Specific (outdoors only; -2 levels), Ritual
subject takes penalty to Con of 1d6 +1/level (+5 max.) (full round; -1 level), and Restricted (access to
for 1 min./level (Fort half). Water or Weather domain; -1 level) = 2 nd level.
Pox PustulesAPG: Sickening touch (0 level) + Reach Heavy rain (0.5 inch per hour) falls over a 100-ft.
Spell (touch to close; +1 level) + Cascade Spell (ray of radius for 10 min./level; fallen rain evaporates after
clumsiness; +1 level) + Shape Spell (ray to target; +0 10 min./level, so the maximum accumulation of
levels) + Extend Spell (1 rd./level to 1 min./level; +1 standing water is less than an inch.
level) + Tenuous Spell (special; -1 level) = 2nd level;
PrecognitionSRD: Variable Spell (blessing, resistance,
victim is sickened and takes a 1d6 +1/2 levels penalty
or skill enhancement; +1 level) + Insightful Spell (+1
to Dex (Fort neg./half), but can spend a partial action
level) + Augment Spell (+1 level) + Personal Spell (-1
each round scratching to remove the symptoms.
level) + Sudden Spell (+0 levels) + Interrupting Spell
Variant:
(+1 level) + Restricted Spell (seer or access to Fortune
 Itching CursePC: Sickening touch (0 level) + Reach or Time domain; -1 level) = 2nd level (listed as 1st);
Spell (touch to close; +1 level) + Shape Spell (ray to immediate casting grants you +3 insight to attacks
target; +0 levels) + Extend Spell (1 rd./level to 1 and damage, saves, or checks for 1 rd. Variants:
hr./level; +3 levels) + Expedient Spell (individual
 Athena’s Battle GuidanceRRO: Enhancement (2nd level)
HD; 1 level) + Tenuous Spell (eliminate penalty
+ Item-Specific Spell (weapon attacks; -2 levels) +
each round with move-action scratching; -1 level) +
Insightful Spell (+2 levels) + Effect-Specific Spell
Reduce Spell (reduced penalties; -1 level) = 1 st
(melee only; -2 levels) + Cascade Spell (Blind-Fight;
level; itching causes 1 to attacks, saves, and checks
+1 level) + Augment Spell (+1 to +1/2; +3 levels) +
unless scratched.
Personal Spell (-1 level) + Restricted Spell (paladin
Prayer: Blessing (0 level) + Cascade Spell (resistance; or access to Valor domain; -1 level) = 2 nd level
+1 level) + Lucky Spell (+1 level) + Extend Spell (target (listed as 1st); for 1 rd./level, you gain +1/2 levels
to burst; +2 levels) + Widen Spell (20’r. to 40’r.; +1 insight to melee attacks and roll miss chances
level) + Variable Spell (Hex Spell: bonus or penalty; +1 twice when attacking targets with concealment.
level) + Selective Spell (+1 level) + Extend Spell (1
min./level to 1 rd./level; -1 level) + Expedient Spell

Spells (Grimoire), p. 224


 Defensive PrecognitionSRD: Deflection (0 level) + success = learn weather over next 24 hours, +1 day/5
Cascade Spell (resistance; +1 level) + Insightful Spell points by which you beat the DC.
(+1 level) + Personal Spell (-1 level) = 2nd level Prediction of FailureUM: Sickening touch (0 level) +
(listed as 1st); you gain +2 insight to AC, +1 to saves Cascade Spell (spook; +1 level) + Cascade Spell (dispel;
for 1 min./level. +1 level) + Extend Spell (inst. to 1 hr./level; +5 levels) +
 Grace of AthenaRRO: Mage armor (0 level) + Cross- Reach Spell (touch to medium; +1 level) + Accursed
Class Spell (divine; +1 level) + Insightful Spell (+1 Spell (+1 level) + Reduce Spell (cowering to shaken; 3
level) + Extend Spell (1 hr./level to 1 min./level; -2 levels) = 6th level (listed as 8th); target is shaken,
levels) + Cascade Spell (bestow feat: Canny Defense; sickened, and must make opposed Concentration
+1 level) + Extend Spell (1 rd./level to 1 min./level; checks to cast spells; invest personal 300 x CL numen
+1 level) = 2nd level (listed as 3rd); subject gains to maintain effect permanently.
insight bonus to AC equal to 4 + Wisdom modifier. Presence, Chardun’sRR2: Attribute boost (Cha; 0 level)
Mark of AthenaRRO is Delayed (perform specified + Augment Spell (+4 total; +2 levels) + Extend Spell (1
act; +1 level) and has a full Ritual casting (-2 levels) min./level to 1 hr./level; +2 levels) + Personal Spell (-1
= 1st level (listed as 5th). level) + Cascade Spell [(spook; +1 level) + Shape Spell
 Greater precognitionSRD is Augmented to a +5 bonus (target to cone; +1 level) + Delay Spell (+1 level) +
(+1 level) = 3rd level (listed as 6th); as precognition. Tenuous Spell (fear ends Cha bonus; -1 level) + Ritual
 Moment of prescienceSRD is Augmented to provide a Spell (full round; -1 level) = 4 th level; you gain long-
scaling bonus (+1/level; +5 levels) = 7th level. lasting +4 enhancement to Cha and can dismiss the
 Offensive PrecognitionSRD: Blessing (0 level) + Cross- effect by frightening those in a 30-ft. cone.
Class Spell (divination/seer; +1 level) + Augment Pressure SphereSW: Energy mace (0 level) + Reach
Spell (+1 level) + Extend Spell (10 min./level to 1 Spell (close to medium; +1 level) + Shape Spell (ray to
min./level; -1 level) + Personal Spell (-1 level) + burst; +2 levels) + Location-Specific Spell (underwater;
Sudden Spell (+0 levels) = 0 level; swift casting -2 levels) = 1st level (listed as 2nd); damage cap 5d6
gives you +3 to attacks, damage for 1 rd. bludgeoning (Fort half) in 20’r. burst underwater.
 Offensive PrescienceSRD: Blessing (0 level) + Augment  Pressure sphereRR also Cascades skill enhancement
Spell (+1 level) + Insightful Spell (+1 level) + (Athletics and Endurance; +2 levels) and Hex Spell
Personal Spell (-1 level) = 0 level (listed as 1 st); you (+0 levels) = 3rd level; damage cap 10d6 and -1/2
gain +2 insight to attacks, damage for 10 min./level. levels to Athletics and Endurance.
 Precognitive FlashesAUG2: Blessing (0 level) + Cascade
Prevarication’s BountyRR: Glamer (1st level) +
Spell (deflection; +1 level) + Cascade Spell
Accursed Spell (+1 level) + Delay Spell (when lies; +1
(resistance; +1 level) + Insightful Spell (+1 level) +
level) + Ritual Spell (full round; -1 level) = 2 nd level;
Personal Spell (-1 level) = 2nd level (listed as 4th);
subject rendered mute for 1 rd./level after telling a lie.
you gain +1 insight to attacks, damage, and saves,
Retain as active curse by investing 400 x CL numen
and +2 to AC for 1 min./level.
(2nd level x 50 x 4).
 Prophetic WarningAUG2: Variable Spell (deflection or
PrevenomSRD: Damage attribute (Con; 1st level) +
resistance; +1 level) + Insightful Spell (+1 level) +
Channel Spell (+1 level) + Object-Specific Spell (claw
Delay Spell (swift action; +3 levels) + Interrupting
only; -2 levels) = 2nd level (listed as 1st); claw attack
Spell (+1 level) + Extend Spell (1 min./level to inst.;
deals +1d4 Con damage (Fort half).
-2 levels) + Augment Spell (+2 levels) = 6 th level; as
Prickling TormentCM: Ray of entropy (1st level) +
an immediate action, subject gains +5 insight to AC
Creature-Specific Spell (takes standard or move
or to one save.
action; -1 level) + Extend Spell (inst. to 1 rd./level; +2
Predict WeatherPH1: Augury (2nd level) + Cascade levels) + Cascade Spell (sickening touch; +1 level) +
Spell (skill enhancement: Survival; +1 level) + Effect- Reach Spell (touch to medium; +1 level) + Shape Spell
Specific Spell (knowledge of weather in area only; -2 (ray to target; +0 levels) = 4 th level; sickens 1 rd./level
level) + Restricted Spell (ranger or access to Weather and target takes 1d6 negative energy/level (max.
domain; -1 level) = 0 level; you gain knowledge of 10d6, Fort half) each round if takes a move or
upcoming weather in area. Use Survival instead of standard action.
Knowledge to augur, with +1 bonus to the check;

Spells (Grimoire), p. 225


Primal DevastationDr297: Bolt of force (2nd level) + level) = 7th level; up to 1 attacker/level (max. 2d4
Cross-Class Spell (+1 level) + Reach Spell (close to line +1/level total HD) is fascinated 1 min./level.
of sight; +3 levels) + Shape Spell (ray to spread; +2 Prismatic AuraCM: Prismatic spray (7th level) –
levels) + Widen Spell (20’r. to 360’r.; +4 levels) + Ritual Widen Spell (-1 level) + Shape Spell (cone to ray; -1
Spell (full round; -1 level) + Cascade Spell (bolt of force; level) + Reach Spell (close to touch; -1 level) +
-2 levels) = 9th level; damage cap 20d6 force over large Shielding Spell (+1 level) + Extend Spell (inst. to 1
area at very distance range (but caster takes like rd./level; +2 levels) + Personal Spell (-1 level) +
damage). This is generally cast along with a Delayed Tenuous Spell (color disappears once activated; -1
summon nature’s ally IX spell, to summon a Giant, level) = 5th level; anyone hitting you in melee is
Advanced elder elemental into the area after the blast blinded 1 rd. and subject to one prismatic spray effect
goes off. (damage cap 90 hp, and each activates only once).
Primal FearRE: Spook (0 level) + Reach Spell (close to Prismatic BowCM: Prismatic ray (q.v.; 5th level) +
medium; +1 level) + Tenuous Spell (-1 level) + Fell Reach Spell (medium to long; +1 level) – Variable
Frightening (+1 level) + Irresistible Spell (+2 levels) + Spell (+1 level) + Cascade Spell (invisible needle; +1
Quicken Spell (+3 levels) + Restricted Spell (psion or level) + Ray Splitting (+1 level) + Manifested Spell (-1
psychic warrior; -1 level) + Reduce Spell (panicked to level) + Channeled Spell (+1 level) + Concentration
shaken; -2 levels) = 3rd level (listed as 1st); swift action Spell (standard; +1 level) + Tenuous Spell (each color
leaves target shaken 1 rd./level (no SR, no initial save, only once; -1 level) + Reduce Spell (25d6 to 20d6; -1
but save each subsequent round to end effect). level) = 8th level; damage cap 28d6, divided among
Primal Fury, Tenser’sGA: Spark of life (1st level) + iterative attacks, plus one prismatic spray effect per
Cross-Class Spell (arcane; +1 level) + Cascade Spell round to one attack (once each color only).
(haste: q.v.; +3 levels) + Augment Spell (blessing; +1 Prismatic DelugeCM: Prismatic spray (7th level) +
level) + Cascade Spell (warding: fear; +1 level) + Shape Spell (widened cone to widened cylinder; +1
Creature-Specific Spell (fighter only; -2 levels) = 5 th level) + Widen Spell (20’r. to 30’r.; +1 level) + Reduce
level; fighter is hasted, +3 to attacks and damage, gains Spell (25d6 to 20d6; -1 level) = 8th level; those in 30’r.,
15d6 temp. hp, and is immune to magical fear. 150-ft. tall cylinder bombarded by prismatic spray
Primal RegressionOcA: Enhancement (2nd level) + effect.
Augment Spell (+2 total; +1 level) + Effect-Specific Prismatic EyePGF: Prismatic rayCA (q.v.; 5th level) +
Spell (natural armor; -2 levels) + Cascade Spell Concentration Spell (swift action; +3 levels) + Tenuous
(attribute boost: Str; +1 level) + Augment Spell (+6 total; Spell (each color usable only once; -1 level) = 7 th level
+2 levels) + Cascade Spell (spark of life; +1 level) + (listed as 6th).
Cascade Spell (ray of idiocy; -1 level) + Cascade Spell Prismatic MistPHII: Acid splash (0 level) + Reach
(ray of beguiling; -1 level) + Silent Spell (+1 level) + Spell (close to medium; +1 level) + Shape Spell (ray to
Reach Spell (touch to medium; +1 level) = 5th level spread; +2 levels) + Extend Spell (inst. to 1 min./level;
(listed as 6th); target gains +6 enhancement to Str, +2 to +3 levels) + Variable Spell (Versatile Evocation, but no
natural armor, and 1d6/level (max. 15d6) temp. hp, control over results; -1 level) + Reduce Spell (15d6 to
but also takes penalty to Int and Cha equal to 1d6 5d6; -2 levels) = 3rd level; each round, those in area
+1/level (1d6+15 max.). take 5d6 acid, fire, cold, or electricity damage (roll
Primal ScreamUM: Remove condition (enchantments; 1d4), Reflex half. No additional effects possible
st
1 level) + Still Spell (+1 level) + Mass Effect Spell (also without increasing spell level.
paralysis; +1 level) + Personal Spell (-1 level) + Prismatic RayCA: Prismatic spray (7th level) - Widen
Restricted Spell (bard; -1 level) + Augment Spell Spell (-1 level) – Shape Spell (-1 level) + Reach Spell
(minor to critical; +3 levels) = 4th level; breaks (close to medium; +1 level) + Variable Spell (no
enchantment and paralysis effects on you. control over effect; -1 level) = 5th level.
Prism Cloak, Abrindel’sRR2: Glamer (1st level) + Prismatic Sphere: Alter senses (0 level) + Augment
Cascade Spell (compel: watch; +3 levels) + Shielding Spell (blindness; +1 level) + Cascade Spell (jet of flame;
Spell (+1 level) + Mass Effect Spell (+3 levels; up to 1 +1 level) + Energy Admixture (acid and electricity; +0
attacker/level can be fascinated) + Expedient Spell (HD levels) + Cascade Spell (damage attribute: Con; +1 level)
limit; -1 level) + Extend Spell (1 rd. to 1 min./level; +2 + Cascade Spell (damage attribute: Dex; +1 level) +
levels) + Personal Spell (-1 level) + Pattern Spell (-1 Cascade Spell (damage attribute: Wis; +1 level) +

Spells (Grimoire), p. 226


Cascade Spell (Crippling Drain: Dex and Wis; +1 ―Jack Chalker, The River of Dancing Gods (1984)
level) + Cascade Spell (dispel; +1 level) + Shape Spell
(ray to emanation; +2 levels) + Widen Spell (20’r. to Private ConversationAUG2: Rary’s telepathic bond
10’r.; -1 level) + Extend Spell (inst. to 1 rd./level; +2 (q.v.; 5th level) + Reach Spell (close to touch; -1 level) +
levels) + Reduce Spell (25d6 to 20d6; -1 level) = 9 th Tenuous Spell (must remain within close range; -1
level; 4d6 fire, 6d6 acid, 10d6 electricity, plus 1d4 Con level) = 3rd level (listed as 1st).
damage, 1d4 Dex and Wis drain, blindness 1 rd./level, Private Sanctum, Mordenkainen’s: Warding
and dispelling, each round, to all within 10’r. of you. (divinations; 1st level) + Shape Spell (target to cubes;
Prismatic Spray: Alter senses (0 level) + Augment +3 levels) + Widen Spell (10-ft. to 20-ft. cubes; +1 level)
Spell (blindness; +1 level) + Variable Spell (3 levels’ + Irresistible Spell (ward also applies against
worth of options; +4 levels) + Shape Spell (cone; +1 mundane sight/hearing into area; +2 levels) + Extend
level) + Widen Spell (30 ft. to 60 ft.; +1 level) = 7th level; Spell (1 min./level to 1 hr./level; +2 levels) + Location-
all within cone blinded 1 rd./level and effects as Specific Spell (pre-selected, fixed location; -2 levels) +
follows (roll 1d8): Ritual Spell (-2 levels) = 5th level; those outside area
1. Red: Cascade Spell (jet of flame; +1 level) + cannot see or hear into it, or use divinations into it.
Maximize Spell (+2 levels); damage cap 120 hp. Profane AgonyDU: Whelm (0 level) + Cascade Spell
2. Orange: Cascade Spell (acid splash; +1 level) + (sickening touch; +1 level) + Reach Spell (touch to
Maximize Spell (+2 levels); damage cap 120 hp. medium; +1 level) + Restricted Spell (access to Death
3. Yellow: Cascade Spell (electric arc; +1 level) + or Suffering domain; -1 level) = 1 st level; damage cap
Maximize Spell (+2 levels); damage cap 120 hp. 5d6 nonlethal plus sickened 1 rd./level.
4. Green: Cascade Spell (damage attribute: Con; +1 Profane AuraPHII: Deflection (0 level) + Shape Spell
level) + Reach Spell (+1 level) + Augment Spell (target to emanation; +3 levels) + Personal Spell (-1
(+2d4; +1 level); 3d4 Con damage (Fort half). level) + Creature-Specific Spell (undead; -2 levels) +
5. Blue: Cascade Spell (damage attribute: Dex; +1 level) Cascade Spell (wisp; +1 level) + Widen Spell (20’r. to
+ Reach Spell (+1 level) + Crippling Drain (+1 60’r.; +2 levels) + Extend Spell (1 min./level to 1
level); 1d4 Dex drain (Fort half). rd./level; -1 level) + Restricted Spell (able to channel
6. Indigo: Cascade Spell (damage attribute: Wis; +1 negative energy; -1 level) = 1 st level; 60’r. aura of mist
level) + Reach Spell (+1 level) + Crippling Drain (+1 around you provides concealment, grants undead +2
level); 1d4 Wis drain (Fort half). deflection.
7. Violet: Cascade Spell (dimensional skip; +1 level) + ProficiencyAUG2: Bestow feat (Exotic Weapon; 1st
Reach Spell (target: touch to close; +1 level) + level) + Extend Spell (1 rd./level to 1 hr./level; +4
Reach Spell (destination: close to long; +1 level); levels) + Effect-Specific Spell (weapon held at time of
teleports target 1,000 ft. away in random direction. casting; -2 levels) + Personal Spell (-1 level) = 2 nd level
8. Struck by two rays. (listed as 1st); you gain Exotic proficiency with
weapon held.
Prismatic Wall: Prismatic sphere (9th level) + Reach
Prohibit KindAUG2: Damage attribute (Dex; 1st level) +
Spell (touch to close; +1 level) + Shape Spell
Reach Spell (touch to close; +1 level) + Augment Spell
(emanation to wall; -1 level) + Reduce Spell (20d6 to
(+4d4; +3 levels) + Extend Spell (effects: days to
15d6; -1 level) = 8th level; 3d6 fire, 5d6 acid, 7d6
rounds; -3 levels) + Shape Spell (target to spread; +2
electricity, plus 1d4 Con damage, 1d4 Dex and Wis
levels) + Extend Spell (onset: inst. to 1 rd./level; +2
drain, blindness 1 rd./level, and dispelling.
levels) + Selective Spell (+1 level) = 7th level; those not
The energy field that formed like a wall in front of of selected creature type or race who enter area are
them was of all the primary colors and perhaps a held (5d4 Dex, Fort half, recovered at 1 point/rd.).
hundred shades. Project Image: Figment (0 level) + Reach Spell (close
She had never seen anything like it, nor did she to medium; +1 level) + Shadow Spell (+1 level) +
have any chance to appreciate it, but she could feel its Effect-Specific Spell (image of you only; -2 levels) +
awesome power. Cascade Spell (alter senses; +1 level) + Augment Spell
“Joe!” she called, relaying Dacaro’s orders. “We’re (vision and hearing; +2 levels) + Cascade Spell (bestow
going to let that thing come out/. When it does, it will feat: Channel Spell (though image); +1 level) +
run headlong into the damnest spell you ever saw....” Cascade Spell (bestow feat: Sudden Metamagic; (+1

Spells (Grimoire), p. 227


level) + Mass Effect Spell (1/3 levels; +2 levels) = 7th 10d6+10) temp. hp against ranged weapon damage
level; quasi-real (60%) image of you at medium range over the next 1 hr./level (or until discharged).
mimics you, and serves as scrying sensor and conduit Protection from CantripsUA1: Warding (cantrips; 1st
for your spells (limited by Sudden Metamagic rules, level) + Extend Spell (1 min./level to 1 hr./level; +3
but 1/3 levels x as many spells can be affected). levels) + Expedient Spell (spell level limit; -1 level) +
 BilocationOcA is Still (+1 level) = 8th level. Reduce Spell (lower spell level limit: 2 nd to 0; -2 levels)
 Familiar DoubleACG: Project image (7th level) + = 1st level; target creature or objct is unaffected by
Location-Specific Spell (image always appears in cantrips.
your familiar’s square; -2 levels) + Variable Spell Protection from CharmCA: Bestow feat (Arcane
(image moves with familiar, not you; +1 level) + Defense: enchantment; 1st level) + Augment Spell
Restricted Spell (witch; -1 level) = 5 th level; 40% (scales with caster level; +1 level) = 2nd level; subject
real. Area affects targeting the image’s square will immune to charm person and gains +2 competence
affect your familiar as well, and missile fire bonus to save vs. enchantment (+1/5 levels above 1 st,
missing the image might hit the familiar (as if immune at 20th) for 1 rd./level. Variants:
firing into a melee; see Precise Short feat), so this is  Delusional prideUM Cascades Augmented blessing (-1
a very risky way to get early access to project image. level) = 1st level; subject -2 to attacks and damage
Project VoiceRRE: Glamer (1st level) + Widen Spell but gais bonus to saves vs. Enchantment effects.
(10’r. to 500’r.; +6 levels) + Effect-Specific Spell (your  Enchantment FoilACG is not Augmented (-1 level),
normal spoken voice; -2 levels) + Reduce Spell (no but Cascades skill enhancement (Spellcraft and
visual, olfactory, or tactile; -3 levels) = 2 nd level; Bluff; +2 levels) + Effect-Specific Spell
essentially, a magical microphone and speakers. (enchantments; -2 levels), and is Extended to 1
Protean AuraAPG: Compel (perform other action; 2nd hr./level (+3 levels) = 4 th level; subject gains
level) + Shape Spell (target to emanation; +3 levels) + competence bonus vs. Enchantment effects, is +1/2
Reach Spell (close to personal; -1 level) + Selective levels to Spellcraft checks dealing with them, and
Spell (+1 level) + Extend Spell (1 rd. to 1 rd./level; +1 is +1/2 levels to Bluff checks to sense or to feign
level) + Tenuous Spell (can perform other action being under the influence.
instead; -1 level) + Restricted Spell ([chaotic]  Rary’s mind shieldGA is Extended (1 rd./level to 1
bloodline, domain, race, etc.; -1 level) = 4 th level; hr./level; +3 levels) and Ritual (full round; -1 level)
enemies within 20’r. must succeed at saving throws in = 4th level; subject immune to detect thoughts spell
order to perform intended actions. and gains +2 to saves vs. Enchantments.
Protection DevotionCC: Deflection (0 level) + Protection from Hunger and Thirst CWH: Warding
Consecrate Spell (+1 level) + Communal Spell (+1 (starvation and thirst; 1st level) + Accursed Spell (+1
level) + Quicken Spell (+3 levels) + Interrupting Spell level) + Irresistible Spell (+2 levels) = 4 th level (listed as
(+1 level) + Restricted Spell (access to Protection 1st); the subject is immune to starvation and thrist for
domain; -1 level) = 5th level; immediate casting grants 1 min./level. Invest 2,800 numen (4th level x CL 7th x 50
you and allies +2 sacred bonus to AC for 1 min./level x 2 for 1 min./level duration) to maintain the effect.
(divide duration among recipients).  Gaean repastRRO also includes Personal Spell (-1
Protection from Avians, Mordenkainen’sGA: level) + Extend Spell (1 min./level to 1 hr./level; +2
Blessing (0 level) + Augment Spell (+1 level) + levels) + Location-Specific Spell (in direct contact
Shielding Spell (+1 level) + Creature-Specific Spell with the ground; -2 levels) + Ritual Spell (full
(avians; -2 levels) = 0 level (listed as 1 st); birds and round; -1 level) = 2nd level; you are immune to
other creatures with the [avian] descriptor are -2 to starvation and thirst if remain in contact with the
attacks and damage against the subject. ground (1 hr./level, or invest 100 x CL numen to
Protection from Arrows: Spark of life (1st level) + maintain).
Cross-Class Spell (arcane; +1 level) + Augment Spell
Protection from Insects and Arachnids,
(+1 level) + Extend Spell (10 min./level to 1 hr./level; GA nd
Mordenkainen’s : Hedge (vermin; 2 level) +
+1 level) + Effect-Specific Spell (ranged attacks only; -2
Creature-Specific Spell (swarms only; -2 levels) +
levels) = 2nd level; subject gains 1d6+1/level (max.
Cascade Spell (resistance; +1 level) + Augment Spell
(+5 total; +2 levels) + Cascade Spell (deflection; +1 level)

Spells (Grimoire), p. 228


+ Creature-Specific Spell (vermin only; -2 levels) + to 1 hr./level; +3 levels) + Shape Spell (emanation
Extend Spell (1 rd./level to 1 min./level; +1 level) = 3rd to target; -2 levels) + Cascade Spell (endure elements;
level; subject +2 deflection and +5 to saves vs. vermin, +1 level) + Reduce Spell (2 steps to dim; -2 levels) =
and vermin swarms cannot approach within 10 ft. for 1st level; subject treats ambient light as 1 step lower
1 min./level. (minimum dim) and is protected from nonmagical
Protection from ParalysisTM2: Warding (Dex heat and cold. Keshmeeri refugeRR2 (2nd level) is
damage and slow; 1st level) = 1st level (listed as 2nd); Extended to 2 hrs./level.
applies only against magical effects, not Dex damage  Impede sun
from poison, Crippling Strike, etc.  ’s brillianceSSt is as cloak of shadeSSt, but affects a
Protection from PoisonS&M: Hedge (poison-using cylinder (+2 levels), lasts 10 min./level (-1 level), is
creatures; 2nd level) + Widen Spell (10’r. to 5’r.; -1 Silent (+1 level), Reduced 1 more step (3 steps to
level) = 1st level (listed as 2nd). Protection from verminS&M dim; -1 level), and Restricted (ranger or access to
hedges out vermin instead; protection from amorphsS&M Desert or Sun domain; -1 level) = 1st level.
hedges out oozes.  Shadow shroudDU is Quickened (+3 levels) and lasts
Protection from Slime, Mordenkainen’sGA: Hedge only 1 rd./level (-3 levels) = 2nd level.
(oozes; 2nd level) + Widen Spell (10’r. to 5’r.; -1 level) + ProwessSRD: Bestow feat (Combat Reflexes; 1st level)
Extend Spell (1 rd./level to 1 min./level; +2 levels) + + Personal Spell (-1 level) + Sudden Spell (+0 levels) +
Cascade Spell (inure: acid; +1 level) = 4th level; oozes, Interrupting Spell (+1 level) = 2nd level; you gain
slime, etc. cannot approach within 5 ft., and subject Combat Reflexes for 1 rd. as an immediate action.
gains resistance to acid 5/2 levels (max. 30) for 1 Prying Eyes, Greater: Prying eyes (q.v.; 6th level) +
min./level. Cascade Spell (true seeing, q.v.; +5 levels) + Extend
Protection from SporesPF113: Warding (spores, fungal Spell (1 hr./level to 1 min./level; -2 levels) + Restricted
poisons, etc.; 1st level) + Irresistible Spell (protects Spell (diviner; -1 level) = 8th level.
against nonmagical hazards; +3 levels) = 4 th level Psychic BeaconME: Detection (2nd level) + Item-
(listed as 2nd); subject immune to spores, yellow mold, Specific Spell (object psychically “marked” during
green slime, fungal-derived poisons, infestation from casting; -2 levels) + Variable Spell (+1 level):
fungal creatures, etc.
 Reach Spell (close to medium; +1 level) +
Protection from Winged FlyersShS: Protection from
Concentration Spell (standard to swift; +2 levels) =
evil (q.v.; 1st level) vs. winged creatures instead of
+3 levels; or
[evil] ones.
 Reach Spell (close to planar; +5 levels) + Effect-
Protective AuraAPG: Resistance (0 level) + Augment
Specific Spell (approx.. distance and direction with
Spell (+1 level) + Cascade Spell (deflection; +1 level) +
concentration only; -2 levels) = +3 levels
Cascade Spell (hedge: evil; 2nd level) + Creature-
Specific Spell (summoned only; -2 levels) + Shape + Delay Spell (+1 level) + Ritual Spell (full round; -1
Spell (target to emanation; +2 levels) + Restricted Spell level) = 4th level (listed as 2nd); you psychically mark
(access to Good domain; -1 level) = 3 rd level; allies an object (invest 200 numen), and thereafter can find
within 20’r. +2 deflection to AC and resistance to its distance and direction as a swift action (if within
saves, and hedges out summoned evil creatires, for 1 medium range) or a standard action (if on the same
rd./level. plane).
Protective PenumbraUM: Gloom (0 level) + Extend Psychic BlastAUG: Damage attribute (Int; 1st level) +
Spell (1 rd./level to 1 hr./level; +4 levels) + Shape Spell Cascade Spell (whelm; +1 level) + Cascade Spell
(spread to target; -2 levels) = 2 nd level; lowers light by (damage attribute: Wis; +1 level) + Reach Spell (touch to
1 step for subject (minimum dim), alleviating light close; +1 level) + Shape Spell (ray to cone; +1 level) =
sensitivities. Variants: 5th level (listed as 8th); damage cap 15d6 plus 1d4 Int
and 1d4 Wis (Will half).
 Cloak of dark powerDHD is Augmented (light lowered
Psychic ChirurgySRD: Variable Spell (+1 level) +
by 2 steps, minimum darkess; +1 level) and lasts
Ritual Spell (-2 levels):
only 1 min./level (-2 levels) = 1st level.
 Cloak of ShadeSSt: Gloom (0 level) + Reach Spell  Remove condition (1st level) + Cross-Class Spell
(touch to close; +1 level) + Extend Spell (1 rd./level (telepath; +1 level) + Crippling Drain (permanent
conditions; +4 levels) + Mass Effect Spell (1

Spells (Grimoire), p. 229


condition/level; +3 levels) + Augment Spell level; remove 2 spell slots or inflict 1d4 damage to one
(serious to critical; +1 level) = 9 th level; removes mental attribute by touch or as a [strike].
enchantments, energy drain, harmful psionic PsychofeedbackSRD: Attribute boost (0 level) +
effects, 9d4 attribute damage/drain each to Variable Spell (select attribute(s) at time of casting; +1
multiple attributes. level) + Augment Spell (+20 total bonus; +9 levels) +
 Bestow feat (Magical Talent; 1st level) + Augment Personal Spell (-1 level) + Cascade Spell (damage
Spell (16 ranks; +3 levels) + Extend Spell (1 attribute; -1 level) + Augment Spell (+2d4; -2 levels) +
rd./level to 1 hr./level; +3 levels) + Accursed Spell Restricted Spell (access to psychometabolism
(+1 level) = 8th level; invest 200 x CL numen to discipline; -1 level) = 5th level; you gain +20
provide recipient with psionic power you know of enhancement to one attribute, at the expense of 3d4
up to 8th level. damage to a different one.
Psychic CrushSRD: Ray of entropy (1st level) + Shape Pugnacious Pugilist, Bigby’sGA: Energy mace (0
Spell (ray to target; +0 levels) + Maximize Spell (+3 level) + Reach Spell (close to medium; +1 level) +
levels) + Empower Spell (+1 level) + Overwhelming Manifested Spell (-1 level) + Concentration Spell
Evocation (+1 level) + Phantasmal Spell (-1 level) = 5 th (swift; +3 levels) + Reduce Spell (10d6 to 5d6; -1 level)
level; Intuition or 3d6 nonlethal plus up to 7.5d6 + 90 = 2nd level; close ranged attack for up to 5d6
necrotic (Will half, not subject to energy resistance). bludgeoning each round as a swift action.
Psychic CrushOcA: Ray of entropy (1st level) + Pull of the EarthRRO: Enlarge (3rd level) + Selective
Cascade Spell (sickening touch; +1 level) + Shape Spell Spell (weight only, not size or Stength; +1 level) +
(ray to target; +0 levels) + Reach Spell (touch to Item-Specific Spell (object weighing up to 1 lb./level; -
medium; +1 level) + Silent Spell (+1 level) + Fell 2 levels) = 2nd level (listed as 0); increases weight of
Sickening (+1 level) + Phantasmal Spell (-1 level) = 4 th object by a factor of 8.
level (listed at 5th); 3d6 nonlethal and sickened 1 Pup ShapeUC: Reduce (3rd level) + Creature-Specific
rd./level (Intuition 0 damage and 1 rd.), if fails save, Spell (animal or magical beast; -2 levels) + Cascade
also takes 1d6 negative energy/level (max. 15d6, Will Spell (sanctuary; +1 level) + Extend Spell (1 rd./level to
half). 1 min./level; +1 level) = 3rd level; target critter reduced
Psychic Crush, GreaterOcA: Psychic crushOcA – 1 size category, and those within 20 ft. of it are
Phantasmal Spell (+1 level) = 5th level (listed as 8th); reluctant to attack it.
damage cap 15d6 negative energy and sickened 1 PuppeteerSC: Compel (mimic you; 2nd level) + Reach
rd./level (Will half/1 rd.). Spell (close to medium; +1 level) + Extend Spell (1 rd.
Psychic ImageOcA: Project image (7th level) – Shadow to 1 rd./level; +1 level) + Restricted Spell (bard; -1
Spell (-1 level) + Reach Spell (medium to line of sight; level) = 3rd level.
+3 levels) = 9th level; as project image, but no real Purge Akashic MemoryAUG: Glamer (1st level) +
component, and image can be projected up to ¼ Accursed Spell (+1 level) + Augment Spell (memories
mile/level away. can be removed outright: analogous to adding
Psychic SurgeryOcA: Remove condition (mental invisibility; +1 level) + Shape Spell (target to spread; +2
attribute damage; 1st level) + Crippling Drain levels) + Widen Spell (20’r. to 1 mile/level; +8 levels) +
(attribute drain also removed; +3 levels) + Mass Effect + Extend Spell (1 rd./level to inst.; -1 level) + Ritual
(1/3 levels; +2 levels) + Ritual Spell (full round; -1 Spell (-2 levels) + Restricted Spell (seer, akashic, etc.;
level) = 5th level (listed at 6th); can remove up to 5d4 1 level) = 9th level; inserts, alters, or removes one
attribute mental attribute damage/drain, plus one collective memory from all in area (not entire
additional condition of up to serious severity/3 levels multiverse). Invest 450 x CL numen to make effect
above 3rd (choose confusion, enchantments, [fear], permanent until memory is re-introduced.
memory alteration, etc.). Purge SpiritOcA: Ray of entropy (1st level) + Cascade
Psychic VampireSRD: Variable Spell (+1 level): dispel Spell (inertia; +1 level) + Augment Spell (stagger; +1
(0 level) + Mass Effect Spell (2 spell slots; +1 level) = 1 st level) + Thanatopic Spell (+1 level) + Trans-
level; or damage attribute (1st level) + Channel Spell (+1 dimensional Spell (+1 level) + Reduce Spell (15d6 to
level) + Variable Spell (touch or [strike]; +1 level) = 4 th 10d6; -1 level) = 4th level; damage cap 10d6 negative
energy and staggered 1 rd. (Will half/neg.); affects
incorporeal, ethereal, undead, etc. normally.

Spells (Grimoire), p. 230


Purify Food & Drink: Remove condition (afflictions; Quick BoostAUG2: Attribute boost (0 level) + Variable
st
1 level) + Expedient Spell (max. 1 cu. ft./level; -1 Spell (select attribute at time of casting; +1 level) +
level) = 0 level. Extend Spell (1 min./level to 1 rd./level; -1 level) = 0
level; touch grants +2 enhancement to one attribute.
Q-R Quick LearnRR2: Skill enhancement (0 level) +
UC
Qualm : Skill enhancement (0 level) + Accursed Variable Spell (choose skill at time of casting; +1 level)
Spell (+1 level) + Mass Effect Spell (all skills; +3 levels) + Extend Spell (1 min./level to 1 hr./level; +2 levels) =
+ Tenuous Spell (remove effect by spending 1 round 3rd level (listed as 4th); subject gains long-lasting +1/2
doing nothing; -1 level) = 3rd level; target -1/2 levels (- levels bonus to one skill.
10 max.) to checks for 1 min./level. Quick MarchMH: Celerity (0 level) + Selective Spell
Quench: Jet of flame (applied as counter; 0 level) + (+1 level) + Reach Spell (touch to medium; +1 level) +
Reach Spell (close to medium; +1 level) + Shape Spell Shape Spell (ray to burst; +2 levels) + Extend Spell (1
(ray to cubes; +2 levels) + Widen Spell (10-ft. cubes to min./level to 1 rd.; -2 levels) + Augment Spell (+20 ft.
20-ft.; +1 level) + Restricted Spell (access to Fire to +30 ft.; +1 level) = 3rd level (listed as 2nd); allies in
domain; -1 level) = 3rd level; dampens fire in area by 20’r. burst gain +30 ft. to land speed for 1 rd.
5d6 (fires dampened to 0 damage are doused) and Quick SoberRR: Remove condition (affliction; 1st level)
deals like damage to [fire] creatures. Variants: + Effect-Specific Spell (effects of alcohol or drugs only;
-1 level) = 0 level.
 Fire PurgeTM2: Warding (fire; 1st level) + Shape Spell
Quiet Contemplation, Salamar’sRR: Compel (avoid
(target to cubes; +3 levels) + Irresistible Spell (+2
conflict; 2nd level) + Extend Spell (1 rd. to 1 hr./level;
levels) + Ritual Spell (full round; -1 level) +
+5 levels) + Ritual Spell (full round; -1 level) + Pacific
Restricted Spell (access to Fire or Protection
Spell (-2 levels) = 4th level (listed as 1 st); target refuses
domain; -1 level) = 4th level; natural and magical
to fight (effect broken if attacked).
fire cannot be ignited in or enter warded area, and
Quill BlastCD: Invisible needle (0 level) + Cascade
existing fires suppressed for 1 min./level (fire
Spell (sickening touch; +1 level) + Augment Spell
elementals can still enter, but lose burn ability,
(ailing; +1 level) + Shape Spell (touch to burst; +2
etc.).
levels) + Maximize Spell (+2 levels) + Restricted Spell
 FirewardPGF: Warding (fire; 1st level) + Shape Spell
(access to Animal domain; -1 level) = 3rd level; damage
(target to cubes; +3 levels) + Widen Spell (10-ft.
cap 60 hp piercing plus ailing 1 rd./level. Variants:
cubes to 20-ft. cubes; +1 level) + Irresistible Spell
(+2 levels) + Extend Spell (1 min./level to 1  Thorn JavelinACG: Sickening touch (0 level) + Reach
hr./level; +2 levels) + Restricted Spell (access to Fire Spell (touch to close; +1 level) + Extend Spell (1
domain, etc,; -1 level) = 8 th level (listed as 5th); rd./level to 1 rd.; -1 level) + Cascade Spell (invisible
prevents magical and nonmagical fire from needle; +1 level) + Ray Splitting (+1 level) +
burning in large volume for 1 hr./level. Manifested Spell (-1 level) + Concentration Spell
 Glacial Globe of InvulnerabilityFB: Warding (fire; 1st (standard; +1 level) + Restricted Spell (access to
level) + Extend Spell (1 min./level to 1 rd./level; -1 Plant domain; -1 level) = 1st level; damage cap 6d6
level) + Cascade Spell (blur; +3 levels) + Shape Spell piercing (divided among iterative ranged attacks)
(target to emanation; +2 levels) + Widen Spell (20’r. plus sickened 1 rd.
to 10’r.; -1 level) = 4th level; 10’r. emanation blocks  Thousand NeedlesBVD: Invisible needle (0 level) +
[fire] spells and provides partial concealment to Shape Spell (ray to target; +0 levels) + Cascade
those within. Spell (sickening touch; +1 level) + Augment Spell
 Suppress FlameFB: Jet of flame (0 level) + Cascade (ail; +1 level) + Reach Spell (touch to medium; +1
Spell (gloom; +1 level) + Shape Spell (target to level) + Extend Spell (ailment: 1 rd./level to 1
cubes; +2 levels) + Reach Spell (touch to medium; min./level; +1 level) = 4th level; damage cap 10d6
+1 level) + Extend Spell (inst. to 1 hr./level; +5 piercing plus ailing 1 min./level (Fort half/neg.).
levels) + Ritual Spell (full round; -1 level) + Reduce Quintelemental BlastAUG2: Jet of flame (0 level) +
Spell (20d6 to 10d6 and 4 steps to 2 steps; -2 levels) Energy Admixture (acid, cold, electricity, and sonic;
= 6th level; fires in affected area illuminante 2 steps +1 level) + Overwhelming Evocation (+1 level) + Mass
less than normal and deal -10d6 damage. Effect Spell (one energy type/3 levels; +2 levels) +

Spells (Grimoire), p. 231


Shape Spell (ray to cone; +1 level) + Widen Spell (30 ft.  Red: Versatile Evocation (cold; +0 levels) + Bane
to 60 ft.; +1 level) + Reduce Spell (15d6 to 10d6; -1 Spell ([fire]; +0 levels)
level) = 5th level; damage cap 10d6 total from listed  Orange: Bane Spell ([cold]; +0 levels)
energy types, and ignores cold, electricity, and fire  Yellow: Versatile Evocation (acid; +0 levels)
resistance (and acid resistance at CL 12th, and sonic  Blue: Versatile Evocation (electricity; +0 levels) +
resistance at CL 15th). Bane Spell ([metal-armored; +0 levels)
QuintessenceOcA: Glamer (1st level) + Reach Spell  Indigo: Versatile Evocation (force; +1 level) +
(close to touch; -1 level) + Extend Spell (1 rd./level to Creature-Specific Spell (undead; -1 level)
10 min./level; +3 levels) + Augment Spell (tactile; +1  Violet: Versatile Evocation (desiccation; +1 level) +
level) + Effect-Specific Spell (masks injury, flaws, Creature-Specific Spell (plants; -1 level).
breaks, etc.; -2 levels) = 2nd level; item or creature Radiant Baton, Nystul’sGA: Electric Arc (0 level) +
appears to be in perfect condition (visually and by Conductive Evocation (+1 level) + Variable Spell
touch). (select from Versatile Evocation [acid, cold, fire,
QuintessenceSRD: Variable Spell (+1 level): electrical], Positive Spell, and/or Creature-Specific
 Ray of entropy (1st level) + Reach Spell (close to Spell; +1 level) + Concentration Spell (standard; +1
touch; -1 level) + Extend Spell (inst. to 1 min./level; level) + Reach Spell (close to touch; -1 level) = 2 nd level
+3 levels) + Reduce Spell (10d6 to 5d6; -1 level) (listed as 3rd); 1 touch attack/round (+4 to hit
 Warding (aging; 1st level) + Expedient Spell opponents with metallic arms/armor) deals 1d6/level
(volume limit; -1 level) + Irresistible Spell (wards (max. 10d6).
against natural aging; +2 levels) Radiant FogBED: Solid fog (4th level) + Cascade Spell
+ Accursed Spell (+1 level) + Cross-Class Spell (light; +1 level) + Augment Spell (dazzling; +3 levels) +
(creation/metacreativity; +1 level) + Ritual Spell (full Extend Spell (light: 10 min./level to 1 min./level; -1
round; -1 level) = 4th level; ectoplasmic goo protects 1 level) + Extend Spell (dazzling: 1 rd. to 1 rd./level; +1
cu. ft./level of mundane substances/objects from aging level) + Resistible Spell (-1 level) + Reach Spell (touch
or deals 5d6 necrotic damage per round of contact; to medium; +1 level) + Restricted Spell (cannot have
invest 400 x CL numen to make substance permanent cast darkness or necromancy spell in last 24 hours; -2
until dispelled. levels) = 6th level (listed as 4th); solid fog dazzles those
Quintessence MasteryPnA: Location-Specific Spell within for 1 rd./level (Fort neg.).
(outer plane; -2 levels) + Variable Spell (+1 level): Radiant Screen, Otiluke’sGA: Ray of frost (0 level) +
Variable Spell (+1 level; select from Versatile
 8 levels’ worth of the following: control water (5th
Evocation [acid, fire, electrical], Positive Spell, and/or
level), diminish plants (3rd level), fog cloud (3rd level),
Creature-Specific Spell) + Shape Spell (ray to wall; +1
major creation (4th level), move earth (5th level), plant
level) + Concentration Spell (swift action to change
growth (3rd level), secure shelter (5th level), soften
Variable Spell parameters; +3 levels) = 5th level;
earth and stone (2nd level), spike growth (3rd level),
damage cap 15d6.
spike stones (4th level), stone shape (3rd level),
Rage, MassDr342: Attribute boost (Str; 0 level) + Reach
transmute mud to rock/rock to mud (5th level), wall of
Spell (touch to close; +1 level) + Mass Effect Spell (1
stone (5th level), wall of thorns (5th level) + Extend
attribute/3 levels; +2 levels) + Augment Spell (+2 to +4;
Spell (1 mib./level to 1 hr./level; +2 levels) + Ritual
+1 level) + Empathic Spell (+1 level) + Extend Spell (1
Spell (-1 level) = 8th level.
min./level to 1 rd./level; -1 level) + Concentration Spell
 (or) create demiplane (8th level) + Transdimensional
(standard; +1 level) + Mass Effect Spell (1
Spell (within plane currently on; +1 level) = 8 th
creature/level; +3 levels) + Creature-Specific Spell
level; you redesign up to one 30-ft. cube/level
(willing subjects; -2 levels) = 6th level; one
section of the plane you’re on.
creature/level gains +4 enhancement to Str, Con, and
Radiant Arch, Nystul’sGA: Jet of flame (0 level) + Cha (and Dex at CL 12th, Wis at 15th).
Variable Spell (see below; +1 level) + Concentration Raging RubbleARG: Energy mace (0 level) + Cascade
Spell (standard; +1 level) + Augment Spell (10d6 to Spell (sickening touch; +1 level) + Augment Spell
20d6; +2 levels) = 4th level (listed as 5th); 1 close ranged (nausea; +2 levels) + Extend Spell (nausea: 1 rd./level
attack/rd. deals 1d6/level energy damage (1d8/level to 1 rd.; -1 level) + Shape Spell (target to spread; +2
vs. bane, Reflex half):

Spells (Grimoire), p. 232


levels) + Widen Spell (20’r. to 5’r.; -2 levels) + Reach Rain of NeedlesCA: Invisible needle (0 level) + Reach
Spell (touch to medium; +1 level) + Location-Specific Spell (close to medium; +1 level) + Ray Splitting (+1
Spell (area of gravel or small stones; -2 levels) + level) = 2nd level, damage cap 12d6, divided among
Concentration Spell (partial action; +2 levels) + Ritual multiple ranged touch targets.
Spell (full round; -1 level) = 2nd level (listed as 3rd); Rain of RosesBED: Damage attribute (Wis; 1st level) +
mobile area of rubble deals up to 5d6 bludgeoning/rd. Cascade Spell (sickening touch; +1 level) + Creature-
plus nausea 1 rd. while you concentrate. Specific Spell (evil only; -2 levels) + Reach Spell (touch
Raiment, ExaltedBED: Mage armor (1st level) + to long; +2 levels) + Shape Spell (ray to spread; +2
Consecrate Spell (+1 level) + Extend Spell (1 hr./level levels) + Widen Spell (20’r. to 60’r.; +2 levels) + Extend
to 1 min./level; -2 levels) + Cascade Spell (spell Spell (inst. to 1 rd./level; +2 levels) + Restricted Spell
resistance; +5 levels) + Cascade Spell [(inure: slashing; (access to Good or Plant domain; -1 level) = 7 th level;
+1 level) + Energy Admixture (bludgeoning and 1d4 Wis/rd. plus sickened 1 rd./level vs. evil creatures
piercing; +0 levels) + Maximize Spell (+2 levels) + in area.
Tenuous Spell (overcome by evil weapons; -1 level)] + Rain of SpinesCM: Invisible needle (0 level) + Cascade
Personal Spell (-1 level) + Restricted Spell ([good] Spell (topple; +1 level) + Cascade Spell (bind; +1 level) +
descriptor; -1 level) = 5th level (listed as 6th); [good] Augment Spell (grapple; +1 level) + Reach Spell (close
caster gains +4 sacred bonus to AC, DR 10/evil, and to long; +1 level) + Shape Spell (ray to cylinder; +2
SR 10 + Concentration bonus for 1 min./level. levels) + Widen Spell (10’r. to 5’r.; -1 level) +
Raiment, GloriousBED: Mage armor (1st level) + Restricted Spell (wu jen or metal incarnate; -1 level) =
Consecrate Spell (+1 level) + Cascade Spell (inure: 4th level; damage cap 10d6 in 5’r, cylinder, 25 ft. high,
slashing; +1 level) + Energy Admixture (bludgeoning plus knocked prone and grappled 1 rd./level.
and piercing; +0 levels) + Maximize Spell (+2 levels) + Rain of TerrorDr348: Figment (0 level) + Shape Spell
Tenuous Spell (overcome by evil weapons; -1 level) + (cubes to emanation; +0 levels) + Shadow Spell (+1
Creature-Specific Spell (good subject only; -2 levels) = level) + Variable Spell (roll for effect; -1 level) +
2nd level; good-aligned subject gains +4 sacred bonus Extend Spell (1 rd./level to 1 min./level; +1 level) +
to AC and DR 10/evil for 1 min./level. Cascade Spell (resistance; +1 level) + Augment Spell (-1
Rain of Arrows (new): Invisible needle (0 level) + to -5; +2 levels) + Hex Spell (+0 levels) + Shape Spell
Silent Spell (+1 level) + Reach Spell (close to extreme; (target to emanation; +2 levels) + Widen Spell (20’r. to
+2 levels) + Shape Spell (target to burst; +2 levels) + 120’r.; +3 levels) + Effect-Specific Spell (Will saves
Widen Spell (20’r. to 1,000’r.; +5 levels) + Restricted only; -2 levels) + Effect-Specific Spell (saves vs. fear
Spell (access to Archery domain; -1 level) = 9 th level; only; -2 levels) + Cascade Spell (skill enhancement:
damage cap 20d6 at extreme range over a wide area. Bluff; +1 level) = 6th level (listed as 3rd); quasi-real rain
Rain of Black TulipsBED: Bolt of force (2nd level) + of black water, ash, blood, toads, dead bats, snakes, or
Consecrate Spell (+1 level) + Cascade Spell (sickening spiders (roll randomly) in 120’r. imposes -5 penalty to
touch; +1 level) + Augment Spell (nausea; +2 levels) + saves vs. fear, and you gain +1/2 levels to Bluff checks
Creature-Specific Spell (evil only; -2 levels) + Reach for 1 min./level.
Spell (touch to medium; +1 level) + Shape Spell (ray to Raise FoundationRRE: Shaping (2nd level) + Effect-
flattened cylinder; +2 levels) + Widen Spell (20’r. to Specific Spell (bedrock, to or just above surface; -2
60’r.; +2 levels) + Extend Spell (inst. to 1 rd./level; +2 levels) + Reach Spell (touch to close; +1 level) + Widen
levels) + Restricted Spell (access to Good or Plant Spell (1 cu. ft./level to 5,832 cu. ft./level; +4 levels) +
domain; -1 level) + Reduce Spell (20d6 to 15d6; -1 Ritual Spell (-2 levels) = 3rd level (listed as 7th); bedrock
level) = 9th level; damage cap 15d6 (half force, half slowly rises to form stone foundation 1 ft./level deep
holy) plus nauseated (evil creatures only) in 60’r. x 5,832 square feet in area (e.g., 43’r. circle or square
cylinder. 76 ft. on each side; shape must be simple unless you
Rain of FrogsUM: Summon (1st level) + Augment possess sufficient Craft skill).
Spell (CR 4; +3 levels) + Extend Spell (1 rd./level to 1 Raise IslandSRD: Shaping (2nd level) + Effect-Specific
rd.; -1 level) + Concentration Spell (standard; +1 level) Spell (seafloor, to island; -2 levels) + Widen Spell (1
+ Ritual Spell (full round; -1 level) = 3 rd level; cu. ft./level to 40,000,000 cu. ft./level 2; +9 levels) +
summons a swarm of frogs (as centipede swarm). Ritual Spell (-2 levels) = 7 th level (listed as epic); raises
hemispherical island from sea floor (radius of base =

Spells (Grimoire), p. 233


total height from sea floor = about 80 ft./level). If  FortifyS&M uses shaping instead of creation (+1 level),
water is deeper than that, the spell forms a seamount so the effect is instantaneous, is Close range (-1
instead (the island does not reach the surface); if less, level), requires a full round casting (-1 level), and
the radius of the island is equal to its height above is Restricted Spell (War domain; -1 level) = 4 th level
water. The open ocean is about 12,000 feet deep on (listed as 3rd); throws up rampart providing cover,
average, so this spell is best used nearer the coast. with an equivalent-volume ditch on the outward
Raise LandRRE: Raise foundation (3rd level) + Variable face. EntrenchS&M also includes Residual Spell,
Spell (earth and/or rock; +1 level) + Reach Spell (+1 making it even mire difficult to get past (5 th level;
level) + Widen Spell (5,832 cu. ft./level to 8 million cu. listed as 4th).
ft./level; +2 levels) = 7th level (listed as 9th); increases  Stony RampartPnA: Creation (stone; 1st level) + Widen
elevation of land area, within volume restriction (e.g., Spell (1 cu. ft./level to 3 cu. ft./level; +1 level) +
a 285’r. circle of land of could be increased in Extend Spell (1 hr./level to 1 min./level; -2 levels) =
elevation by 10 ft./level, possibly forming a small 0 level; creates one section of stone rampart (5
island). ft./level long x 3.5 ft. high x 2 in. thick; provides
Raise the KeepRR: Mage hand (0 level) + Widen Spell partial cover) lasting 1 min./level.
(1 lb./level to 8,000,000 lbs./level; +7 levels) + Object- Ram’s MightSC: Attribute boost (Str; 0 level) +
Specific Spell (stone castle only; -2 levels) + Extend Cascade Spell (bestow feat: Exotic Weapon Proficiency:
Spell (inst. to 1 hr./level; +5 levels) + Ritual Spell (-2 unarmed attacks; +2 levels) + Extend Spell (1 rd./level
levels) = 8th level; floating castle moves 20 ft./rd. by to 1 min./level; +1 level) + Personal Spell (-1 level) +
concentration. Invest 120,000 numen to make Restricted Spell (ranger or access to Strength domain;
permanent. 1 level) = 1st level; you gain +2 Str and unarmed
attacks.
RancorMW: Invisible needle (0 level) + Variable Spell
(versatile evocation and touch vs. ranged touch; +1
level) + Ray Splitting (+1 level) + Channel Spell (+1
level) + Reach Spell (close to extreme; +2 levels) +
Creature-Specific Spell (quarry or favored enemy; -2
levels) + Restricted Spell (ranger; -2 levels) = 1 st level;
damage cap +11d6, divided among interative attacks
against quarry/favored enemies.
Random CausalityTM2: Compel (attack yourself or
random ally; 2nd level) + Reach Spell (target of attack:
RallyRRE: Blessing (0 level) + Reach Spell (target to touch to close; +1 level) + Extend Spell (inst. to 1
emanation; +3 levels) + Widen Spell (20’r. to 120’r.; +3 rd./level; +2 levels) + Restricted Spell (access to Chaos
levels) + Selective Spell (+1 level) + Extend Spell (10 domain; -1 level) = 4th level; weapon attacks wielder or
min./level to 1 rd./level; -2 levels) + Augment Spell (+1 one of wielder’s allies within close range (determine
level) = 6th level (paladin 4th); allies in 120’r. gain +3 randomly) when used.
morale to attacks, damage, saves vs. fear. Random Dispatcher, Hornung’sTM2: Dimensional
RampartAPG: Creation (earth; 1st level) + Reach Spell skip (1st level) + Reach Spell (target: touch to close; +1
(touch to medium; +2 levels) + Widen Spell (1 cu. level) + Reach Spell (teleport: close to interplanar; +6
ft./level to 216 cu. ft./level; +3 levels) = 6 th level; creates levels) + Variable Spell (no control over destination
earthen rampart 5 ft. thick x 8.5 ft. tall x 5 ft./level in plane; -1 level) + Quicken Spell (+3 levels) + Restricted
length. Variants: Spell (wild magic; -1 level) = 9th level; swift casting
sends target to another plane.
 Earthen screenRR2 is Close range (-1 level), occupies Rapid JourneyRR: Teleport (5th level) + Still Spell (+0
only 8 cu. ft./level (-2 levels), and lasts only 10 levels with metamagic synergy) + Extend Spell (inst.
min./level (-1 level) = 2nd level; creates one section to 1 rd./level; +2 levels) + Mass Effect Spell (1 jump/3
of earthen rampart (5 ft./level long x 2 ft. high x 10 levels; +2 levels) + Personal Spell (-1 level) = 8 th level;
in. thick; provides partial cover) lasting 10 as personal teleport, but you return 1 rd./level after
min./level.

Spells (Grimoire), p. 234


arrival, or otherwise make up to 1 jump/3 levels within 120 ft. of it (creatures, and unattended objects
during that duration. up to 27 lbs./level) must save vs. Will or be pulled
Rapture of the DeepSW: Compel (be comatose; 2nd into the area of the rift.
level) + Reach Spell (close to medium; +1 level) + RebukeOA: Inertia (0 level) + Reach Spell (close to
Extend Spell (1 rd. to 1 hr./level; +4 levels) + Accursed medium; +1 level) + Augment Spell (stun; +3 levels) +
Spell (+1 level) + Restricted Spell (bard; -1 level) = 7 th Still Spell (+1 level) + Extend Spell (1 rd. to 1 rd./level;
level (listed as 6th); target grooves to sublime music +1 level) + Tenuous Spell (-1 level) = 5 th level (listed as
and acts as if comatose while spell is maintained (350 2nd); target is stunned 1 rd./level or until saves.
x CL numen for duration past 1 hr./level); may drown Rebuke DeathCRB: Stabilize (1st level) + Augment
if in water. Spell (+1 level) + Restricted Spell (access to Healing
Ray of DizzinessSC: Inertia (0 level) + Reach Spell domain; -1 level) = 0 level; as stabilize, but healing is
(close to medium; +1 level) + Augment Spell (stagger; 1d6 +1/level (+5 max.), rather than a fixed 1d6.
+1 level) + Extend Spell (1 rd. to 1 rd./level; +1 level) + Recall AgonySRD: Ray of entropy (1st level) + Cross-
Shape Spell (target to ray; +0 levels) = 3 rd level; ranged Class Spell (clairsentience; +1 level) + Reach Spell
touch attack staggers target for 1 rd./level. (close to medium; +1 level) + Shape Spell (ray to
Ray of EntropySC: Ray of enfeeblement (1st level) + target; +0 levels) + Reduce Spell (10d6 to 5d6; -1 level)
Mass Effect Spell (1 attribute/3 levels; +3 levels) + = 2nd level; deals 5d6 necrotic damage (Intuition half).
Extend Spell (1 rd./level to 1 min./level; +1 level) = 5 th Recall ChampionRR: Summon (1st level) + Augment
level (listed as 6th); ranged touch imposes 1d6 +1/level Spell (CR 12; +7 levels) + Extend Spell (1 rd./level to 1
(+15 max.) penalty to Str, Con, Dex (and Int at CL 12 th, hr./level; +3 levels) + Ritual Spell (-2 levels) +
Wis at 15th, Cha at 18th). Location-Specific Spell (area hallowed to your deity; -1
Ray of FatigueS&M: Touch of fatigue (0 level) + Reach level) = 8th level; summons one CR 12 hero (it can
Spell (touch to close; +1 level) = 1st level. leave the hallowed area after being summoned).
Ray of HopeBED: Heorism (3rd level) + Reach Spell Recall DeathSRD: Damage attribute (Con; 1st level) +
(touch to close; +1 level) + Extend Spell (10 min./level Augment Spell (+4d4; +4 levels) + Cascade Spell (ray
to 1 rd./level; -2 levels) = 2nd level (bard 1st). of entropy; +1 level) + Reach Spell (touch to medium;
Ray of the PythonPHII: Slow (3rd level) + Tenuous +1 level) + Shape Spell (ray to target; +0 level) + Cross-
Spell (-1 level) = 2nd level; target entangled and Class Spell (clairsentience; +1 level) = 8 th level; deals
staggered (save each round to end effect). up to 20d6 necrotic and 5d4 Con damage (Intuit half).
RazorscalesSK: Bestow feat (Improved Grapple; 1st Recall TaleAUG2: Augury (2nd level) + Extend Spell
level) + Cascade Spell (bestow feat: Vital Strike; +2 (inst. to 1 rd.; +2 levels) + Variable Spell (gain random
levels) + Personal Spell (-1 level) = 2nd level; for 1 infotmation; -1 level) + Ritual Spell (full round; -1
rd./level, you can constrict for 1d6 + 1½ Str modifier. level) = 2nd level; you gain 6-second story about an
Reality MaelstromMP: Variable Spell (+1 level): event in the history of the target item, creature, or
 Dimensional skip (1st level) + Reach Spell (target: place.
touich to medium; +1 level) + Reach Spell Recent OccupantAUG2: Augury (2nd level) + Mass
(destination: close to interplanar; +6 levels) + Effect Spell (2 questions; +2 levels) = 4 th level (listed as
Variable Spell (random destination; -1 level) + 0); you learn name and race of last creature of Int 3 or
Shape Spell (target to emanation; +2 levels) + higher within 20 ft. of location of casting.
Widen Spell (20’r. to 5’r.; -2 levels) + Extend Spell Reciprocal GyreCA: Bolt of force (2nd level) + Shape
(inst. to 1 rd./level; +2 levels) = +9 levels. Spell (ray to target; +0 levels) + Expedient Spell
 Mage hand (0 level) + Widen Spell (1 lb./level to 27 (special; -1 level) + Cascade Spell (inertia; +1 level) +
lbs./level; +2 levels) + Cascade Spell (celerity; +1 Augment Spell (daze; +2 levels) + Extend Spell (1 rd.
level) + Shape Spell (target to emanation; +2 levels) to 1 rd./level; +1 level) + Tenuous Spell (-1 level) +
+ Widen Spell (20’r. to 120’r.; +3 levels) + Extend Reach Spell (close to long; +1 level) = 5 th level; target
Spell (conc. to 1 rd./level; +1 level) = +9 levels. takes 1d6 force damage per level of active spell effects
on it (max. 15d6, Will half) and is dazed 1 rd./level
+ Ritual Spell (full round; -1 level) = 9 th level (listed as
(Fort save each round to end dazing).
7th); opens small, one-way rift to random plane (Will
Reckless InfatuationUM: Compel (be near creature
save each round to avoid passing through), and those
specified; 2nd level) + Accursed Spell (+1 level) = 3 rd

Spells (Grimoire), p. 235


level; subject attempts to stay within 30 ft. of specified Refine Improvised WeaponACG: Bestow feat (Catch
individual. Invest 900 x CL (3 rd level x 50 x 6 for 1-rd. Off-Guard; 1st level) + Extend Spell (1 rd./level to 1
duration) numen to maintain as a curse. hr./level; +4 levels) + Item-Specific Spell (improvised
Red TideSW: Topple (0 level) + Cascade Spell weapon touched; -2 levels) = 3rd level (listed as 1st);
(sickening touch; +1 level) + Augment Spell (nausea; +2 improvised weapon is treated as manufactured one,
levels) + Fell Sickening (+1 level) + Cascade Spell with no non-proficiency penalty.
(damage attribute: Str; +1 level) + Augment Spell (+2d4; Refuge: Dimensional skip (1st level) + Reach Spell
+1 level) + Reach Spell (touch to medium; +1 level) + (close to planar; +6 levels) + Location-Specific Spell (to
Shape Spell (ray to burst; +2 levels) + Restricted Spell caster’s abode only; -2 levels) + Delay Spell (standard
(access to Plant or Pestilence domain; -1 level) = 8 th action trigger; +2 levels) = 7th level; subject activates as
level; 3d4 Str damage plus knocked prone and a standard action, teleporting to your abode. AKA
nauseated 1 rd./level (Fort half/neg./sickened) in 20’r. succorUA1.
ReddopsiSRD: Dispel (0 level) + Reach Spell (touch to Refusal, von Gasik’sTM2: Hedge (arcane casters; 2nd
close; +1 level) + Augment Spell (reverse back onto level) + Shape Spell (emanation to cubes; +0 levels) +
caster instead of dispelling; +1 level) + Irresistible Selective Spell (+1 level) + Widen Spell (5-ft. to 10-ft.
Spell (no check needed; +2 levels) + Shielding Spell (+1 cubes; +1 level) + Extend Spell (1 rd./level to 1
level) + Extend Spell (inst. to 10 min./level; +4 levels) + hr./level; +3 levels) + Ritual Spell (-2 levels) = 5 th level;
Restricted Spell (kineticist; -1 level) = 8th level (listed arcane casters barred from one 10-ft. cube/level area
as 7th); turns 1 spell/power targeting you per round. for 1 hr./level.
Redemption from Evil PowerAUG2: Dispel (0 level) + Regenerate: Remove condition (use of limb; 1st level)
Reach Spell (touch to close; +1 level) + Irresistible + Crippling Drain (regrow parts permanently lost; +4
Spell (no check needed; +2 levels) + Quicken Spell (+3 levels) + Cascade Spell (spark of life; +1 level) + Ritual
levels) + Interrupting Spell (+1 level) + Effect-Specific Spell (full round; -1 level) + Augment Spell (moderate
Spell (death or negative energy spells only; -2 levels) = to critical; +2 levels) = 7th level; cures 1d6 hp/level
5th level (listed as 7 th); instantaneously negates the (max. 20d6), removes temporary loss of limb or organ
effects of one [death] or negative energy spell cast at function, and even regrows lost body parts.
target within close range. RegroupPHII: Dimensional skip (1st level) + Reach
Redemptive RedressAUG2: Warding (1st level) + Spell (targets; touch to close; +1 level) + Mass Effect
Variable Spell (select spell at time of casting; +1 level) Spell (1 creature/level; +3 levels) + Location-Specific
+ Reach Spell (touch to medium; +1 level) + Extend Spell (all targets transported adjacent to you; -2 levels)
Spell (1 min./level to 1 rd./level; -1 level) = 2 nd level = 3rd level.
(listed as 1st); suppresses 1 spell affecting target for 1 Reincarnate: Remove condition (death; 1st level) +
rd./level. Crippling Drain (+4 levels) + Cascade Spell
Redirect Spell: Dispel (0 level) + Reach Spell (touch (polymorph: humanoid or animal; +3 levels) + Variable
to medium; +2 levels) + Augment Spell (redirect onto Spell (random result for new body; -1 level) + Ritual
you instead of dispelling; -2 levels) + Irresistible Spell Spell (2 levels) + Restricted Spell (access to Ancestors
(no check needed; +2 levels) + Mass Effect Spell (1 or Animal domain; -1 level) = 4th level.
spell/3 levels; +2 levels) + Extend Spell (inst. to 1 Reinforce CampsiteUW: Invisible needle (0 level) +
rd./level; +2 levels) + Effect-Specific Spell (hostile Cascade Spell (bind; +1 level) + Cascade Spell
spells targeting one ally only; -2 levels) = 4 th level [(figment; +1 level) + Delay Spell (enters area; +1 level)
(paladin 3rd); each round, up to 1 hostile spell/3 levels + Reduce Spell (audible, no speech; -1 level)] +
targeting the ally you indicate during casting is Cascade Spell (endure elements; +1 level) + Shape Spell
redirected to you instead. (target to spread; +2 levels) + Widen Spell (20’r. to
Reduce WeightAUG: Reduce (3rd level) + Selective 40’r.; +1 level) + Selective Spell (+1 level) + Extend
Spell (weight only, not size or Stength; +1 level) + Spell (inst. to 1 hr./level; +5 levels) + Cascade Spell
Extend Spell (1 min./level to 10 min./level; +1 level) + (touch of fatigue; -1 level) + Augment Spell (exhausted;
Reach Spell (close to touch; -1 level) = 4th level (listed -1 level) + Ritual Spell (-2 levels) + Reduce Spell (20d6
as 0); reduces weight or one creature or object by a to 5d6; -3 levels) = 5th level (listed as 4th); 40’r. area
factor of 8 (weapon becomes light weapon). sounds alarm if entered by intruder, deals 5d6
piercing plus entangled 1 rd./level to intruders, and

Spells (Grimoire), p. 236


designated campers within gain endure elements, for 1 Specific Spell (scryer; -2 levels) + Reduce Spell
hr./level (but caster becomes exhausted). (15d6 to 10d6; -1 level) = 4th level (listed as 3rd);
Reinforce ConstructME: Spark of life (1st) + Cross- deals up to 10d6 force damage to a creature
Class Spell (arcane; +1 level) + Extend Spell (10 scrying on you (Reflex half).
min./level to 1 hr./level; +1 level) + Irresistible Spell  Scry TrapME: Alter senses (0 level) + Augment Spell
(+2 levels) + Creature-Specific Spell (construct only; -2 (blind; +1 level) + Cascade Spell (electric arc; +1
levels) + Reduce Spell (10d6 to 5d6; -1 level) = 2 nd level) + Cascade Spell (dispel; +1 level) + Delay
level; construct gains 1d6/level (max. 5d6) temp. hp. Spell (proximity to sensor; +1 level) + Reach Spell
Rejuvenation CocoonCD: Spark of life (1st level) + (close to interplanar; +6 levels) + Location-Specific
Maximize Spell (+3 levels) + Cascade Spell (remove Spell (through scrying sensor; -2 levels) + Creature-
condition: afflictions; +1 level) + Ritual Spell (full Specific Spell (scryer; -2 levels) + Reduce Spell
round; -1 level) + Restricted Spell (druid; -1 level) + (20d6 to 15d6; -1 level) = 5th level; when you
Augment Spell (10d6 to 15d6; +1 level) + Augment approach within 10 ft. of a scrying sensor, the
Spell (moderate to serious; +1 level) = 5 th level; heals scryer takes 1d6 electricity/level (max. 15d6) and is
subject 6/level (max. 90) damage and removes poison, blinded 1 rd./level (Fort half/neg.), and the scrying
disease. is dispelled.
Reloading HandsUC: Creation (1st level) + Variable Remove AddictionBED: Remove condition (addiction;
Spell (as needed for ammo; +1 level) + Cascade Spell 1 level) + Crippling Drain (+1 level) = 2nd level.
st

(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-

Spells (Grimoire), p. 237


 Refreshing RainPC: Remove condition (debilitation; 1st Renewed FocusRR: Hand of fate (1st level) + Cascade
level) + Mass Effect Spell (also afflictions; +2 levels) Spell (attribute boost: (Dex; +1 level) + Effect-Specific
+ Shape Spell (target to burst; +2 levels) + Spell (initiative only; -2 levels) + Personal Spell (-1
Restricted Spell (access to Weather domain; -1 level) + Quicken Spell (+3 levels) = 2 nd level (listed as
level) = 4th level; lessens [afflictons] and 2nd); swift casting allows you to reroll initiative with a
[debilitation] conditions by 2 steps in 20’r. burst. +1 bonus.
 RefreshmentBED: Remove condition (debilitation; 1st Repair DamageSRD: Spark of life (1st) + Augment
level) + Augment Spell (minor to moderate; +1 Spell (+1 level) + Irresistible Spell (+2 levels) +
level) + Cascade Spell (spark of life; +1 level) + Shape Creature-Specific Spell (construct only; -2 levels) = 2nd
Spell (target to burst; +2 levels) + Effect-Specific level; repairs 1d6 + 1/level (max. 5d6+5) hp to
Spell (cures only nonlethal damage; -2 levels) = 3rd damaged construct.
level; heals 1d6 hp/level (max. 10d6) of nonlethal  Heal constructDD is Maximized (+2 levels) and
damage and reduces [debilitation] conditions in Augmented (10d6 to 20d6; +2 levels) = 6th level;
20’r. burst by 2 steps. construct is repaired by 6 hp/level (max. 120).
 Renewed VigorPHII: Remove condition (debilitation; 1st  ReconstructDD: Resurrection (7th level) + Irresistible
level) + Cascade Spell (attribute boost: Con; +1 level) Spell (+2 levels) + Creature-Specific Spell
+ Shape Spell (target to burst; +2 levels) = 4 th level; (destroyed construct; -2 levels) + Restricted Spell
reduces [debilitation] effects by 2 steps, and those (Craft Construct feat; -1 level) = 6 th level (listed as
affected gain +2 enhancement to Con for 1 7th); repairs destroyed construct (up to 15d6 hp)
min./level. and, if mindless, reprograms.
 Second WindDr342: Remove condition (fatigue; 1st level)
Repair UndeadACG: Ray of entropy (1st level) +
+ Restricted Spell (access to Travel domain; -1
Augment Spell (+1/level; +1 level) + Empower Spell
level) = 0 level; touch removes fatigue (or reduces
(+1 level) + Reach Spell (close to touch; -1 level) +
exhaustion to fatigue). Dispel fatigueS&M (1st level) is
Creature-Specific Spell (undead; -2 levels) = 0 level
Restricted to the Healing domain, and is
(listed as 1st); touch heals one undead 1d8 + 1/level (+5
Augmented to remove exhaustion as well.
max.). Repair deadRR2 also incorporates the Mass Effect
Remove NauseaBED: Remove condition (afflictions; 1st Spell feat (1/level; +3 levels) = 3rd level; repairs up to
level) + Augment Spell (minor to serious; +2 levels) + 10d8+10 hp to each damaged undead touched. Mass
Effect-Specific Spell (no disease or poison; -2 levels) = repair undeadACG (4th level; listed as 5 th) is as repair
1st level; touch removes sickened, ailing, nauseated, or deadRR2 but is usable at up to Medium range.
prostrate condition from target. Repel Metal or Stone: Mage hand (0 level) + Widen
Remove SicknessUM: Warding (afflictions; 1st level) + Spell (1 lb./level to 27 lbs./level; +3 levels) + Object-
Reach Spell (touch to close; +1 level) + Irresistible Specific Spell (metal or stone objects only; -1 level) +
Spell (+2 levels) + Extend Spell (1 min./level to 10 Shape Spell (target to line; +1 level) + Extend Spell
min./level; +1 level) = 5th level (listed as 1st); (concentration to 1 rd./level; +1 level) + Inexorable
suppresses disease, sickness, nausea, poison, and Spell (+3 levels) = 7th level; repels all stone and metal
prevents re-affliction. AKA Nezram’s amethyst auraLEF within path, subject to weight limit (no save).
(listed as 3rd). Repel Wood: Mage hand (0 level) + Widen Spell (1
Rend the Sovereign SoulRR: Damage attribute (Wis; lb./level to 8 lbs./level; +2 levels) + Object-Specific
st
1 level) + Reach Spell (touch to close; +1 level) + Mass Spell (wooden objects only; -2 levels) + Shape Spell
Effect Spell (also Cha; +1 level) + Effect-Specific Spell (target to line; +1 level) + Extend Spell (concentration
(saves only; -2 levels) + Shape Spell (ray to target; +0 to 1 min./level; +2 levels) + Inexorable Spell (+3 levels)
levels) + Augment Spell (+4d4; +3 levels) + Extend = 6th level; repels all wood within path, subject to
Spell (days to minutes; -2 levels) = 2nd level; target weight limit (no save).
takes 5d4/2 penalty to Intuition and Will saves (Will Replay TracksUW: Augury (2nd level) + Cross-Class
neg.) for 10 min./level. The penalties are reduced by 1 Spell (+1 level) + Extend Spell (inst. to 1 rd.; +1 level) +
per 2 min. thereafter until gone. Multiple castings Concentration Spell (standard; +1 level) + Effect-
stack. Specific Spell (events related to tracks you are
following using Survival only; -2 levels) = 3rd level;

Spells (Grimoire), p. 238


with concentration, you can get a sense of events that Irresistible Spell (+2 levels) + Expedient Spell (special;
occurred in conjunction with tracks/traces you are -1 level) + Ritual Spell (full round; -1 level) = 3 rd level
following. (listed as 1st); subject resists up to 3 hp/level (max. 30
ReprobationUM: Warding (religious class features; 1st hp) of natural and magical cold per round for 10
level) + Reach Spell (touch to close; +1 level) + Extend min./level.
Spell (1 min./level to 1 hr./level; +2 levels) + Cascade Resist Planar AlignmentPnH: Warding (attribute
Spell (arcane mark; +1 level) + Inexorable Spell (+3 penalties; 1st level) + Extend Spell (1 min./level to 10
levels) + Accursed Spell (+1 level) + Creature-Specific min./level; +2 levels) + Effect-Specific Spell (from
Spell (member of caster’s religion; -2 levels) + Ritual planar alignment only; -2 levels) = 1 st level; subject
Spell (2 levels) = 5th level; you mark a member of does not take attribute penalties from planar
your faith as an apostate and remove his or her alignment traits.
magical religious class features (divine spells, Resist TouchAUG2: Enhancement (2nd level) + Reach
channeling, etc.). Invest personal numen to maintain Spell (touch to close; +1 level) + Extend Spell (1
effect (e.g., 5th level x CL 9th x 50 x 1 = 2,250). min./level to 10 min./level; +1 level) + Effect-Specific
Repulsion, EpicSRD: Hedge (2nd level) + Accursed Spell (touch AC only; -2 levels) = 2nd level (listed as
Spell (+1 level) + Extend Spell (1 rd./level to 1 1st); subject gains +1/4 levels to touch AC.
hr./level; +3 levels) + Widen Spell (20’r. to 1,000’r.; +5 Resistant TouchCRB: Resistance (0 level) + Still Spell
levels) + Ritual Spell (-2 levels) = 9 th level (listed as (+1 level) + Augment Spell (+1 level) + Extend Spell (1
epic); specified creature or creature type cannot min./level to 1 rd./level; -1 level) + Restricted Spell
approach within 1,000 ft. of warded creature, object, (access to Protection domain; -1 level) = 0 level;
or location. Invest 450 x CL numen to maintain effect partial-action touch grants +3 resistance to saves for 1
indefinitely. rd./level.
Reshape ShadowRR: Figment (0 level) + Silent Spell Resolve, Phieran’sBED: Resistance (0 level) +
(+1 level) + Extend Spell (1 rd./level to 1 min./level; +1 Conscrate Spell (+1 level) + Augment Spell (+5 total
level) + Effect-Specific Spell (shadow only; -2 levels) = bonus; +2 levels) + Effect-Specific Spell (evil only; -2
0 level. levels) + Mass Effect Spell (1/level; +3 levels) +
Resilient Sphere, Otiluke’s: Mage armor (0 level) + Restricted Spell ([good] caster; -1 level) = 3 rd level; 1
Variable Spell (cover; +1 level) + Augment Spell (total ally/level gains +5 sacred bonus to saves vs. evil spells
cover; +4 levels) + Extend Spell (1 hr./level to 1 or spells/SLAs cast by [evil] creatures for 1 min./level.
min./level; -2 levels) + Location-Specific Spell (sphere Resonating AgonyCM: Sickening touch (0 level) +
is immobile; 2 levels) + Cascade Spell [(bind; +1 level) Augment Spell (nausea; +3 levels) + Fell Sickening (+1
+ Augment Spell (grapple; +1 level) + Extend Spell (1 level) + Cascade Spell (damage attribute: Con; +1 level)
rd./level to 1 min./level; +1 level)] + Reach Spell (touch + Extend Spell (inst. to 1 rd./level; +2 levels) +
to medium; +1 level) + Expedient Spell (1 ft./level size Restricted Spell (bard; -1 level) = 6 th level; touch deals
limit; -1 level) = 4th level; subject grappled inside 1d4 Con/rd. plus nausea for 1 rd./level (save for
sphere of force granting total cover and lasting 1 half/sickened).
min./level. Resonating BoltCA: Sound lance (1st level) + Shape
Resinous SkinUC: UnhandAUG2 (q.v.; 0 level) + Spell (ray to line; +1 level) + Overwhelming Evocation
Shielding Spell (+1 level) + Reach Spell (close to touch; (+1 level) = 3rd level (bard 2nd); up to 10d6 sonic
-1 level) + Extend Spell (inst. to 10 min./level; +4 damage in a line deals full damage to objects and
levels) + Personal Spell (-1 level) = 3 rd level; weapons ignores energy resistance, can potentially shatter
striking you are disarmed from wielders (Reflex neg.), barriers and continue.
but you gain no DR or CMB/CMD bonuses. Resonating ResistanceBVD: Bestow feat (Spell
Resinous TarCM: Bind (0 level) + Shape Spell (target Penetration; 1st level) + Shielding Spell (+2 levels) +
to spread; +3 levels) + Widen Spell (20’r. to 5’r.; -2 Extend Spell (1 rd./level to 1 min./level; +1 level) +
levels) = 1st level; either object entangled with Personal Spell (-1 level) = 3rd level; when others
holder/user, or 10-ft. square entangles those entering attempt to overcome your SR, they roll twice and use
it; total stickiness lasts 1 rd./level. the lower result.
Resist ColdPH1: Warding (cold; 1st level) + Extend Restore CorpseUM: Creation (rotting flesh on
Spell (1 min./level to 10 min./level; +2 levels) + skeleton; 1st level); restores (rotting) flesh to skeleton.

Spells (Grimoire), p. 239


1 cu. ft./level translates to approx. 1 Small creature at Concentration Spell (standard; +1 level) = 5 th level; as
1st level, Medium at 2nd, Large at 8th; to affect Huge or major image, but viewers who successfully disbelieve
larger creatures, use Widen Spell to increase volume (Intuition) take up to 15d6 nonlethal damage and are
limit. dazed 1 rd. (Will half/neg.).
Restore Defenses (new): Bestow feat (Tenacious RetrieveSRD: Dimensional skip (1st level) + Cascade
Spell; 1st level) + Cascade Spell (bestow feat: Sudden Spell (mage hand; +1 level) + Reach Spell (object: touch
Metamagic; +2 levels) + Personal Spell (-1 level) + to medium; +1 level) + Reach Spell (teleport: close to
Sudden Spell (+0 levels) + Interrupting Spell (+1 level) medium; +1 level) = 4th level (listed as 6th); teleports
+ Extend Spell (suppression: 1 rd./level to inst.; +2 object (up to 10 lbs./level) into your hand (Will save if
levels) = 4th level; immediate casting restores one or in another creature’s possession). Cf. apport objectOcA.
more personal spells when they are dispelled, subject  Alikaba’s theftAUG2 is Close range only (-1 level) = 3 rd
to limits of Sudden Metamagic feat. level (listed as).
Restore StrengthS&M: Remove condition (Str damage;  Dimensional ReachCM is Close range (-1 level),
1 level) + Augment Spell (+1 level) = 2 nd level;
st
Widened (1 lb./level; -1 level), and does not
removed penalty to Str and/or up to 2d4 Str damage incorporate mage hand (object must be unattended;
(not drain). 1 level) = 1st level. AKA filchRR2.
Resurgent TransformationAPG: Haste (q.v.; 3rd level)
RetrocognitionOcA: Detection (emotional events; 2nd
+ Cascade Spell (attribute boost; +1 level) + Mass Effect
level) + Extend Spell (lingering aura: days to
Spell (Str and Con; +1 level) + Augment Spell (+4 total;
centuries; ad hoc +5 levels) + Reach Spell (close to
+1 level) + Cascade Spell (spark of life; +1 level) +
touch; -1 level) + Location-Specific Spell (your current
Personal Spell (-1 level) + Cascade Spell (damage
location only; -2 levels) + Tenuous Spell (ends if fail
attribute: Int; -1 level) + Cascade Spell (damage attribute:
save vs. traumatic event, as overwhelming aura for
Wis; -1 level) + Delay Spell (activates when heavily
detect evil; -1 level) = 3rd level; 1st
wounded; +1 level) = 5th level; when reduced to ¼ hp,
round—presence/absence of significant events
you heal 15d6 hp, gain +4 Str and Con, are hasted 1
involving strong emotions, 2nd round—general
rd./level, and take 1d4 Int and Wis damage,
type(s), 3rd round+—other information, stretching
Resurrection, ContingentSRD: Resurrection (q.v.; 7th
further back in time as you concentrate longer. Cf.
level) + Delay Spell (activating condition; +1 level) =
sensitivity to psychic impressionsSRD.
8th level (listed as epic); if subject dies while spell is
Return to DormancyUW: Compel (retreat from
latent, is resurrected 1 minute later.
civilization; 2nd level) + Creature-Specific Spell
Resurrection, TemporaryUM: Resurrection (q.v.; 7th
(Colossal monster; -2 levels) + Reach Spell (close to
level) + Cross-Class Spell (arcane; +1 level) + Tenuous
medium; +1 level) + Irresistible Spell (+2 levels) +
Spell (dies again after 1 hr./level; -1 level) = 7 th level
Extend Spell (1 rd. to 1 rd./level; +1 level) + Accursed
(6th for necromancers).
Spell (+1 level) + Tenacious Spell (+1 level) + Ritual
RetributionAPG: Sickening touch (0 level) + Reach
Spell (-2 levels) = 4th level (listed as 8th); forces Colossal
Spell (touch to close; +1 level) + Augment Spell
monster saves vs. Will or retreat away from
(ailing; +1 level) + Fell Sickening (+1 level) +
civilization (invest 200 x CL numen to maintain effect
Concentration Spell (swift action; +3 levels) +
until creature attacked).
Creature-Specific Spell (victim must have attacked
Returning WeaponUC: Mage hand (0 level) + Reach
you in the previous round; -2 levels) + Restricted Spell
Spell (close to medium; +1 level) + Delay Spell (after
(access to Inquisition domain; -1 level) = 3 rd level;
weapon thrown; +1 level) + Ray Splitting (multiple
1/round, you can spend a swift action to cause one
throws; +1 level) + Extend Spell (concentration to 1
attacker from the previous round to be ailing (Fort
rd./level; +1 level) + Object-Specific Spell (thrown
sickened).
weapon only; -2 levels) = 2nd level (1st level if weapon
Retributive ImageCM: Figment (0 level) + Cascade
must be within close range to return).
Spell (whelm; +1 level) + Cascade Spell (inertia; +1
Reveal True ShapePF19: Glamer (1st level) + Cross-
level) + Augment Spell (daze; +2 levels) + Creature-
Class Spell (+1 level) + Cascade Spell (detection:
Specific Spell (those disbelieving image; -2 levels) +
shapechanged or glamered; +2 levels) + Extend Spell
Shape Spell (target to cubes; +2 levels) + Reach Spell
(conc. to 1 rd./level; +1 level) + Effect-Specific Spell
(close to long; +1 level) + Pattern Spell (-1 level) +

Spells (Grimoire), p. 240


(glamer only as true form; -2 levels) = 3 rd level (listed ammunition; +1 level) + Mass Effect Spell (1/3 levels;
as 2nd); detects creatures veiled by illusion or +2 levels) + Manifested Spell (-1 level) = 2 nd level; each
shapechanged; one of them is covered in a glamer of ricochet (up to 1/3 levels) requires a ranged attack roll
its true form (no tactile component) for 1 rd./level. and deals 1d6/level (max. 10d6; divine 5d6) of the
RevelationTM2: Variable Spell (+1 level: speak with appropriate type.
monsters [6th level], true seeing, arcane sight,  RicochetRR2 includes Cascade Spell (bestow feat:
clairvoyance, discern lies, mindlink) + Extend Spell (1 Versatile Strike; +1 level), so that subsequent
rd./level to 1 hr./level; +3 levels) + Personal Spell (-1 attacks carry the original ammunition’s properties;
level) = 9th level; each round, choose one of the above it also has a full round casting time (-1 level) = 2 nd
effects. level.
Reverse ArrowsMF: Protection from arrows (2nd level)
Ride the WavesUM: Polymorph (3rd level) + Specific
+ Cascade Spell (invisible needle; +1 level) + Shielding
Spell (locathah-like aquatic form only; -2 levels) +
Spell (when arrow damage negated; +1 level) + Reach
Extend Spell (1 min./level to 1 hr./level; +3 levels) = 4 th
Spell (close to long; +2 levels) + Personal Spell (-1
level; subject gains swim speed of 60 ft., +2 Str, +2
level) + Reduce Spell (+15 to +10; -1 level) = 4th level
natural armor, and water breathing. Variants:
(listed as 3rd); negates 1d6+1/level (max. 10d6+10) total
projectile damage, and missiles whose damage is  Scales of the sealordSW also has the Personal Spell
negated appear to reverse course and strike the feat (-1 level) = 3rd level; swim speed granted is
attacker (ranged touch required) for 1d6 +1/level (+10 only 30 ft. AKA water-bornSW.
max.) piercing. AKA arrow redirectionAUG2.  Transformation of the deepsSW also includes Mass
Reverse Gravity: Mage hand (0 level) + Reach Spell Effect Spell (1/3 levels; +2 levels) and Reduce Spell
(close to medium; +1 level) + Shape Spell (target to (90 ft. to 30 ft. and resistance 10 to 5; -1 level) = 5 th
cubes; +2 levels) + Extend Spell (concentration to 1 level; subjects gain swim 60 ft., darkvision, favored
rd./level; +1 level) + Widen Spell (individual mass: 1 terrain (underwater) +5, water breathing, and
lb./level to 216 lbs./level; +3 levels) = 7 th level resistance to cold and pressure 5.
(divine/druid 8th with Cross-Class Spell). Righteous AuraMH: Light (0 level) + Cascade Spell
Reverse IllusionRR: Glamer (1st level) + Shape Spell (attribute boost: Cha; +1 level) + Augment Spell (+4
(emanation to cubes; +0 levels) + Extend Spell (1 total; +1 level) + Extend Spell (1 min./level to 1
rd./level to 1 hr./level; +4 levels) + Ritual Spell (full hr./level; +2 levels) + Personal Spell (-1 level) +
round; -1 level) = 4th level (listed as 6th); cloaks real Variable Spell (+1 level):
things in glamer that makes them seem illusory
 Cascade Spell [(spark of life; +1 level) + Selective
(Intuition save with interaction or convinced they’re
Spell (+1 level)
not real). Invest 2,000 x CL numen to maintain effect.
 Cascade Spell (jet of flame; +1 level) + Consecrate
Revive OutsiderMP: Raise dead (5th level) + Cascade
Spell (+1 level)
Spell (remove condition: rotting; +1 level) + Inexorable
Spell (creature that cannot normally be raised; +3 + Shape Spell (target to burst; +2 levels) + Delay Spell
levels) + Creature-Specific Spell (outsider; -2 levels) + (when you are killed; +1 level) + Variable Spell (you
Expedient Spell (total HD; -1 level) = 6 th level; as raise take full damage; -1 level) + Restricted Spell (paladin;
dead, but affects one outsider of up to 10 HD, and -2 levels) + Reduce Spell (20d6 to 15d6; -1 level) = 5 th
condition of body is not an issue. level (listed as 4th); you have an aura of light and +4
Rewire FleshSF: Celerity (0 level) + Cascade Spell Cha; if you die, good creatures in 20’r. are healed
(invocation of the knife; +1 level) + Cascade Spell 1d6/level (15d6 max.), non-good creatures take the
(inertia; +1 level) + Extend Spell (inst. to 1 rd./level; +2 same damage (half fire, half holy). You take full
levels) + Reach Spell (touch to medium; +1 level) + damage, which may destroy your body.
Reduce Spell (15d6 to 10d6; -1 level) = 4 th level; Righteous BurstPHII: Spark of life (1st) + Reach Spell
damage cap 10d6 slashing/rd., plus flat-footed and -40 (touch to close; +1 level) + Cascade Spell (ray of
ft. to speed, for 1 rd./level. entropy; +1 level) + Shape Spell (ray to burst; +2 levels)
Ricochet ShotUC: Invisible needle (0 level) + Versatile + Selective Spell (+1 level) = 6th level; allies healed
Evocation (bludgeoning or slashing, if appropriate; +0 1d6/level, enemies take 1d6/level negative energy
levels) + Channel Spell (originates from target of damage (max. 15d6).

Spells (Grimoire), p. 241


Righteous ChargeRR2: Bestow feat (1st level) + Righteous Wrath of the FaithfulCD: Spark of life (1st
Cascade Spell (celerity; +1 level) + Mass Effect Spell (1 level) + Cascade Spell (resistance; +1 level) + Cascade
feat/3 levels; +2 levels) + Augment Spell (BAB +11 Spell (haste: q.v.; +3 levels) + Augment Spell (blessing;
effects; +2 levels) + Personal Spell (-1 level) = 5 th level +1 level) + Consecrate Spell (+1 level) + Shape Spell
(Paladin 4th); you gain the Dodge feat, and can charge (target to burst; +2 levels) + Creature-Specific Spell
with a +40-ft. speed bonus, overrunning intervening (worshipers of your deity; -2 levels) = 7 th level;
opponents as attack actions and making attacks of worshippers of your deity in 20’r. of you gain haste
opportunity against those you knock down or who (with +3 net attack bonus), +1 sacred bonus to saves,
try to avoid you. You also gain Skirmish at CL 9 th and 15d6 temp. hp for 1 rd./level.
(move twice speed during charge), Vital Strike at CL Ring of BladesCA: Invocation of the knife (0 level) +
12th (allowing you to trample those you overrun), Extend Spell (inst. to 1 min./level; +4 levels) + Reach
Combat Reflexes at CL 15th (providing extra attacks of Spell (close to touch; -1 level) + Shape Spell (ray to
opportunity), and Spring Attack (change directions emanation; +2 levels) + Personal Spell (-1 level) +
and provoke no AoO while charging) at CL 18th. Widen Spell (20’r. to 5’r.; -2 levels) = 2nd level (listed as
Righteous FuryMF: Spark of life (1st level) + Cascade 3rd); damage cap 5d6 slashing/rd. to adjacent squares.
Spell (attribute boost; +1 level) + Mass Effect Spell (1 Variants:
attribute/3 levels; +2 levels) + Augment Spell (+1 level)  Legion of sentinelsPHII affects a 10’r. (+1 level) at
+ Cascade Spell (barkskin; +2 levels) + Extend Spell (1 Close range (+2 levels), lasts 1 rd./level (-1 level),
min./level to 1 rd./level; -1 level) + Personal Spell (-1 and is Creature-Specific (provokes; -2 levels),
level) + Restricted Spell (paladin; -2 levels) = 3rd level; Inexorable (+3 levels), Shadow (-1 level), and
you gain 1d6 temp. hp/level (max. 10d6), +1/4 levels Reduced (-1 level) = 3 rd level; 5d6 slashing (no
to natural armor, +4 to Str and Con (and Dex at CL 9 th, save) vs. those in area who move about or
Cha at 12th, Wis at 15th, Int at 18th). otherwise provoke (effect is 20% real if
Righteous FuryMH: Bestow feat (Mounted Combat; disbelieved).
1st level) + Mass Effect Spell (also Spirited Charge; +2  Swarm of fangsMC affects a 10’r. (+1 level) at Close
levels) + Restricted Spell (paladin; -2 levels) = 1st level; range (+2 levels), is Concentration rather than
for 1 rd./level, subject’s charge attacks deal double Extended (partial action; -2 levels), and is
damage. Irresistible (+2 levels), Restricted (troglodyte caster;
Righteous FuryPC: Invisible needle (0 level) + Bane -1 level), and Ritual (full round; -1 level) = 3 rd level;
Spell (fixed: evil; +0 levels) + Cascade Spell (bestow damage cap 10d6 (Reflex half, no SR) in 10’r., and
feat: Insightful Strike; +2 levels) + Augment Spell (BAB redirect as a partial action.
+6 effects; +1 level) + Overwhelming Evocation (+1  Symbol of strikingUC works at Close range (+2 levels)
level) + Restricted Spell ([good] caster; -1 level) = 3 rd and is Selective (+0 levels due to metamagic
level; damage cap 10d6 piercing (10d8 vs. evil) with synergy), Delayed (activating condition; +1 level),
Insight bonus to attack and damage, and ignores DR Extended (10 min./level once activated (+1 level),
and hardness. and Ritual (-2 levels) = 4th level; when activated,
Righteous GlareBED: Jet of flame (0 level) + those in 5’r. take up to 10d6 slashing/rd. per
Copnscrtae Spell (+1 level) + Cascade Spell (spook; +1 round, and effect remains active 10 min./level.
level) + Shape Spell (ray to emanation; +2 levels) +  Whirlwind of teethBVD affects a 10’r. cylinder (+2
Reach Spell (close to personal; -1 level) + Widen Spell levels) at medium range (+3 levels), is
(20’r. to 60’r.; +2 levels) + Extend Spell (inst. to 1 Concentration rather than Extended (swift action; -
rd./level; +2 levels) = 7th level; damage cap 15d6 (half 1 level), and is Corrupt (+1 level) = 7th level;
fire, half holy) plus panicked in 60’r. aura. damage cap 15d6 (half slashing, half unholy) in
Righteous MightCRB: Enlarge person (1st level) + 10’r., 50-ft.-tall cylinder you redirect each round as
Cross-Class Spell (cleric; +1 level) + Cascade Spell a swift action.
(polymorph; +3 levels) + Cascade Spell (augmented  Wreath of BladesUC: Invocation of the knife (0 level) +
attribute boost: Con; +2 levels) + Extend Spell (1 Cascade Spell (lesser versatile weaponAPG, q,v,; +1
min./level to 1 rd./level; -1 level) + Personal Spell (-1 level) + Reach Spell (close to personal; -1 level) +
level) = 5th level; you become Large (+4 Str, +4 Con, -2 Cascade Spell (bestow feat: Versatile Strike; +1 level)
Dex, +4 natural armor, and DR 5/evil or 5/good).

Spells (Grimoire), p. 242


+ Shape Spell (target to emanation; +2 levels) + River WhipACG: Invocation of the knife (0 level) +
Widen Spell (20’r. to 5’r.; -2 levels) + Extend Spell Bane Spell (fixed: fire; +0 levels) + Ray Splitting (+1
(inst. to 1 rd./level; +2 levels) + Cascade Spell (skill level) + Delay Spell (as used; +1 level) = 2nd level; you
enhancement: Concentration; +1 level) + Cascade can make up to 1 ranged touch attack/level (max. 10)
Spell [(deflection; +1 level) + Augment Spell (+1/6 dealing 1d6 slashing each (1d8 vs. creatures with the
levels; +1 level) + Augment Spell (+2 to base bonus; [fire] subtype or descriptor).
+1 level) + Effect-Specific Spell (vs. attacks of Roar of the WavesSW: Alter senses (deafness; 1st
opportunity only; -2 levels)] + Personal Spell (-1 level) + Fell Condition (+1 level) + Cascade Spell
level) = 4th level (listed as 5th); damage cap 10d6 (spook; +1 level) + Mass Effect Spell (1/level; +3 levels)
slashing/rd. (bypasses DR/silver, and retains + Pattern Spell (-1 level) + Restricted Spell (bard; -1
properties of focus weapon) to those within 5 ft. of level) + Reduce Spell (frightened to shaken; -1 level) =
you, and you gain +1/2 levels (+10 max.) to 3rd level; 1 target/level is deafened 1 rd./level (Fort 1
Concentration checks and +4 (+1/6 levels) rd.) and shaken for 1 rd./level (Will neg.).
deflection vs. attacks of opportunity, for 1 rd./level. Robe of HealingTM2: Spark of life (1st level) + Shape
Ring of FireToB: Jet of flame (0 level) + Silent Spell (+1 Spell (target to emanation; +3 levels) + Extend Spell
level) + Shape Spell (ray to burst; +2 levels) + Widen (inst. to 10 min./level; +4 levels) + Selective Spell (+2
Spell (20’r. to 360’r.; +4 levels) + Ritual Spell (full levels) + Ritual Spell (full round; -1 level) = 9 th level;
round; -1 level) = 6th level; damage cap 15d6 fire in you emanate healing aura (1 hp/level per rd.) to allies.
360’r. RockburstShS: Energy mace (0 level) + Energy
Ring of HandsTM2: Magic circle agaist evil (3rd level) + Admixture (piercing; +0 levels) + Reach Spell (close to
Pacific Spell (-2 levels) = 1st level; multiple areas can medium; +1 level) + Shape Spell (ray to burst; +2
be adjacent/overlap, to simulate cooperative casting. levels) = 3rd level; damage cap 10d6 (divine 5d6),
Rising PhoenixToB: Mage hand (0 level) + Cascade Reflex half.
Spell (jet of flame; +1 level) + Shape Spell (ray to Rock’s HandAUG: Summon (1st level) + Reach Spell
cylinder; +2 levels) + Widen Spell (20’r. to 5’r.; -1 level) (close to medium; +1 level) + Augment Spell (CR 6
+ Irresistible Spell (+2 levels) + Quicken Spell (+3 Large earth elemental; +3 levels) = 5 th level (listed as
levels) + Concentration Spell (swift; +3 levels) + 7th); summons Large earth elemental with Improved
Reduce Spell (25d6 to 5d6; -4 levels) = 6 th level (listed Overrun traded for Improved Grapple.
as 8th); swift casting and allows you to levitate up to Rooftop StriderRD: Skill enhancement (Acrobatics; 0
20 ft./rd., with a 5’r. column of fire up to 25’ tall level) + Cascade Spell (skill enhancement: Athletics; +1
around and under you (5d6 fire, no SR), continue level) = 1st level; +1/2 levels (+5 max.) to checks.
effect each round as a swift action. Variants:
Rite of WinterRR: Ray of frost (0 level) + Cascade  Branch to branchCAd also Cascades celerity
Spell (celerity; +1 level) + Shape Spell (target to spread; (brachiating speed; +1 level) and is Extended (1
+2 levels) + Widen Spell (20’r. to 1 mile/level; +8 min./level to 10 min./level; +1 level) and Personal (-
levels) + Residual Spell (+1 level) + Accursed Spell (+1 1 level) = 2nd level; +1/2 levels (max. +5) to
level) + Ritual Spell (-2 levels) + Reduce Spell (25d6 to Acrobatics and Athletics checks, and +20 ft. to
1d6 and -110 ft. to -10 ft.; -5 levels) = 6 th level; -10 ft. brachiating speed.
speed, difficult terrain, and 1d6 cold/day over large  Shifter prowessRE is Personal (-1 level), Extended (+1
area, lasting until spring (requires investiture of 300 x level), and Sudden (+0 levels) = 1st level; swift
CL numen). casting grants you +1/2 levels (max. +5) to
River of WindAPG: Whelm (0 level) + Cascade Spell Acrobatics and Athletics for 1 rd.
(topple; +1 level) + Shape Spell (target to line; +1 level) RopeweaveUW: Creation (rope; 1st level) + Cascade
+ Reach Spell (close to medium; +1 level) + Explosive Spell (skill enhancement: Craft; +1 level) + Cascade
Spell (+1 level) + Extend Spell (inst. to 1 rd./level; +2 Spell (shaping; +2 levels) + Variable Spell (+1 level):
levels) + Reduce Spell (15d6 to 5d6; -2 levels) = 4 th
 Shape Spell (mass to horizontal wall; +1 level);
level; damage cap 5d6 plus knocks prone and carries
creates rope bridge 10 ft. wide x 10 ft./level long.
outside area.
 Reach Spell (touch to close; +1 level) + Shape Spell
(mass to horizontal wall and vertical ladder; +1

Spells (Grimoire), p. 243


level) + Widen Spell (10-ft. to 5-ft. squares; -1 level)  Dispel (0 level) + Irresistible Spell (no check
+ Cascade Spell (glamer; +1 level) + Augment Spell needed; +2 levels) = +3 levels; dispels one spell
(invisibility; +1 level) + Pacific Spell (-2 levels) = +1 effect.
level; creates hidden hammock and ladder.  Knock (q.v.; 2nd level) – Effect-Specific Spell (+1
 Shape Spell (mass to vertical wall; +1 level) = +1 level) = +3 levels; dispels bind or lock spells, or
level; creates vertical ladder, 10 ft./level tall. destroys mundane bindings or locks.
 Cascade Spell (topple; +1 level) + Shape Spell (mass  Mage hand (0 level) + Widen Spell (1 lb./level to 27
to horizontal wall; +1 level) + Widen Spell (10-ft. to lbs./level; +2 levels) + Cascade Spell (skill
5-ft. squares; -1 level) = +1 level; creates tripline enhancement: Disable Device; +1 level) = +3 levels;
filling one 5-ft. square/level. sets off mechanical trap targeted (+1/2 levels to
+ Cascade Spell (mage hand; +1 level) + Extend Spell discern mechanism, if applicable).
(concentration to 1 hr./level; +4 levels) + Restricted  Remove condition (transmutation; 1st level) + Cross-
Spell (ranger; -2 levels) + Ritual Spell (-2 levels) = 7 th Class Spell (arcane; +1 level) + Crippling Drain
level (listed as 2nd); creates self-suspending rope (permanent condition; +1 level) = +3 levels;
bridge, hammock, ladder, or tripline (+1/2 levels to removes transmutation effect of any severity
Craft check).  Remove condition (inertia; 1st level) + Cross-Class
RosemantlePGF: Resistance (0 level) + Consecrate Spell (arcane; +1 level) + Mass Effect Spell (also
Spell (+1 level) + Augment Spell (+9 bonus; +4 levels) [restraints]; +1 level) = +3 levels; removes [inertia]
+ Effect-Specific Spell (see below; -2 levels) + Extend and/or [restraint] conditions of any severity.
Spell (1 min./level to 1 rd./level; -1 level) + Restricted  Warding (force; 1st level) + Shape Spell (target to
Spell (access to Good or Sun domain; -1 level) = 1 st emanation; +2 levels) + Widen Spell (20’r. to 5’r.; -2
level; subject gains +9 sacred bonus to saves vs. levels) + Extend Spell (1 min./level to 1 hr./level; +2
afflictions, fear, and pain. levels) = +3 levels; opens hole up to 5 ft. in radius
Roses of LifeAUG2: Spark of life (1st level) + Augment in a magical [force] effect.
Spell (+1 level) + Mass Effect Spell (1/level; +3 levels) + + Reach Spell (touch to medium; +1 level) + Augment
Delay Spell (standard; +1 level) + Variable Spell Spell (+2 levels) = 7th level; has one of the effects listed.
(transfer to allies; +1 level) + Ritual Spell (full round; Rune of DarknessRR: Gloom (0 level) + Extend Spell
1 level) + Reduce Spell (15d6 to 5d6; -2 levels) = 4 th (1 rd./level to 1 hr./level; +4 levels) + Delay Spell
level; 1 touch/level carries 5d6+5 positive energy (each (proximity activating condition; +1 level) + Ritual
can be used by you or donated for use as a standard Spell (-2 levels) = 3rd level (listed as 2nd); when
action). Note numen cost for latent spell effects. triggered, reduces ambient light by 2 steps for 1
Rotting Curse of UrfestraBVD: Damage attribute (Con; hr./level. Note numen investiture for latent spells.
1st level) + Accursed Spell (+1 level) + Extend Spell Rune of FireRR: Jet of flame (0 level) + Shape Spell
(inst. to 1 rd./level; +2 levels) + Delay Spell (rounds to (ray to burst; +3 levels) + Delay Spell (proximity
hours; -2 levels) + Accursed Spell (+1 level) = 3 rd level; activating condition; +1 level) + Variable Spell (set
touch deals 1d4 Con/hr. for 1 hr./level, or indefinitely lower damage or smaller area if desired; +1 level) +
(until dies) if invest 150 x CL numen. Ritual Spell (-2 levels) = 3rd level; damage cap 10d6.
Rouse Undead SpiritAUG: Lesser animate dead (2nd Rune of JandelayPF77: Enervation (4th level) + Reach
level) + Reach Spell (touch to close; +1 level) + Spell (close to touch; -1 level) + Creature-Specific Spell
Augment Spell (max. CR 10; +5 levels) + Ritual Spell (chaotic; -2 levels) + Resistible Spell (-1 level) +
(2 levels) = 6th level; soul of a creature of up to CR 8 Cascade Spell (resist planar alignment; +2 levels) +
rises as a ghost. Cascade Spell (warding: terrain manipulation; +1 level)
Ruby AxeDHD: Enhancement (2nd level) + Item- + Cascade Spell (protection from chaos; +1 level) + Shape
Specific Spell (manufactured weapon; -2 levels) + Spell (target to emanation; +2 levels) + Widen Spell
Consecrate Spell (+1 level) + Augment Spell (+1 to (20’r. to 120’r.; +3 levels) + Extend Spell (1 min./level
+1/4; +1 level) = 2nd level (listed as 3rd); weapon gains to 1 hr./level; +1 level) + Ritual Spell (full round; -1
+1/4 levels sacred bonus to attacks and damage. level) + Restricted Spell (lawful caster or access to
Ruby Ray of ReversalPGF: Variable Spell (+1 level): Rune domain; -1 level) = 9th level; emanation around
rune acts as widened magic circle against chaos, wards

Spells (Grimoire), p. 244


against magical terrain manipulation and chaotic Spell (healing spells only; -2 levels) + Creature-
planar alignment, and [chaotic] creatures entering Specific Spell (two recipients only; -2 levels) = 2 nd
area take 1d4 temp. negative levels. level; you and target can cast healing spells on each
Rune of PoisonRR: Damage attribute (Con; 1st level) + other at greater range, subject to limits of Sudden
Extend Spell (inst. to 1 rd./level; +3 levels) + Tenuous Metamagic feat. Cf. holy channelRR.
Spell (-1 level) + Shape Spell (target to burst; +2 levels) Sacred HavenCD: Deflection (0 level) + Consecrate
+ Delay Spell (proximity activating condition; +1 Spell (+1 level) + Cascade Spell [(bestow feat: Alertness;
level) + Ritual Spell (-2 levels) = 4th level. +1 level) + Extend Spell (1 rd./level to 1 min./level; +1
Rune of SeeingRR: Alter senses (0 level) + Augment level)] + Cascade Spell [(greater statusBED, q.v.; +5
Spell (higher senses; +1 level) + Mass Effect Spell (1 levels) + Extend Spell (1 hr./level to 1 min./level; -2
sense/3 levels; +2 levels) + Reach Spell (close to levels)] + Restricted Spell (paladin; -2 levels) = 4 th
interplanar; +7 levels) + Extend Spell (1 rd./level to 1 level; subject gains Alertness feat and +2 sacred bonus
hr./level; +3 levels) + Personal Spell (-1 level) + to AC, and you can monitor its condition and heal it
Location-Specific Spell (site of casting only; -2 level) + remotely.
Tenuous Spell (sensor can be dispelled or destroyed; 1 Sacred JourneyRR: Enhancement (2nd level) + Variable
level) + Ritual Spell (-2 levels) = 7th level (listed as 3rd); Spell (smite, grace, or channel; +1 level) + Consecrate
you inscribe an invisible symbol, and for 1 hr./level Spell (+1 level) + Extend Spell (1 min./level to 2
thereafter you can use it as a crying sensor for all your hrs./level; +3 levels) + Personal Spell (-1 level) + Ritual
senses. Spell (-2 levels) + Augment Spell (+1/4 to +1/3; +1
Running Warrior, Tenser’sGA: Ant haul (1st level) – level) + Restricted Spell (paladin; -2 levels) = 3 rd level
Ritual Spell (+1 level) + Cascade Spell (celerity; +1 (listed as 4th); you gain a sacred bonus of +1/3 levels to
level) + Cascade Spell (bestow feat: Skirmish; +1 level) + smite attacks and damage, or to grace bonus to saves,
Extend Spell (1 rd./level to 1 min./level; +1 level) + or to DC and damage/healing with channeled energy
Reduce Spell (+40 ft. to +20 ft.; -1 level) = 4th level; +20 (including lay on hands), for 2 hrs./level.
ft. to tactical movement speed, doubles max. loads, Sacred WeaponRR: Bolt of force (2nd level) +
and provides Skirmish feat. Manifested Spell (-1 level) + Cascade Spell (alter
Rushing WatersSC: Push (0 level) + Cascade Spell senses; +1 level) + Hex Spell (+0 levels) + Concentration
(topple; +1 level) + Reach Spell (close to long; +1 level) Spell (swift action; +3 levels) + Reduce Spell (15d6 to
+ Shape Spell (target to spread; +2 levels) + Restricted 5d6; -2 levels) = 3rd level; 1 ranged attack/round for
Spell (access to [water] bloodline, domain, etc.; -1 5d6 force plus deafens 1 rd./level.
level) = 3rd level; bull rushes and trips in 20’r. area. SadismBVD: Blessing (0 level) + Cascade Spell
Rusted BladeCM: Bestow feat (Unclean Strike; 1st (resistance; +1 level) + Corrupt Spell (+1 level) +
level) + Augment Spell (BAB +6 effects; +2 levels) = 3 rd Augment Spell (+1 to +5; +2 levels) + Personal Spell (-1
level; for 1 rd./level, hits with affected weapon also level) + Expedient Spell (scales with damage dealt; -1
inflict filth fever. level) = 2nd level; for 1 min./level, you gain a profane
bonus to attacks, damage, and saves equal to +1 per
SA 10 hp damage you inflicted the round before (+5
RRE
Sacred Blazon : Attribute boost (Str; 0 level) + max.).
Cascade Spell (celerity; +1 level) + Cascade Spell (inure; Sadistic AngelBotD: Bind (0 level) + Fell binding (+1
+1 level) + Mass Effect Spell (1/3 levels; +2 levels) + level) + Cascade Spell (invisible needle; +1 level) +
Maximize Spell (+2 levels) + Augment Spell (+2 to +4; Energy Admixture (fire; +0 levels) + Augment Spell
+1 level) + Extend Spell (1 min./level to 1 rd./level; -1 (grappled; +1 level) + Cascade Spell (warding:
level) + Restricted Spell (paladin; -2 levels) = 4 th level; extradimensional transport; +1 level) + Reach Spell
you gain +40 ft. to land speed, +4 enhancement to Str, (touch to medium; +1 level) + Shape Spell (ray to
and resistance 30 to fire and cold (and acid at CL 9th, spread; +2 levels) + Extend Spell (inst. to 1 rd./level; +2
electricity at 12th, sonic at 15th, negative energy at 18th). levels) + Restricted Spell (access to Damnation
Sacred BondAPG: Bestow feat (Reach Spell; +1 level) + domain; -1 level) + Reduce Spell (20d6 to 10d6; -2
Cascade Spell (bestow feat: Reach Spell; +2 levels) + levels) = 6th level; those in area are grappled and take
Mass Effect Spell (2 recipients; +1 level) + Extend Spell 5d6 piercing and 5d6 fire/rd. (Reflex 1 rd. and half),
(1 rd./level to 10 min./level; +2 levels) + Effect-Specific and cannot escape by teleportation, etc.

Spells (Grimoire), p. 245


SadomasochismPC: Spook (0 level) + Shielding Spell Spring Attack feats, and +1/2 levels to Acrobatics to
(+2 levels) + Cascade Spell (hand of fate; +1 level) + avoid AoOs and bypass difficult terrain), leaving up
Selective Spell (+1 level) + Extend Spell (inst. to 1 to one 10-ft. cube/level of fire in your wake (damage
min./level; +3 levels) + Effect-Specific Spell (damage; 2 10d6/rd., no SR, and the cubes last 1 rd./level).
levels) + Cascade Spell (hand of fate; -1 level) = 4th level; SampleAUG2: Dimensional skip (1st level) + Ritual
you and those attacking you roll twice for damage Spell (full round; -1 level) + Reach Spell (target: touch
and take the better result, but those hitting you in to close; +1 level) + Irresistible Spell (+2 levels) +
melee are shaken 1 rd./level (divide duration by Widen Spell (50 lbs. to 6 lbs.; -1 level) + Location-
number of hits). Specific Spell (into pre-prepared container; -2 levels) =
Safe ClearingMF: Compel (don’t attack; 2nd level) + 0 level; transports up to 6 lbs. into a pre-prepared lead
Shape Spell (target to emanation; +3 levels) + Reach or glass container.
Spell (close to touch; -1 level) + Extend Spell (1 rd. to 1 Sanctify ArmorAPG: Enhancement (2nd level) +
hr./level; +4 levels) + Pacific Spell (-2 levels) + Ritual Cascade Spell (inure: bludgeoning; +1 level) + Energy
Spell (full round; -1 level) + Restricted Spell (ranger; -2 Admixture Spell (piercing and slashing; +0 levels) +
levels) = 3rd level; those in 20’r. of campfire or center Item-Specific Spell (suit of armor; -2 levels) +
of camp must save vs. Will or be unable to attack. Consecrate Spell (+1 level) + Extend Spell (1 min./level
Safe SearchAUG2: Warding (traps; 1st level) + to 1 hr./level; +2 levels) + Restricted Spell (access to
Irresistible Spell (affects nonmagic traps; +3 levels) + Good or Inquisition domain; -1 level) = 3 rd level; suit
Extend Spell (1 min./level to 1 rd./level; -1 level) + of armor sacred bonus to AC and grants DR as
Personal Spell (-1 level) + Resitricted Spell (rogue skill follows:
trick; -1 level) = 1st level; for 1 rd./level, you do not set Caster Level AC Bonus Damage Reduction
off traps and are not affected by those that are set off. 5th +1 2/evil
SafeguardingTM2: Warding (your own spells; 1 st 6 – 7th
th
+1 5/evil
level) + Variable Spell (you choose which spells are 8th – 9th +2 6/evil
affected; +1 level) + Shape Spell (target to emanation; 10th – 11th +2 8/evil
+2 levels) = 4th level; those within 20 ft. of you (allies 12th – 15th +3 10/evil
and enemies alike) are warded against the effects of 16th – 19th +4 10/evil
20th +5 10/evil
your spells.
SafekeepingPC: Deflection (0 level) + Insightful Spell Defile armor is similar, but applie a profane bonus and
(+2 levels) + Extend Spell (1 min./level to 1 rd.; -2 DR/good.
levels) = 0 level; touch grants +2 insight bonus to AC Sanctify CorpseUM: Warding (animate dead; 1st level)
for 1 rd. + Extend Spell (1 min./level to 1 hr./level; +3 levels) +
SafetyMP: Detection (shelter from planar conditions; Creature-Specific Spell (corpse; -2 levels) + Ritual
nd
2 level) + Effect-Specific Spell (planar conditions Spell (full round; -1 level) = 1st level; corpse cannot
only, not creatures, traps, other conditions, etc.; -2 become undead for 1 hr./level. Variants:
levels) + Concentration Spell (standard to swift; +2  Spawn screenLM has the Delay Spell feat added (+1
levels) + Reach Spell (close to line of sight; +3 levels) = level, for 2nd).
5th level (ranger 3rd); indicates shortest and most direct  Spawn wardARG Cascades warding (energy/blood
route. drain; +2 levels) + Irresistible Spell (+2 levels) +
Salamander ChargeToB: Bestow feat (Dodge; 1st level) Creature-Specific Spell (vs. undead only; -2 levels)
+ Cascade Spell (skill enhancement: Acrobatics; +1 = 3rd level (listed as 5 th); subject immune to blood
level) + Mass Effect Spell (also Spring Attack; +1 level) drain and energy drain from undead, cannot
+ Personal Spell (-1 level) + Extend Spell (1 rd./level to become undead spawn if killed during spell
1 rd.; -1 level) + Cascade Spell [(jet of flame; +1 level) + duration.
Irresistible Spell (+2 levels) + Shape Spell (ray to
Sanctify WaterSW: Bolt of force (2nd level) +
cubes; +2 levels) + Extend Spell (inst. to 1 rd./level; +2
Consecrate Spell (+1 level) + Creature-Specific Spell
levels) + Location-Specific Spell (along your path of
(undead or evil outsider; -1 level) + Shape Spell (ray
movement; -2 levels)] + Quicken Spell (+3 levels) +
to spread; +2 levels) + Reach Spell (close to touch; -1
Reduce Spell (20d6 to 10d6; -2 levels) = 7 th level; swift
level) + Extend Spell (inst. to 1 rd/level; +2 levels) +
casting allows you to charge (as with Dodge and

Spells (Grimoire), p. 246


Location-Specific Spell (in body of water at least  Divine RaimentRR: Compel (don’t attack; 2nd level) +
waist-deep; -2 levels) + Restricted Spell (able to Creature-Specific Spell (specified target; -2 levels) +
channel positive energy; -1 level) + Reduce Spell (5d6 Extend Spell (1 rd. to 1 rd./level; +2 levels) + Shape
to 1d6; -1 level) = 1st level; 20’r. area of water deals 1d6 Spell (target to emanation; +2 levels) + Tenuous
damage (half force, half holy) per round to undead Spell (-1 level) = 3rd level; as 20’r. sanctuary, but
and evil outsiders. subject can attack without breaking effect.
Sanctuary: Compel (don’t attack; 2nd level) +  DreadmantleRR2: Compel (don’t attack; 2nd level) +
Creature-Specific Spell (warded target only; -2 levels) Cascade Spell (spook; +1 level) + Reach Spell (close
+ Shape Spell (target to emanation; +3 levels) + Widen to personal; -1 level) + Shape Spell (target to
Spell (20’r. to 10’r.; -1 level) + Extend Spell (1 rd. to 1 emanation; +2 levels) + Personal Spell (-1 level) +
rd./level; +1 level) + Pacific Spell (-2 levels) = 1 st level; Widen Spell (20’r. to 60’r.; +2 levels) + Extend Spell
for 1 rd./level, those within 10 ft. of target must save (1 rd. to 1 min./level; +2 levels) + Reduce Spell
vs. Will to attack it. Variants: (panicked to shaken; -2 levels) = 5 th level; those in
 AdorationRRO: Compel (don’t attack; 2nd level) + 60’r. shaken and do not attack except to defend
Creature-Specific Spell (self; -2 levels) + Extend selves (Will neg.).
Spell (1 rd. to 1 hr./level; +5 levels) + Pacific Spell (2  Holy VigilanceRR: Sanctuary (q.v.; 1st level) – Pacific
levels) = 3rd level; as personal sanctuary, but vs. Spell (+2 levels) + Cascade Spell (inure: slashing; +1
single target and long-lasting. level) + Energy Admixture (piercing and
 Adoration, OverwhelmingRRO: Compel (don’t attack; bludgeoning; +0 levels) + Tenuous Spell (overcome
2nd level) + Reach Spell (close to medium; +1 level) by magic weapons; -1 level) + Extend Spell (1
+ Extend Spell (1 rd. to 1 min./level; +2 levels) + rd./level to 1 hr./level; +3 levels) + Personal Spell (-
Shape Spell (target to burst; +2 levels) + Widen 1 level) + Ritual Spell (-2 levels) = 3rd level; you
Spell (20’r. to 60’r.; +2 levels) + Pacific Spell (-2 gain DR 3/magic (5/magic at CL 6th, 6 at CL 8th, 8 at
levels) = 7th level (listed as 9 th); those in 60’r. unable CL 10th, and 10 at CL 12th) and those within 10 ft.
make attacks (including casting hostile spells) for 1 must make Will saves to target you with attacks.
min./level (Will neg.).  Miserable PityUM: Sanctuary (1st level) + Cascade
 Adoring CrowdRRO: Compel (don’t attack; 2nd level) + Spell (glamer; protected subject appears pathetic
Creature-Specific Spell (self; -2 levels) + Extend and unthreatening; +1 level) = 2nd level.
Spell (1 rd. to 1 min./level; +3 levels) + Mass Effect  Music of the SpheresTM2: Compel (don’t attack me; 2nd
Spell (1/level; +3 levels) + Pacific Spell (-2 levels) = level) + Cascade Spell (ray of obliviousness; +2
4th level (listed as 5th); as adorationRRO, but affects 1 levels) + Shape Spell (ray to emanation; +2 levels) +
target/level and lasts 1 min./level. Reach Spell (close to personal; -1 level) + Extend
 Charm’s AegisRR2: Compel (don’t attack; 2nd level) + Spell (1 rd. to 1 rd./level; +1 level) + Pacific Spell (-2
Creature-Specific Spell (self; -2 levels) + Shape levels) + Pattern Spell (-1 level) = 3 rd level; as
Spell (target to emanation; +3 levels) + Reach Spell sanctuary, but those affected are also take a penalty
(close to personal; -1 level) + Widen Spell (20’r. to to Wisdom equal to 1d6 + ½ levels (+10 max.).
60’r.; +2 levels) + Cascade Spell (bestow feat: Canny  Orpheus’ Song of SanctuaryRRO: Compel (don’t attack
Defense; +1 level) + Personal Spell (-1 level) + those designated; 2nd level) + Shape Spell (target to
Extend Spell (1 rd. to 1 min./level; +2 levels) = 6 th spread; +3 levels) + Widen Spell (20’r. to +360’r.; +4
level; those within 60’r. must save vs. Will each levels) + Extend Spell (1 rd. to 1 rd./level; +2 levels)
round to attack you, and you gain Cha modifier as + Pacific Spell (-2 levels) + Restricted Spell (bard; -1
an insight bonus to AC. level) = 8th level (listed as 5th); those in area must
 Divine PresenceCRB: Compel (don’t attack; 2nd level) + make Will saves to attack any creatures you
Shape Spell (target to emanation; +3 levels) + designate as protected (effect broken if protected
Reach Spell (close to personal; -1 level) + Selective creatures attack).
Spell (+1 level) + Pacific Spell (-2 levels) +  Stay the HandPHII: Compel (don’t attack; 2nd level) +
Restricted Spell (access to Glory domain; -1 level) = Creature-Specific Spell (self; -2 levels) + Still Spell
2nd level; you and allies within 20’r. gain sanctuary (+1 level) + Reach Spell (close to long; +1 level) +
effect for 1 rd. Extend Spell (1 rd. to 1 min./level; +2 levels) +
Personal Spell (-1 level) + Sudden Spell (+0 levels)

Spells (Grimoire), p. 247


+ Interrupting Spell (+1 level) + Effect-Specific Spell  Skill enhancement (0 level) + Augment Spell (+1
(single attack only; -2 levels) = 2nd level; one level) + Extend Spell (1 min./level to 1 rd./level; -1
creature within Long range abstains from level)
attacking you for 1 rd. (immediate casting can + Consecrate Spell (+1 level) + Reach Spell (touch to
interrupt the attack). AdorationAPG is also Restricted medium; +1 level) + Delay Spell (next roll; +1 level) +
(access to Charm domain; -1 level) = 1st level. Extend Spell (1 rd./level to 1 rd.; -1 level) + Restricted
SandblastCD: Jet of flame (0 level) + Merciful Spell Spell (access to [good] domain, bloodline, etc.; -1
(+0 levels) + Cascade Spell (inertia; +1 level) + level) = 2nd level; recipient gains sacred bonus
Augment Spell (daze; +2 levels) + Shape Spell (ray to depending on next roll made: +4 to attacks (and
cone; +1 level) + Widen Spell (30 ft. to 15 ft.; -1 level) + damage), +3 to saves, or +1/2 levels (+10 max.) to one
Restricted Spell (access to Desert domain; -1 level) + skill for 1 rd.
Reduce Spell (5d6 to 1d6; -1 level) = 1st level; 15-ft. Saving FinaleAPG: Hand of fate (0 level) + Reach Spell
cone deals 1d6 nonlethal heat and dazes 1 rd. (Fort (touch to close; +1 level) + Quicken Spell (+3 levels) +
half/neg.). Interrupting Spell (+1 level) + Creature-Specific Spell
SandstormSSt: Control winds (6th level) + Cascade (affected by your bardic inspiration; -2 levels) + Effect-
Spell (wisp; +1 level) + Restricted Spell (access to Specific Spell (saving throw only; -2 levels) = 1 st level;
Desert domain; -1 level) = 6 th level; you control winds immediate casting allows an ally affected by one of
(up to windstorm speed) in 40’r.; suspended sand and your inspirations to reroll one save.
dust obstructs vision. ScamperUW: Skill enhancement (Acrobatics; 0 level) +
Sap StrengthBVD: Touch of fatigue (0 level) + Still Cascade Spell (celerity; +1 level) + Reach Spell (touch
Spell (+1 level) + Augment Spell (exhaust; +1 level) = to medium; +1 level) + Quicken Spell (+3 levels) +
2nd level. Extend Spell (1 min./level to 1 rd.; -2 levels) +
Sap StrengthRR2: Attribute boost (Str; 0 level) + Creature-Specific Spell (animal companion, etc.; -2
Cascade Spell (attribute boost: Con; +1 level) + levels) + Augment Spell (+1 level) = 2 nd level; swift
Augment Spell (+2 to +4; +1 level) + Insightful Spell casting grants your animal companion, familiar, etc.
(+1 level) + Personal Spell (-1 level) + Extend Spell (1 +1/2 levels to Acrobatics and +20 ft. speed when
min./level to 1 hr./level; +2 levels) + Cascade Spell moving using Acrobatics. Cf. accelerated movementCAd.
(damage attribute: Str; +1 level) + Cascade Spell (damage ScarifyPC: Spark of life (1st level) + Augment Spell
attribute: Con; +1 level) + Tenuous Spell (all effects end (+1/level; +1 level) + Cascade Spell (whelm; -1 level) =
if either you or victim reduced to 0 hp or below; -1 1st level; subject heals 1d6+1 hp but takes 1d6
level) = 5th level; touch deals 1d4 Str and Con damage, nonlethal damage.
and you gain +4 insight bonus to Str and Con for 1 Scattering TrapPHII: Dimensional skip (1st level) +
hr./level. Shape Spell (target to cubes; +3 levels) + Widen Spell
Savage MawARG: Polymorph (animal; 3rd level) + (10-ft. to 5-ft.; -1 level) + Delay Spell (square stepped
Cascade Spell (skill enhancement: Bluff; +1 level) + on; +1 level) + Variable Spell (random destinations not
Personal Spell (-1 level) + Restricted Spell ([orc] caster; under caster’s control; -1 level) = 3rd level; when
-1 level) = 2nd level; you gain a bite attack and +1/2 triggered, teleports those in area to random
levels (+5 max.) to Bluff for 1 min./level. Swap +2 Str destinations within close range. Numen cost for latent
and natural armor from polymorph for Bleeding Strike. spells applies.
Saving GraceAUG: Resistance (0 level) + Consecrate ScentCD: Alter senses (0 level) + Augment Spell
Spell (+1 level) + Personal Spell (-1 level) = 0 level; you (smell; +1 level) + Extend Spell (1 rd./level to 1
gain a +1 sacred bonus to saves for 1 min./level. hr./level; +3 levels) + Reach Spell (close to touch; -1
Saving GraceDr342: Variable Spell (+1 level): level) = 3rd level; subject gains scent ability. Variants:
 Blessing (0 level) + Augment Spell (+4 total bonus;  Blood scentARG affects 1 creature/3 levels (+2 levels)
+2 levels) + Extend Spell (10 min./level to 1 at close range (+1 level), lasts only 1 min./level (-2
rd./level; -2 levels); or levels), and is Effect-Specific (can only smell
 Resistance (0 level) + Augment Spell (+1 level) + injured living things; -2 levels) = 2nd level (listed as
Extend Spell (1 min./level to 1 rd./level; -1 level); or 3rd).

Spells (Grimoire), p. 248


 BloodhoundAPG, horse’s noseOA, and psionic scentSRD levels) + Reach Spell (close to touch; -1 level) +
add the Personal Spell feat (-1 level) = 2nd level. Manifested Spell (-1 level) + Concentration Spell
 Nose of the ratRR2 has a full-round casting time (-1 (swift action; +3 levels) + Restricted Spell (drow
level) = 2nd level. caster; -1 level) + Reduce Spell (10d6 to 5d6; -1 level) =
 Scent trackerAUG is Personal (-1 level) and lasts only 3rd level; you gain secondary sting attack (as a swift
10 min./level (-1 level) = 1st level. action) for 5d6 piercing plus Fort or stunned 1 rd.
Scent Mask, Drawmij’sGA: Glamer (1st level) + Scramble PortalMP: Dispel (0 level) + Reach Spell
Extend Spell (1 rd./level to 10 min./level; +3 levels) + (touch to close; +1 level) + Augment Spell (change
Reach Spell (close to touch; -1 level) + Reduce Spell destination instead of suppressing; +1 level) + Effect-
(olfactory only; -1 level) = 2nd level; masks scent. Specific Spell (planar travel; -2 levels) + Extend Spell
Variants: (inst. to 1 rd./level; +2 levels) + Variable Spell (no
control over destination; -1 level) = 1 st level (listed as
 Hunter’s StalkRR: Invisibility (2nd level) + Cross-Class
4th); those passing through planar portal arrive on
Spell (+1 level) + Cascade Spell (skill enhancement:
random plane, rather than intended one.
Stealth; +1 level) + Location-Specific Spell
ScreamAUG: Damage attribute (Con; 1st level) + Reach
(wilderness only; -1 level) + Restricted Spell
Spell (touch to close; +1 level) + Cascade Spell (sound
(ranger or access to Hunt domain; -1 level) = 2 nd
lance; +1 level) + Shape Spell (ray to target; +0 levels) +
level; subject is invisible and has no scent in the
Reduce Spell (10d6 to 5d6; -1 level) = 2nd level; damage
wilderness, and gains +1/2 levels (+5 max.) to
cap 5d6 plus 1d4 Con (Fort half/neg.).
Stealth; lasts up to 1 min./level.
Screen: Figment (0 level) + Cascade Spell (glamer; +2
 Negate aromaAPG affects 1 creature/level (+3 levels)
levels) + Selective Spell (+1 level) + Shape Spell
and lasts 1 hr./level (+1 level), but has a full round
(emanation to cubes; +0 levels) + Widen Spell (10 ft. to
casting time (-1 level), is Restricted (ranger or
30 ft. cubes; +2 levels) + Extend Spell (1 rd./level to 1
access to Hunt domain; -1 level), and is effect-
hr./level; +3 levels) + Irresistible Spell (+2 levels) +
specific (olfactory only; -2 levels) = 2nd level (listed
Ritual Spell (-2 levels) = 8th level; conceals actual
as 1st); masks the scent of 1 creature/level.
events in area with illusory ones for 1 hr./level.
 Scent baneAUG lasts only 1 min./level (1st level; listed
Scry BlastAUG2: Bolt of force (2nd level) + Shape Spell
as 0).
(ray to target; +0 levels) + Reach Spell (close to
Scent TrailAPG: Skill enhancement (Survival; 0 level) interplanar; +7 levels) + Location-Specific Spell
+ Cascade Spell (message; +1 level) + Selective Spell (+1 (through scrying sensor; -2 levels) + Tenuous Spell
level) + Extend Spell (1 min./level to 1 hr./level; +2 (ends scrying; -1 level) = 6th level; damage cap 20d6
levels) + Restricted Spell (ranger or access to Animal force (Reflex half) delivered through scrying sensor.
or Travel domain; -1 level) = 3rd level; those you Scry BlastRR2: Bestow feat (Channel Spell; 1st level) +
specify are +1/2 levels (+10 max.) to track you, and Cascade Spell (bestow feat: Sudden Metamagic; +2
you can leave simple messages. levels) + Extend Spell (1 rd./level to 1 min./level; +1
SchismSRD: Bestow feat (Quicken Spell; 1st level) + level) + Mass Effect Spell (1/level; +3 levels) + Ritual
Cross-Class Spell (telepathy; +1 level) + Cascade Spell Spell (full round; -1 level) = 6th level (listed as 5th); you
(bestow feat: Sudden Metamagic; +1 level) + Personal can cast ranged spells through a scying sensor
Spell (-1 level) + Mass Effect Spell (1/3 levels; +2 (subject to Sudden Metamagic (Channel Spell)
levels) = 4th level; during the next 1 rd./level, you can limitations, but CL x as many spells over up to 1
cast up to one spell/3 levels that is automatically min./level or until scrying sensor destroyed).
Quickened, as by the Sudden Metamagic feat (limits Scry LocationCSc: Alter senses (0 level) + Augment
to total spell level, etc. apply). Variants: Spell (vision and hearing; +2 levels) + Reach Spell
 Homunculous shieldTM1 is Necromancy instead of (close to planar; +5 levels) + Extend Spell (1 rd./level
Telepathy. to 1 min./level; +1 level) + Tenuous Spell (sensor can
 Simbul’s spell matrixMF (AKA magic staffTM2) lasts 10 be dispelled or destroyed; 1 level) + Ritual Spell (-2
min./level (+2 levels) = 6th level (listed as 5th). levels) = 5th level (listed as 6th). You gain the ability to
see and hear what goes on at one specific location at
Scorpion TailRE: Invisible needle (0 level) + Cascade
any distance on the same plane.
Spell (inertia; +1 level) + Augment Spell (stun; +3

Spells (Grimoire), p. 249


Scry ReverseAUG2: Scrying (4th level) – Ritual Spell Extend Spell (inst. to 1 min./level; +3 levels) = 7 th level;
(+2 levels) + Creature-Specific Spell (scryer; -2 levels) = you swim at 35 ft., have +8 cover bonus to AC, dispel
4th level (listed as 5th); you can also scry on any fire magic, and attack once/round (ranged touch) for
creature scrying on you. 1d6 bludgeoning/level (max. 20d6).
ScrytalkAUG2: MindlinkSRD (1st level) + Reach Spell Searing Light: Jet of flame (0 level) + Cascade Spell
(close to interplanar; +7 levels) + Location-Specific (light; +1 level) + Reach Spell (touch to medium; +1
Spell (through scrying sensor; -2 levels) + Creature- level) + Consecrate Spell (+1 level) + Positive Spell (+0
Specific Spell (with creature scried only; -2 levels) + levels) = 3rd level; damage cap 5d6, or 15d6 vs.
Ritual Spell (full round; -1 level) = 3 rd level (listed as undead, molds, oozes, etc. (half fire, half holy).
2nd); establish 2-way communication with creature Variants:
scried.  Blazing LightAUG: Jet of flame (0 level) + Consecrate
Sculpt Sound: Glamer (1st level) + Mass Effect Spell Spell (+1 level) + Reach Spell (close to long; +1
(1 creature or object/level; +4 levels) + Extend Spell (1 level) + Empower Spell (+1 level) + Bane Spell
rd./level to 10 min./level; +2 levels) + Restricted Spell (undead: fixed; +0 levels) + Shape Spell (ray to line;
(bard; -1 level) + Reduce Spell (no tactile, olfactory, +1 level) = 4th level (listed as 6 th); damage
visual; -3 levels) = 3rd level. 1.5d6/level (max. 15d6, or 15d8 vs. undead; half
Sea of DustUW: Jet of flame (0 level) + Cascade Spell fire, half holy).
(transmute; +2 levels) + Shape Spell (target to  Lantern LightBED: Jet of flame (0 level) + Consecrate
emanation; +2 levels) + Widen Spell (20’r. to 1 mi.; +6 Spell (+1 level) + Bane Spell (evil: fixed; +0 levels) +
levels) + Residual Spell (+1 level) + Accursed Spell (+1 Concentration Spell (+1 level) + Reduce Spell (5d6
level) + Ritual Spell (-2 levels) + Restricted Spell to 1f6; -1 level) = 1st level; one close ranged touch
(access to Desert domain; -1 level) = 9 th level; heat attack/rd. deals 1d6 (1d8 vs. evil; half fire, half
damage cap 20d6/day (approx. 1d6/hour), dries up holy).
water, creates difficult terrain (sand/silt), etc. in 1-mile  Lesser Searing LightCRB: Jet of flame (0 level) +
radius. Invest 450 x CL numen to maintain effect. Concecrate Spell (+1 level) + Augment Spell (1d6 to
Seal PortalMP: Warding (planar travel; 1st level) + 5d6; +1 level) + Bane Spell (undead, molds, fungi,
Reach Spell (touch to close; +1 level) + Accursed Spell etc.; +0 levels) + Restricted Spell (access to Sun
(+1 level) + Extend Spell (1 min./level to 1 hr./level; +2 domain; -1 level) = 1st level; damage cap 5d6, or
levels) + Item-Specific Spell (planar portal; -2 levels) + 5d8 vs. undead, molds, fungi, etc. (half fire, half
Irresistible Spell (+2 levels) = 5th level (listed as 6th); unholy).
seals off planar portal. Invest 250 x CL numen to  Righteous StrikePC: Jet of flame (0 level) + Consecrate
maintain indefinitely. Spell (+1 level) + Reach Spell (close to touch; -1
Sealed Door, GreaterAUG: Shaping (2nd level) + level) + Channel Spell (+1 level) + Bane Spell (evil;
Selective Spell (+1 level) + Widen Spell (1 cu. ft./level +0 levels) + Cascade Spell (bestow feat: Blinding
to 8 cu. ft./level; +1 level) + Cascade Spell (touch of Strike; +1 level) + Augment Spell (BAB +6 effects;
adamantineBED; +2 levels) + Cascade Spell (spell +1 level) + Restricted Spell ([good] caster; -1 level)
resistance; +5 levels) + Object-Specific Spell (door or = 2nd level; damage cap +5d6 (+5d8 vs. evil), half
portal; -2 levels) + Ritual Spell (full round; -1 level) = fire, half holy, and blinds 1 rd./level (Fort dazzled).
8th level (listed as 5 th); door of up to 8 cu. ft./level seals  Sacred FlamePH5: Jet of flame (0 level) + Consecrate
into surrounding walls, gains hardness and hp of Spell (+1 level) + Shape Spell (ray to target; +0
adamantine, and gains SR; can be unsealed for 1 rd. levels) = 1st level (listed as 0); damage cap 5d6 (half
by designated creature(s) by password. Invest 400 x fire, half holy; Reflex half).
CL numen to maintain (as latent spell).
Sebaceous TwinPF119: Damage attribute (Con; 1st level)
SeamantleAPG: Mage armor (1st level) + Variable
+ Cascade Spell (sickening touch; +1 level) + Extend
Spell (shield bonus; +1 level) + Augment Spell (+4 to
Spell (inst. to 1 rd./level; +2 levels) = 3 rd level; half-
+8; +2 levels) + Extend Spell (1 hr./level to 1 min./level;
formed parasitic twin deals 1d4 Con/rd. for 1
-2 levels) + Cascade Spell (celerity: swim speed; +1
rd./level, and the victim is sickened (Fort half/neg.).
level) + Personal Spell (-1 level) + Cascade Spell (dispel
SeclusionTM2: Dimensional pocket (1st level) + Cross-
magic; +3 levels) + Effect-Specific Spell (fire spells only;
Class Spell (divine; +1 level) + Variable Spell (opening
-2 levels) + Cascade Spell (energy mace; +1 level) +

Spells (Grimoire), p. 250


can be mobile with caster, immobile in space, or both; Location-Specific Spell (ethereal plane; -2 levels) +
+1 level) + Widen Spell (1 lb./level to 27 lbs./level; +2 Ritual Spell (1 hour; -2 levels) = 6 th level (listed as 5th).
levels) + Extend Spell (1 hr./level to 1 min./level; -1 Invest 11,880 numen (6th level x CL 11th x 900 for
level) = 4th level (listed as 6th); willing or helpless command-word activation to return chest x 1/5 for
subject can be hidden in extradimensional space. single return) while chest is ethereal.
Second ChanceSRD: Hand of fate (0 level) + Mass Secret Page: Glamer (1st level) + Reach Spell (close
Effect Spell (1 roll/level; +4 levels) + Delay Spell (swift to touch; -1 level) + Variable Spell (disguise and
action; +3 levels) + Interrupting Spell (+1 level) + undisguised page at will; +1 level) + Extend Spell (1
Personal Spell (-1 level) + Restricted Spell (seer or rd./level to 1 hr./level; +3 levels) + Allows Spell
access to Fate domain; -1 level) = 6 th level (listed as Switching (ad hoc +2 levels) + Ritual Spell (-2 levels) +
5th); you can reroll up to 1 roll/level, each as an Reduce Spell (visual only; -1 level) = 3 rd level, but
immediate action. requires 150 x CL numen investiture if lasts more than
Second WindBED: Skill enhancement (Endurance; 0 1 hr./level.
level) + Cascade Spell (celerity; +1 level) + Extend Spell Secret SignsCA: Mindlink (1st level) + Silent Spell (+1
(1 min./level to 1 hr./level; +2 levels) = 3 rd level level) + Still Spell (+1 level) + Extend Spell (1
(paladin 1st); subject +1/2 levels to Endurance checks min./level to 1 round; -2 levels) = 1st level.
and +30 ft. to land speed. Variants: Secure CorpseBED: Dimensional pocket (1st level) +
 Lively stepPGF also includes Shape Spell (target to Widen Spell (1 lb./level to 27 lbs./level; +3 levels) +
emanation; +2 levels) + Personal Spell (-1 level) + Cascade Spell (gentle repose; +2 levels) = 6th level;
Tenuous Spell (ends if stop moving and do other corpse is transferred to extradimensional pocket,
stuff; -1 level) + Ritual Spell (full round; -1 level) = where it is in stasis; invest numen (as for a latent spell)
2nd level; those within 20 ft. of you gain +20 ft. to maintain effect beyond 1 hr./level.
speed, +1/2 levels (+5 max.) to Endurance. Secure Shelter, Leoumnd’s: Creation (wood, sod, or
 RunUA1 affects 1 subject/3 levels (+2 levels), is stone; 1st level) + Variable Spell (other building
Effect-Specific (applies to strenuous exercise only; - materials; +1 level) + Cascade Spell (shaping; +2 levels)
2 levels), and requires a full round casting (-1 + Object-Specific Spell (cottage only; -2 levels) +
level) = 2nd level (listed as 1st); one subject/3 levels Extend Spell (1 hr./level to 2 hrs./level; +1 level) +
gains +20 ft. speed, and +1/2 levels (+5 max.) to Widen Spell (1 cu. ft./level to 216 cu. ft./level.; +3
base time spent hustling and to checks to resist levels) + Cascade Spell (arcane lock; +2 levels) +
fatigue at end of base time. Cascade Spell (alarm; +1 level) + Cascade Spell (unseen
 Tern’s persistenceSW lasts 2 hrs./level (+1 level) but is servant; +1 level) + Location-Specific Spell (arcane lock
Effect-Specific (exertion and overland movement only on door and shutters, alarm only on door,
only; -2 levels) = 2nd level (ranger 0); target +1/2 shutter, chimney; -2 levels) + Ritual Spell (-2 levels) =
levels (+5 max,) to endurance to continue exertion, 5th level; creates 20-ft. square x 10-ft.-tall cottage with
and overland movement is at +2 mph. walls 3 inches/2 levels thick, door and shutter arcane
 Traveler’s mountCD is Creature-Specific (mount locked and warded by alarm. Craft (construction) check
only; -2 levels), Tenuous (effect ends if mount needed to shape cottage; spell provides no bonus.
attacks; -1 level), and Augmented (+10’ to +30’; +1 Seed of UndeathCM: Lesser animate dead (2nd level) +
level) = 1st level; mount gains +30 ft. to speed and Augment Spell (CR 2; +2 levels) + Delay Spell (until
+1/2 levels (+5 max.) to Endurance. dies; +1 level) + Ritual Spell (full round; -1 level) = 4 th
 Unfailing enduranceS&M incorporates bear’s level; subject rises as zombie (max. CR 2) 1 rd. after
enduramce instead of celerity (+1 level), affects 1 dying (you must invest 200 x CL numen to maintain
creature/level (+3 levels), lasts 2 hrs./level (+1 the latent effect). Variants:
level), and has a full round casting time (-1 level) =  Greater Seed of UndeathCM: Lesser animate dead (2nd
7th level (listed as 4th); +4 enhancement to Con, with level) + Reach Spell (touch to close; +1 level) +
an additional +1/2 levels to Endurance. Shape Spell (target to emanation; +2 levels) +
Secret Chest, Leomund’s: Dimensional skip (1st level) Widen Spell (20’r. to 40’r.; +1 level) + Delay Spell
+ Widen Spell (10 lbs./level to 270 lbs./level; +3 levels) (upon dying; +1 level) = 7th level; those who die
+ Reach Spell (close to interplanar; +6 levels) + within area while you maintain the effect rise 1 rd.

Spells (Grimoire), p. 251


later as zombies (max. CR ½). Maintenance  Acidic CurseAUG2: Acid splash (0 level) + Cascade
requires you to invest 350 x CL numen. Spell (alter senses; +1 level) + Augment Spell
 Murder House (from American Horror Story): Lesser (vision; +1 level) + Hex Spell (+0 levels) + Tenuous
animate dead (2nd level) + Accursed Spell (+1 level) + Spell (-1 level) = 1st level; damage cap 5d6 acid plus
Augment Spell (CR 8; +4 level) + Shape Spell blinded 1 rd./level (Fort half/neg., save each round
(target to cubes; +2 levels) + Widen Spell (10-ft. to to end blindness).
30-ft. cubes; +2 levels) + Ritual Spell (-2 levels) = 9 th  Brow GasherUC: Bestow feat (Bleeding Strike; 1st level)
level; those who die within area rise as + Extend Spell (1 rd./level to 1 rd.; -1 level) +
uncontrolled ghosts (max. CR 8) bound to location. Cascade Spell (alter senses; +1 level) + Channel Spell
Requires 450 x CL numen; ends if structure is (+1 level) = 2nd level; next hit deals 1d4 bleed
destroyed or ground is hallowed. damage and dazzles target (due to blood in eyes) 1
 Undeath after DeathMF is Augmented to CR 10 (+4 rd./level.
levels) and requires a full ritual casting (-1 level) =  EyeburstRR2: Jet of flame (0 level) + Cascade Spell
7th level; after it dies, subject rises as a juju zombie (bestow feat: Blinding Strike; +2 levels) + Augment
of up to CR 10. Cf. Raymond Feist, Silverthorn. Spell (BAB +16 effects; +3 levels) + Irresistible Spell
Seek the SoullessAUG: Jet of flame (0 level) + (+2 levels) = 7th level; damage cap 20d6 fire and
Consecrate Spell (+1 level) + Shape Spell (ray to cone; permanently blinded (Fort half/dazzled 16 rds., no
+1 level) + Widen Spell (30 ft. to 60 ft.; +1 level) + SR) at close range.
Selective Spell (+1 level) + Irresistible Spell (+2 levels)  MudballAUG: Energy mace (0 level) + Cascade Spell
+ Reduce Spell (15d6 to 10d6; -1 level) = 5th level (alter senses; +1 level) + Augment Spell (vision; +1
(listed as 3rd); 5d6 fire and 5d6 holy damage (no SR) level) + Hex Spell (+0 levels) + Manifested Spell (-1
vs. selected targets in cone (usu. constructs, fey, level) = 1st level; damage cap 5d6 bludgeoning plus
outsiders, plants, undead). blinded 1 rd./level as Close ranged attack.
Seek ThoughtsAPG: Detection (thought; 2nd level) +  Righteous SmiteBED: Bolt of force (2nd level) +
Effect-Specific Spell (thoughts about specific topic Consecrate Spell (+1 level) + Bane Spell (evil: fixed;
only; -2 levels) + Shape Spell (cone to emanation; +1 +0 levels) + Cascade Spell (alter senses; +1 level) +
level) + Widen Spell (20’r. to 40’r.; +1 level) + Augment Spell (vision; +1 level) + Hex Spell (+0
Concentration Spell (standard to swift; +1 level) = 3 rd levels) + Shape Spell (ray to spread; +2 levels) = 7 th
level. level; damage cap 15d6 (15d8 vs. evil; half force,
SeekerAUG: Blessing (0 level) + Augment Spell (+1 half holy) plus blinded 1 rd./level.
level) + Personal Spell (-1 level) + Sudden Spell (+0 Semblance of LifeME: Spark of life (1st level) +
levels) = 0 level; swift action grants you +2 to attacks Cascade Spell (inertia; +1 level) + Augment Spell
and damage that round. (daze; +2 levels) + Threnodic Spell (+0 levels) + Reach
Seeming of FormAUG2: Glamer (1st level) + Extend Spell (touch to medium; +1 level) + Shape Spell (target
Spell (1 rd./level to 1 hr./level; +4 levels) + Reach Spell to burst; +2 levels) + Lingering Evocation (+2 levels) +
(close to touch; -1 level) + Ritual Spell (-2 levels) + Reduce Spell (20d6 to 5d6; -3 levels) = 6 th level;
Augment Spell (+1 level) = 3rd level (listed as 2nd); undead in 20’r. take 5d6 positive energy plus 4d6/rd.,
object appears as different object to all senses, and are dazed 1 rd.
including tactile. Sending, MirrorBVD: Alter senses (0 level) +
Seething EyebaneBVD: Acid splash (0 level) + Splash Augment Spell (+1 level) + Cascade Spell (figment; +1
Evocation (+0 levels) + Cascade Spell (bestow feat: level) + Reach Spell (close to interplanar; +6 levels) +
Blinding Strike; +2 levels) + Augment Spell (BAB +16 Extend Spell (1 rd./level to 1 rd.; -1 level) +
effects; +3 levels) + Reach Spell (close to touch; -1 Concentration Spell (standard; +1 level) + Location-
level) + Cascade Spell (damage attribute: Con; -1 level) = Specific Spell (subject must be looking into a mirror; -
3rd level (listed as 1st); touch deals up to 10d6 acid plus 2 levels) + Ritual Spell (-2 levels) = 4 th level. You gain
permanently blinds (Fort half/dazzled 16 rds.), and 1 the ability to observe one creature (and 10’r. around
hp splash damage in 5’r. Caster takes 1d4 Con it) through a mirror, and an illusion of you in the
damage. Variants: mirror can relay a brief message.

Spells (Grimoire), p. 252


Sending, FalseBVD: Sending (q.v.; 4th level) + Cascade or Tiny bird and can see through its eyes (up to ¼
Spell (glamer; +1 level) + Cascade Spell (skill mile/level) if it remains outdoors.
enhancement: Perform; +1 level) = 6 th level; as sending,  Chain of EyesCD: Alter senses (0 level) + Augment
but you are disguised as and impersonate another Spell (vision; +1 level) + Reach Spell (close to
creature with +1/2 levels (+10 max.) to your Perform touch; -1 level) + Extend Spell (1 rd./level to 1
(acting) check. hr./level; +3 levels) + Variable Spell (swap
Sending, ThoughtwaveTM2: Mindlink (1st level) + creatures by touch; +1 level) = 4 th level; you can see
Mass Effect Spell (+1 to 1/level; +2 levels) + Reach through subject’s eyes (after touch; Will neg.). Each
Spell (close to planar; +5 levels) + Extend Spell (1 time subject touches someone else, you can choose
min./level to 1 rd./level; -1 level) + Sudden Spell (+0 to transfer the effect to that creature.
levels) + Restricted Spell (access to Community or  Eyes of the ZombieBVD: Alter senses (0 level) +
Mind domain; -1 level) = 6th level (listed as 5th); as a Augment Spell (vision; +1 level) + Reach Spell
swift action, you send an instantaneous message (close to line of sight; +3 levels) + Extend Spell (1
(your location and mental state) to up to 1 rd./level to 1 hr./level; +3 levels) + Creature-
creature/level on the same plane. Specific Spell (scrying sensor is a zombie you
Sense DangerME: Bestow feat (Alterness; 1st level) + animated and control; -2 levels) + Ritual Spell (-2
Augment Spell (Perception 16 ranks effects; +4 levels) levels) = 3rd level; you see through the eyes of a
+ Cascade Spell [(bestow feat: Quicken Spell; +1 level) + zombie you animated (must remain within ¼
Cascade Spell (bestow feat: Interrupting Spell; +1 level) mile/level).
+ Cascade Spell (bestow feat: Sudden Metamagic; +1  Insect SpiesUI: Summon (1st level) + Cascade Spell
level) + Effect-Specific Spell (see below; -2 levels)] + (mindlink; +2 levels) + Mass Effect Spell (1 rd./level
Extend Spell (1 rd./level to 10 min./level; +2 levels) + to 10 min./level; +2 levels) + Ritual Spell (full
Personal Spell (-1 level) = 7th level (listed as 3rd), you round; -1 level) = 4 th level; 1 Fine beetle/3 levels
gain uncanny dodge, can act during surprise rounds, obeys your telepathic instructions for up to 10
can automatically Quicken one or more spells during min./level, reports back what it senses. Greater
surprise round (or first round of encounter, if no insect spiesUI Cascades alter senses (+1 level) +
surprise round). Augment Spell (vision; +1 level) + Augment Spell
Sense FearHA: Detection (fear; 2nd level) + Shape Spell (other senses; +1 level) = 7th level; you can receive
(cone to emanation; +1 level) + Reach Spell (close to the insects’ visual, auditory, and olfactory input.
personal; -1 level) + Extend Spell (conc. to 10  Rat visionDLM is similar to buzzard eyesDLM (see
min./level; +3 levels) + Personal Spell (-1 level) = 4th above), but is Irresistible (not blocked by earth or
level (listed as 2nd); presence, number, location and stone; +2 levels), only Long range (-2 levels), and
intensity for each affected creature. has different particulars = 3rd level (listed as 1st);
Sense LinkSRD: Alter senses (0 level) + Variable Spell you control a Small or Tiny rodent and can see
(choose sense at time of casting; +1 level) + Reach through its eyes with low-light vision (up to 400 ft.
Spell (close to medium; +1 level) + Augment Spell (+1 + 40 ft./level away from you) if it remains indoors/
level) + Concentration Spell (standard; +1 level) + underground.
Location-Specific Spell (targeted creature; -2 levels) =  Share huskMF is similar to witnessUM (see below), but
1st level; with concentration, you can see, hear, smell, is Creature-Specific (animal; -2 levels), Cascades
or taste (choose one at time of casting) what target skill enhancement (Perception; +1 level), and the
does, at up to Medium range. Variants: Restriction is different (access to Animal domain; 1
 Buzzard EyesDLM: Dominate animal (2nd level) + level) = 2nd level.
Creature-Specific Spell (Small or Tiny bird; -2  Soul ScrySRD: Alter senses (0 level) + Augment Spell
levels) + Cascade Spell (alter senses; +1 level) + (other senses; +1 level) + Augment Spell (one
Augment Spell (vision; +1 level) + Reach Spell sense/3 levels; +2 levels) + Reach Spell (close to
(close to line of sight; +3 levels) + Extend Spell (1 interplanar; +6 levels) + Extend Spell (1 rd./level to
rd./level to 10 min./level; +2 levels) + Pacific Spell (- 1 min./level; +1 level) + Creature-Specific Spell (see
2 levels) + Location-Specific Spell (outdoors; -2 below; -2 levels) + Ritual Spell (full round; -1 level)
levels) = 3rd level (listed as 1st); you control a Small = 7th level (listed as epic); for 1 min./level, you gain

Spells (Grimoire), p. 253


all sensory input of of one sentient individual with Spell (aura lingering time: days to years; ad hoc +4
which you are familiar, regardless of range. levels) + Ritual Spell (-2 levels) + Restricted Spell
 Spy sensesRR2 is as soul scrySRD (see above), but (access to clairsentience discipline; -1 level) = 3rd level
involves a full ritual casting (-1 level) and requires (listed as 2nd); 1st round—presence/absence of
Standard concentration (-2 levels) to maintain = 4 th significant events involving strong emotions, 2 nd
level. round—general type(s), 3rd round—hazy vision of
 Spider HandBVD: Summon (crab spider; 1st level) + event begins, lasts as long as event did with
Cascade Spell (alter senses; +1 level) + Augment continued concentration. Variants:
Spell (vision; +1 level) + Reach Spell (close to long;  Location LoresightAUG: Augury (2nd level) + Variable
+1 level) + Extend Spell (1 rd./level to 1 rd.; -1 Spell (fact not already known; +1 level) + Location-
level) + Concentration Spell (standard; +1 level) + Specific Spell (20’r. around you; -2 levels) = 1st
Ritual Spell (full round; -1 level) = 3 rd level (listed level; you learn 1 piece of information about
as 1st); you can see through the eyes of a Small location you are in: when constructed, last one to
summoned spider, control it with concentration. pass through, last occupant, one magical property,
 WitnessUM: Alter senses (0 level) + Augment Spell etc. (one-word answer only).
(vision; +1 level) + Augment Spell (multiple senses;  For thought captureTM2, change the restriction to
+1 level) + Reach Spell (close to long; +1 level) + Akashic or Oracular mystery or Mind domain.
Extend Spell (1 rd./level to 1 rd.; -1 level) +
Sepia Snake Sigil: Damage attribute (Dex; 1st level) +
Concentration Spell (partial action; +2 levels) +
Augment Spell (+3d4; +3 levels) + Delay Spell (until
Restricted Spell (bard, witch, or access to
text read; +1 level) + Ritual Spell (-2 levels) = 3 rd level;
Inquisition domain; -1 level) = 3rd level; see, hear,
4d4 Dex damage (Reflex half, paralyzed at 0). Note
and smell through subject’s eyes, ears, and nose (at
the numen investiture cost for latent spells.
up to long range) or yours, switching back and
Sequester: Warding (divinations; 1st level) + Cascade
forth as a partial action.
Spell (glamer; +2 levels) + Augment Spell (invisibility;
Sernse the UnwantedRR: Scrying (4th level) + +1 level) + Cascade Spell (time hopSRD; +4 levels) +
Augment Spell (vision and hearing; +1 level) + Pacific Spell (-2 levels) = 6 th level; subject cannot act, is
Concentration Spell (standard; +1 level) + Location- undetectable by divinations and sight.
Specific Spell (can only scry into a forest; -2 levels) + SerenityUM: Whelm (0 level) + Reach Spell (close to
Restricted Spell (access to Plant domain; -1 level) = 3 rd medium; +1 level) + Mass Effect Spell (1 crt./level; +3
level (listed as 1st); you can scry into forest (audio and levels) + Extend Spell (1 rd. to 1 rd./level; +1 level) +
visual effects) for as long as you concentrate, Creature-Specific Spell (attempting harm; -2 levels) =
redirecting area viewed, +1 rd./level (static location) 3rd level; damage cap 10d6. Affected creatures take
thereafter. 1d6 nonlethal/level (max. 10d6, Will half) during any
Sense WeaknessME: Bestow feat (Improved Critical; round in which they attempt to harm another
st
1 level) + Augment Spell (BAB +11 effects; +3 levels) creature.
+ Effect-Specific Spell (confirmation only; -2 levels) + Serpent MuseBotD: Slow (q.v.; 3rd level) + Cascade
Delay Spell (swift action; +3 levels) + Extend Spell (1 Spell (ray of entropy; +1 level) + Shape Spell (ray to
rd./level to 1 rd.; -1 level) = 4th level (listed as 2nd); as target; +0 levels) + Mass Effect Spell (1/level; +3 levels)
swift action, subject can auto-confirm crit threat rolled + Restricted Spell (access to Scalykind domain; -1
(and possibly others, for 1 rd). level) + Reduce Spell (15d6 to 10d6; -1 level) = 5th level;
Sense Weakness, SuddenME: Bestow feat (Improved one target/level takes 10d6 necrotic damage and is
Critical; 1st level) + Augment Spell (BAB +11 effects; +3 slowed 1 rd./level (Fort half/neg.).
levels) + Effect-Specific Spell (confirmation only; -2 Serpent’s StareRR2: Compel (do nothing; 2nd level) +
levels) + Extend Spell (1 rd./level to 1 min./level; +1 Still Spell (+1 level) + Concentration Spell (standard;
level) + Personal Spell (-1 level) + Sudden Spell (+0 +1 level) + Pattern Spell (gaze; -1 level) + Expedient
levels) = 2nd level; as a swift action, you can auto- Spell (individual HD; -1 level) = 2nd level; one creature
confirm crit threat rolled (and possibly others). of up to 6 HD is dazed while you concentrate, as long
Sensitivity to Psychic ImpressionsSRD: Detection as it can see you.
(lingering thoughts/memories; 2nd level) + Extend

Spells (Grimoire), p. 254


Sessile SpiritOcA: Hedge (possessing spirits; 2nd level) (inst. to 1 hr./level; +5 levels) + Accursed Spell (+1
+ Shape Spell (emanation to target; -1 level) + Reach level) + Ritual Spell (-2 levels) + Effect-Specific Spell
Spell (touch to medium; +2 levels) = 3 rd level; (familiar or companion bond; -2 levels) + Cascade
neutralizes spirit(s) inihabiting or possessing one Spell (extended sickening touch; -2 levels) = 6th level;
creature or object for 1 rd./level. ritual breaks bond with familiar, animal companion,
Sevant HordeOA: Unseen servant (1st level) + Mass bonded item, etc., which then hates its former master
Effect Spell (1/level; +4 levels) = 5th level. (if alive). Caster is sickened 1 hr./level, can invest 300
Seven-EyesS&M: See invisibility (q.v.; 2nd level) + x CL numen to make curse permanent (master can
Extend Spell (10 min./level to 1 rd./level; -2 levels) + gain another bonded companion, however). Cf.
Cascade Spell [(bestow feat: Alertness; 1st level) + unbondMW.
Augment Spell (8 ranks effects; +2 levels) + Effect- Shade’s SightRR: Alter senses (0 level) + Augment
Specific Spell (impr. uncanny dodge; -2 levels)] + Spell (vision; +1 level) + Extend Spell (1 rd./level to 10
Cascade Spell (warding: enchantment; +1 level) + min./level; +2 levels) + Location-Specific Spell (see out
Cascade Spell (warding: death effects; +1 level) + of contiguous shadows only; -2 levels) = 1 st level;
Cascade Spell (deflection; +1 level) + Cascade Spell subject can see out of shadows within Close range as
[(inure; +1 level) + Variable Spell (1 st energy type if standing in them. Cf. Lorloveim’s creeping shadowTM2.
affected by; +1 level)] + Variable Spell (1 attack/rd.): Shadow BindingCA: Bind (0 level) + Cascade Spell
 Eye of the Mind: Charm person (+1 level); 1d6 (inertia; +1 level) + Augment Spell (daze; +2 levels) +
+1/level Cha penalty for 1 hr./level (Helpful at 1). Shape Spell (target to burst; +2 levels) + Widen Spell
 Eye of the Sword: Lesser magic missile (+1 level); up (20’r. to 10’r.; -1 level) + Shadow Spell (-1 level) = 3 rd
to 13 missiles for 2d6 force each (Reflex half). level; 10’r. burst dazes 1 rd. and entangles 1 rd./level.
 Eye of the Mage: Shaped (line) electric arc (+1 (20% real if disbelieved).
level); damage cap 20d6 electricity. Shadow Blade TechniqueToB: Hand of fate (0 level) +
 Eye of Venom: Damage attribute (Con; +1 level) + Channel Spell (+1 level) + Variable Spell (+1 level):
Reach Spell (+1 level) + Resistible Spell (save neg.; - Selective Spell (+1 level) or Cascade Spell (channeled
1 level) = +1 level; 1d4 Con damage (Fort neg.). ray of frost; +1 level) + Effect-Specific Spell (attack roll;
 Eye of the Spirit: Enervation (4th level) + Reduce 2 levels) = 1st level; roll attack roll twice, and either use
Spell (1d4 to 1; -3 levels) = +1 level; bestows 1 the higher roll, or use the lower roll and deal +1d6
temp. negatve level. cold/level (+5d6 max.).
 Eye of Artifice: Dispel (0 level) + Reach Spell (touch Shadow BoltDr181: Energy mace (0 level) + Cascade
to close; +1 level) = +1 level; ray dispels 1 effect. Spell (topple; +1 level) + Reach Spell (close to long; +1
 Eye of Stone: Damage attribute (Dex; +1 level) + level) + Shadow Spell (evocation; +0 levels) = 2 nd level
Reach Spell (+1 level) + Resistible Spell (save neg.; - (listed as 3rd); damage cap 10d6 budgeoning plus
1 level) = +1 level; 1d4 Dex damage (Fort neg.). knocked prone; 10% real if disbelieved.
Shadow Bolt, Dar’Tan’sRR: Ray of entropy (1st level)
+ Concentration Spell (standard; +1 level) + Tenuous
+ Reach Spell (close to medium; +1 level) + Shape
Spell (each attack can be used only once; -1 level) = 7 th
Spell (ray to target; +0 levels) + Concentration Spell
level; effects as shown.
(standard action; +1 level) = 3rd level; damage cap
SeverRR: Ray of obliviousness (1st level) + Reach Spell
10d6 negative energy (Fort half) to 1 target/rd. while
(close to medium; +1 level) + Mass Effect Spell (also
you concentrate.
Cha; +1 level) + Shape Spell (ray to target; +0 levels) +
Shadow CacheMP: Dimensional skip (1st level) +
Concentration Spell (standard; +1 level) + Augment
Widen Spell (10 lbs./level to 80 lbs./level; +2 levels) +
Spell (+15 to +20; +1 level) = 5th level (listed as 7th);
Item-Specific Spell (nonliving objects only; -2 levels) +
1d6+1/level (+20 max.; Intuition half) penalty to Wis
Reach Spell (close to interplanar; +6 levels) + Location-
and Cha (may prevent casting of divine spells,
Specific Spell (Plane of Shadow; -2 levels) + Ritual
channeling, etc.) while you concentrate and 1 rd./level
Spell (full round; -1 level) + Tenacious Spell (+1 level)
thereafter.
+ Tenuous Spell (item goes missing 10%/day; -1 level)
Sever SpiritUW: Dispel (0 level) + Cascade Spell
= 4th level (listed as 3rd). Invest 5,040 numen (4th level x
(compel; +3 levels) + Reach Spell (touch to medium; +1
CL 7th x 900 for command-word activation to return
level) + Irresistible Spell (+2 levels) + Extend Spell
item x 1/5 for single return) while item is stashed, or

Spells (Grimoire), p. 255


until it is lost; you can immediately re-invest the Shadow EnginesTM2: Energy mace (0 level) +
numen, without the need to cast the spell again, if you Variable Spell (versatile evocation; +1 level) + Splash
choose to resend it. Evocation (+0 levels) + Reach Spell (close to long; +1
Shadow CanopyRF: Gloom (0 level) + Variable Spell level) + Ray Splitting (+1 level) + Shadow Spell (+0
(+1 level): levels) + Concentration Spell (partial action; +2 levels)
 Shape Spell (emanation to wall; +0 levels) + Widen = 5th level (listed as 7th); up to four quasi-real (40%)
Spell (10-ft. squares to 30-ft. squares; +2 levels) siege engines deal 17d6 total/rd. with ranged rouch
 Widen Spell (20’r. to 60’r.; +2 levels) + Reduce Spell attacks (divide damage among attacks), plus 5 splash
(3 steps to 1 step; -2 levels) damage to adjacent squares, while you concentrate.
Shadow Evocation: Shadow conjuration (q.v.; 4th
+ Reach Spell (touch to medium; +1 level) + Extend
level) + Cross-Class Spell (+1 level) = 5th level; effects
Spell (1 rd./level to 1 hr./level; +3 levels) + Ritual Spell
are 40% real.
(full round; -1 level) = 6th level; 60’r., 30-ft. high ring of
supernatural darkness (3 steps) encircles area of  Greater shadow evocation is Augmented from 40% to
gloom (1 step light reduction). 60% (7th level). AKA shade evocationRR.
Shadow ChainsRR2: Bind (0 level) + Augment Spell  Minor shadow evocationRR is Reduced to 20% real (3rd
(grapple; +2 levels) + Mass Effect Spell (1/3 levels; +2 level).
levels) + Extend Spell (1 rd./level to 1 hr./level; +3 Shadow FormCAd: Skill enhancement (Escape Artist; 0
levels) = 7th level (listed as 4th); up to 1 creature/3 level) + Cascade Spell (skill enhancement: Stealth; +1
levels are treated as if grappling one another for up to level) + Cascade Spell (blur; +2 levels) = 3rd level (listed
1 hr./level. as 5th); subject gains concealment, +1/2 levels to
Shadow Conjuration: Bestow feat (Magical Talent; Escape Artist and Stealth checks for 1 min./level.
st
1 level) + Variable Spell (choose spell at time of Shadow GarroteToB: Ray of entropy (1st level) +
casting; +1 level) + Cascade Spell (bestow feat: Quicken Cascade Spell (inertia; +1 level) = 2nd level (listed as
Spell; +1 level) + Cascade Spell (bestow spell: Sudden 3rd); ranged touch deals up to 5d6 negative energy
Metamagic; +1 level) + Extend Spell (1 rd./level to 1 plus flat-footed 1 rd. Shadow nooseToB is Augmented
min./level; +1 level) + Personal Spell (-1 level) + (stunning; +3 levels) and Creature-Specific (flat-
Sudden Spell (+0 levels) + Interrupting Spell (+1 level) footed; -2 levels) = 3rd level (listed as 6th); damage cap
+ Shadow Spell (1 level) = 4th level; swift casting 10d6 plus stunned 1 rd.
allows you to immediately cast any [creation] or Shadow GauntletDR181: Variable Spell (+1 level):
[summoning] spell of a level you can normally cast  Celerity (0 level) + Cascade Spell (sickening touch; +1
(likewise quickened if spell level is within the Sudden level) + Reach Spell (touch to close; +1 level) +
Metamagic limits), but created object(s) or summoned Augment Spell (ailing; +1 level) = +3 levels; -60 ft.
creature(s) are only 30% real. to speed and ailing 1 rd./level.
 Greater shadow conjuration is Augmented: 30% to  Energy mace (0 level) + Ray Splitting (+1 level) +
60% real (+3 levels) = 6th level. Shades (9th level) is Irresistible Spell (+2 levels) = +3 levels; damage cap
augmented 3 more steps, to 90%. 21d6 bludgeoning, divided among attacks.
 Minor shadow conjurationRR (2nd level) is instead  Deflection (0 level) + Cascade Spell (inure; +1 level)
Reduced from 30% to 10% (-2 levels). + Mass Effect Spell (1 damage type/3 levels; +2
 Shades (9th level) mimics spell of 8th level or less, levels) = +3 levels; +2 deflection to AC and DR
and effects are 80% real. 25/adamantine (30 at CL 12 th, 35 at 14th, and 40 at
Shadow DoorPH1: Glamer (1st level) + Cascade Spell 16th), plus like resistance to force (CL 12 th), sonic
(skill enhancement: Stealth; +1 level) + Augment Spell (CR 15th) and negative energy (18th).
(invisibility; +1 level) + Personal Spell (-1 level) + + Concentration Spell (swift action; +3 levels) +
Cascade Spell (figment; +1 level) + Variable Spell Shadow Spell (-1 level) = 6th level; choose function
(scripted; +1 level) + Silent Spell (+1 level) = 5 th level; each round as a swift action (effects are only 50% real
you become invisible 1 rd./level, and leave behind if disbelieved).
illusion of you stepping through a door that suddenly Shadow HandDr181: Bolt of force (2nd level) + Cascade
appears (illusion of empty 10 ft. x 10 ft. room beyond). Spell (celerity; +1 level) + Ray Splitting (+1 level) +
Concentration Spell (swift; +3 levels) + Shadow Spell

Spells (Grimoire), p. 256


(1 level) + Reduce Spell (20d6 to 15d6 and 70’ to 50’; 1 level) + Shape Spell (ray to burst; +2 levels) + Widen
level) = 5th level; damage cap 20d6 force plus -50 ft. to Spell (20’r. to 5’r.; -2 levels) + Shadow Spell (-1 level) =
speed (both divided among ranged touch attacks), 4th level (listed as 2nd); 1d4 Dex damage and dazed 1
and effects only 40% real if disbelieved. round (Fort half/neg.; 30% real if disbelieved) in 5’r.
Shadow InvasionPnA: Enhancement (2nd level) + burst.
Effect-Specific Spell (effects of disbelieved Shadow Shadow StepUM: Dimensional skip (1st level) + Reach
spells; -2 levels) + Cascade Spell (gloom; +1 level) + Spell (close to medium; +1 level) + Personal Spell (-1
Shape Spell (target to emanation; +2 levels) + Cascade level) + Location-Specific Spell (between areas of
Spell (summon; +1 level) + Augment Spell (CR 6 kyton; darkness or dim light only; -1 level) = 0 level (listed as
+3 levels) + Kindred Summon (40%; -3 levels) = 4 th 4th).
level; for 1 rd./level, 20’r. area has decreased Shadow StrikeRR: Bestow feat (Unstoppable Strike;
illumination (2 steps), enhanced effects of Shadow 1st level) + Still Spell (+1 level) + Mass Effect Spell (also
Spells (+5%/4 levels), and a kyton has a 40% chance of Fell Shot; +1 level) + Shape Spell (target to spread; +2
stepping through. levels) + Creature-Specific Spell (vs. single target; -2
Shadow of DenevRR2: Metaphysical feat (Ritual Spell; levels) = 3rd level; attacks from within 20 ft. of target
st
1 level) + Reach Spell (touch to close; +1 level) + are against its touch AC for 1 rd./level.
Effect-Specific Spell (arcane spells only; -1 level) + Shadow VeilCM: Alter senses (0 level) + Augment
Shape Spell (target to emanation; +2 levels) + Widen Spell (vision; +1 level) + Hex Spell (+0 levels) + Extend
Spell (20’r. to 40’r.; +1 level) + Extend Spell (1 rd./level Spell (1 rd./level to 1 rd.; -1 level) = 0 level; target
to 1 min./level; +1 level) + Mass Effect Spell (+2 levels) within Close range is blinded 1 rd. (Intuition neg.).
+ Ritual Spell (full round; -1 level) + Restricted Spell Shadow Walk: Dimensional skip (1st level) + Variable
(druid or access to Time domain; -1 level) = 5th level; Spell (+1 level):
increases casting times of arcane spells in mobile 40’r.  Reach Spell (close to interplanar; +6 levels) +
Shadow ShieldRR: Gloom (0 level) + Cascade Spell Location-Specific Spell (Plane of Shadow; -2 levels)
(spook; +1 level) + Cascade Spell [(alter senses; +1 level) + Pacific Spell (if try to strand others in Plane of
+ Augment Spell (visual; +1 level) + Hex Spell (+0 Shadow, they find way back 50%; -2 levels) = +2
levels)] + Shape Spell (target to emanation; +2 levels) + levels.
Widen Spell (20’r. to 5’r.; -2 levels) + Extend Spell  Reach Spell (close to continental; +4 levels) +
(onset: inst. to 1 rd./level; +2 levels) + Personal Spell (- Variable Spell (uncertain end point; -1 level) +
1 level) = 4th level; you are shrouded in darkness (2 Expedient Spell (travel takes 1 hour per 50 miles;
steps), and those within 5 ft. panicked and blinded ad hoc -1 level) = +2 levels.
while within and 1 rd./level thereafter (Will/Fort
+ Mass Effect Spell (1 creature/level; +3 levels) + Ritual
neg.).
Spell (full round; -1 level) = 6 th level. AKA dream
Shadow SkeletonDr181: Summon (1st level) + Summon
travelSRD.
Undead (+1 level) + Cascade Spell (warding: positive
Shadow WeaponUM: Invocation of the knife (0 level) +
energy; +1 level) + Cascade Spell (warding: fire; +1
Variable Spell (Versatile Evocation: piercing or
level) + Augment Spell (1d4+1; +1 level) + Shadow
bludgeoning; +1 level) + Ray Splitting (+1 level) +
Spell (-1 level) = 4th level; conjures 1d4+1 human
Reach Spell (close to touch; -1 level) + Extend Spell
skeletons (30% real if disbelieved) that are immune to
(inst. to 1 min./level; +3 levels) + Shadow Spell (-1
cold, magical fire, and positive energy.
level) + Reduce Spell (10d6 to 1d6; -2 levels) = 1 st level;
Shadow SmashRR: Dimensional skip (1st level) +
you can make up to 2 iterative melee touch attacks
Reach Spell (target: touch to close; +1 level) + Reach
with semi-real melee weapon (1d6 damage each, and
Spell (close to interplanar; +6 levels) + Location-
1 hp damage on a successful Intuition disbelief save).
Specific Spell (Plane of Shadow; -2 levels) + Delay
Variants:
Spell (change of lighting; +1 level) + Ritual Spell (full
round; -1 level) = 6th level; transports object to Plane of  Shadow weaponRR is Silent (+1 level), Cascades
Shadow if exposed to full light or darkness. damage attribute (Str; +1 level) and is not Reduced
Shadow SpraySC: Damage attribute (Str; 1st level) + (+2 levels) = 5th level; damage cap 20d6 plus 6d4
Cascade Spell (inertia; +1 level) + Augment Spell Dex, divided among iterative attacks (max. 15d6
(daze;+2 levels) + Reach Spell (touch to medium; +1 plus 1d4 Dex for 1 attack), 40% if disbelieved.

Spells (Grimoire), p. 257


 Spectral weaponCAd is Quickened (+3 levels) and min./level to 1 rd./level; -1 level) + Personal Spell (-1
lasts only 1 rd./level (-1 level) = 3 rd level; damage level) = 3rd level; swift casting turns you into a
cap 4d6, divided among iterative attacks, 20% if hellhound (+2 Str, +2 natural armor, low-light vision,
disbelieved. scent, resist fire 5, limited to 1 use of breath weapon)
Shadow WellMF: Spook (0 level) + Augment Spell for 1 rd./level.
(shaken to cowering; +3 levels) + Extend Spell (also 1 Shapechanger’s GiftUW: Polymorph (3rd level) +
rd./level frightened; +1 level) + Phantasmal Spell (-1 Variable Spell (animal, humanoid, or monstrous
level) = 4th level; the subject is not actually pulled into humanoid; +1 level) + Extend Spell (1 min./level to 10
the Plane of Shadow; it’s just an illusion, so it cowers min./level; +1 level) + Concentration Spell (standard;
1 rd./level and is then frightened for an additional 1 +1 level) + Cascade Spell (attribute boost; -1 level) = 5th
rd./level. level; subject becomes Small or Medium animal,
Shadow, Enkili’sRR2: Skill enhancement (Stealth; 0 humanoid, or monstrous humanoid with no attribute
level) + Cascade Spell (resistance; +1 level) + Augment bonus, can change form each round as a standard
Spell (+1 to +3; +1 level) + Corrupt Spell (+1 level) + action (otherwise active 10 min./level).
Extend Spell (1 min./level to 1 hr./level; +2 levels) + Shapechanger’s Gift, GreaterUW: Shapechanger’s
Personal Spell (-1 level) + Restricted Spell ([chaotic]; -1 giftUW (q.v.; 5th level) + Cascade Spell (enlarge/reduce
level) = 3rd level (listed as 4th); you gain +3 profane self; +1 level) + Extend Spell (10 min./level to 1
bonus to saves and +1/2 levels to Stealth for 1 hr./level; +1 level) = 7th level; Tiny to Large animal,
hr./level. elemental, fey, humanoid, monstrous humanoid,
ShadowcatTM2: Lorloveim’s creeping shadowTM (q.v., and/or vermin.
rd
3 level) + Reach Spell (medium to long; +1 level) + Shard of ChaosUM: Ray of entropy (1st level) + Bane
Extend Spell (1 rd./level to 10 min./level; +2 levels) + Spell (fixed: [lawful]; +0 levels) + Cascade Spell
Variable Spell (“toggle” senses back and forth at will; (inertia; +1 level) + Augment Spell (staggering; +1
+1 level) = 7th level. level) + Restricted Spell ([chaotic] caster; -1 level) = 2 nd
ShadowfadeMP: Dimensional skip (1st level) + level; damage cap 5d6 entropic (5d8 vs. lawful) plus
Variable Spell (bi-directional; +1 level) + Reach Spell staggered 1 rd.
(close to interplanar; +6 levels) + Location-Specific Share MemoryUM: MindlinkSRD (1st level) + Augment
Spell (Plane of Shadow; -2 levels) + Shape Spell (target Spell (memories, not just thoughts; ad hoc +2 levels)
to wall; +1 level) + Widen Spell (10-ft. to 2.5-ft. Extend Spell (1 min./level to inst.; -2 levels) = 1st level.
squares; -2 levels) + Extend Spell (inst. to 1 min./level; AKA mindlinkOcA.
+3 levels) + Ritual Spell (full round; -1 level) = 7 th level Shared HealingME: Spark of life (1st level) + Ray
(listed as 5th); you open a temporary gate to the Plane Splitting (+1 level) + Delay Spell (use in increments as
of Shadow. standard actions; +1 level) + Reduce Spell (10d6 to
Shambler: Summon (1st level) + Reach Spell (close to 5d6; -1 level) = 2nd level; subject gains “pool” of
medium; +1 level) + Augment Spell (CR 6; +3 levels) + healing (7d6 max.) that it can then allot to self as
Augment Spell (1d4+1; +1 level) + Extend Spell (1 standard actions.
rd./level to 1 hr./level; +3 levels) = 9 th level; summons Share Pain, ForcedSRD: Spark of life (0 level) + Reach
1d4+1 shambling mounds. Maintaining the effect past Spell (touch to close; +1 level) + Cascade Spell (ray of
1 hr./level requires either control of the shamblers entropy; +1 level) + Shielding Spell (+1 level) + Extend
through mark of the wild or else investiture of sufficient Spell (inst. to 1 rd./level; +2 levels) = 5th level (listed as
numen (9th x CL 17th x 500 x 1 = 76,500 if on guard 3rd); for 1 rd./level, each time you are damaged, 1d6
duty, or 153,000 if actively marauding). +1/level (+15 max.) hp worth are transferred to the
Shape ElementAUG: Shaping (2nd level) + Reach Spell target, if it is within Close range. Variants:
(touch to close; +1 level) + Widen Spell (1 cu. ft./level  Devoted shieldRRO is Extended to 1 hr./level (+3
to 5,832 cu. ft./level; +4 levels) + Ritual Spell (full levels) and Restricted (access to Charm domain; -1
round; 1 level) = 6th level. level) = 7th level (+20 max.). Devoted massesRRO
Shape of the Hellspawned Stalker CM: Polymorph (3rd affects 1 creature/level (+3 levels) and lasts only 1
level) + Creature-Specific Spell (hellhound only; -2 min./level (-2 levels) = 8th level.
levels) + Quicken Spell (+4 level) + Extend Spell (1

Spells (Grimoire), p. 258


 Unwilling ShieldAPG: Resistance (0 level) + Cascade  Weaponshatter (Patricia McKillip, The Riddle-Master
Spell (deflection; +1 level) + Extend Spell (1 of Hed): Sound lance (0 level) + Overwhelming
min./level to 1 rd./level; -1 level) + Cascade Spell Evocation (+2 levels) + Irresistible Spell (+2 levels)
(spark of life; +1 level) + Cross-Class Spell (+1 level) + Shape Spell (ray to burst; +2 levels) + Widen Spell
+ Cascade Spell (ray of entropy; +1 level) + Shielding (20’r. to 40’r.; +1 level) + Object-Specific Spell
Spell (+1 level) + Extend Spell (inst. to 1 rd./level; (weapons, etc.; -2 levels) + Restricted Spell (bard; 1
+2 levels) = 6th level; you gain +1 to saves, +2 to AC; level) = 4th level; damage cap 10d6 sonic (Fort half;
when hit, your damage is reduced by up to 1d6 + hardness, energy resistance, and SR do not apply)
1/level hp (+20 max.) and designated target takes to weapons, wands, staves, etc. in a 40’r. burst.
that amount in negative energy damage (save Shatter Mind BlankSRD: Dispel (0 level) + Reach
half). Spell (touch to interplanar; +8 levels) + Effect-Specific
 Vampiric Shadow ShieldACG: Vampiric touch (q.v.; 3rd Spell (mind blank and similar protections only; -2
level) + Shielding Spell (+1 level) + Extend Spell levels) + Creature-Specific Spell (named or
(inst. to 1 rd./level; +2 levels) + Personal Spell (-1 specifically-designated target only; -1 level) = 5th level;
level) = 5th level; melee attackers take 1d6 + 1/2 dispels wardings against divinations and [mind-
levels negative energy, you heal like amount. affecting] effects.
SharpenRRE: Variable Spell (+1 level): shaping (2nd Shatter SoulRR: Damage attribute (Con; 1st level) +
level) or Extended (1 hr./level) blessing (2nd level) + Augment Spell (+6d4; +6 levels) + Reaping Spell (+2
Object-Specific Spell (edged weapon; -2 levels) = 1 st levels) = 9th level; 7d4 Con damage and cannot be
level; either restores edge to weapon touched (Craft resurrected if slain unless soul fragments gathered.
check needed) or hones existing edge for +1 Requires black sapphire worth 1,000 gp per HD of the
enhancement to attacks and damage for 1 hr./level. victim, and you must invest 150 x CL numen.
Shatter: Sound lance (1st level) + Bane Spell ShatterfloorMF: Sound lance (1st level) + Reach Spell
(crystalline; +0 levels) + Variable Spell (+1 level): (close to medium; +1 level) + Shape Spell (ray to
 Shape Spell (ray to target; +0 levels) or spread; +2 levels) + Residual Spell (+1 level) + Reduce
 Shape Spell (ray to spread; +2 levels) + Widen Spell Spell (15d6 to 10d6; -1 level) = 4 th level (listed as 3rd);
(20’r. to 5’r.; -2 levels) damage cap 10d6 sonic in 20’r. spread leaves difficult
terrain.
= 2nd level; damage cap 10d6 (single target) or 5d6
Sheltered VitalityLM: Warding (damage attribute; 1st
(multiple fragile targets in a 5’r.). Variants:
level) + Mass Effect Spell (also fatigue; +2 levels) +
 Burst BondsAPG: Sound lance (1st level) + Still Spell Irresistible Spell (+2 levels) = 5 th level (listed as 3rd);
(+1 level) + Overwhelming Evocation (+1 level) + subject immune to fatigue/exhaustion and attribute
Object-Specific Spell (object or creature restraining damage/drain for 1 min./level.
you; -2 levels) + Reach Spell (close to touch; -1 Shield: Mage armor (1st level) + Variable Spell
level) + Augment Spell (0 to 5d6; +2 levels) + (shield bonus; +1 level) + Extend Spell (1 hr./level to 1
Restricted Spell (access to Inquisition or Liberation min./level; -2 levels) + Cascade Spell (warding: bolt of
domain; -1 level) = 1st level; verbal-only, damage force; +1 level) = 1st level; subject gains +4 shield bonus
cap 5d6 sonic (ignores hardness and energy to AC and is immune to bolt of force and its
resistance). derivatives. AKA force screenSRD. Variants:
 Sympathetic Vibration: Sound lance (1st level) +
 Archer’s redoubtDHD is Cross-Class (divine; +1 level),
Overwhelming Evocation (+2 levels) + Reach Spell
Augmented (+8 total bonus; +2 levels), and
(close to touch; -1 level) + Shape Spell (ray to
Restricted Spell (access to Archery domain; -1
cubes; +2 levels) + Extend Spell (inst. to 1 rd./level;
level) = 3rd level.
+2 levels) + Widen Spell (10-ft. cubes to 60-ft.
 Armor of SegojanDHD is Cross-Class (divine) rather
cubes; +3 levels) + Object-Specific Spell (structures
than Variable, Extended (1 hr./level; +2 levels),
only; -2 levels) + Ritual Spell (full round; -1 level) =
Ritual (full round; -1 level), and Restricted (gnome
6th level (bard 5th); 15d6 sonic/rd. (bypasses
or access to Plant domain; -1 level) = 1st level.
hardness and/or sonic resistance) to structure(s) in
 DeflectPHII is Augmented (+6 total; +1 level),
up to one 60-ft. cube/level.
Personal (-1 level), Sudden (+0 levels), and

Spells (Grimoire), p. 259


Interrupting (+1 level) = 2nd level; immediate action = 5th level (listed as 5th); you shed dazzling light and
grants you +6 shield bonus for 1 rd. suppress [darkness] effects in a 5’r., and gain
 Drawmij’s marvellous shieldGA is Augmented (+8 defensive abilities that vary by round for 1 rd./level.
total bonus; +2 levels), Extended (10 min./level; +1 Shield of FortificationACG: Warding (precision
level), and Personal (-1 level) = 3rd level. damage; 1st level) + Irresistible Spell (protects against
 Repelling shieldCM Cascades pushPH1 rather than non-magic precision damage; +3 levels) + Inexorable
warding (+0 levels) + Extend Spell (inst. to 1 Spell (blocks precision-based [strike] feats; +3 levels) +
min./level; +3 levels) + Shielding Spell (+1 level), + Restricted Spell (paladin or access to appropriate
and is Personal (-1 level) = 4 th level; those striking domain; -1 level) + Expedient Spell (fortification is
you are bull rushed away (you choose direction). only 5% per caster level; -1 level) = 5 th level (paladin
 Nezram’s sapphire screen of shieldingLEF Cascades 4th).
inure (bludgeoning; +1 level) + Energy Admixture Shield of Law: Deflection (0 level) + Cascade Spell
(piercing and slashing; +0 levels), and is Extended (resistance; +1 level) + Augment Spell (+4 bonus; +1
(10 min./level; +1 level) and Personal (-1 level) = 2 nd level) +
level (listed as 5th); as shield, plus DR 5/adamantine  Cascade Spell (spell resistance; +5 levels) + Creature-
at CL 6th (10/adamantine at 12th). Specific Spell (chaotic spells/spells cast by chaotic
 Shimmering shieldAU has a +10 total bonus (+3 creatures only; -2 levels); and
levels), is personal (-1 level), and lasts 1 rd./level (-  Cascade Spell (inertia; +1 level) + Augment Spell
1 level) = 2nd level. (stagger; +1 level) + Reach Spell (close to touch; -1
Shield of ColorDD: Light (0 level) + Augment Spell level) + Shielding Spell (included above; +0 levels)
(dazzling; +4 levels) + Cascade Spell (warding: + Extend Spell (1 rd. to 1 min./level; +2 levels) +
darkness; +1 level) + Shape Spell (target to emanation; Creature-Specific Spell (lawful attackers only; -2
+2 levels) + Widen Spell (20’r. to 5’r.; -2 levels) + levels) + Mass Effect Spell (1 attacker/3 levels; +2
Personal Spell (-1 level) + Extend Spell (1 min./level to levels)
1 rd./level; -1 level) + Variable Spell (+1 level): + Communal Spell (+1 level) + Restricted Spell
1. Red: Cascade Spell (entropic shield; +1 level): 20% ([lawful] caster; -1 level) = 8 th level; +4 deflection to
miss chance vs. missiles. AC and +4 resistance to saves, plus SR 10 +
2. Orange: Cascade Spell (inure; +1 level) + Energy Concentration bonus vs. chaotic spells, and up to 1
Admixture (piercing and slashing; +0 levels): DR chaotic creature/3 levels hitting in melee per round is
5/adamantine (10/adamantine at CL 12th). staggered 1 rd. Protection lasts 1 min./level total,
3. Yellow: Cascade Spell (enhancement; +2 levels) + divided among recipients.
Effect-Specific Spell (natural armor; -2 levels) + Shield of LightAUG2: Mage armor (1st level) + Personal
Augment Spell (+1 base; +1 level): +1 enhancement Spell (-1 level) + Cascade Spell (light; +1 level) +
to natural armor, +1/3 levels. Cascade Spell [enhancement (+2 levels) + Extend Spell
4. Green: Cascade Spell (shield; +1 level): +4 cover (1 min./level to 10 min./level; +1 level) + Object-
bonus to AC and immune to bolt of force. Specific Spell (shield bonus; -2 levels) = +1 level] +
5. Blue: Casacde Spell (resistance; +1 level) + Augment Extend Spell (10 min./level to 1 rd./level; -1 level) +
Spell (+3 total bonus; +1 level) + Extend Spell (1 Cascade Spell (spook; +1 level) + Threnodic Spell (+0
min./level to 1 rd./level; -1 level): +3 resistance levels) + Extend Spell (inst. to 1 rd./level; +2 levels) +
bonus to saving throws. Shielding Spell (+1 level) + Reduce Spell (+1/3 to +1/4;
6. Indigo: Cascade Spell (inure; +1 level) + Mass-Effect -1 level) + Augment Spell (panicked to cowering; +1
Spell (1/level; +3 levels) + Extend Spell (1 min./level level) = 5th level; shield provides +4 bonus (+1/4 levels,
to 1 rd./level; -1 level) + Reduce Spell (30 to 5; -2 max. +9 total bonus at 18th), sheds light, and undead
levels): resistance 5 vs. all energy types. hitting you cower 1 rd./level (divided amon those
7. Violet: Cascade Spell (mage armor; +1 level) + Lucky affected).
Spell (+1 level) + Extend Spell (1 rd./level; -1 level): Shield of the ArchonsBED: Dispel (0 level) + Selective
+4 luck bonus to AC. Spell (choose which incoming spell is dispelled; +1
8. Two effects from options above. level) + Extend Spell (inst. to 1 rd./level; +2 levels) +
Shielding Spell (+1 level) + Irresistible Spell (no check

Spells (Grimoire), p. 260


needed; +2 levels) = 6th level; one magical attack/rd. Shield of the Tortoise RRE: Inure (0 level) + Energy
targeting you is blocked, as if by unbeatable SR. Admixture (bludgeoning and piercing; +0 levels) +
Shield of the BearRRE: Bull’s strength (2nd level) + Maximize Spell (+3 levels) + Cascade Spell
Cascade Spell (deflection; +1 level) + Augment Spell (+1 [(enhancement; +2 levels) + Effect-Specific Spell
level) + Creature-Specific Spell (active shield user; -2 (natural armor; -2 levels) + Augment Spell (+1/4 to
levels) = 2nd level; subject +4 enhancement to Str and +1/2; +2 levels)] + Creature-Specific Spell (active shield
+4 deflection to AC while shield readied (up to 1 user; -2 levels) = 3 rd level (listed as 8th); subject +1/2
min./level). levels to natural armor and DR 10/adamantine while
Shield of the FoxRRE: Bestow feat (Combat Expertise; shield readied (up to 1 min./level).
st
1 level) + Extend Spell (1 rd./level to 1 min./level; +2 Shield of the WolfRRE: Spark of life (1st level) +
levels) + Creature-Specific Spell (active shield user; -2 Extend Spell (inst. to 1 min./level; +4 levels) +
levels) = 1st level. Creature-Specific Spell (active shield user; -2 levels) +
Shield of the LeopardRRE: Spark of life (1st level) + Reduce Spell (10d6 to 5d6; -1 level) = 2 nd level; subject
Cascade Spell (resistance; +1 level) + Augment Spell gains fast healing 1/level (max. 5) as long as shield
(+1 level) + Creature-Specific Spell (active shield user; readied (max. 1 min./level).
-2 levels) = 1st level (listed as 4th); subject gains +3 Shield of the WyrmRRE: Attribute boost (Str; 0 level) +
resistance to saves and 1d6 temp. hp/level (max. 5d6) Augment Spell (+8 total; +4 levels) + Cascade Spell
while shield readied (up to 1 min./level). (touch of adamantine; +2 levels) + Cascade Spell [(sound
Shield of the LionRRE: Blessing (0 level) + Augment lance; +1 level) + Cascade Spell (alter senses: deafness;
Spell (+4 levels) + Creature-Specific Spell (active +1 level) + Ray Splitting (+1 level) + Reach Spell (close
shield user; -2 levels) = 2nd level; subject gains +5 to touch; -1 level) + Channel Spell (+1 level) + Extend
morale bonus to attacks, damage, and saves vs. fear Spell (inst. to 1 min./level; +3 levels) + Reduce Spell
while shield readied (up to 1 min./level). (15d6 to 5d6; -2 levels)] + Creature-Specific Spell
Shield of the MastiffRRE: Resistance (0 level) + (active shield user; -2 levels) = 8th level; subject +8 to
Consecrate Spell (+1 level) + Augment Spell (+2 levels) Strength, bypasses DR/adamantine, and attacks deal
+ Creature-Specific Spell (active shield user; -2 levels) +13d6 total sonic damage (divided among attacks)
= 1st level; subject gains +4 sacred bonus to saves and deafen 1 rd./level, while shield readied (up to 1
while shield readied (up to 1 min./level). min./level).
Shield of the OwlRRE: Skill enhancement (Perception; ShieldbreakerAUG2: Bestow feat (Scything Blow; 1st
0 level) + Augment Spell (+2 levels) + Creature- level) + Cascade Spell (bestow feat: Improved Weapon
Specific Spell (active shield user; -2 levels) = 0 level; Maneuvers; +2 levels) = 3rd level (listed as 2nd);
subject +1/2 levels (+10 max.) to Perception while weapon ignores 5 points shield bonus to AC and can
shield readied (up to 1 min./level). sunder with a +2 bonus (no AoO if fails).
Shield of the Ox: Skill enhancement (Endurance; 0 Shillelagh: Energy mace; 0 level) + Ray Splitting (+1
level) + Augment Spell (+1 level) + Cascade Spell level) + Reach Spell (close to touch; -1 level) + Channel
(resistance; +1 level) + Creature-Specific Spell (active Spell (+1 level) + Extend Spell (inst. to 1 min./level; +3
shield user; -2 levels) = 0 level; subject +1 to saves and levels) + Cascade Spell (magic weapon; +1 level) +
+1/2 levels (+5 max.) to Endurance while shield Object-Specific Spell (wooden bludgeon only; -2
readied (up to 1 min./level). levels) + Restricted Spell (access to Plant domain; -1
Shield of the PhoenixRRE: Resurrection (7th level) + level) + Reduce Spell (5d6 to 1d6; -1 level) = 1st level;
Delay Spell (when slain; +1 level) + Creature-Specific wooden weapon gains +1 enhancement, deals +1d6
Spell (active shield user; -2 levels) = 6 th level; subject is bludgeoning damage on a hit (up to 2/rd.). Variants:
resurrected if slain while shield is readied. Requires  BramblesCD uses invisible needle instead of energy
7,500 gp worth of diamond dust. mace, and is not Reduced (+1 level) = 2nd level;
Shield of the SphinxRRE: Attribute boost (Int; 0 level) damage cap +7d6 piercing, divided among attacks.
+ Augment Spell (+2 to +8; +4 levels) + Extend Spell (1  SpikesCD: BramblesCD (see above) + Cascade Spell
min./level to 1 rd.; -2 levels) + Creature-Specific Spell (bestow feat: Improved Critical; +1 level) + Augment
(active shield user; -2 levels) = 0 level; +8 burst of Spell (BAB +6 effects; +1 level) + Extend Spell (1
Intelligence when shield readied. rd./level to 1 hr./level; +3 levels) + Reduce Spell

Spells (Grimoire), p. 261


(20d6 to 5d6 and +1/3 to +1; -3 levels) = 4th level level; 5d6 sonic (5d8 vs. undead) plus deafened 1
(listed as 3rd); as brambles, but cap +9d6/19-20. rd./level in a 180-ft. cone.
Ship SnareRR: Celerity (ship speed; 0 level) + Hex  Wail of DoomCAd Cascades spook instead of alter
Spell (+0 levels) + Accursed Spell (+1 level) + Extend senses (+0 levels) and adds Fell Frightening (+1
Spell (1 rd./level to 1 hr./level; +3 levels) + Delay Spell level) = 5th level (bard 4th); damage cap 15d6 (bard
(proximity; +1 level) = 5th level; ship triggering trap 10d6) and panicked (save for half damage and
stopped (keelboat) or slowed (to 10 ft. for a longship, shaken).
sailing ship, or warship, or 20 ft. for a galley) 1 Shrapnel GlobeAUG2: Invocation of the knife (0 level) +
hr./level (longer, if invest 250 x CL numen). Variant: Reach Spell (close to medium; +1 level) + Shape Spell
 Mystic AnchorRRO: Bind (0 level) + Augment Spell (ray to burst; +2 levels) + Reduce Spell (10d6 to 5d6; -1
(pin; +4 levels) + Extend Spell (1 min./level to 1 level) = 2nd level; as fireball, but 5d6 slashing. Variants:
hr./level; +2 levels) + Object-Specific Spell (ship  Crystal EruptionAUG2: Invocation of the knife (0 level) +
only; -2 levels) = 4th level; prevents ship from Cascade Spell (topple; +1 level) + Reach Spell (close
moving. to long; +1 level) + Shape Spell (target to spread; +2
Shout: Sound lance (1st level) + Bane Spell levels) + Widen Spell (20’r. to 40’r.; +1 level) +
(crystalline; +0 levels) + Cascade Spell (alter senses: Extend Spell (inst. to 1 rd./level; +2 levels) = 7 th
deafness; +1 level) + Shape Spell (ray to cone; +1 level) level; damage cap 15d6 plus knocked prone (but
+ Still Spell (+1 level) = 4 th level (bard 3rd); damage cap no stunning) in 40’r.
10d6 sonic plus deafened 1 rd./level (Fort half/neg.).  Hail of CrystalsSRD: Energy mace (0 level) + Reach
Variants: Spell (close to medium; +1 level) + Cascade Spell
[(invocation of the knife; +1 level) + Shape Spell (ray
 Austlinian’s violent screamRR2 affects only a 15-foot
to burst; +2 levels) + Delay Spell (burst occurs after
cone (-1 level) = 3rd level; damage cap 10d6.
mace hits; +1 level)] = 5th level; ranged touch deals
 Blaise’s blasting beadRR2 affects a 5’r. burst (-1 level)
5d6 bludgeoning (no save) and then bursts in a
and is not Stilled (-1 level) = 2 nd level (bard 1st;
20’r. for 1d6 slashing/level (10d6 max., Reflex half).
listed as 4th); damage cap 5d6.
 Parchment SwarmOcA: Invocation of the knife (0 level)
 CastigateCD is Shaped (burst; +1 level), Widened
+ Variable Spell (Cascade Spell; 2nd level, +1 level) +
(20’r. to 10’r.; -1 level), Reach (close to personal; -1
Shape Spell (target to spread; +2 levels) = 5th level;
level), and Selective (+1 level) = 4th level (bard 3rd).
damage cap 15d6 slashing at close range, and spell
 Clap of thunderCM is Extended (deafness: 1 rd./level
on scroll used as material component (up to 2 nd
to 1 rd.; -1 level) and Reach (touch; -1 level), and is
level) affects all in 20’r.
not Still (-1 level) = 1 st level; touch deals up to 5d6
 Squamous PulseAUG2: Enhancement (2nd level) + Effect-
sonic and deafens 1 rd.
Specific Spell (natural armor; -2 levels) + Cascade
 Greater shoutSRD Cascades inertia (+1 level) +
Spell (invocation of the knife; +1 level) + Reach Spell
Augment Spell (stunning; +3 levels), and is
(touch to long; +2 levels) + Shape Spell (ray to
Widened (60 ft.; +1 level) and Reduced (25d6 to
burst; +2 levels) + Widen Spell (20’r. to 60’r.; +2
20d6; -1 level) = 8th level (bard 7th); damage cap
levels) + Augment Spell (1/3 to ½; +1 level) = 8 th
20d6 plus stunned 1 rd. and deafened 1 rd./level.
level (listed as 9th); damage cap 20d6 slashing (and
 Resonating thunderCM Cascades warding (sonic; +1
-1/2 levels to natural armor for 1 min./level) in 60’r.
level), and is Selective (+1 level), Reach (long
burst.
range; +1 level), Shaped (spread; +1 level),
 Storm of ShardsBED: Alter senses (0 level) + Augment
Extended (1 rd./level; +2 levels), and Reduced
Spell (blindness; +1 level) + Hex Spell (+0 levels) +
(25d6 to 5d6; -4 levels) rather than Stilled (-1 level)
Accursed Spell (+1 level) + Creature-Specific Spell
= 5th level; 5d6 sonic/rd. plus deafened (Fort
(evil; -2 levels) + Cascade Spell (invocation of the
half/neg.), and other [sonic] effects suppressed in
knife; +1 level) + Consecrate Spell (+1 level) + Shape
20’r. spread.
Spell (ray to spread; +2 levels) + Widen Spell (20’r.
 Unearthly choirTM2 is Widened (30 ft. to 180 ft.; +3
to 120’r.; +3 levels) + Restricted Spell ([good] caster;
levels), Restricted (bard or access to Music domain;
-1 level) = 6th level; damage cap 15d6 (half slashing,
-1 level), and Reduced (15d6 to 5d6; -2 levels) = 4 th

Spells (Grimoire), p. 262


half holy) and blinds evil creatures. Invest 300 x level; volley of 4 shots/rd. (ranged touch) deal 4d6
CL numen to make blindness last until they repent. bludgeoning each (5d6 at CL 14+).
Shriek, Tasso’sDr181: Figment (0 level) + Still Spell (+1 Siege of Trees, GreaterUC: Siege of trees (6th level) +
level) + Quicken Spell (+3 levels) + Reduce Spell Reach Spell (long to extreme; +1 level) + Empower
(auditory w/o intelligible speech only; -4 levels) = 0 Spell (+1 level) = 8 th level; 9d6 damage/hit and longer
level; swift action creates illusion of shrieking, crying, range.
etc. lasing 1 rd./level. Siege Sphere, Otiluke’sGA: Energy mace (0 level) +
Shrieking WallsTM2: Alter senses (deafness; 0 level) + Reach Spell (close to extreme; +3 levels) + Variable
Cascade Spell (inertia; +1 level) + Augment Spell Spell (+3 levels) = 6th level; damage cap 15d6.
(daze; +2 levels) + Extend Spell (onset: inst. to 1  Wrecking Ball: Irresistible Spell (+2 levels) +
rd./level; +1 level) + Shape Spell (target to cubes; +2 Empower Spell (+1 level) + Manifested Spell (-1
levels) + Delay Spell (activating condition; +1 level) + level); up to 1.5 x 15d6 (ranged attack; no SR).
Ritual Spell (-2 levels) = 5th level; intruders in one 10-  Liquid Fire: Versatile Evocation (fire; +0 levels) +
ft. cube/level are dazed 1 rd. and deafened 1 rd./level; Shape Spell (ray to burst; +2 levels) + Lingering
the shrieking lasts 1 rd./level. Note numen cost for Evocation (2d6/round; +1 level) + Reduce Spell
latent spells; you can also choose to invest 1,000 x CL (20d6 to 15d6; -1 level).
additional numen to make the deafness permanent.  Crystal Shards: Versatile Evocation (piercing; +0
ShrivelingBVD: Ray of entropy (1st level) + Shape Spell levels) + Shape Spell (ray to burst; +2 levels).
(ray to target; +0 levels) + Reach Spell (close to Siege WallTM2: Energy mace (0 level) + Variable Spell
medium; +1 level) = 2nd level; damage cap 10d6 (versatile evocation; +1 level) + Cascade Spell (skill
necrotic (Fort half) at medium range. Variants: enhancement: Athletics; +1 level) + Cascade Spell (skill
 FlensingCA: Ray of entropy (1st level) + Lingering enhancement: Knowledge (warfare); +1 level) + Shape
Evocation (+2 levels) + Cascade Spell [(damage Spell (target to wall; +1 level) + Widen Spell (10-ft. to
attribute: Con; +1 level) + Mass Effect Spell (also 60-ft. squares; +3 levels) + Extend Spell (inst. to 1
Cha; +1 level) + Reach Spell (touch to close; +1 hr./level; +5 levels) + Ritual Spell (-2 levels) +
level) + Extend Spell (inst. to 1 rd./level; +2 levels) + Restricted Spell (access to War domain; -1 level) = 9 th
Tenuous Spell (-1 level)] + Shape Spell (ray to level; damage to walls reduced by 20d6, attackers -10
target; +0 levels) = 7th level; damage cap 20d6 to scale it, and defenders +10 to Warfare checks (up to
negative energy plus 1d4 Con and 1d4 Cha (Fort 3,600 sq. ft./level; requires 9-hour ritual).
half) plus 2d6 and 1d4 Con and 1d4 Cha/rd. (save Sigil of FireRR2: Jet of flame (0 level) + Ray Splitting
each round to and end effect). (+1 level) + Reach Spell (close to touch; -1 level) +
 Song of festering deathBVD is Still instead of Reach, Channel Spell (+1 level) + Cascade Spell (inure: fire; +1
lasts with Concentration (standard; +1 level), and level) + Reach Spell (touch to medium; +1 level) +
is Restricted (bard or access to Music or Pestilence Extend Spell (inst. to 1 hr./level; +5 levels) + Mass
domain; -1 level) = 2nd level; damage cap 10d6 Effect Spell (1/level; +3 levels) + Creature-Specific
necrotic/rd. (divine 5d6) while you concentrate. Spell (undead; -2 levels) + Expedient Spell (total HD; -
Shut Up and ListenPF117: Blessing (0 level) + 1 level) + Reduce Spell (20d6 to 1d6 and 50 to 5; -4
Augment Spell (+2 bonus; +1 level) + Quicken Spell levels) + Augment Spell (5 to 30; +1 level) = 5 th level;
(+3 levels) + Extend Spell (10 min./level to 1 rd.; -3 up to 9 HD of undead (max. 1/level) gain fire
levels) + Restricted Spell (goblinoid caster; -1 level) = 0 resistance 5/2 levels (max. 30), deal +1d6 fire damage
level; swift casting grants adjacent ally a +2 profane with melee attacks. Sigil of iceRR2 and sigil of oozeRR2 are
bonus to attacks, damage, and saves vs. fear. the same, except cold and acid, respectively.
Siege of TreesUC: Energy mace (0 level) + Reach Spell SignMH: Detection (initiative count; 2nd level) + Reach
(close to long; +2 levels) + Splash Evocation (indirect Spell (close to extreme; +3 levels) + Extend Spell (conc.
fire and adjacent target damage; +0 levels) + Ray to 1 min./level; +2 levels) = 7th level (listed as 1st); for 1
Splitting (+1 level) + Extend Spell (inst. to 1 hr./level; min./level, you always know the initiative count of
+5 levels) + Concentration Spell (standard action to everyone within Extreme range, and can sense when
change targets; +1 level) + Restricted Spell (access to delayed actions, etc. will occur.
Plant domain; -1 level) + Ritual Spell (-2 levels) = 6th

Spells (Grimoire), p. 263


Signs of the LandUW: Commune with nature (q.v.; 5th level) = 1st level; subject’s natural attacks bypass
level) + Extend Spell (1 min./level to 1 rd./level; -1 DR/silver for 1 min./level.
level) = 4th level (ranger 3rd); as commune with nature, Silvered WeaponBED: Tansmute (1st level) + Augment
but only 1 feature/level. Spell (rare metal; +1 level) + Widen Spell (1 lb./level to
Silence, Khelben’s SuspendedMF: Silence (2nd level) + 8 lbs./level; +1 level) + Object-Specific Spell (weapon
Reach Spell (long to touch; -2 levels) + Delay Spell only; -2 levels) = 1 st level; weapon (or multiple
(standard action; +3 levels) = 3 rd level; object emits projectiles) weighing up to 8 lbs./level penetrate(s)
silence at CL 5th when you touch it and state command DR/silver for 1 rd./level.
word; numen investiture = 3rd level x CL 5th x 50 = 750.  Silver swordDD cascades bless weapon (+2 levels) = 3rd
Silence, SelectiveRRE: Glamer (1st level) + Selective level (paladin 2nd; listed as 0/1st), and lasts 1
Spell (+1 level) + Widen Spell (10’r. to 60’r.; +3 levels) min./level.
+ Extend Spell (1 rd./level to 1 min./level; +1 level) +
Simulacrum: Summon (1st level) + Augment Spell
Reduce Spell (no olfactory or tactile; -2 levels) = 4 th
(CR 12; +7 levels) + Extend Spell (1 rd./level to 1
level; selected creatures are covered with silence,
hr./level; +3 levels) + Shadow Spell (-1 level) + Ritual
except to each other.
Spell (-2 levels) + Restricted Spell (access to Craft
Silencing Hand, Bigby’sGA: Silence (2nd level) +
Construct feat; -1 level) = 7th level. You form a CR 10
Shape Spell (10-ft. emanation to target; -1 level) +
construct duplicate of a specific creature, but HD and
Inexorable Spell (+4 levels) + Reach Spell (Long to
other abilities are only 60% of normal if disbelieved.
Medium; -1 level) + Tenuous Spell (destroyed by 6 hp
The simulacrum melts after 1 hr./level unless you place
damage; -1 level) = 3rd level.
it under your control (as a crafted construct).
Silent SoundAUG: Sound lance (1st level); listed as 2nd.
SinkSW: Skill enhancement (Athletics; 0 level) +
Silent TableACG: Glamer (1st level) + Shape Spell
Cascade Spell (celerity: swim speed; +1 level) +
(emanation to wall; +0 levels) + Selective Spell (+1
Augment Spell (+1 level) + Hex Spell (+0 levels) = 2 nd
level) + Extend Spell (1 rd./level to 1 min./level; +1
level; target is -1/2 levels (-10 max.) to Athletics checks
level) + Still Spell (+1 level) + Ritual Spell (full round; -
and -20 ft. to swim speed for 1 min./level.
1 level) = 2nd level; 1-way dome of silence (2 ft./level in
SiphonCSc: Dispel (0 level) + Variable Spell (Cascade
radius) prevents those outside from listening in.
Spell: any spell of 4th level or lower; +5 levels) + Mass
Silent Winter (new): Ray of frost (0 level) + Cascade
Effect Spell (1 charge/level; +3 levels) + Item-Specific
Spell (touch of fatigue; +1 level) + Augment Spell
Spell (drain charges from wand or staff only; -2 levels)
(enhausted; +1 level) + Fell Fatigue (+1 level) + Silent
Expedient Spell (special; -1 level) + Ritual Spell (-2
Spell (+1 level) + Reach Spell (touch to medium; +1
levels) = 3rd level; you drain up to 1 charge/level from
level) + Shape Spell (ray to spread; +2 levels) + Widen
a wand or staff to regain 1 spell/5 charges drained
Spell (20’r. to 40’r.; +1 level) + Extend Spell (inst. to 1
(max. 3rd level or highest-level spell in wand or staff,
rd./level; +2 levels) + Creature-Specific Spell (non-
whichever is lower).
neutral; -1 level) + Expedient Spell (individual hp; -1
Siren’s CallSW: Compel (immerse self; 2nd level) +
level) + Restricted Spell (druid; -1 level) + Reduced
Mass Effect Spell (1 creature/3 levels; +3 levels) +
Spell (15d6 to 10d6; -1 level) = 6 th level; non-neutral
Extend Spell (1 rd. to 1 rd./level; +1 level) + Location-
creatures in 40’r. are affected based on current hp:
Specific Spell (ocean; -2 levels) = 4 th level; up to 1
 Up to 44 hp: 10d6 cold/rd. while in area, plus victim/3 levels compelled to immerse selves in the
exhausted 1 min./level thereafter (Fort half/ sea.
fatigued); SkateSRD: Variable Spell (+1 level):
 45-88 hp: Exhausted 1 round (Fort fatigued);
 Celerity (0 level, for creatures), or
 89+ hp: Fatigued 1 rd.
 Mage hand (0 level, for objects) + Exctend Spell
Silvered ClawsBED: Bestow feat (Wolfsbane Strike; 1st (concentration to 1 min./level; +2 levels) + Widen
level) + Augment Spell (BAB +6 effects; +2 levels) + Spell (1 lb./level to 8 lbs./level; +1 level) + Reach
Extend Spell (1 rd./level to 1 min./level; +1 level) + Spell (close to touch; -1 level) + Effect-Specific Spell
Effect-Specific Spell (natural attacks only; -2 levels) + (dragging only; -2 levels)
Restricted Spell (ranger or access to Animal domain; 1

Spells (Grimoire), p. 264


= 1st level; increase creature’s land speed by +10 ft. or elemental with line of electricity breath weapon
reduce object’s effective weight by 8 lbs./level for (from Magical Talent feat).
purposes of dragging it.  Dust DevilUA1: Wisp (0 level) + Cascade Spell
Skeletal GuardMF: Lesser animate deadUM (2nd level) + (zephyr; +1 level) + Shape Spell (line to emanation;
Mass Effect Spell (1/level; +4 levels) + Cascade Spell +2 levels) + Cascade Spell (summon; +1 level) +
(warding: positive energy; +1 level) + Accursed Spell Augment Spell (CR 1; +1 level) + Creature-Specific
(+1 level) = 8th level; you animate 1 normal Spell (Small air elemental only; -2 levels) + Ritual
skeleton/level, which are immune to positive energy Spell (full round; -1 level) = 2nd level; summons a
as long as you invest 400 x CL numen. Small air elemental surrounded by 20’r. strong
Skeletal HandDr348: Variable Spell (choose effect wind (Concentration DC 12 + 2x spell level to cast
each round; +1 level): spells in area) and dust cloud (obstructs vision).
 Spectral hand (2nd level); or Slapping Hand, Bigby’sMH: Compel (provoke AoO;
nd
 Invocation of the knife (0 level) + Reach Spell (close 2 level) + Reach Spell (close to medium; +1 level) +
to medium; +1 level) + Concentration Spell (partial Extend Spell (1 rd. to inst.; -1 level) = 2 nd level.
action; +2 levels) + Reduce Spell (10d6 to 5d6; -1 Variant:
level) = +2 levels.  ScreechAPG is Still (+1 level) + Shaped (spread; +2
= 3rd level; disembodied, skeletal hand can deliver levels) + Reach (personal; -2 levels) + Selective (+1
touch spells or deal 5d6 slashing damage as a ranged level), Restricted (witch; -1 level) = 3 rd level;
touch attack. enemies in 20’r. of you save or provoke AoO from
Skillful MomentDr350: Metaphysical feat (Maximize each threatening opponent.
Spell; 1st level) + Variable Spell (apply to skill check Slash TongueBVD: Sickening touch (0 level) + Reach
rather than object; +1 level) + Variable Spell (choose Spell (touch to close; +1 level) + Shape Spell (ray to
skill at time of casting; +1 level) + Personal Spell (-1 target; +0 levels) + Extend Spell (1 rd./level to 1 rd.; -1
level) + Extend Spell (1 rd./level to 1 rd.; -1 level) = 1 st level) = 0 level; save or sickened 1 round.
level; you Take 20 on one skill check made during the Slashing DarknessMH: Ray of entropy (1st level) +
next round. Reach Spell (close to medium; +1 level) + Empower
SkinsendUM: Polymorph (construct; 3rd level) + Spell (+1 level) = 3rd level; ray deals 1.5 x 5d6 negative
Extend Spell (1 min./level to 1 hr./level; +3 levels) + energy damage.
Personal Spell (-1 level) + Ritual Spell (-2 levels) = 3 rd Slaying ArrowME: Enhancement (2nd level) + Item-
level; you become a construct with appearance of Specific Spell (projectile; -2 levels) + Cascade Spell
your animated skin. (damage attribute: Con; +1 level) + Augment Spell
Skull of SecretsMF: Magic mouth (2nd level) + Cross- (+6d4; +5 levels) + Creature-Specific Spell (-2 levels) +
Class Spell (divine; +1 level) + Cascade Spell (jet of Variable Spell (choose creature type at time of casting;
flame; +1 level) + Delay Spell (different activating +1 level) + Channel Spell (into missile; +1 level) +
condition; +1 level) + Ritual Spell (full round; -1 level) Delay Spell (can be fired later; +1 level) + Ritual Spell
= 4th level; damage cap 10d6. (-2 levels) = 5th level; missile gains +1/3 levels
Skypledged Servant SupplicationRW: Summon (1st enhancement, deals 7d4 Con damage (Fort half) to
level) + Augment Spell (CR 10; +6 levels) + Extend specified creature type (is destroyed after use). N.B., If
Spell (1 rd./level to 10 min./level; +2 levels) + the creature type is set to “undead,” assume that
Restricted Spell (access to Air domain, etc.; -1 level) = Threnodic Spell (+0 levels) is also a component, and
8th level; summons a 16 HD Large air elemental for 10 the arrow deals +6d4 Cha damage.
min./level. Variants: Sleep: Compel (sleep; 2nd level) + Reach Spell (close
 Dragon CloudBED: Summon (air elemental; 1st level) + to medium; +1 level) + Extend Spell (1 rd. to 1
Augment Spell (CR 14; +8 levels) + Location- rd./level; +1 level) + Shape Spell (target to burst; +2
Specific Spell (outdoors, under cloudy sky; 2 levels) + Widen Spell (20’r. to 10’r.; -1 level) + Tenuous
levels) + Extend Spell (1 rd./level to 1 min./level; +1 Spell (wake if slapped or injured; -1 level) + Ritual
level) + Ritual Spell (full round; -1 level) = 7 th level; Spell (full round; 1 level) + Expedient Spell (total HD;
summons dragon-shaped 21 HD greater air -1 level) + Reduce Spell (+5 to +0 HD; -1 level) = 1 st
level; a total of 2d4 HD can be affected. Variants:

Spells (Grimoire), p. 265


 Sleep (Variant): Whelm (0 level) + Reach Spell (close to 60’r.; -1 level) + Expedient Spell (individual HD;
to medium; +1 level) + Shape Spell (target to burst; -1 level) + Delay Spell (activating condition; +1
+2 levels) + Widen Spell (20’r. to 10’r.; -1 level) + level) + Ritual Spell (-2 levels) = 5th level; affects
Expedient Spell (total HD; -1 level) = 1st level; 1d6 creatures of up to 9 HD.
nonlethal/level (5d6 max., Will half) to those Sleet Storm: Topple (0 level) + Cascade Spell (wisp;
within the area; a total of 2d4 HD can be affected. +1 level) + Shape Spell (target to spread; +2 levels) +
A variant deep slumber might be Maximized (3rd Widen Spell (20’r. to 5’r.; -1 level) + Reach Spell (touch
level, damage cap 60 nonlethal, 2d4+5 HD). to long; +2 levels) + Residual Spell (+1 level) + Extend
 Rune of SleepRR: Whelm (0 level) + Shape Spell (ray Spell (fog, 1 min./level to 1 rd./level; -1 level) = 4 th
to burst; +3 levels) + Widen Spell (20’r. to 40’r.; +1 level (listed as 3rd); obstructs vision 1 rd./level, causes
level) + Delay Spell (proximity activation; +1 level) icy conditions (save or slip and fall prone initially,
+ Ritual Spell (-2 levels) = 3 rd level; damage cap difficult terrain thereafter). Variant:
10d6 nonlethal.
 Ash StormUM: Wisp (0 level) + Residual Spell (+1
 Deep SleepRR2: Compel (sleep; 2nd level) + Reach Spell
level) + Reach Spell (long; +2 levels) + Widen Spell
(close to medium; +1 level) + Extend Spell (1 rd. to
(20’r. to 40’r.; +1 level) + Extend Spell (1 min./level
1 hr./level; +4 levels) + Shape Spell (target to burst;
to 1 rd./level; -1 level) = 3rd level; blocks vision and
+2 levels) + Widen Spell (20’r. to 40’r.; +1 level) +
creates difficult terrain.
Tenuous Spell (wake if slapped or injured; -1 level)
+ Expedient Spell (total HD; -1 level) + Expedient SlideMH: Mage hand (0 level) + Still Spell (+1 level) +
Spell (individual HD; -1 level) + Ritual Spell (full Extend Spell (concentration to instantaneous; -1 level)
round; -1 level) = 6th level; affects 2d4+1/level (+15 = 0 level (listed as 1 st); close target pushed up to 20 ft.
max.) HD worth of creatures, each with 10 HD or in any direction (Will neg.). Greater slideMH (1st level;
less. Shroud of sleepRRE is similar, but is not Ritual listed as 2nd) works at Medium range.
(+1 level) and last s only 10 min./level (-1 level) = Slime WaveCD: Damage attribute (Con; 1st level) +
6th level. Reach Spell (touch to close; +1 level) + Shape Spell
 Deep SlumberSRD: Compel (sleep; 2nd level) + Reach (ray to spread; +2 levels) + Extend Spell (inst. to 1
Spell (close to medium; +1 level) + Extend Spell (1 rd./level; +3 levels) = 7th level; those in 20’r. take 1d4
rd. to 1 min./level; +2 levels) + Shape Spell (target Con/rd. (Fort half) for 1 rd./level.
to burst; +2 levels) + Widen Spell (20’r. to 10’r.; -1 Slip Between SightAUG2: Glamer (1st level) + Cascade
level) + Tenuous Spell (wake if slapped or injured; Spell (skill enhancement: Stealth; +1 level) + Personal
-1 level) + Expedient Spell (total HD; -1 level) + Spell (-1 level) = 1st level; you gain partial concealment
Ritual Spell (full round; -1 level) = 3 rd level; affects and +1/2 levels to Stealth (+5 max.) for 1 rd./level.
2d4+5 HD worth of creatures. SlipstreamAPG: Celerity (swim speed; 0 level) +
 Cloak of DreamsAPG: Compel (sleep; 2nd level) + Reach Variable Spell (land speed; +1 level) + Extend Spell (1
Spell (close to personal; -1 level) + Extend Spell min./level to 10 min./level; +1 level) = 2 nd level; +20 ft.
(onset: inst. to 1 rd./level; +3 levels) + Extend Spell to swim speed, +10 ft. to land speed.
(compulsion: 1 rd. to 1 rd./level; +1 level) + Shape Slow ConsumptionBVD: Damage attribute (Con; 1st
Spell (target to emanation; +2 levels) + Personal level) + Accursed Spell (+1 level) + Cascade Spell
Spell (-1 level) + Widen Spell (20’r. to 5’r.; -2 levels) (warding: natural healing; +1 level) + Creature-Specific
+ Tenuous Spell (wake if slapped or injured; -1 Spell (helpless target; -2 levels) + Cascade Spell
level) = 3rd level (listed as 6 th); you are surrounded (bestow feat: Fast Recovery; +1 level) + Extend Spell (1
by 5’r. sleep aura. rd./level to 1 hr./level; +3 levels) + Ritual Spell (-2
 Forgetful SlumberARG: Deep slumber (see above) + levels) + Location-Specific Spell (unhallowed ground; -2
Cascade Spell (forget: q.v.; +2 levels) = 5th level; levels) = 1st level; victim takes 1d4 Con/day and resists
damage cap 15d6 nonlethal and forget everything natural healing, while you gain Fast Recovery.
that happened during the last 1 rd./level before Slowing MudACG: Alter senses (0 level) + Augment
falling asleep (Intuition half/neg.). Spell (blindness; +1 level) + Cascade Spell (slow; +3
 Symbol of Sleep: Compel (sleep; 2nd level) + Extend levels) + Tenuous Spell (-1 level) + Mass Effect Spell
Spell (1 rd. to 10 min./level; +4 levels) + Shape Spell (1/3 levels; +2 levels) + Restricted Spell (access to
(target to emanation; +2 levels) + Widen Spell (20’r. Earth domain; -1 level) = 4th level; 1 creature/level is

Spells (Grimoire), p. 266


slowed and blinded until saves (i.e., clears mud; max. 1 thereafter or until save. For a 3rd level version, see
rd./level). below.
Slumber Arrows, Melf’sCM: Whelm (0 level) + Smoke LadderOA: Creation (1st level) + Augment
Channel Spell (+1 level) + Mass Effect Spell (1/3 levels; Spell (weightless, self-supporting ladder is equivalent
+2 levels) + Delay Spell (as fired; +1 level) = 4 th level; to a rare metal; +1 level) + Extend Spell (1 rd./level to
one arrow/3 levels deals +1d6 nonlethal/level (max. 1 min./level; +1 level) + Ritual Spell (full round; -1
15d6), potentially causing fatigue, exhaustion, or loss level) + Cascade Spell (shaping; +2 levels) + Object-
of consciousness. Specific Spell (ladder only; -2 levels) + Restricted Spell
SmiteRR: Bestow feat (Insightful Strike; 1st level) + (access to [fire] school, bloodline, etc.; -1 level) = 1 st
Extend Spell (1 rd./level to 1 rd.; -1 level) + Cascade level; conjures weightless, self-supporting ladder 10
Spell (jet of flame; +1 level) + Consecrate Spell (+1 level) ft./level long lasting 1 min./level.
+ Channel Spell (+1 level) + Reduce Spell (10d6 to 5d6; Smoke StairsCSc: Levitate (2nd level) + Cross-Class
-1 level) = 2nd level (listed as 1st); one melee attack Spell (+1 level) + Personal Spell (-1 level) = 2 nd level;
gains Cha modifier to attack and damage and deals you ascent “stairs” of smoke, moving vertically at 20
+1d6/level (max. 5d6, half fire, half holy). ft./round.
Smite HereticBED: Enhancement (2nd level) + Smoky ConfinementCM: Gaseous form (3rd level) +
Consecrate Spell (+1 level) + Creature-Specific Spell Cascade Spell (damage attribute: Str; +1 level) +
(uses divine spells or SLAs; -1 level) + Extend Spell (1 Accursed Spell (+1 level) + Augment Spell (+2d4; +1
min./level to 10 min./level; +1 level) + Augment Spell level) = 6th level; touch turns target gaseous and deals
(+1/4 to +1/2; +2 levels) + Restricted Spell (paladin; -2 3d4 Str damage (Fort neg./half); you can then attempt
levels) = 3rd level; you gain +1/2 levels sacred bonus to to bottle in a suitable receptacle (easy if helpless at 0
attacks and damage against divine spell/SLA users for Str, but target can still resist and attempt to break free
10 min./level (also stacks with smite evil/Channeled if not). Invest 600 x CL numen (6th level x 50 x 2) to
Smite effects). keep gaseous and Str damaged.
Smoke Cloud (Pyrotechnics): Wisp (0 level) + SmotherRR: Bind (0 level) + Reach Spell (close to
Cascade Spell (sickening touch; +1 level) + Reach Spell medium; +1 level) + Augment Spell (grapple; +1 level)
(touch to long; +2 levels) + Extend Spell (fog, 1 + Cascade Spell (bestow feat: Throat Punch; +1 level) =
min./level to 1 rd./level; -1 level) + Shape Spell (ray to 3rd level; subject is grappled 1 rd./level (speech is
spread; +2 levels) + Location-Specific Spell (existing hindered and must hold breath). Cf. water’s embraceRR.
fire source; 2 levels) = 2nd level; 20’r. cloud around Variants:
fire obstructs vision and sickens those within.
 Bigby’s strangling gripGA is Close range (-1 level),
Variants:
incorporates energy mace (+1 level), and is
 Otiluke’s Smoky SphereGA: Sickening touch (0 level) + Extended Spell (1 min./level; +1 level) = 4th level;
Reach Spell (touch to close; +1 level) + Shape Spell damage cap 15d6 bludgeoning plus grappled
(ray to burst; +2 levels) + Widen Spell (20’r. to 10’r.; (can’t speak and must hold breath) 1 min./level.
-1 level) = 2nd level; smoke sickens 1 round/level  Choking sandsSSt incorporates damage attribute (Con;
but does not obstruct vision. +1 level), is Close range instead of Medium (+0
 Lesser Stinking Cloud: Wisp (0 level) + Cascade Spell levels), Extended (inst. to 1 min./level; +3 levels),
(sickening touch; +1 level) + Reach Spell (touch to and Restricted (access to Desert domain; -1 level) =
medium; +1 level) + Shape Spell (ray to spread; +2 6th level; 1d4 Con/rd. plus grappled (can’t speak
levels) + Extend Spell (affliction: 1 rd./level to 1 rd.; and must hold breath) for 1 rd./level.
-1 level) = 3rd level; those in fog save each round or  DrownBVD is Extended (1 min./level), Tenuous (-1
sickened that round. level), and Restricted (access to Water domain, etc.;
 Stinking Cloud: Wisp (0 level) + Cascade Spell -1 level) = 3rd level; subject is grappled, cannot
(sickening touch; +1 level) + Augment Spell (nausea; speak, and must hold breath; save each round to
+2 levels) + Reach Spell (touch to medium; +1 level) end effects. Slow suffocationPC (4th level) is similar,
+ Shape Spell (ray to spread; +2 levels) + Tenuous except for the restriction.
Spell (-1 level) = 5th level; those in fog save each  Hungry earthMC is Close range (-1 level), includes
round or nauseated while within plus 1 rd./level Cascade Spell (topple; +1 level), and affects a 20’r.

Spells (Grimoire), p. 267


spread (+2 levels) = 5th level; those in area tripped, Spell (access to Scalykind domain; -1 level) = 3 rd level;
grappled, must hold breath. 1 partial action melee attack/rd. deals up to 10d6
Smug NarcissismUM: Compel (act vain and fight piercing plus 1d4 Con and 1d4 Dex/rd. for 1 rd./level
defensively only; 2nd level) + Extend Spell (1 rd. to 10 or until save (Fort half/neg.).
min./level; +4 levels) + Creature-Specific Spell  Serpents of TheggeronBVD: Damage attribute (Str; 1st
(humanoid only; -2 levels) = 4th level; subject uses level) + Reach Spell (touch to close; +1 level) +
defensive options in combat, takes -2 circumstance Augment Spell (+2d4; +1 level) + Cascade Spell
penalty to skill checks. (invisible needle; +1 level) + Ray Splitting (+1 level) +
Snake BarrierOA: Hedge (reptiles; 2nd level) + Shape Manifested Spell (-1 level) + Concentration Spell
Spell (emanation to wall; -1 level) + Reach Spell (touch (standard; +1 level) + Cascade Spell (damage
to medium; +1 level) = 2nd level; immobile barrier (one attribute: Int; -1 level) = 4th level; twin snakes deal
5-ft. square/level or hemisphere with radius 2 up to 5d6 piercing each plus poison (3d4 Str) as
ft./level) hedges out [reptilian] creatures. close ranged attacks while you concentrate, but
Snake StaffRR2: Variable Spell (+1 level): you take 1d4 Int damage.
 Energy mace (0 level) + Cascade Spell (bind; +1  Snake DartsCA: Invisible needle (0 level) + Cascade
level) + Ray Splitting (+1 level) + Reach Spell (close Spell [(damage attribute; 1st level) + Extend Spell
to touch; 1 level) + Manifested Spell (-1 level) + (inst. to 1 rd./level; +3 levels) + Tenuous Spell (-1
Cascade Spell [(enhancement; 2nd level) + Effect- level)] + + Ray Splitting (+1 level) + Reach Spell
Specfic Spell (melee weapon; -1 level)] + Extend (touch to medium; +1 level) + Resistible Spell (-1
Spell (inst. to 1 rd./level; +2 levels) = +3 levels; level) + Restricted Spell (wu jen or access to
damage cap 10d6 bludgeoning (divided among Scalykind domain; -1 level) = 3 rd level; two
iterative melee attacks with +1 enhancement/4 medium ranged touch attacks (snakes) deal up to
levels), plus entangled (divide entangled duration 7d6 piercing each plus 1d2 Con/rd. for 1 rd./level
by number of attacks). or until save (Fort half/neg.).
 Energy mace (0 level) + Reach Spell (close to touch; - Snapdragon FireworksUM: Jet of flame (0 level) +
1 level) + Cascade Spell [(damage attribute: Con; +1 Cascade Spell (flare; +1 level) + Reach Spell (close to
level) + Extend Spell (inst. to 1 rd./level; +2 levels) + long; +1 level) + Shape Spell (ray to target; +0 levels) +
Tenuous Spell (-1 level)] + Manifested Spell (-1 Concentration Spell (standard; +1 level) + Reduce
level) + Cascade Spell [(enhancement; 2nd level) + Spell (10d6 to 1d6; -2 levels) = 1st level; 1d6 fire plus
Effect-Specfic Spell (melee weapon; -1 level)] + dazzled (save half/neg.) to 1 target/round.
Extend Spell (inst. to 1 rd./level; +2 levels) = +3 Snapping TeethCWH: Invisible needle (0 level) +
levels; damage cap 10d6 bludgeoning plus 1d4 Variable Spell (+1 level):
Con (divided among iterative melee attacks), with  Reach Spell (close to touch; -1 level) + Manifested
+1 enhancement/4 levels to attacks and damage. Spell (-1 level) + Concentration Spell (swift; +3
Con damage continues 1 rd./level or until save. levels) = 2nd level; subject gains secondary bite
 Summon (1st level) + Augment Spell (CR 2; +1 level) attack for up to 5d6 piercing (base).
+ Cascade Spell [(enhancement; 2nd level) + Effect-  Reach Spell (close to touch; -1 level) + Delay Spell
Specfic Spell (natural weapon; -1 level)] = +3 levels; (proximity; +1 level) + Tenacious Spell (+1 level) =
summons a CR 2 constrictor snake with a greater 2nd level; location or objects makes touch attack for
magic fang effect (+1/4 levels). up to 10d6 piercing when approached within 5 ft.
= 4th level (listed as 5 th); each round for 1 rd./level, (re-invest latent spell numen as soon as activated to
make melee weapon attacks with listed effects, or reset).
invoke snake summoning effect. SneezeRR: Compel (sneeze; 2nd level) + Pacific Spell (2
SnakebiteMF: Invisible needle (0 level) + Cascade levels) = 0 level; subject sneezes loudly (this does not
Spell [(damage attribute; 1st level) + Mass Effect Spell interfere with its other actions that round).
(Dex and Con; +2 levels) + Extend Spell (inst. to 1 Sniper’s EyeCAd: Skill enhancement (Perception; 0
rd./level; +2 levels) + Manifested Spell (-1 level) + level) + Cascade Spell (darkvision; +4 levels) + Cascade
Tenuous Spell (-1 level)] + Resistible Spell (-1 level) + Spell (bestow feat: Point-Blank Shot; +1 level) +
Concentration Spell (partial; +2 levels) + Restricted Augment Spell (BAB +6 effects; +1 level) + Personal

Spells (Grimoire), p. 268


Spell (-1 level) + Location-Specific Spell (square cast access to Plant domain; -1 level) = 2nd level; subject
in; -2 levels) + Restricted Spell (ranger or rogue; -1 ignores concealment due to plants (but not wood).
level) = 2nd level (listed as 4 th); you gain +1/2 levels to SnowsongFB: Attribute boost (Cha; 0 level) +
Perception (+5 max.), darkvision 60 ft., and can deal Consecrate Spell (+1 level) + Cascade Spell (deflection;
precision damage at Medium range for 1 rd./level. +1 level) + Cascade Spell (blessing; +1 level) +
Sniper’s ShotCAd: Bestow feat (Point-Blank Shot; 1st Augment Spell (+3 total; +1 level) + Cascade Spell
level) + Augment Spell (BAB +11 effects; +3 levels) + (spark of life; +1 level) + Cascade Spell (dispel; +1 level)
Effect-Specific Spell (sneak attack range; -2 levels) + + Extend Spell (inst. to 1 min./level; +3 levels) +
Personal Spell (-1 level) + Sudden Spell (+0 levels) = 1 st Selective Spell (+1 level) + Shape Spell (target to
level; swift action allows you to deal precision emanation; +2 levels) + Restricted Spell (bard or access
damage at Long range. to Winter domain; -1 level) + Reduce Spell (20d6 to
Snow WaveFB: Energy mace (0 level) + Energy 1d6; -4 levels) = 7th level (listed as 6th); you and allies
Admixture (cold; +0 levels) + Cascade Spell (topple; +1 +3 morale to atks, damage, AC, Cha, plus fast healing
level) + Shape Spell (target to cone; +1 level) + 1; enemies must make opposed Concentration checks
Inexorable Evocation (+3 levels) + Ritual Spell (full to cast spells; in 20’r. emanation lasting 1 min./level.
round; -1 level) + Restricted Spell (access to Winter
domain; -1 level) = 3rd level (listed as 6th); 4d6 SO
bludgeoning plus 1d6 cold (no save) and knocked
Soften Earth & Stone: Variable Spell (+1 level; +2
prone in 30-ft. cone.
levels’ worth of options) + Restricted Spell (access to
SnowballUW: Ray of frost (0 level) + Augment Spell
Earth domain; -1 level) = 2nd level.
(1d6 to 5d6; +1 level) = 1st level; damage cap 5d6.
Snowball, Snilloc’sUnE: Ray of frost (0 level) + Reach  Bind (0 level) + Shape Spell (target to cubes; +2
Spell (close to medium; +1 level) + Variable Spell (can levels) + Widen Spell (10-ft. cubes to 5-ft. cubes; -1
also deliver as melee touch; +1 level) + Concentration level) + Residual Spell (+1 level) = +2 levels; area of
Spell (standard; +1 level) + Reduce Spell (10d6 to 1d6; difficult terrain entangles.
2 levels) = 1st level (divine 2nd); each round, make a  Shaping (2nd level) + Object-Specific Spell (earth &
touch or ranged touch attack for 1d6 cold. stone only; -2 levels) + Widen Spell (1 cu. ft./level
SnowdriftFB: Shaping (2nd level) + Widen Spell (1 cu. to 27 cu. ft./level; +2 levels) = +2 levels; collapses
ft./level to 3 cu. ft./level; +1 level) + Object-Specific into heap.
Spell (snow only; -2 levels) = 1st level. Variants:
SnowsightFB: Bestow feat (Favored Terrain: arctic; 1st
 Binding SnowFB: Bind (0 level) + Residual Spell (+1
level) + Extend Spell (1 rd./level to 1 hr./level; +4
level) + Shape Spell (target to horizontal wall; +1
levels) + Effect-Specific Spell (terrain sight only; -2
level) + Extend Spell (1 rd. to 1 hr./level; +4 levels)
levels) + Ritual Spell (full round; -1 level) + Restricted
+ Location-Specific Spell (snow field; -2 levels) = 4th
Spell (ranger or access to Winter domain; -1 level) = 1 st
level (listed as 3rd); one 10-ft. square of snow/level
level; subject can see in snow (even whiteout
becomes difficult terrain, entangles those entering.
conditions), is immune to snow blindness.
 Shifting SandAPG: Bind (0 level) + Reach Spell (close
 Fire EyesMW: Bestow feat (Favored Terrain: Plane of to medium; +1 level) + Shape Spell (target to
Fire; 1st level) + Silent Spell (+1 level) + Effect- spread; +2 levels) + Residual Spell (+1 level) +
Specific Spell (terrain sight only; -2 levels) + Extend Concentration Spell (partial action; +2 levels) +
Spell (1 rd./level to 1 min./level; +1 level) + Location-Specific Spell (sand or loose earth
Restricted Spell (access to Fire domain; -1 level) = 0 ground; -2 levels) = 4th level (listed as 3rd);
level; subject can see through smoke, fog, etc. for 1 moveable area of sand entangles and creates
min./level. difficult terrain.
 GreensightUW: Bestow feat (Favored Terrain: forest;
SoftwallRRE: Transmute (1st level) + Reach Spell
1st level) + Extend Spell (1 rd./level to 10 min./level;
(touch to close; +1 level) + Widen Spell (1 cu. ft./level
+3 levels) + Effect-Specific Spell (terrain sight only;
to 8 cu. ft./level; +1 level) + Extend Spell (1 hr./level to
-2 levels) + Augment Spell (partial to total
1 rd./level; -3 levels) = 0 level; temporarily transforms
concealment; +1 level) + Restricted Spell (ranger or

Spells (Grimoire), p. 269


small section of wall to weak plaster (hardness 0, hp 1 Improved Critical; +1 level) + Merciful Spell (+0
per inch). Variants: levels) + Personal Spell (-1 level) + Restricted Spell
 Brumal StiffeningFB: Transmute (1st level) + Accursed (paladin; 2 levels) = 0 level; you gain +3 to attacks and
Spell (+1 level) + Augment Spell (can affect special damage and Improved Critical (1 rd./level) if you
metals; +1 level) + Cascade Spell (ray of frost; +1 attack opponents to subdue.
level) = 4th level (listed as 2nd); weapon takes 1d6 Song of ParalysisAUG: Damage attribute (Dex; 1st
cold/level (max. 15d6) and becomes easily level) + Still Spell (+1 level) + Augment Spell (+5d4; +4
shattered for 1 rd./level (Reflex half/neg.). levels) + Extend Spell (days to 1 rd./level; -3 levels) +
 CrystalbrittleUA1: Transmute (1st level) + Accursed Reach Spell (touch to medium; +1 level) + Mass Effect
Spell (+1 level) + Widen Spell (1 cu. ft./level to 8 cu. Spell (1 creature/level; +3 levels) + Restricted Spell
ft./level; +1 level) + Augment Spell (can affect (bard; -1 level) = 6th level (listed as 7 th); 6d4 Dex
special metals; +1 level) + Extend Spell (1 rd./level damage to 1 creature/level, recovered at 1 point/rd.
to 1 hr./level; +3 levels) = 7th level (listed as 9th); Song of the GodsRR: Bestow feat (Skill Focus:
touch turns object to easily-shattered crystal (save Endurance; 1st level) + Reach Spell (touch to close; +1
neg.). Invest 350 x CL numen to maintain effect level) + Augment Spell (20 ranks effects; +4 levels) +
indefinitely. Effect-Specific Spell (restless slumber only; -2 levels) +
 Sapper, Myrddin’sRRE: Transmute (1st level) + Reach Mass Effect Spell (1 creature/level; +3 levels) + Ritual
Spell (touch to medium; +2 levels) + Widen Spell (1 Spell (-2 levels) + Restriced Spell (bard or access to
cu. ft./level to 5,832 cu. ft./level; +4 levels) + Ritual Music domain; -1 level) = 4 th level; after 40-minute
Spell (-2 levels) = 5th level; walls transmuted to casting, 1 creature/level regains daily uses of class
easily-destroyed substance (hardness 0, hp 1/inch features and can immediately prepare spells again, as
of thickness) for 1 hr./level. if fully rested.
SongwallRR2: Variable Spell (+1 level):
Solvent of CorrosionS&M: Acid splash (0 level) +
Variable Spell (+1 level):  Wall of melody: Compel (fascination; 2nd level) +
Extend Spell (1 rd. to 1 rd./level; +1 level) + Pattern
 Creatures: Cascade Spell (sickening touch; +1 level) +
Spell (auditory; -1 level) = +2 levels; those in area
Reach Spell (touch to medium; +1 level) = +2 levels;
are fascinated 1 rd./level.
damage cap 10d6 acid plus sickened 1 rd./level.
 Wall of cacophony: Sound lance (1st level) + Cascade
 Objects: Lingering Evocation (+1 level) +
Spell (alter senses: +1 level) = +2 levels; damage cap
Overwhelming Evocation (+1 level) = +2 levels;
15d6 sonic/rd. plus deafened 1 rd./level.
damage cap 10d6 acid plus 2d6/rd. (ignores
hardness and acid resistance). + Concentration Spell (standard; +1 level) + Extend
Spell (1 rd. to 1 rd./level; +1 level) + Shape Spell
+ Shape Spell (ray to spread; +2 levels) + Widen Spell
(target to cubes; +2 levels) + Restricted Spell (bard
(20’r. to 5’r.; -2 levels) = 3rd level.
(minstrel); -1 level) = 6 th level; affects one 10-ft.
Song of ChampionsRR: Bestow feat (1st level) +
cube/level.
Variable Spell (select feat at time of casting; +1 level) +
Sonic ScreamACG: Sound lance (1st level) + Shape
Reach Spell (touch to medium; +1 level) + Mass Effect
Spell (ray to cone; +2 levels) + Widen Spell (30 ft. to 15
Spell (1 creature/level; +3 levels) + Restricted Spell
ft.; -1 level) + Concentration Spell (standard; +1 level)
(bard; -1 level) = 5th level (listed as 6 th); bestows feat
+ Reduce Spell (10d6 to 5d6; -1 level) = 2 nd level; 1
for 1 rd./level.
cone/rd. deals 1d6 sonic/level (max. 5d6) while you
Song of HeroesRR: Blessing (0 level) + Cascade Spell
concentrate.
(resistance; +1 level) + Augment Spell (+1 to +3; +1
Sonic ThrustUM: Mage hand (0 level) + Cascade Spell
level) + Reach Spell (touch to medium; +1 level) +
(energy mace; +1 level) + Widen Spell (1 lb./level to 27
Mass Effect Spell (1/3 levels; +2 levels) + Extend Spell
lbs./level; +2 levels) + Reach Spell (close to long; +1
(1 min./level to 1 rd.; -2 levels) + Concentration Spell
level) = 4th level; like sudden thrust telekinesis, but
(standard; +1 level) + Ritual Spell (full round; -1 level)
single target if multiple objects thrown (damage cap
+ Restricted Spell (bard; -1 level) = 2nd level; 1 ally/3
15d6 total).
levels gains +3 morale to attacks, damage, and saves.
Soothing MudUW: Spark of life (1st level) + Cascade
Song of Mercy RR: Blessing (0 level) + Augment Spell
Spell (remove condition: attribute damage; +2 levels) +
(+1 to +3; +2 levels) + Cascade Spell (bestow feat:

Spells (Grimoire), p. 270


Reach Spell (touch to medium; +1 level) + Shape Spell concentrate to cast spells), and takes additional 1/2
(ray to cubes; +2 levels) + Widen Spell (10-ft. to 5-ft. levels (-5 max.) penalty to Concentration checks.
cubes; -1 level) + Extend Spell (inst. to 1 rd./level; +2  PainCA affects 1 creature/3 levels (+2 levels) and
levels) + Residual Spell (+1 level) + Reduce Spell (20d6 includes Fell Sickening (+1 level) and Expedient
to 1d6 and 8d4 to 4d4; -4 levels) = 4 th level (listed as Spell (-1 level) = 4th level; up to 2d4 + 1/level (+10
3rd); mud grants fast healing 1 for 1 rd./level and cures max.) HD are ailing (save for sickened).
up to 4d4 attribute damage.  Sicken EvilBED: Sickening touch (0 level) + Fell
SorrowBVD: Sickening touch (0 level) + Reach Spell Sickening (+1 level) + Augment Spell (ailing; +1
(touch to close; +1 level) + Augment Spell (ailing; +1 level) + Shape Spell (target to emanation; +2 levels)
level) = 2nd level; target is ailing 1 rd./level. AKA + Extend Spell (onset: inst. to 1 min./level; +3
inflict painOcA. Variants: levels) + Creature-Specific Spell (evil only; -2
 Curse of ill fortuneCD is Extended to 1 min./level (+1 levels) = 5th level; evil creatures in 20’r. are ailing 1
level) = 3rd level (listed as 2nd). rd./level (Fort sickened).
 Dirge of discordCAd is Shaped (target to spread; +2  SynesthesiaOcA Cascades glamer (+1 level) and
levels), lasts with Concentration (standard; +1 celerity (+1 level), and is Phantasmal (-1 level) = 3 rd
level), and is Restricted (bard; -1 level) = 4 th level level; target is ailing, has 20% miss chance and -30
(listed as 3rd); those in 20’r. ailing while you ft. to speed, for 1 rd./level.
concentrate.  Wave of GriefCD is Shaped (ray to cone; +1 level) =
 Distracting cacophonyUM is Shaped (target to spread; 3rd level.
+2 levels) = 4th level (bard 3rd; listed as 3rd/2nd). Sotto VocePC: Spook (0 level) + Reach Spell (close to
 Eldritch feverUM is Accursed (+1 level), Extended (1 medium; +1 level) + Quicken Spell (+3 levels) +
rd./level to 1 min./level; +1 level), and Creature- Creature-Specific Spell (humanoid; -2 levels) + Extend
Specific Spell (spellcasters; -1 level) = 3 rd level; Spell (1 rd./level to 1 rd.; -1 level) + Expedient Spell
victim is ailing for 1 min./level. Invest 300 x CL (individual HD; -1 level) = 0 level; swift casting makes
numen (3rd level x 50 x 2) to maintain effect humanoid of 4- HD shaken 1 rd.
permanently. Soul Bind: Warding (resurrection; 1st level) + Reach
 Evil eyeBVD is Silent (+1 level) and Accursed (+1 Spell (touch to close; +1 level) + Extend Spell (1
level) = 4th level (listed as 3rd); victim is ailing until min./level to 1 hr./level; +2 levels) + Irresistible Spell
it inflicts hp damage on you (invest 200 x CL (+2 levels) + Accursed Spell (+1 level) + Tenacious
numen until then). Spell (resists even a wish; +1 level) = 8th level; the soul
 Gelid bloodFB Cascades dispel (+1 level) and includes remains trapped until focus gem (black sapphire
Fell Sickening (+1 level) and Extend Spell (inst. to 1 worth 1,000 gp x creature’s HD) destroyed or remove
rd./level; +2 levels) = 6th level (listed as 5th); target is curse cast directly on gem. Normally, personal numen
ailing (Fort sickened) and must make opposed is invested to maintain an effect indefinitely (8 th level
Concentration checks to cast spells for 1 rd./level. x CL 15th x 50 x 1 = 6,000); however, more commonly
 Howling agonyUC affects 1 creature/level (+3 levels) the caster has the Soulcrafting feat (Chapter 5) and
but is Tenuous (-1 level) = 4th level (listed as 3rd); uses the imprisoned soul’s numen instead. Variants:
targets ailing 1 rd./level or until save.  Create Soul GemBotD3: Warding (resurrection; 1st level)
 Inflict painSRD includes Fell Sickening (+1 level) = 3rd + Reach Spell (touch to close; +1 level) + Extend
level (listed as 2nd); close target is ailing 1 rd./level Spell (1 min./level to 1 hr./level; +2 levels) + Ritual
(save for sickened). AKA pain touchCWH. Spell (full round; -1 level) = 3rd level; dying
 IrritationUA1 is Tenuous (-1 level) = 1st level (listed as creature’s soul is trapped in black sapphire (worth
2nd); target is ailing for 1 rd./level (Fort each round 1,000 gp x creature’s HD) for 1 hr./level.
to end effect).  Hasten JudgmentPnA: Variable Spell (+1 level):
 Mage BurrCSc Cascades skill enhancement Warding (resurrection; 1st level) or [enhancement (2nd
(Concentration; +1 level) + Hex Spell (+0 levels) level) + Effect-Specific Spell (channel resistance; -2
and is Creature-Specific (arcane caster; -2 levels) = levels + Hex Spell (+0 levels) + Cascade Spell
1st level; target is ailing for 1 rd./level (must (warding: negative energy; +1 level)] + Accursed
Spell (+1 level) + Extend Spell (1 min./level to 1

Spells (Grimoire), p. 271


hr./level; +2 levels) = 5th level; living creature 3rd level; subject gains +4 profane bonus to Wisdom
touched cannot be resurrected, or undead creature for 1 hr./level. Visage of AriochDLM and Wisdom of
touched cannot recover hp from negative energy SlortorDLM are the same, but apply to Cha and Int
and takes a -1/3 levels penalty to channel (respectively), instead of Wis.
resistance. Invest 250 x CL numen to maintain Soul of MercyRR: Blessing (0 level) + Augment Spell
effect indefinitely. (+3 total bonus; +2 levels) + Extend Spell (10 min./level
 MaledictionBotD: Warding (resurrection; 1st level) + to 1 rd./level; -2 levels) + Cascade Spell (bestow feat:
Accursed Spell (+1 level) + Delay Spell (if killed; +1 Improved Critical; +1 level) + Augment Spell (BAB +6
level) = 3rd level; when victim dies, soul is effects; +1 level) + Effect-Specific Spell (nonlethal only;
imprisoned in Hell (cannopt be resurrected) unless -2 levels) + Cascade Spell (whelm; +1 level) + Ray
curse removed or soul rescued bodily from the Pit. Splitting (+1 level) + Channel Spell (+1 level) + Extend
Invest 300 x CL numen to maintain the effect. Spell (inst. to 1 rd./level; +2 levels) + Restricted Spell
 Rest EternalAPG: Warding (resurrection; 1st level) + (paladin; -2 levels) = 3rd level (listed as 4 th); for 1
Accursed Spell (+1 level) + Mass Effect Spell (also rd./level, when you attack to subdue, you gain a +3
animate dead, etc.; +1 level) + Inexorable Spell (+3 sacred bonus to attacks and damage, expanded threat
levels) + Extend Spell (1 min./level to 10 min./level; range, and up to +13d6 nonlethal damage (divided
+1 level) + Creature-Specific Spell (dead body; -2 among attacks; max. 10d6 for one).
levels) + Ritual Spell (full round; -1 level) = 4th Soul ScourUnE: Damage attribute (Cha; 1st level) +
level; target body cannot be raised from the dead, Augment Spell (+1d4; +1 level) + Extend Spell (inst. to
animated as an undead, etc. Invest 300 x CL numen 1 rd./level; +2 levels) + Tenuous Spell (-1 level) +
to maintain effect. AKA permanent restAUG. Cascade Spell (damage attribute: Wis; +1 level) = 4 th
 Steal HeartAUG2: Warding (resurrection; 1st level) + level (listed as 5th); touch deals 1d4 Wis damage, plus
Accursed Spell (+1 level) + Inexorable Spell (+3 2d4 Cha/rd. for 1 rd./level or until save.
levels) + Irresistible Spell (+2 levels) = 7 th level; you SoulseekerPnA: Variable Spell (+1 level):
remove corpse’s heart, preventing its resurrection  Augury (2nd level) + Extend Spell (inst. to 1
while you remain alive (requires 350 x CL numen min./level; +3 levels) = 6th level; gain detailed
to maintain). information as to the disposition, location, form,
Soul BlastRR2: Jet of flame (0 level) + Reach Spell etc. of one soul; or
(close to medium; +1 level) + Overwhelming  Detection (soul; 2nd level) + Creature-Specific Spell
Evocation (+1 level) + Positive Spell (+0 levels) = 2 nd (soul specified; -2 levels) + Reach Spell (close to
level; damage cap 10d6 (1.5x vs. undead, half to planar; +5 levels) = 6 th level; locate the specified
others, and fire resistance and hardness do not apply). soul while on same plane, with concentration.
Soul DiskRR2: Bolt of force (2nd level) + Reach Spell Soul’s Treasure LostBVD: Dispel (0 level) + Reach
(close to medium; +1 level) + Cascade Spell (bestow Spell (touch to close; +1 level) + Inexorable Spell
feat: +1 level) + Mass Effect Spell (1 feat/3 levels; +2 (destroys instead of suppressing; +3 levels) + Cascade
levels) + Augment Spell (BAB +16 effects; +3 levels) + Spell (ray of entropy; +1 level) + Overwhelming
Concentration Spell (standard; +1 level) = 8th level; 1 Evocation (+1 level) + Shape Spell (ray to target; +0
Medium ranged touch attack/rd. at +4 to attack deals levels) + Variable Spell (+1 level) = 7 th level; damage
up to 25d6+5/19-20/x3 force plus beheads on crit. cap 20d6 entropic (bypasses energy resistance and
Soul DominionSRD: Possession (3rd level) + Reach hardness) plus disjunction vs. target’s most valuable
Spell (touch to interplanar; +8 levels) + Extend Spell (1 possession.
hr./level to 1 min./level; -2 levels) + Ritual Spell (full Soul’s Treaure RestoredBED: Remove condition (spell
round; -1 level) = 8 th level (listed as epic); as magic jar, effect; 1st level) + Reach Spell (touch to close; +1 level)
but at any range. + Mass Effect Spell (disrepair; +1 level) + Crippling
Soul of ChardrosDLM: Attribute boost (Wis; 0 level) + Drain (+4 level) = 7th level; restores object damaged or
Corrupt Spell (+1 level) + Augment Spell (+4 total destroyed by soul’s treasure lostBVD (q.v.) or similar
bonus; +1 level) + Extend Spell (1 min./level to 1 magical means.
hr./level; +2 levels) + Restricted Spell (access to Abyss SoulstrikeRR: Damage attribute (Con; 1st level) +
domain or [death] bloodline, domain, etc.; -1 level) = Reach Spell (touch to close; +1 level) + Augment Spell

Spells (Grimoire), p. 272


(+3d4; +2 levels) + Crippling Drain (+3 levels) = 7th first may be damaged by being struck by later
level; ranged touch deals 4d4 Con drain (Fort half). arrivals).
Sound Burst: Sound lance (q.v.; 1st level) + Cascade SparkAPG: Jet of flame (0 level) + Lingering Evocation
Spell (inertia; +1 level) + Augment Spell (dazed; +2 (+1 level) + Reduce Spell (5d6 to 1d6; -1 level) +
levels) + Shape Spell (target to burst; +2 levels) + Merciful Spell (+0 levels) = 0 level; ignites target object
Widen Spell (20’r. to 5’r.; -2 levels) + Restricted Spell without incinerating it outright.
(bard or access to War domain; -1 level) + Reduce Spark of LifeLM: Metaphysical feat (Thanatopic Spell
Spell (5d6 to 1d6; -1 level) = 2 nd level; damage 1d6 st
(1 level) + Augment Spell (+2 levels cost; +1 level) +
sonic plus dazed 1 round (Fort half/neg.). Variants: Accursed Spell (+1 level) + Extend Spell (inst. to 1
 Ear-piercing screamUM affects a single target (+0 rd./level; +2 levels) = 5th level (listed as 7th); for the
levels) = 2nd level (bard 1st); damage cap 5d6 sonic next 1 rd./level, undead creature touched is
plus dazed 1 round (Fort half/neg.). susceptible to attribute damage, etc. as if it were alive
 Ki shoutUM affects a single target; +0 levels), is (Will neg.).
Augmented (stun; +1 level), and not Reduced (+1 Spark ShowerDMG1: Electric arc (0 level) +
level) = 5th level (bard 4th); damage cap 15d6 sonic Conductive Evocation (+1 level) + Shape Spell (ray to
plus stunned 1 rd. (Fort half/neg.). cone; +1 level) + Widen Spell (30 ft. to 15 ft.; -1 level) =
 Lion’s RoarCW is Reach (personal; -1 level) + 1st level (divine 2nd); damage cap 5d6 (metal-armored
Selective (+1 level), and Cascades blessing (+1 level) targets or those with metal weapons save at -4) in 15-
and spark of life (+1 level), Extended to 1 min./level ft. cone.
(-1 level), and Shaped (burst; +1 level); the whole Speak with AnythingMW: Tongues (3rd level) +
thing is Widened to 120’r. (+4 levels) = 8 th level; Augment Spell (inanimate; +9 levels) + Extend Spell
enemies in 120’r. take 10d6 sonic and are dazed 1 (10 min./level to 1 min./level; -1 level) + Personal Spell
rd., allies gain +1 morale to atks and damage and (-1 level) + Ritual Spell (-1 level) + Restricted Spell
10d6 temp. hp lasting 1 min./level. (bard or druid; -1 level) = 8th level; for 1 min./level,
 Resonating wordUM affects a single target (+0 levels), you can speak with any type of creature, and even
and is Augmented (stunned; +1 level), Extended (1 with inanimate objects.
rd. to 1 rd./level; +1 level), Tenuous (-1 level), Still Speak with Astral TravelerTM2: Mindlink (1st level) +
(+1 level), and not Reduced (+2 levels) = 6 th level Reach Spell (close to interplanar; +7 levels) + Location-
(bard 5th); damage cap 15d6/rd. and stunned (Fort Specific Spell (astral plane; -2 levels) + Creature-
half/neg. and ends spell). Specific Spell (astral form of material body touched;
 Resounding blowAPG is Augmented 1 less step (-1 2 levels) + Extend Spell (1 min./level to 1 rd./level; -1
level) and Extended from 1 rd. to 1 rd./level (+1 level) + Ritual Spell (full round; -1 level) = 2nd level.
level), includes Ray Spltting (+1 level), and is Speak with Dead: Tongues (3rd level) + Cross-Class
Reach (touch; -1 level), Channeled (+1 level), Spell (divine; +1 level) + Language-Dependent Spell (-
Extended (inst. to 1 rd./level; +2 levels), Quickened 1 level) + Augment Spell (mindless corpse; +5 levels) +
(+3 levels), and Reduced 2 more steps (20d6 to 1d6; Creature-Specific Spell (corpse of intelligent being; -2
-2 levels) = 6th level (listed as 4th); +1d6 sonic per hit levels) + Extend Spell (10 min./level to 1 min./level; -1
plus staggered 1 rd./level (divide duration among level) + Ritual Spell (-2 levels) = 3rd level. Variants:
hits).  Grave WordsOcA: Augury (2nd level) + Variable Spell
SpacewarpTM2: Mage hand (0 level) + Cross-Class (random topics over which you have no control; -1
Spell (divine; +1 level) + Reach Spell (close to long; +1 level) + Expedient Spell (cap caster’s effective
level) + Shape Spell (target to emanation; +2 levels) + Knowledge ranks at 4; -1 level) = 0 level; as augury,
Widen Spell (20’r. to 40’r.; +1 level) + Extend Spell but less likely to provide information, and no
(concentration to 1 rd./level; +1 level) + Widen Spell control over question asked. Material component
(individual mass: 1 lb./level to 27 lbs./level; +2 levels) is a corpse, which babbles in response to the spell
+ Restricted Spell (access to Chaos, Magic, or Trickery (it is not destroyed during casting, but can’t be
domain; -1 level) = 7th level; gravity pulls towards used for that purpose again).
center of 40’r. sphere (creatures or objects arriving  Soul ShacklesBVD is Accursed (+1 level), and is
Creature-Specific (died holding talisman used as

Spells (Grimoire), p. 273


focus) rather than Ritual = 4th level; invest 800 x CL 2nd level. Phantom stagCD is Extended to 1 hr./level (+3
numen to question deceased person at will as if by levels) = 5th level.
a standard action speak with dead. Cf. the skull of Spectral Steed, Bloodstone’sTM2: Summon (1st level)
Wavyhill in Larry Niven’s The Magic Goes Away. + Summon Undead (+1 level) + Augment Spell (CR 4
Speak with MonstersPH1: Tongues (3rd level) + Cross- Huge zombie giant vulture; +2 levels) + Cascade Spell
Class Spell (cleric; +1 level) + Augment Spell (different (celerity; +1 level) + Extend Spell (1 rd./level to 1
senses; +3 levels) + Extend Spell (10 min./level to 1 hr./level; +3 levels) + Ritual Spell (full round; -1 level)
min./level; -1 level) = 6th level. + Restricted Spell (necromancer, or access to Undead
Speaking StonesME: Figment (0 level) + Reach Spell bloodline, etc.; -1 level) = 6th level; summons a Huge
(close to planar; +6 levels) + Delay Spell (standard; +1 vulture zombie (8 HD, fly 120 ft., Str 26, carrying
level) + Location-Specific Spell (to other focus; -2 capacity 1125/2450/3675 lbs.) for 1 hr./level.
levels) + Shape Spell (cubes to emanation; +0 levels) + SpeechlinkCAd: Mindlink (1st level) + Extend Spell (1
Widen Spell (20’r. to 5’r.; -2 levels) + Ritual Spell (full min./level to 10 min./level; +2 levels) = 3rd level.
round; -1 level) + Reduce Spell (no visual component; Spell Inhibitor, Taldock’sRR: Skill enhancement
1 level) + Mass Effect Spell (send reply message; +1 (Concentration; 0 level) + Hex Spell (+0 levels) + Shape
level) = 2nd level; send 1 verbal message each (up to 1 Spell (target to emanation; +3 levels) + Personal Spell
rd./level) between two focus items. (1 level) + Widen Spell (20’r. to 60’r.; +2 levels) +
Spear of PurityUM: Invisible needle (0 level) + Extend Spell (1 min./level to 1 rd./level; -1 level) +
Consecrate Spell (+1 level) + Bane Spell (fixed: [evil]; Inexorable Spell (+3 levels) = 6 th level; reduces
+0 levels) + Cascade Spell (alter senses; +1 level) + effective caster levels in 60’r. by -1/2 levels (no save).
Augment Spell (blindness; +1 level) + Extend Spell (1 Spell Reflection, EpicSRD: Dispel (0 level) + Accursed
rd./level to 1 rd.; -1 level) = 2 nd level; damage cap 5d6 Spell (+1 level) + Augment Spell (reverse back onto
(5d8 vs. evil; half piercing, half holy) and blinds 1 rd. caster instead of dispelling; +1 level) + Reach Spell
Spear of ValarianBED: Invisible needle (0 level) + (touch to long; +2 levels) + Irresistible Spell (no check
Channeled Spell (+1 level) + Ray Splitting (+1 level) + needed; +2 levels) + Shielding Spell (+1 level) + Mass
Reach Spell (close to touch; -1 level) + Extend Spell Effect Spell (1 spell/level; +3 levels) + Extend Spell
(inst. to 1 rd./level; +2 levels) + Creature-Specific Spell (inst. to 1 rd./level; +2 levels) + Personal Spell (-1 level)
(magical beasts; -2 levels) + Cascade Spell (silvered + Ritual Spell (-2 levels) = 9th level (listed as epic);
weaponBED; +1 level) + Cascade Spell (greater magic turns up to 1 spell/level per round targeting subject
weapon; +3 levels) + Restricted Spell (druid or ranger; (no level limit). Invest 1,800 x CL numen to maintain
1 level) = 4th level; weapon is silver, gains +1/4 levels effect indefinitely.
enhancement bonus, and deals up to +14d6/rd. extra Spell RepetitionDD: Bestow feat (magical talent; 1st
piercing damage (divided among attacks, max. +10d6 level) + Personal Spell (-1 level) + Extend Spell (1
for one) vs. magical beasts. rd./level to 1 min./level; +2 levels) + Sudden Spell (+0
Spectral Archers, Tanil’sRR2: Invisible needle (0 level) levels) + Effect-Specific Spell (same spell as cast last
+ Channel Spell (+1 level) + Shape Spell (target to round; -2 levels) + Augment Spell (16 ranks
cubes; +2 levels) = 3rd level (listed as 4th); arrow shot Concentration; +3 levels) = 3rd level; swift casting
invokes 1d6 piercing/level (max. 10d6, Reflex half) in enables you to recast any spell of up to 8 th level that
one contiguous 10’ cube/level starting at impact point. you expended last round.
Spectral SaluqiPC: Summon (1st level) + Augment Spell Resistance: Dispel (0 level) + Selective Spell
Spell (CR 4; +3 levels) + Extend Spell (1 rd./level to 10 (choose which incoming spells are affected; +1 level) +
min./level; +3 levels) + Ritual Spell (full round; -1 Extend Spell (inst. to 1 min./level; +3 levels) +
level) = 6th level; summons one yeth hound (swap out Shielding Spell (+1 level) = 5th level; subject gains SR =
Improved Initiative feat for Ghost Strike) that 10 + your Concentration bonus for 1 min./level.
communicates with you telepathically. Variants:
Spectral StagMF: Summon (1st level) + Augment  Bone tattooAUG2 is Effect-Specific ( -1 level) = 4 th level
Spell (CR 1 celestial or fiendish stag; +1 level) + (listed as 3rd); grants SR vs. cold, polymorph, and
Augment Spell (phantom steed template; +1 level) + [mind-affecting] magic.
Restricted Spell (access to Animal domain; -1 level) =

Spells (Grimoire), p. 274


 Epic spell resistanceSRD Cascades enhancement (+2 Spell WallRR2: Dispel (0 level) + Reach Spell (touch
levels) and is Extended to 1 hr./level (+2 levels) = to close; +1 level) + Shape Spell (target to wall; +1
9th level; grants long-lasting SR equal to 11 + level) + Widen Spell (10-ft. to 5-ft. squares; -1 level) +
Concentration bonus +1/2 levels. Selective Spell (one-way; +1 level) + Irresistible Spell
 Field of resistancePHII is Shaped (emanation; +2 (+2 levels) Extend Spell (inst. to 1 rd./level; +1 level) +
levels), Extended (1 rd./level; -1 level), and Reach Concentration Spell (swift action; +3 levels) = 8 th level
(touch to medium; +1 level), but not Selective (listed as 4th); one side of wall automatically dispels
(cannot be voluntarily lowered; -1 level) = 6 th level; spells and SLAa that contact it; re-orient and/or
20’r. area has non-lowerable SR. change location each round as a swift action.
 Inner ArmorCD Cascades deflection (+1 level) and SpellbreakerBRL: Dispel (0 level) + Channel Spell (+1
resistance (+1 level), Augmented to +5 (+2 levels), level) + Variable Spell (touch or melee attack; +1 level)
and is Consecrated (+1 level), Extended (1 + Extend Spell (inst. to 1 rd./level; +2 levels) = 4 th level;
rd./level; -1 level), Personal (-1 level), and for the next 1 rd./level, you can dispel by touch or
Restricted (monk; 2 levels) = 6th level; for 1 [strike] using focus object.
rd./level, you gain SR and a +5 sacred bonus to SpellcrashACG: Dispel (0 level) + Reach Spell (touch
saves and AC. to medium; +2 levels) + Extend Spell (inst. to 1
 Mantle of chaosPnH is Effect-Specific (applies only rd./level; +2 levels) + Tenuous Spell (save each round
againt [lawful] spells or spells from a lawful caster; to end effect; -1 level) = 3 rd level (listed as 4th/6th/8th).
-2 levels), Extended to 10 min./level (+1 level), and Target loses 1 spell slot, prepared spell, or daily spell-
Restricted ([chaotic] caster; -1 level) = 3rd level. like ability use per round until saves, starting with
Mantle of evilPnH, mantle of goodPnH, and mantle of highest-level. AKA Gunther’s kaleidoscopic strikeTM2.
lawPnH are the same, just with different alignment MindburnME (2nd level) is similar, but the range is only
descriptors. Close. Variant:
 Mystic aegisPHII is Personal (-1 level), Sudden (+0  Spell WormSRD: Compel (lose spell; 2nd level) +
levels), and Interrupting (+1 level) = 5th level. Cascade Spell (memory lapseAPG: q.v.; +2 levels) +
 Spell shieldRRE is Effect-Specific (spells specifically Extend Spell (1 rd. to 1 hr./level; +4 levels) = 8 th
targeting you only; -1 level) and lasts only 1 level (listed as epic); each round, the subject
rd./level (-1 level) = 3rd level. spends a standard action abandoning one
 Greater spell shieldRRE Cascades resistance (+1 level), prepared spell, unused spell slot, or limited-use
Augmented to +5 (+2 levels), lasts only 1 rd./level spell-like ability, starting from the highest level
(1 level), and is Creature-Specific (active shield and working down, and forgets they are gone.
user; -2 levels) = 5th level; subject gains SR and +5
SpellmasterAUG: Bestow feat (1st level) + Mass Effect
resistance to saves when shield readied.
Spell (1/level above 1st; +4 levels) + Personal Spell (-1
 Vengeful spell resistanceAUG2 Cascades ray of entropy
level) = 4th level (listed as 7th); you can spontaneously
(+1 level) + Shielding Spell (+1 level) + Creature-
apply 1 metamagic feat/2 levels (Delay Spell, Extend
Specific Spell (caster of non-overcoming spell; -2
Spell, Reach Spell, Selective Spell, possibly others,
levels), and is Extended (inst. to 1 min./level; +3
even if you don’t know them) for the next 1 rd./level,
levels), Reach (close to long; +1 level), and Effect-
subject to the Sudden Metamagic feat limitations.
Specific (triggers only if SR not overcome; -2
Spellstaff: 6th (or lower) level spell + Variable Spell
levels) = 7th level; target gains SR 10 + your
(select spell at time of imbuing staff; +1 level) + Delay
Concentration bonus, and caster at up to Long
Spell (standard action trigger; +1 level) + Ritual Spell
range takes 1d6 +1/level negative energy damage if
(2 levels) = 6th level; invest 300 x CL numen to maintain
SR not overcome.
spell in staff for use later (as a standard action).
Spell StarDr338: Dispel (0 level) + Irresistible Spell (no SpelltrapAUG2: Dispel (0 level) + Cascade Spell
check needed; +3 levels) + Mass Effect Spell (1 spell/3 (invocation of the knife; +1 level) + Energy Admixture
levels; +2 levels) + Shielding Spell (+1 level) + Personal (fire; +0 levels) + Shape Spell (target to spread; +2
Spell (-1 level) = 5th level (listed as 8th); one spell/3 levels) + Delay Spell (activating condition; +1 level) +
levels targeting you is autoimatically negated. Variable Spell (different condition for each
component; +1 level) + Ritual Spell (full round; -1

Spells (Grimoire), p. 275


level) = 4th level; focus gem negates specified spell cast step, deals 1d6 slashing/rd., and those within become
on it, then explodes when next touched (max 10d6 shaken for 1 rd./level.
fire/slashing in 20’r.). Spider Climb: Polymorph (vermin abilities; 3rd level)
Sphere of DeteriorationAUG2: Ray of entropy (1st level) + Effect-Specific Spell (climbing only; -2 levels) +
Reach Spell (close to touch; -1 level) + Shape Spell (ray Cascade Spell (skill enhancement: Athletics; +1 level) +
to emanation; +3 levels) + Personal Spell (-1 level) + Effect-Specific Spell (climb checks only; -1 level) +
Widen Spell (20’r. to 60’r.; +2 levels) + Extend Spell Extend Spell (1 min./level to 10 min./level; +1 level) =
(inst. to 1 rd./level; +2 levels) + Reduce Spell (15d6 to 2nd level; subject gains climb speed of up to 30 ft. and
10d6; -1 level) = 5th level (listed as 9th); 10d6 additional +1/2 levels (+5 max.) bonus to checks. AKA
entropic/rd. (Fort half) to all within 60 ft. of you. wall walkerSRD.
Variants:  Dance of the spiderToB is Personal (-1 level), Sudden
 Aura of cannibalismARG is Creature-Specific (same (+0 levels), and Concentration (partial action; +2
type as you; -2 levels), Extended (10 min./level; +2 levels) = 3rd level.
levels), and affects a 20’r. (-2 levels); it also Spike Growth: Invisible needle (0 level) + Cascade
Cascades spark of life (+1 level) and blessing (+1 Spell (celerity; +1 level) + Shape Spell (target to
level), and is Reduced 2 more steps (15d6 to 1d6; -2 horizontal wall; +1 level) + Widen Spell (10-ft. squares
levels) = 3rd level; creatures of your type in 20’r. to 20-ft. squares; +1 level) + Location-Specific Spell
take 1d6 necrotic damage/rd.; you gain 1d3 temp. (vegetation or loose earth only; -2 levels) + Creature-
hp and +1 to atks, damage, saves vs. fear. Specific Spell (effects only if move; -2 levels) +
 Aura of decayAPG is Bane (plants; +0 levels), Residual Spell (+1 level) + Extend Spell (inst. to 1
Cascades ray of enfeeblement (+1 level), affects a 20’r. hr./level; +5 levels) + Restricted Spell (access to Plant
(-2 levels), and is Restricted (access to Destruction domain; -1 level) + Reduce Spell (10d6 to 5d6 and 40
or Plant domain; -1 level) and Reduced 1 more ft. to 20 ft.; 1 level) = 3rd level; one 20-ft. square/level
step (10d6 to 1d6; -1 level) = 2nd level; 1d6 negative of difficult terrain deals 1d6 damage per 5 ft. of
energy/rd. and penalty to Str equal to 1d6 + ½ movement, plus save or land speed reduced by 20 ft.
levels (max. 1d6+5) for 1 rd./level. Cf. black (minimum 5 ft.) for 1 hr./level.
mulchingAUG2.
 Spike stonesSRD works on any stony ground or rock
 Profane stareRR2 Cascades damage attribute (Dex; +1
floor (+1 level), requires access to Earth domain,
level) + Augment Spell (+4d4; +3 levels) + Extend
and is Reduced 1 less step (10d6 to 5d6 and 50 ft.
Spell (days to rds.; -3 levels), and is Pattern (visual)
to 30 ft.; +1 level) = 4th level; one 20-ft. square/level
rather than Reduced = 5th level; for 1 rd./level, non-
of difficult terrain deals 1d6 damage per 5 ft. of
evil creatures within 60 ft. who meet your gaze
movement, plus save or land speed reduced by 30
take 1d6 necrotic damage/level (max. 10d6) and
ft. (minimum 5 ft.) for 1 hr./level.
5d4 Dex damage (Intuition half/neg.; Dex damage
 Vicious ThornsBotD: Invisible needle (0 level) +
is removed at the rate of 1 point per round).
Lingering Evocation (+1 level) + Shape Spell (ray to
 Pulse of hatePHII is Corrupt (+0 levels due to
burst; +2 levels) + Reach Spell (close to personal; -1
metamagic synergy) and Selective (+1 level),
level) + Widen Spell (20’r. to 5’r.; -2 levels) +
affects a 20’r. (-2 levels), and is not Reduced (+1
Extend Spell (inst. to 1 rd./level; +2 levels) +
level) = 5th level (listed as 7th); damage cap 15d6/rd.
Residual Spell (+1 level) + Restricted Spell (access
(divine 10d6; half negative energy, half unholy) to
to Plant domain; -1 level) = 1 st level; vines in 5’r. of
enemies within 20 ft.
you deal 1d6 piercing/rd. plus 1d6 bleed to those
Sphere of TerrorDr333: Spook (0 level) + Cascade Spell within, act as difficult terrain.
(gloom; +1 level) + Cascade Spell (invocation of the knife;
Spine TendrilAUG2: Variable Spell (bind or
+1 level) + Reach Spell (touch to medium; +1 level) +
unhandAUG2; +1 level) + Augment Spell (grapple; +1
Shape Spell (target to spread; +2 levels) + Extend Spell
levels) + Concentration Spell (swift; +3 levels) = 5 th
(inst. to 1 rd./level; +2 levels) + Reduce Spell (4 steps
level; each round as a swift action, make one Close
to 1 step, panicked to shaken, and 20d6 to 1d6; -3
ranged grapple or disarm attempt.
levels) = 4th level; 20’r. area lowers illumination by 1
Spines of DeathAUG: Damage attribute (Con; 1st level)
+ Reach Spell (touch to close; +1 level) + Variable Spell

Spells (Grimoire), p. 276


(melee or ranged attacks; +1 level) + Augment Spell Animal checks. Spell manifests as a chariot of force
(+2d4; +1 level) + Cascade Spell (invisible needle; +1 behind the mount.
level) + Ray Splitting (+1 level) + Manifested Spell (-1 Spiritual Soldier, Arathan’sAUG2: Damage attribute
level) + Concentration Spell (standard; +1 level) + (Dex; 1st level) + Reach Spell (touch to medium; +2
Reduce Spell (3d4 to 2d4 and 20d6 to 15d6; -1 level) = levels) + Augment Spell (+4d4 Dex; +3 levels) +
5th level; damage cap 20d6 piercing plus 2d4 Con, Threnodic Spell (+0 levels) + Creature-Specific Spell
divided among multiple melee or ranged attacks; Str (incorporeal undead only; -2 levels) + Mass Effect
modifier applies. Spell (1/3 levels; +2 levels) + Extend Spell (days/level
Spirit ArmorTM2: Mage armor (1st level) + Cross- to hrs./level; -1 level) + Expedient Spell (individual
Class Spell (necromancy; +1 level) + Augment Spell HD; -1 level) + Cascade Spell (summon; +1 level) +
(+4 to +6; +1 level) + Extend Spell (1 hr./level to 1 Augment Spell (CR 9; +5 levels) + Creature-Specific
min./level; -2 levels) + Cascade Spell (resistance; +1 Spell (stone golem only; -2 levels) + Effect-Specific
level) + Augment Spell (+1 to +3; +1 level) + Corrupt Spell (only when at least 25 HD halted; -2 levels) +
Spell (+1 level) + Personal Spell (-1 level) = 3 rd level; Extend Spell (1 rd./level to 1 hr./level; +3 levels) +
you gain +6 armor bonus to AC and +3 profane bonus Ritual Spell (full round; -1 level) = 8th level; 5d4 Dex
to saves for 1 min./level. damage to up to 1 incorporeal undead/level with up
Spirit of PowerTM2: Summon (1st level) + Reach Spell to 12 HD each within Medium range, and animates
(close to personal; -1 level) + Augment Spell (CR 20; stone golem servant if 25 HD+ undead affected.
+11 levels) + Extend Spell (1 rd./level to 1 rd.; -1 level) Spiritual WrathTM2: Energy mace (0 level) + Cascade
+ Concentration Spell (standard; +1 level) + Ritual Spell (wisp; +1 level) + Reach Spell (0 to medium; +1
Spell (-2 levels) = 9th level; long ritual summons a level) + Shape Spell (ray to burst; +2 levels) + Widen
minor avatar of your deity (Advanced, half-celestial Spell (20’r. to 120’r.; +3 levels) + Ritual Spell (full
Incarnate 18) that remains as long as you concentrate. round; -1 level) = 6th level; damage cap 15d6
Spirit of ProwessAUG: Blessing (0 level) + Still Spell bludgeoning and obscures vision in 120’r. for 1
(+1 level) + Augment Spell (+4 total; +2 levels) + min./level.
Personal Spell (-1 level) = 2 nd level (listed as 3 rd); you Spontaneous SearchSC: Detecetion (2nd level) + Shape
gain +4 enhancement (or sacred or morale, if cleric or Spell (cone to burst; +1 level) + Ritual Spell (full
bard) to attacks and damage for 10 min./level. round; -1 level) + Restricted Spell (rogue skill trick; -1
Spirit of WarAUG: Attribute boost (Str; 0 level) + level) = 1st level; learn presence/absence, types, and
Cascade (attribute boost: Dex, Con; +2 levels) + locations of all objects in 20’r.
Augment Spell (+2 to +4; +1 level) + Cascade Spell Spore CloakRF: Damage attribute (Con; 1st level) +
(bestow feat; +1 level) + Mass Effect Spell (1 feat/3 Extend Spell (damage onset: inst. to 1 rd./level; +3
levels; +2 levels) + Variable Spell (select feats at time levels) + Tenuous Spell (-1 level) + Shielding Spell (+1
of casting; +1 level) + Extend Spell (1 rd./level to 1 level) + Extend Spell (shielding effect: inst. to 1
hr./level; +3 levels) + Personal Spell (-1 level) + Ritual min./level; +3 levels) + Personal Spell (-1 level) = 6 th
Spell (full round; -1 level) = 8th level (listed as 7th); you level; those entering your square, touching you,
gain +4 enhancement to Str, Dex, and Con, and 1 grappling with you, etc. take 1d4 Con/rd. for 1
feat/3 levels (choose from weapon proficiencies, rd./level or until save (initial Fort half).
armor proficiencies, Weapon Specialization, etc.) for 1 Spore FieldCSc: Skill enhancement (Acrobatics; 0
hr./level. level) + Hex Spell (+0 levels) + Cascade Spell (sickening
Spiritual ChariotCD: Skill enhancement (Handle touch; +1 level) + Reach Spell (touch to medium; +1
Animal; 0 level) + Cascade Spell (mage armor; +1 level) level) + Shape Spell (target to spread; +2 levels) +
+ Cross-Class Spell (divine; +1 level) + Variable Spell Widen Spell (20’r. to 10’r.; -1 level) + Residual Spell
(cover bonus; +1 level) + Cascade Spell (ant haul; +1 (+1 level) + Extend Spell (1 rd./level to 1 min./level; +1
level) + Mass Effect Spell (1/3 levels; +2 levels) + level) + Restricted Spell (access to Pestilence domain,
Location-Specific Spell (cover bonus applies only etc.; -1 level) + Reduce Spell (+10 to +5; -1 level) = 3 rd
when riding mount; -2 levels) + Restricted Spell level (listed as 1st); area of difficult terrain sickens and
(paladin; -2 levels) = 2nd level; mount can carry imposes -1/2 level (max. -5) penalty to Acrobatics
additional weight, passengers gain cover bonus to checks within.
AC, and driver gains +1/2 levels (+5 max.) to Handle

Spells (Grimoire), p. 277


Spores of the VrockBVD: Invisible needle (0 level) + steps on floor; +1 level) + Extend Spell (1 rd./level to 1
Lingering Evocation (+1 level) + Empower Spell (+1 rd.; -1 level) = 1st level; up to one 10-ft. square/level of
level) + Shape Spell (ray to burst; +2 levels) + Reach floor squeaks loudly when more than 3 lbs. is put on
Spell (close to 0; -1 level) + Widen Spell (20’r. to 5’r.; -2 it. By adding Tenacious Spell (+1 level), you can
levels) + Ritual Spell (full round; -1 level) = 1 st level; choose to immediately re-invest the numen to
those in 5’r. of you take 1d8 piercing plus 1d6/rd. maintain the effect as a latent spell after it is
ongoing for up to 1 rd./level (or until receive bless, discharged.
neutralize poison, or remove disease). SqueezeARG: Reduce (3rd level) + Effect-Specific Spell
Spread of ContentmentBED: Remove condition (for purposes of squeezing only; -2 levels) = 1st level
(hostility-inducing; 1st level) + Cascade Spell (ray of (listed as 2nd).
beguiling; +1 level) + Reach Spell (touch to medium; +1 Stabilize Wild ZoneTM2: Warding (wild magic; 1st
level) + Shape Spell (target to spread; +2 levels) + level) + Inexorable Spell (spell works even in wild
Widen Spell (20’r. to 120’r.; +3 levels) + Extend Spell (1 magic zone; +4 levels) + Shape Spell (target to
rd./level to 1 hr./level; +3 levels) + Language- emanation; +2 levels) + Widen Spell (20’r. to 40’r.; +1
Dependent Spell (-1 level) + Ritual Spell (-2 levels) = level) + Extend Spell (1 min./level to 10 min./level; +1
8th level; removes hostility-provoking magic and level) + Restricted Spell (wild magic; -1 level) = 8 th
improves interactions as if additional 1d6 + 1/level level; 40’r. emanation is free of wild magic trait.
difference in Charisma existed. Stalwart PactCD: Resistance (0 level) + Consecrate
Spread of SavageryBVD: Compel (attack those not Spell (+1 level) + Augment Spell (+1 to +5; +2 levels) +
affected; 2nd level) + Reach Spell (close to medium; +1 Cascade Spell (spark of life; +1 level) + Cascade Spell
level) + Shape Spell (target to spread; +2 levels) + (enhancement; +2 levels) + Delay Spell (until lightly
Widen Spell (20’r. to 120’r.; +3 levels) + Extend Spell (1 wounded; +1 level) + Ritual Spell (-2 levels) = 5 th level;
rd. to 1 hr./level; +4 levels) + Ritual Spell (-2 levels) + when lightly wounded, subject gains 1d6 temp.
Restricted Spell (access to Madness or other hp/level (max. 15d6), +5 sacred bonus to saves, and
appropriate domain; -1 level) = 9 th level; after long DR/magic (1 hp/3 levels) for 1 min./level.
ritual, those in large area rampage, attacking all not Stamina to DefenseAUG: Enhancement (2nd level) +
affected, for 1 hr./level. Lucky Spell (+2 levels) + Extend Spell (1 min./level to
Spymaster’s CoinCSc: Alter senses (0 level) + 10 min./level; +1 level) + Item-Specific Spell (armor or
Augment Spell (vision; +1 level) + Reach Spell (close shield only; -2 levels) + Augment Spell (+1/4 to +1/3;
to planar; +5 levels) + Delay Spell (standard action +1 level) = 4th level; armor or shield gains +1 luck
trigger; +1 level) + Location-Specific Spell (vicinity of bonus/3 levels for 10 min./level.
focus coin only; -2 levels) + Ritual Spell (-2 levels) = 3 rd StandPHII: Skill enhancement (Acrobatics; 0 level) +
level (listed as 2nd); you scry on possessor of coin Reach Spell (touch to close; +1 level) + Quicken Spell
designated during casting (spell focus object) at some (+3 levels) + Interrupting Spell (+1 level) + Extend
later time. Spell (1 min./level to inst.; -2 levels) + Effect-Specific
Squamous BlastCoC: Bolt of force (2nd level) + Spell (kip up; -2 levels) = 1st level; prone target gains
Cascade Spell (dispel; +1 level) + Irrestistible Spell (+2 immediate Acrobatics check at +1/2 levels to regain
levels) + Overwhelming Evocation (+1 level) + Reach feet.
Spell (touch to line of sight; +4 levels) + Restricted Standing WaveCD: Celerity (swim; 0 level) + Reach
Spell (Great Old One or Outer God cultist; -1 level) = Spell (touch to close; +1 level) + Extend Spell (1
9th level; damage cap 20d6 force (ignores energy min./level to 10 min./level; +1 level) + Location-
resistance and SR, and possibly dispels magical Specific Spell (surface of water; -2 levels) + Augment
barriers, continuing past them). Spell (+10 ft. to +60 ft.; +3 levels) + Restricted Spell
Squaring the CircleTM2: Bestow feat (Shape Spell; 1st (access to Water domain; -1 level) = 3 rd level; wave
level) + Cascade Spell (Sudden Metamagic; +2 levels) propels subject at speed 60 ft. along water’s surface.
+ Personal Spell (-1 level) = 2nd level; you can shape Star BlessingRW: Blessing (0 level) + Cascade Spell
one or more spells during the next 1 rd./level, subject (resistance; +1 level) + Consecrate Spell (+1 level) +
to Sudden Metamagic limits. Extend Spell (1 min./level to 1 hr./level; +2 levels) +
Squeaking FloorsTM2: Figment (0 level) + Cross- Personal Spell (-1 level) + Location-Specific Spell
Class Spell (divine; +1 level) + Delay Spell (creature (outdoors at night; -2 levels) = 1 st level; you gain +1

Spells (Grimoire), p. 278


sacred bonus to attacks, damage, and saves when level (listed as 5th); 1st round—presence, 2nd round
outdoors at night. —location, 3rd—condition and emotional state.
Stars of ArvandorBED: Bolt of force (2nd level) +  Soul LinkFC1: MindlinkSRD (1st level) + Variable Spell
Variable Spell (+1 level): (passively monitor status or telepathically
 Ray Splitting (+1 level) + Concentration Spell communicate; +1 level) + Reach Spell (close to
(standard; +1 level) = +2 levels; or touch; -1 level) + Extend Spell (1 min./level to 1
 Concentration Spell (partial action; +2 levels) hr./level; +2 levels) + Cascade Spell [(alter senses; +1
level) + Augment Spell (vision; +1 level) + Channel
+ Selective Spell (+1 level) + Merciful Spell (+0 levels)
Spell (through telepathic bond; +1 level) +
+ Reduce Spell (20d6 to 5d6; -3 levels) = 3 rd level
Concentration Spell (standard; +1 level)] = 7th level,
(divine 4th); each round, make one swift ranged touch
monitor status or telepathically communicate with
attack for 5d6 force damage, or 3 ranged touch attacks
subject, and scry on subject with concentration.
as a standard action dealing up to 3d6 force damage
 Spirit watchRR2 requires a full ritual casting (-2
each (in both cases, nonlethal vs. good creatures).
levels) = 1st level.
StarshineUA1: Light (0 level) + Reach Spell (touch to
close; +1 level) + Shape Spell (emanation to cubes; +0 Steadfast PerceptionSRD: Warding (figments; 1st
levels) = 1st level (listed as 3 rd); fills one 10-ft. level) + Mass Effect Spell (also glamers; +2 levels) +
cube/level with normal light. Cascade Spell (skill enhancement: Perception; +1 level)
Static VeilAUG2: Warding (scrying; 1st level) + Shape + Extend Spell (1 min./level to 10 min./level; +1 level)
Spell (target to cubes; +3 levels) + Extend Spell (1 + Personal Spell (-1 level) = 4th level; you are immune
min./level to 1 hr./level; +2 levels) + Expedient Spell to figments and glamers, and gain +1/2 levels (+10
(special; -1 level) + Ritual Spell (-2 levels) = 3 rd level max.) to Perception, for 10 min./level.
(listed as 2nd); ritual nondetection covers an area. Steady Aim, Tenser’sGA: Skill enhancement
Status: Mindlink (1st level) + Cross-Class Spell (Concentration; 0 level) + Still Spell (+1 level) + Extend
(divine; +1 level) + Reach Spell (close to touch; -1 Spell (1 min./level to 10 min./level; +1 level) +
level) + Extend Spell (1 min./level to 1 hr./level; +2 Augment Spell (+5 to +10; +1 level) + Effect-Specific
levels) + Mass Effect Spell (1 creature/3 levels; +2 Spell (firing while moving; -2 levels) = 1st level; subject
levels) + Effect-Specific Spell (condition and general is +1/2 levels (+10 max.) to Concentration checks to
location only—no actual communication; -2 levels) = fire projectiles while moving (Chapter 4).
3rd level. Variants: Steal ControlDD: Compel (obey me; 2nd level) +
Reach Spell (close to line of sight; +4 levels) +
 Greater StatusBED: Status (3rd level) + Cascade Spell
Irresistible Spell (+2 levels) + Threnodic Spell
(bestow feat: Channel Spell; +2 levels) + Cascade
(constructs; +0 levels) + Concentration Spell (standard;
Spell (Sudden Metamagic; +1 level) + Effect-
+1 level) + Ritual Spell (full round; -1 level) = 8 th level
Specific Spell (harmless “buffs” only; -2 levels) = 4 th
(listed as 9th); you control one consstuct within ¼
level; as status, and you can cast harmless spells
mile/level with concentration.
(max. 3rd level) on monitored allies from anywhere
Steal LifeBVD: Damage attribute (1st level) + Variable
on the same plane.
Spell (+1 level) + Crippling Drain (+1 level) + Reach
 Sacred GuardianTM2: Mindlink (1st level) + Cross-
Spell (touch to medium; +1 level) + Cascade Spell
Class Spell (divine; +1 level) + Reach Spell (close to
[(remove condition: aging; +1 level) + Crippling Drain
touch; -1 level) + Delay Spell (subject in danger; +2
(+1 level)] + Concentration Spell (+1 level) = 7 th level;
levels) = 3rd level (listed as 1st); you receive a
while you concentrate, you deal 1d4 attribute drain
mental alert the next time the recipient touched is
(Fort half, different attribute each round) to the target,
in danger (anywhere on same plane as you). Note
and regain like amount of attribute loss from your
temporary numen cost for latent spells (e.g., 3rd
own aging.
level + CL 5th x 50 = 750).
Steal SleepRR: Touch of fatigue (0 level) + Reach Spell
 Sensory BondRRE: Detection (object or creature
(touch to close; +1 level) + Augment Spell (exhausted;
specified; 2nd level) + Extend Spell (concentration to
+1 level) + Cascade Spell [(bestow feat: Skill Focus
1 hr./level; +5 levels) + Reach Spell (close to
(Endurance); +1 level) + Augment Spell (20 ranks
extreme; +2 levels) + Ritual Spell (-2 levels) = 7 th
effects; +4 levels) + Effect-Specific Spell (restless

Spells (Grimoire), p. 279


slumber only; -2 levels) + Personal Spell (-1 level)] = SteeldanceMF: Enlarge (3rd level) + Extend Spell (1
4th level (listed as 0); target at close range is exhausted, min./level to 1 rd./level; -1 level) + Cascade Spell
and you instantly gain the benefits of 8 hours sleep. (animate object; +2 levels) + Augment Spell (2 objects;
Steal SummoningCM: Dispel (0 level) + Reach Spell +1 level) + Object-Specific Spell (daggers only; -2
(touch to close; +1 level) + Augment Spell (subvert levels) = 3rd level; two daggers grow in size 1 category
control, rather than ending effect; +1 level) + Extend and attack your enemies for 1 rd./level.
Spell (inst. to 1 rd.; +1 level) + Concentration Spell Stench of PreyACG: Compel (attack designated
(standard; +1 level) + Quicken Spell (+3 levels) + creature; 2nd level) + Reach Spell (close to medium; +1
Interrupting Spell (+1 level) + Effect-Specific Spell level) + Shape Spell (target to emanation; +2 levels) +
(summoning spells only; -2 levels) + Restricted Spell Extend Spell (1 rd. to 1 min./level; +2 levels) +
(access to Thaumaturgy feat; -1 level) = 5 th level; Creature-Specific Spell (predatory animals or vermin;
immediate casting interrupts summoning and -2 levels) + Expedient Spell (total HD; -1 level) +
subverts control of summoned monster to you (you Restricted Spell (ranger or access to Animal or
must have sufficient unallocated Thaumaturgy Pestilence domain; -1 level) = 3 rd level; up to 2d4 +
potential remaining, or the summoned creature 1/level (+5 max.) HD worth of animal or vermin
simply becomes uncontrolled instead). Variant: predators within 20 ft. of target attack for 1 min./level.
 Control Summoned CreatureUM: Dispel (0 level) +  Scent of the hunted RR2 is range touch rather than
Cascade Spell (damage attribute: Cha; +2 levels) + medium (-2 levels), but also includes Cascade Spell
Augment Spell (+3d4; +2 levels) + Cascade Spell (skill enhancement: Perception and Survival; +2
(mindlink; +1 level) + Reach Spell (close to long; +1 levels), Extend Spell (1 rd./level to 1 hr./level; +3
level) + Creature-Specific Spell (summoned levels), and Ritual Spell (full round; -1 level) = 5th
creature; -2 levels) = 4th level; dispels control of level; animals and magical beasts track and attack
summoned monster, allowing you to telepathically target, with +1/2 levels to Perception and Survival.
dominate it (effective 4d4 Cha damage with  Smell of FearMF: Summon (1st level) + Augment Spell
respect to you, Will half). (+1 level) + Extend Spell (1 rd./level to 1 min./level;
Steal VoiceUM: Glamer (1st level) + Reach Spell (close +1 level) + Reach Spell (close to touch; -1 level) +
to medium; +1 level) + Still Spell (+1 level) + Extend Resistible Spell (save negates; -1 level) = 1 st level;
Spell (1 rd./level to 1 min./level; +1 level) + Accused target is 3x more likely to encounter hostile
Spell (+1 level) + Reduce Spell (no tactile, olfactory, or animals.
visual; -3 levels) = 2nd level; subject cannot be heard Stern Reproof, Nybor’sMF: Damage attribute (Con; 1st
above a whisper (20% spell failure, -4 to save DCs of level) + Cascade Spell (spook; +1 level) + Cascade Spell
[language-dependent] spells). Invest 100 x CL numen (inertia; +1 level) + Augment Spell (daze; +2 levels) +
to maintain effect until victim casts shout (2nd level x Augment Spell (+3d4; +2 levels) + Reach Spell (touch
50 x 1 for contingent effect). to medium; +1 level) + Reduce Spell (cowering to
Sea SteedUW: Polymorph (magical beast; 3rd level) + frightened; -2 levels) + Fell Frightening (+1 level) = 7 th
Extend Spell (1 min./level to 10 min./level; +2 levels) + level; target takes 4d4 Con damage (Fort half) plus
Creature-Specific Spell (your steed; -2 levels) = 3rd dazed 1 rd. (Fort neg.) and frightened 1 rd./level (Will
level (listed as 2nd); your steed gains swim 30 ft., shaken).
aquatic type, amphibious descriptor, and +2 to natural Stick Servant, Sethtel’sRR: Animate object (1st level) +
armor (from scales) and Str. Variants: Extend Spell (1 rd./level to 1 hr./level; +4 levels) +
 Sea stallionUW Cascades bestow feat (Favored Terrain Object-Specific Spell (Tiny or Small bundle of sticks
x4; +4 levels) + Extend Spell (+1 level) + Personal only; -2 levels) + Ritual Spell (full round; -1 level) +
Spell (-1 level) + Location-Specific Spell (mounted Restricted Spell (access to Plant domain; -1 level) = 1 st
on sea steed; -2 levels) = 5th level (listed as 4th), as sea level.
steedUW, but you also gain favored terrain Sticking ScabbardRRE: Bind (0 level) + Augment
(underwater) +8 while mounted on it. Spell (grapple; +2 levels) + Extend Spell (1 rd./level to
 Steed of the SeasSW is Extended (1 hr./level; +1 level) 1 min./level; +1 level) + Object-Specific Spell
and Restricted (paladin; -2 levels) = 2 nd level; your (scabbard/sheath only; -2 levels) = 1st level; grapple
mount gains water breathing, swim speed 30 ft. check to draw weapon (1 min./level).

Spells (Grimoire), p. 280


Sticks and StonesShS: Summon (1st level) + Summon (divided among bolts) plus knocked prone and dazed
Undead (+1 level) = 2 nd level (listed as 3 rd); summons 1 round.
one CR ½ wight spawn for 1 rd./level. Stone DiscusACG: Invocation of the knife (0 level) +
Sticks to SnakesAPG (listed as “snake staff”): Variable Spell (Versatile Evocation: bludgeoning; +1
Summon (1st level) + Reach Spell (close to medium; +1 level) + Cascade Spell (lesser versatile weaponAPG; +1
level) + Variable Spell (+1 level) + Augment Spell (+3 level) + Ray Splitting (+1 level) + Manifested Spell (-1
levels) + Ritual Spell (full round; -1 level) = 5th level. level) = 2nd level; damage cap 12d6 (divine 7d6),
Snakes CR Numbers
divisible among iterative ranged attacks. You choose
Venomous 1 3d6 whether damage is bludgeoning or slashing, and the
Constrictor 2 2d4+1 discs penetrate metals-based DR.
Advanced venomous 2 2d4+1 Stone FistAPG: Energy mace (0 level) + Ray Splitting
Advanced constrictor 3 1d4+1 (+1 level) + Reach Spell (close to touch; -1 level) +
Giant, advanced venomous 3 1d4+1 Manifested Spell (-1 level) + Extend Spell (inst. to 1
Giant, advanced constrictor 4 1d3 min./level; +3 levels) + Adamantine Evocation (+1
level) + Personal Spell (-1 level) + Reduce Spell (-1
Variants:
level) = 1st level; your fists deal 1d6 bludgeoning each
 GutsnakeMF: Summon (1st level) + Augment Spell (or up to 3d6 for arcane casters), penetrate
(CR 6; +4 levels) + Reach Spell (close to touch; -1 DR/adamantine, and bypass up to 20 points hardness.
level) = 4th level; summons a Giant constrictor Stone ShieldARG: Mage armor (1st level) + Extend
snake (Huge, 9 HD, CR 6) that appears to erupt Spell (1 hr./level to 10 min./level; -1 level) + Variable
from your stomach. Spell (cover bonus; +1 level) + Personal Spell (-1 level)
 Serpent ArrowSK: Summon (1st level) + Channel Spell + Sudden Spell (+0 levels) + Interrupting Spell (+1
(+1 level) + Mass Effect Spell (1/level; +3 levels) + level) = 1st level (divine 2nd); you gain +4 cover for 1
Item-Specific Spell (arrows or bolts only; -2 levels) round as an immediate action.
+ Delay Spell (as used; +1 level) = 4 th level; up to 1 Stone StormDHD: Energy mace (0 level) + Reach Spell
arrow or crossbow bolt/level becomes a Tiny viper (close to medium; +1 level) + Variable Spell (+1 level):
as it hits, remains for 1 rd./level thereafter.
 Shape Spell (ray to cubes; +2 levels) + Widen Spell
 Tongue SerpentsBVD: Summon (Tiny viper; 1st level) +
(10-ft. to 60-ft. cubes; +3 level) = +5 levels;
Silent Spell (+1 level) + Concentration Spell
 Shape Spell (ray to burst; +2 level) + Widen Spell
(standard; +1 level) = 3rd level; you spit 1 fiendish
(20’r. to 60’r.; +2 levels) + Selective Spell (+1 level) =
viper/rd. while you concentrate.
+5 levels
 VipergoutSC: Summon (1st level) + Augment Spell
(CR 1; +1 level) + Augment Spell (1d4+1; +1 level) = Irresistible Spell (+2 levels) + Ritual Spell (full round; -
3rd level; summons 1d4+1 Small fiendish venomous 1 level) + Restricted Spell (access to Earth domain; -1
snakes. level) = 7th level; damage cap 15d6 bludgeoning
(Reflex half, no SR).
Stimulate HealthAUG: Attribute boost (0 level) +
Stone to Flesh: Variable Spell (+1 level, +4 levels’
Variable Spell (select at time of casting; +1 level) +
worth of options) + Reach Spell (touch to medium; +1
Consecrate Spell (+1 level) + Reach Spell (touch to
level) = 6th level.
medium; +1 level) = 3rd level (listed as 6th); subject
gains +2 sacred bonus to attribute score of your choice  Remove Condition (Dex damage; 1st level) +
for 1 min./level. Crippling Drain (Dex drain; +1 level) + Mass Effect
Stolen BreathSC: Sickening touch (0 level) + Fell Spell (1 creature/3 levels; +2 levels); or
Sickening (+1 level) + Reach Spell (touch to medium;  Transmute (stone to flesh; 1st level) + Widen Spell (1
+1 level) = 2nd level; victim sickened 1 rd./level (Fort. cu. ft./level to 8 cu. ft./level; +1 level).
save reduces duration to 1 rd.). Stone TrapShS: Energy mace (0 level) + Delay Spell
Stone BoltRR2: Topple (0 level) + Cascade Spell (proximity or standard; +2 levels) + Irresistible Spell
(energy mace; +1 level) + Cascade Spell (inertia; +1 (+2 levels) + Augment Spell (10d6 to 20d6; +2 levels) =
level) + Augment Spell (daze; +2 levels) + Ray 6th level (listed as 7 th); damage cap 20d6 bludgeoning
Splitting (+1 level) + Reduce Spell (15d6 to 10d6; -1 (no SR) as a Close ranged touch attack, when
level) = 4th level (listed as 1st); damage cap 14d6 activated.

Spells (Grimoire), p. 281


StonefireDHD: Jet of flame (0 level) + Cascade Spell  Blade wardPH5 is not Extended (-2 levels) or
(touch of fatigue; +1 level) + Variable Spell (+1 level): Maximized (-2 levels), and is Personal (-1 level),
 + Reach Spell (close to touch; -1 level) + Shape Sudden, (+0 levels), and Augmented (5 to 15; +1
Spell (target to emanation; +2 levels) + Widen Spell level) = 0 level; swift casting grants you DR
(20’r. to 5’r.; -2 levels) + Augment Spell (disabled; 2/admantine (3/adamantine at CL 4th,
th
+3 levels) = +2 levels; 5/adamantine at CL 6 ) for 1 rd.
 + Shape Spell (target to cubes; +2 levels)  Blaise’s iron bead RR2 Cascades deflection (+0 levels
due to metamagic synergy) + Augment Spell
+ Extend Spell (inst. to 1 rd./level; +2 levels) + Reduce
(scaling bonus; +1 level), and is Personal (-1 level)
Spell (15d6 to 5d6; -2 levels) = 4th level; 5d6 fire/rd.
and Augmented (30 to 50; +1 level) = 5 th level; you
plus fatigue (Fort half/neg.) in one 10-ft. cube/level,
gain +2 deflection (+1/6 levels) and DR
and disabled if enter 5’r. area in center.
15/adamantine for 10 min./level.
StonefireShS: Jet of flame (0 level) + Shape Spell (ray
 Blessing of BahamutCD is Quickened (+3 levels),
to cubes; +3 levels) + Widen Spell (10-ft. to 5-ft. cubes;
Extended (10 min./level to 1 rd./level; -2 levels),
-1 level) + Reach Spell (close to touch; -1 level) +
Tenuous (bypassed by magic weapons; -1 level),
Overwhelming Evocation (+1 level) + Extend Spell
Personal (-1 level), Augmented 15 to 30; +1 level),
(inst. to 1 rd./level; +2 levels) = 4 th level (listed as 5th);
and Restricted (paladin; -2 levels) = 2nd level (listed
damage cap 10d6 fire in area (hardness and energy
as 3rd); swift casting grants you DR 10/magic for 1
resistance do not apply); may burn through stone.
rd./level.
StoneholdMF: Invisible mace (0 level) + Cascade Spell
 Bones of ironRR2 is Extended (1 hr./level; +1 level),
(bind; +1 level) + Reach Spell (close to long; +1 level) +
Tenuous (-1 level), Expedient (total HD; -1 level),
Lingering Evocation (+1 level) + Augment Spell
Creature-Specific (undead; -2 levels), and affects 1
(grapple; +1 level) + Shape Spell (ray to cubes; +2
target/level (+3 levels) = 4th level; up to 1 corporeal
levels) + Delay Spell (as magic trap; +1 level) +
undead/level (2d4 +1 HD/level, +5 max. total) gains
Restricted Spell (access to Earth domain; -1 level) = 6 th
DR 10/magic.
level; when activated, stone arms make touch attacks
 Divine armorPHII is Irresistible rather than
for 5d6 plus grab (2d6/round to grappled targets).
Maximized (+0 levels), Personal (-1 level), Sudden
Stoneskin: Inure (slashing; 0 level) + Energy
(+0 levels), and Restricted (able to channel
Admixture: bludgeoning and piercing; +0 levels) +
positive/negative energy; -1 level) = 1 st level; swift
Extend Spell (1 min./level to 10 min./level; +2 levels) +
casting grants you DR 2/ (5/ if CL 4th+) for the
Maximize Spell (+2 levels) = 4th level; subject gains DR
next round.
10/adamantine for 10 min./level. Variants:
 Earth’s EmbraceAUG2 Cascades creation (stone; +1
 AngelskinMH is Mass Effect (also protects against level) + Shape Spell (volume to wall; +1 level) +
non-evil weapons; +1 level) and Restricted Widen Spell (10-ft. to 5-ft. squares; -1 level) + Delay
(paladin; -2 levels) = 3rd level; DR 10/adamantine Spell (standard action; +1 level) + Tenuous Spell
and evil. (activating wall ends stoneskin effect; -1 level) = 5 th
 Athena’s protective shieldRRO is Irresistible rather level; you gain DR 10/adamantine, and can dismiss
than Maximized (+0 levels) and is Restricted as a standard action to encase self in stone sphere
(paladin or access to Valor domain; -1 level) and (5’r., thickness ½ inch/level, hardness 8, hp
Reduced (30 to 15; -1 level) = 2nd level; subject gains 7.5/level).
DR 2/ (DR 3/ at CL 4th, and max. DR 5/ at CL  Evil DevotionCC: Inure (0 level) + Energy Admixture
6th) for 10 min./level. (bludgeoning and slashing; +0 levels) + Communal
 BiofeedbackSRD is Irresistible (+2 levels), Personal (-1 Spell (+1 level) + Tenuous Spell (overcome by
level), lasts only 1 min./level (-1 level), and is good; -1 level) + Quicken Spell (+3 levels) +
Reduced (30 to 5; -2 levels) = 2nd level; you gain DR Restricted Spell ([evil] bloodline, domain, etc.; -1
2/ for 1 min./level. level) + Reduce Spell (30 to 15; -1 level) = 1 st level;
 Blade meldRR2 Cascades bind (+1 level) + Augment swift casting grants subjects DR 2/good (3/good at
Spell (grapple; +1 level), and is Personal (-1 level) = CL 4th+, 5/good at CL 6th+) for 1 min./level total,
5th level; you gain DR 13/adamantine, and melee divided among recipients. Good devotionCC is good
weapons hitting you are grappled for 1 rd./level. instead of evil.

Spells (Grimoire), p. 282


 Flesh ArmorBVD: Inure (slashing; 0 level) + Cascade level) = 4th level (listed as 8th); you gain DR 5/—
Spell (inure: bludgeoning and piercing; +2 levels) + (10/— at CL 12th) as a swift action, and you can
Extend Spell (1 min./level to 10 min./level; +1 level) maintain the effect each round as a partial action.
+ Personal Spell (1 level) + Tenuous Spell  Inure (slashing; 0 level) + Energy Admixture:
(overcome by magic weapons; -1 level) = 1 st level; bludgeoning and piercing; +0 levels) + Extend
you gain DR 5/adamantine or magic (10 at CL 4 th, Spell (1 min./level to 10 min./level; +2 levels) +
15 at 6th) for 10 min./level. Maximize Spell (+2 levels) = 4th level; subject gains
 Gaean supportRRO is Irresistible (+2 levels), Personal DR 10/adamantine for 10 min./level. Variants:
(-1 level), and Location-Specific (standing barefoot  Windy escapeARG is not Extended (-1 level), and is
on earth or unworked stone; 2 levels) = 3rd level Tenuous (-1 level), Personal Spell (-1 level),
(listed as 6th); you gain DR 10/ while you remain Sudden (+0 levels), Interrupting (+1 level), and
in direct contact with the earth. Restricted (race or bloodline with [air] descriptor; -
 Haunted fey aspectUC is Quickened rather than 1 level) = 1st level; immediate casting grants you
Maximized (+1 level), Personal (-1 level), Extended DR 10/magic or adamantine for 1 rd. (can interrupt
(10 min./level to 1 rd./level; -2 levels), Tenuous attack made against you).
(overcome by cold iron; -1 level), and Reduced (15 Stop GolemDD: Compel (stand still and do nothing;
to 5; -1 level) = 0 level; swift casting grants you DR 2nd level) + Reach Spell (close to medium; +1 level) +
2/adamantine or cold iron for 1 rd./level. Irresistible Spell (+2 levels) + Threnodic Spell
 Inertial barrierSRD Cascades catfallSRD (+0 levels due (constructs; +0 levels) + Extend Spell (1 rd. to 1
to metamagic synergy), and is Irresistible (+2 rd./level; +1 level) + Restricted Spell (Craft Construct
levels), Personal (-1 level), and Reduced (40 to 30; - or access to Artifice domain; -1 level) = 5 th level (listed
1 level) = 4th level; you gain DR 10/‒ and suffer no as 2nd); immobilizes 1 construct for 1 rd./level.
falling damage for 10 min./level. Stop HeartBVD: Damage attribute (Con; 1st level) +
 Rock CatchShS: Inure (bludgeoning; 0 level) + Augment Spell (+3d4; +3 levels) = 4 th level; touch deals
Maximize Spell (+2 levels) + Extend Spell (1 4d4 Con damage (Fort half).
min./level to 1 rd./level; -1 level) + Irresistible Spell
 Sacrificial heartRR deals 6d4 Con (+1 level) at Close
(+2 levels) + Augment Spell (30 to 40; +1 level) +
range (+1 level) = 6th level.
Effect-Specific Spell (Large ranged weapons; -2
 Heart ripperCA: Sacrificial heartRR (6th level) +
levels) = 2nd level; provides DR 40/piercing or
Augment Spell (-2d4; -2 levels) + Mass Effect Spell
slashing against Large ranged weapons for 1
(1/3 levels; +2 levels) + Expedient Spell (individual
rd./level.
HD limit; -1 level) + Restricted Spell (assassin or
 Shield of LathanderPGF is close range (+0 levels due to
wu jen; -1 level) = 4th level; 4d4 Con damage (Fort
metamagic synergy), Irresistible (+2 levels),
half) to multiple targets of 8- HD each.
Extended (10 min./level to 1 rd./level; -2 levels),
and Augmented (30 to 50; +1 level) = 5 th level; Storm BurstCRB: Whelm (0 level) + Cascade Spell
subject gains DR 15/ for 1 rd./level. Greater shield (flare; +1 level) + Shape Spell (target to ray; +0 levels) +
of LathanderPGF also Cascades warding (negative Cross-Class Spell (divine evocation; +1 level) +
energy; +1 level) and inure (sonic; +1 level) + Restricted Spell (access to Weather domain; -1 level) =
Energy Admixture (acid, cold, electricity, and fire; 1st level; damage cap 5d6 nonlethal and dazzled 1 rd.
+0 levels) = 7th level; subject gains DR 20/, Storm of Elemental FuryCD: Zephyr (0 level) +
immunity to negative energy, and resistance 10 to Cascade Spell (topple; +1 level) + Variable Spell (energy
acid, cold, electricity, fire, and sonic. mace or jet of flame; +1 level) + Cascade Spell (wisp; +1
 Stone bonesToB is Channeled (+1 level), Extended (10 level) + Reach Spell (touch to long; +2 levels) + Shape
min./level to 1 rd.; -3 levels), and Personal (-1 level) Spell (ray to spread; +2 levels) + Widen Spell (20’r. to
= 1st level; successful [strike] grants you DR 40’r.; +1 level) + Residual Spell (+1 level) +
5/adamantine for 1 rd. Concentration Spell (standard; +1 level) + Ritual Spell
 Supreme blade parryToB is non-extended (-2 levels), (full round; -1 level) + Restricted Spell (access to
Personal (-1 level), Sudden (+0 levels), Irresistible Weather domain; -1 level) + Reduce Spell (20d6 to
(+2 levels), Concentration (partial action; +2 levels), 15d6 and hurricane to windstorm; -1 level) = 7th level
and Restricted (Weapon Specialization feat; -1 (listed as 8th); damage 15d6/rd. (bludgeoning or fire;

Spells (Grimoire), p. 283


choose each round), plus storm winds (DC 18 + 2x  Ride the lightningUM is more advanced: Dimensional
spell level Concentration to cast in area), obscured skip (1st level) + Cascade Spell (electric arc; +1 level)
vision, difficult terrain. + Cascade Spell (inertia; +1 level) + Shape Spell (ray
Storm of NeedlesCM: Invisible needle (0 level) + Silent to line; +1 level) + Reach Spell (close to long; +1
Spell (+1 level) + Shape Spell (ray to cone; +1 level) + level) + Quicken Spell (+3 levels) + Concentration
Irresistible Spell (+2 levels) = 4th level; damage cap Spell (swift action; +3 levels) + Reduce Spell (25d6
10d6 (Reflex half, no SR) in 30-ft. cone. Variants: to 15d6; -2 levels) = 9 th level; swift long-range
 Chord of shardsUM is Widened (30 ft. to 15 ft.; -1 teleports on your part deal 15d6 electricity plus
level) and Restricted (bard; -1 level) = 2 nd level; staggered 1 rd. (Reflex half/neg.) to those in line of
damage cap 5d6 (no SR). effect.
 Disgorge insectsFC2 is Widened (30 ft. to 60 ft.; +1 Storm TowerCD: Warding (electricity; 1st level) +
level) and Restricted (access to Pestilence domain; Irresistible Spell (+3 levels) + Extend Spell (1
-1 level) = 4th level; damage cap 10d6 piercing. min./level to 1 rd./level; -1 level) + Cascade Spell
 Silver dartsACG Cascades silvered weaponBED (+1 level) (zephyr; +1 level) + Cascade Spell (wisp; +1 level) +
and allows SR (-2 levels) = 3rd level; damage cap Reach Spell (touch to medium; +1 level) + Shape Spell
10d6 piercing, and bypasses DR/silver. (target to ring-shaped wall; +1 level) + Restricted Spell
 Thorn throwRR is Widened (90 ft.; +2 levels), (access to Air or Weather domain; -1 level) = 6th level;
Restricted (access to Plant domain; -1 level), and ring of windstorm-strength winds and fog surround
allows SR (-2 levels) = 3rd level; damage cap 10d6. an area warded against electricity.
Storm of Vengeance: Alter senses (deafness; 0 level) StormrageMF: Mage hand (0 level) + Cascade Spell
+ Cascade Spell (acid splash; +1 level) + Lingering (celerity; +1 level) + Personal Spell (-1 level) + Cascade
Evocation (+1 level) + Variable Spell (Versatile Spell (zephyr; +1 level) + Shape Spell (line to
Evocation: bludgeoning or electricity; +1 level) + emanation; +2 levels) + Widen Spell (20’r. to 5’r.; -2
Cascade Spell (zephyr; +1 level) + Reach Spell (close to levels)] + Extend Spell (concentration to 1 min./level;
long; +1 level) + Shape Spell (emanation; +2 levels) + +2 levels) + Cascade Spell (electric arc; +1 level) +
Widen Spell (20’r. to 360’r.; +4 levels) + Concentration Reach Spell (close to long; +1 level) + Conductive
Spell (standard; +1 level) + Ritual Spell (full round; -1 Evocation (+1 level) + Concentration Spell (partial
level) + Reduce Spell (20d6 to 10d6 and tornado to action; +2 levels) + Restricted Spell (access to Weather
windstorm; -2 levels) = 9th level; storm winds (DC 18 + domain; -1 level) = 7th level; you fly at 90 ft. speed, are
2x spell level Concentration to cast in area), acid rain shrouded in hurricane winds, and can fire lightning
(1d6/rd.), and deafening thunder, plus either bolts as a standard action (damage cap 20d6; +4 to
lightning or hail each round (9d6, Reflex half). attacks vs. those with metal armor/weapons).
Storm SightAG: Detection (creatures; 2nd level) + Stormrunner’s WardSW: Skill enhancement
Reach Spell (close to long; +2 levels) + Location- (Profession: sailing; 0 level) + Extend Spell (1
Specific Spell (within storm; -2 levels) + Cascade Spell min./level to 1 hr./level; +3 levels) + Ritual Spell (full
(warding: weather; +1 level) + Ritual Spell (full round; round; -1 level) = 2nd level; ship is +1/2 levels (+5 max.)
-1 level) = 2nd level; severe weather does force to be sailed for 1 hr./level.
Concentration checks for you to cast/maintain spells,  HelmsmanSW is Personal (-1 level) and Cascades
and sense presence of other creatures caught in the celerity (+1 level) = 2nd level; you are +1/2 levels to
storm: 1st round—presence/absence; 2nd—number and Profession (sailing), and ship speed is increased by
distance to nearest; 3rd—locations. 20 ft. True helmsmanSW also cascades alter senses [(+1
Storm StepPC: Dimensional skip (1st level) + Cascade level, +1 level for duration) + Augment Spell
Spell (electric arc; +1 level) + Shape Spell (ray to line; +1 (vision and tremorsense; +2 levels) + Location-
level) = 3rd level; close-range releport deals up to 10d6 Specific Spell (on ship; -2 levels)] and object
electricity to those in path. Variants: readingSRD (q.v.; +2 levels) = 6th level; as helmsmanSW,
 Lightning leapCM is Still (+1 level) and works at but speed increase is 60 ft., and you gain
Long range (+1 level) = 5 th level; damage cap 15d6. tremorsense and clairvoyance on the ship, and learn
AKA ride the lightningAUG. the ship’s history.

Spells (Grimoire), p. 284


StormwalkSW: Dimensional skip (1st level) + Reach Reduce Spell (10d6 to 5d6; -1 level) = 3 rd level;
Spell (close to line of sight; +4 levels) + Mass Effect bludgeoning weapon gains +1 enhancement, deals
Spell (1/3 levels; +2 levels) + Personal Spell (you must +1d6/level (+8d6 max., divided among iterative
go along; -1 level) + Location-Specific Spell (from area attacks, max. 5d6 for any one).
of storm only; -2 levels) + Extend Spell (inst. to 1 Striking Fist, Bigby’sPHII: Whelm (0 level) + Cascade
min./level; +3 levels) + Ritual Spell (full round; -1 Spell (push; +1 level) + Shape Spell (target to ray; +0
level) = 6th level; use storm to transport self and others levels) + Reach Spell (close to medium; +1 level) = 2 nd
up to ¼ mi./level, with 1 rd./level delay in arrival. level spell; damage cap 10d6 nonlethal and bull rush.
Strand of BindingGA: Bind (0 level) + Reach Spell Strip ScalesPC: Enhancement (2nd level) + Reach Spell
(close to medium; +1 level) + Augment Spell (grapple; (touch to close; +1 level) + Accursed Spell (+1 level) +
+1 level) + Restricted Spell (access to Fate or Time Shape Spell (ray to target; +0 levels) + Effect-Specific
domain; -1 level) = 1st level. Spell (natural armor; -2 levels) + Augment Spell (1/4
Strand of the Tangled KnotPC: Deflecton (0 level) + to 1/3; +1 level) = 3rd level (listed as 5th); reduces
Augment Spell (scaling bonus; +1 level) + Augment target’s natural armor bonus by -1/3 levels for 1
Spell (base: +2 to +5; +2 levels) + Extend Spell (1 min./level (Fort half).
min./level to inst.; -2 levels) + Delay Spell (until Stunning BarrierACG: Resistance (0 level) + Cascade
attacked; +1 level) + Personal Spell (-1 level) = 1st level; Spell (deflection; +1 level) + Personal Spell (-1 level) +
you gain deflection +5, +1/6 levels (max. +8 at CL 18 th) Extend Spell (1 min./level to 1 rd./level; -1 level) +
against the next attack targeting you. Cascade Spell (inertia; +1 level) + Augment Spell (stun;
StreamersShS: Bolt of force (2nd level) + Reach Spell +3 levels) + Reach Spell (close to touch; -1 level) +
(close to medium; +1 level) + Delay Spell (until target Shielding Spell (+1 level) + Tenuous Spell (ends other
next acts; +1 level) + Mass Effect Spell (1/3 levels; +2 effects; -1 level) = 2nd level (listed as 1st); you gain +2
levels) + Tenuous Spell (can be dispelled, and deflection to AC and +1 resistance to saves for up to 1
disappear if target does not act; -1 level) = 5 th level; up rd./level; first to hit you in melee save or stunned 1 rd.
to one ranged touch attack/3 levels (damage cap 15d6 (and spell ends).
force) activates only when the target next takes an Stunning ScreechBVD: Inertia (0 level) + Still Spell (+1
action. level) + Augment Spell (stun; +3 levels) + Shape Spell
Strength DevotionCC: Energy mace (0 level) + (target to burst; +2 levels) + Reach Spell (close to 0; -1
Adamantine Evocation (+2 levels) + Reach Spell (close level) + Restricted Spell (bard or access to demonic
to touch; -1 level) + Manifested Spell (-1 level) + bloodline, domain, etc.; -1 level) = 4th level (listed as
Irresistible Spell (+2 levels) + Restricted Spell (access 3rd); those in 20’r. of you save or stunned 1 round.
to Strength domain; -1 level) = 1st level; make a slam StuporBVD: Compel (do nothing; 2nd level) + Extend
attack for 1d6 bludgeoning/level (max. 5d6) + Str Spell (1 rd. to 1 hr./level; +5 levels) + Crteature-
bonus; this penetrates DR/hardness as if adamantine. Specific Spell (helpless target; -2 levels) + Ritual Spell
Stretch WeaponPHII: Enlarge (3rd level) + Effect- (-2 levels) = 3rd level (listed as 1st); helpless target is
Specific Spell (reach only; -2 levels) + Personal Spell rendered unable to complete actions of its own
(1 level) + Sudden Spell (+0 levels) = 1 st level (listed volition (can still be led around, fed, etc.).
as 2nd); swift casting increases your reach by 5 ft. for 1 Sturdy Tree FortUW: Creation (wood; 1st level) +
round. Cascade Spell (skill enhancement: Craft; +1 level) +
Strike of Perfect ClarityToB: Invocation of the knife (0 Cascade Spell (shaping; +2 levels) + Object-Specific
level) + Channel Spell (+1 level) + Maximize Spell (+2 Spell (tree and fort only; -2 levels) + Cascade Spell
levels) + Still Spell (+1 level) + Reach Spell (close to [(skill enhancement: Athletics; +1 level) + Selectibe Spell
touch; -1 level) + Restricted Spell (Weapon (+1 level) + Extend Spell (1 min./level to 1 hr./level; +2
Specialization; -1 level) + Augment Spell (10d6 to levels) + Effect-Specific Spell (climbing only; -2 levels)
20d6; +2 levels) = 4th level (listed as 9th); melee [strike] + Widen Spell (1 cu. ft./level to 216 cu. ft./level.; +3
deals +6 slashing/level (+120 max.). levels) + Ritual Spell (-2 levels) = 5 th level (ranger 4th);
StrikingXR: Energy mace (0 level) + Channel Spell (+1 creates tree (2’r. and 5 ft./level tall) and wooden fort
level) + Ray Splitting (+1 level) + Reach Spell (close to (one 10-ft. cube/level with 6-inch-thick walls); those
touch; -1 level) + Extend Spell (inst. to 1 rd./level; +2 you designate are +1/2 levels to climb up. You gain
levels) + Cascade Spell (magic weapon; +1 level) + +1/2 levels to the Craft check to shape the fort.

Spells (Grimoire), p. 285


Sudden ShiftAPG: Dimensional skip (1st level) + attacks made together as a single partial action, each
Personal Spell (-1 level) + Cross-Class Spell (divine;-+1 with +3 sacred bonus to attacks and damage.
level) + Quicken Spell (+3 levels) + Interrupting Spell Summon BarghestPC: Summon (1st level) + Augment
(+1 level) + Location-Specific Spell (into attacker’s Spell (CR 5 barghest; +4 levels) + Ritual Spell (full
threatened area; -2 levels) = 3 rd level (2nd with access to round; -1 level) = 4th level.
Trickery domain); teleport into attacker’s threatened Summon BehemothSRD: Summon monster IX (1
area as an immediate action. behemoth eagle or 1d3 behemoth gorillas) = 9 th level
SuffocationAPG: Damage attribute (Con; 1st level) + (listed as epic).
Reach Spell (touch to close; +1 level) + Augment Spell Summon ComponentCM: Bestow feat (Eschew
(+2d4; +1 level) + Shape Spell (ray to target; +0 levels) Materials; 1st level) + Extend Spell (1 rd./level to 1
+ Fell Staggering (+1 level) + Concentration Spell min./level; +2 levels) + Personal Spell (-1 level) +
(standard; +1 level) = 5th level; deals 3d4 Con/round to Sudden Spell (+0 levels) = 2 nd level (listed as 1 st); as a
target while you concentrate (Fort staggered 1 rd.). swift action, you ignore inexpensive material
Variants: components for 1 rd.
 Crisis of Breath SRD: Ray of entropy (1st level) + Reach  Conjure spell componentTM2 is Delayed (as spells cast;
Spell (close to medium; +1 level) + Cross-Class +2 levels) rather than Extended (-2 levels) = 2 nd
Spell (compulsion; +1 level) + Shape Spell (ray to level; you ignore inexpensive material components
target; +0 levels) + Extend Spell (inst. to 1 rd./level; for 1 rd./level worth of spellcasting (these need not
+2 levels) + Tenuous Spell (-1 level) + Creature- be consecutive).
Specific Spell (humanoid; -2 levels) = 2 nd level (or Summon DjinniSRD: Summon (1st level) + Augment
4th, if affects non-humanoids also); damage cap Spell (CR 8; +5 levels) + Extend Spell (1 rd./level to 1
10d6/rd. (Fort half, if make 2 consecutive saves, min./level; +1 level) = 7th level; summons one
effect ends). Advanced djinni for 1 min./level.
 DrownSC is Extended to 1 rd./level (6th level). Summon Elder WormUM: Summon (1st level) +
 Instant SuffocationPC is as slay living (q.v.; 5th level). Augment Spell (CR 12 Giant purple worm; +7 levels)
 Mass SuffocationAPG: Suffocation (q.v.; 5th level) + + Ritual Spell (full round; -1 level) = 7th level.
Extend Spell (conc. to 1 rd./level; +1 level) + Mass Summon Flight of EaglesAG: Summon (1st level) +
Effect Spell (1 creature/3 levels; +2 levels) = 8th level Augment Spell (CR 3 giant eagles; +3 levels) +
(listed as 9th). Augment Spell (1d4+1; +1 level) + Extend Spell (1
 SuffocateTM2: Ray of entropy (1st level) + Cascade Spell rd./level to 10 min./level; +2 levels) + Ritual Spell (full
(slow; +3 levels) + Extend Spell (inst. to 1 rd./level; round; -1 level) = 6th level. Cf. eagle aerieUM.
+2 levels) + Shape Spell (target to burst; +2 levels) + Summon FroghemothUM: Summon (1st level) +
Widen Spell (20’r. to 10’r.; -1 level) = 7 th level; those Augment Spell (CR 11 froghemoth; +7 levels) + Ritual
in area take 1d6 negative energy/level per round Spell (full round; -1 level) = 7th level.
(max. 20d6), plus staggered and entangled, for 1 Summon GiantsFB: Summon (1st level) + Variable
rd./level (Fort half/neg.). Spell (select at time of casting; +1 level) + Augment
Suggestion, InsidiousRE: Suggestion (3rd level) + Spell (CR 10; +6 levels) + Ritual Spell (full round; -1
Extend Spell (effects: 1 rd./level to 1 hr./level; +3 level) = 7th level (listed as 8th); summons fiendish or
levels) + Extend Spell (onset: inst. to 1 rd./level; +2 celestial giant(s): 1 frost or fire, or 1d3 stone, or 1d4+1
levels) + Restricted Spell (gnome caster; -1 level) = 7 th hill.
level (listed as 5th); as suggestion, but can take up to 1 Summon GolemPHII: Summon (1st level) + Variable
hr./level to fulfull and those succeeding at initial save Spell (select at time of casting; +1 level) + Augment
must still save again each rond for 1 rd./level. Spell (VII; +6 levels) + Extend Spell (1 rd./level to 1
Summon Ancestral GuardianDG: Invocation of the min./level; +1 level) + Ritual Spell (full round; -1 level)
knife (0 level) + Reach Spell (close to medium; +1 level) = 8th level (listed as 9th); summons 1 iron, 1d3 clay or
+ Cascade Spell (divine favor; +1 level) + Ray Splitting stone, or 1d4+1 flesh golems. Variants:
(+1 level) + Concentration Spell (partial action; +2  Golem SeedDr297: Summon (1st level) + Augment Spell
levels) + Manifested Spell (-1 level) = 4 th level; damage (CR 10 iron golem; +6 levels) + Reach Spell (close
cap 14d6 slashing, divided among two close ranged to touch; -1 level) + Delay Spell (standard

Spells (Grimoire), p. 286


activation; +1 level) + Extend Spell (1 rd./level to 1 Summon StampedePC: Energy mace (0 level) +
hr./level; +3 levels) + Ritual Spell (-1 level) = 9 th Cascade Spell (topple; +1 level) + Shape Spell (ray to
level; standard action turns focus statuette into line; +1 level) + Reach Spell (close to extreme; +2
full-size iron golem (but not automatically hasted levels) + Widen Spell (5’ to 30’; +3 levels) + Ritual Spell
nor mage armored). (full round; -1 level) = 6th level; damage cap 15d6
 Wooden PhalanxUM: Summon (1st level) + Reach Spell bludgeoning and knocked prone in 30’ wide path.
(close to medium; +1 level) + Augment Spell (CR 6; Summoner ConduitUC: Dispel (0 level) + Reach Spell
+3 levels) + Augment Spell (1d4+1; +1 level) + (touch to close; +1 level) + Augment Spell (redirect
Extend Spell (1 rd./level to 1 hr./level; +3 levels) = instead of dispel; +1 level) + Mass Effect Spell (2
9th level; summons 1d4+1 Advanced wood golems. targets; +1 level) + Selective Spell (+1 level) + Extend
Summon Instrument: Major creation (q.v., 4th level) + Spell (inst. to 1 min./level; +3 levels) + Creature-
Object-Specific Spell (musical instrument only; -2 Specific Spell (conjured creature and its summoner; -2
levels) + Variable Spell (choose instrument at time of levels) = 5th level; harmful spells cast against conjured
casting; +1 level) + Extend Spell (1 hr./level to 1 creature are also redirected to its summoner.
min./level; -2 levels) + Cascade Spell (skill Summoning WindCA: Whispering wind (2nd level) +
enhancement: Craft; +1 level) + Restricted Spell (bard; Cascade Spell (locate creature; +4 levels) + Mass Effect
1 level) = 1st level; summons one instrument for 1 Spell (1/level; +3 levels) + Ritual Spell (-2 levels) +
hr./level (Craft check at +1/2 level, max. +5 needed at Restricted Spell (wu jen; -1 level) = 6 th level; wind
time of casting, or instrument is unusable). locates creatures identified and delivers message.
Summon LycanthropeTM2: Dimensional skip (1st level) Sunbeam: Flare (q.v.; 0 level) + Augment Spell
+ Reach Spell (touch to planar; +7 levels) + Crewature- (blinding light; +1 level) + Extend Spell (blindness, 1
Specific Spell (lycanthrope only; -2 levels) + Location- rd./level to 1 hr./level; +3 levels) + Cascade Spell (jet of
Specific Spell (to your proximity; -2 levels) = 4 th level; flame; +1 level) + Positive Spell (+0 levels) + Shape
the nearest lycanthrope (on same plane) is instantly Spell (ray to line; +1 level) + Concentration Spell
brought to you (can be teleported into a magic circle, (standard action; +1 level) = 7th level; 1 beam/round
hedge, prison, etc. adjacent to you). deals up to 10d6 fire (up to 30d6 vs. undead, oozes,
Summon NightcrawlerSRD: Summon (1st level) + fungi, etc.) and blinds 1 hr./level (permanent if numen
Summon Undead (+1 level) + Augment Spell (CR 15 invested). Variants:
nightcrawler; +8 levels) + Ritual Spell (full round; -1  Blinding RayARG: Light (0 level) + Reach Spell (touch
level) = 9th level. to close; +1 level) + Augment Spell (blinding; +4
Summon ShadowPH1: Summon (1st level) + Summon levels) + Extend Spell (light: 10 min./level to inst.;
Undead (+1 level) + Augment Spell (CR 3 shadow; +2 3 levels) + Shape Spell (emanation to target; -2
levels) + Mass Effect Spell (1/3 levels; +2 levels) + levels) + Cascade Spell (jet of flame; +1 level) +
Restricted Spell (illusionist or access to Darkness Postive Spell (+0 levels) + Ray Splitting (+1 level) =
domain, Tenebrous bloodline, etc.; -1 level) = 5th level. 2nd level; damage cap 12d6 (divine 7d6, divided
Summon Spell DampeningMP: Warding (summon; 1st among rays) and blinds 1 rd.; undead, oozes. etc.
level) + Shape Spell (target to emanation; +3 levels) + take 150% damage, others half.
Widen Spell (20’r. to 120’r.; +3 levels) + Personal Spell  Nystul’s Blazing BeamGA: Light (0 level) + Reach
(emanates from you; -1 level) + Extend Spell (1 Spell (touch to close; +1 level) + Augment Spell
min./level to 1 rd./level; -1 level) + Restricted Spell (6 (blinding; +4 levels) + Fell Dazzling (+1 level) +
ranks Planar Sense as a class skill; -1 level) = 4 th level; Shape Spell (emanation to ray; -2 levels) + Extend
prevents summoning in a 120’r. around you for 1 Spell (light: 10 min./level to inst.; -3 levels) +
rd./level. Extend Spell (blindness: 1 rd. to 1 rd./level; +1
Summon SpiritUM: Summon (1st level) + Summon level) + Cascade Spell (jet of flame; +1 level) +
Undead (+1 level) + Augment Spell (up to CR 12; +6 Positive Spell (+0 levels) + Reduce Spell (10d6 to
levels) = 8th level; summons a ghost of up to CR 12, 5d6; -1 level) = 2nd level; damage cap 5d6 (x1.5 to
which remains 1 rd./level (indefinitely if controlled undead, mold, slimes, fungi, etc.; x0.5 to others)
using Command Undead feat). plus blinds 1 rd./level (Fort dazzled).

Spells (Grimoire), p. 287


 Sol’s Searing OrbTM2: Flare (0 level) + Augment Spell level; those in burst save or blinded 1 min./level.;
(blinding; +1 level) + Cascade Spell (jet of flame; +1 undead also take 10d6 positive energy and those
level) + Overwhelming Evocation (fire; +1 level) + susceptible to sunlight are so affected. AKA
Positive Spell (+0 levels) + Maximize Spell (+2 Yakamo’s angerOA.
levels) + Splash Evocation (+0 levels) + Restricted  Blistering RadianceCA: Light (0 level) + Augment
Spell (access to Sun domain; -1 level) = 4 th level Spell (dazzling; +4 levels) + Extend Spell (10
(listed as 6th); ranged touch deals 3 hp/level (max. min./level to 1 rd./level; -2 levels) + Cascade Spell
30), or 9/level vs. undead (max. 90) and blinds 1 (jet of flame; +1 level) + Lingering Evocation (+1
rd./level, and 4 splash damage. level) + Shape Spell (spread; +2 levels) + Widen
 Sun BoltShS: Jet of flame (0 level) + Cascade Spell Spell (20’r. to 40’r.; +1 level) + Reach Spell (touch to
[(alter senses; +1 level) + Augment Spell (vision; +1 long; +2 levels) + Reduce Spell (25d6 to 5d6; -4
level) + Extend Spell (1 rd./level to 1 rd.; -1 level)] + levels) = 5th level; burst deals 5d6 fire plus
Cascade Spell (light; +1 level) + Positive Spell (+0 2d6/round, and dazzles those in area; area persists
levels) = 2nd level; damage cap 10d6 fire (1.5x vs. 1 rd./level.
undead, fungi, oozes, etc.; half vs. others) plus  DawnburstCM: Light (0 level) + Cascade Spell (jet of
blinded 1 rd. of flame; +1 level) + Positive Spell (+1 level) +
 Sunburst StrikePC: Flare (0 level) + Augment Spell Cascade Spell (skill enhancement: Stealth; +1 level) +
(blinding; +1 level) + Extend Spell (blindness, 1 Shape Spell (target to emanation; +2 levels) +
rd./level to 1 hr./level; +3 levels) + Cascade Spell Reach Spell (touch to medium; +1 level) + Widen
(jet of flame; +1 level) + Positive Spell (+0 levels) + Spell (20’r. to 10’r.; -1 level) + Extend Spell (1
Reach Spell (close to touch; -1 level) + Channel min./level to 1 rd./level; -1 level) = 3 rd level (listed
Spell (+1 level) + Reduce Spell (15d6 to 10d6; -1 as 1st); illuminates area, imposes -1/2 levels to
level) = 4th level; melee attack deals +1d6 fire/2 Stealth (-10 max.), and deals 1d6/2 levels vs. those
levels (+5d6 max.), or 1.5d6/level (15d6 max.) vs. with light blindness/semsitivity (max. 5d6), or
undead, oozes, fungi, etc., and blinds 1 hr./level. 1.5d6/level vs. undead (max. 15d6).
 SunscorchS&M: Jet of flame (0 level) + Bane Spell  Radiant Burst, Ayailla’sBED: Light (0 level) + Reach
(undead: fixed; +0 levels) + Shape Spell (ray to Spell (touch to close; +1 level) + Augment Spell
target; +0 levels) + Cascade Spell (alter senses; +1 (blinding; +4 levels) + Extend Spell (light: 10
level) + Augment Spell (vision; +1 level) + Tenuous min./level to inst.; -3 levels) + Extend Spell
Spell (-1 level) + Augment Spell (1d6 to 5d6; +1 (blindness: 1 rd. to 1 rd./level; +1 level) + Shape
level) + Restricted Spell (access to Sun domain; -1 Spell (emanation to cone; -1 level) + Cascade Spell
level) = 1st level; damage cap 5d6 fire (5d8 vs. (jet of flame; +1 level) + Consecrate Spell (+1 level) +
undead) plus blinded 1 rd./level or until save. Widen Spell (30-ft. to 60-ft.; +1 level) + Creature-
Sunburst: Flare (q.v.; 0 level) + Augment Spell Specific Spell ([evil] descriptor; -2 levels) +
(blinding; +1 level) + Extend Spell (blindness, 1 Restricted Spell ([good] caster; -1 level) = 2nd level;
rd./level to 1 hr./level; +3 levels) + Cascade Spell (jet of evil creatures in 60-ft. cone take 5d6 damage (half
flame; +1 level) + Positive Spell (+0 levels) + Reach fire, half holy; Reflex half) and are blinded 1
Spell (close to long; +1 level) + Shape Spell (ray to rd./level.
burst; +2 levels) + Widen Spell (20’r. to 60’r.; +2 levels) Sunder BreakerACG: Bolt of force (2nd level) + Reach
+ Reduce Spell (25d6 to 15d6; -2 levels) = 8 th level; Spell (close to touch; -1 level) + Overwhelming
burst deals 7.5d6 fire (1.5 x 15d6 vs. undead, oozes, Evocation (+2 levels) + Delay Spell (sundered; +1
fungi, etc.) and blinds 1 hr./level (or permanently if level) + Resistible Spell (-1 level) + Reduce Spell (10d6
numen invested). Variants: to 5d6; -1 level) = 2nd level (listed as 1st); attacker’s
 Anger of the Noonday SunCD: Flare (0 level) + weapon (or attacker, if unarmed) takes 1d6 force
Augment Spell (blinding; +1 level) + Extend Spell damage/level (max. 5d6, Fort half, ignores hardness
(blindness; 1 rd./level to 1 min./level; +1 level) + and energy resistance) the first time it uses Sunder
Cascade Spell (disrupt undead; +1 level) + Positive against the subject.
Spell (+0 levels) + Shape Spell (ray to burst; +2 Sundered Serpent CoilMC: Energy mace (0 level) +
levels) + Reduce Spell (15d6 to 10d6; -1 level) = 4 th Cascade Spell (bind; +1 level) + Augment Spell

Spells (Grimoire), p. 288


(grapple; +1 level) + Lingering Evocation (+1 level) + effect/level, and subject must succeed at opposed
Concentration Spell (standard; +1 level) + Reduce Concentration checks to cast/manifest same.
Spell (10d6 to 5d6; -1 level) = 3rd level; ranged touch Suppressing Field, Otiluke’s CM: Warding (1st level) +
attacks for 5d6 bludgeoning plus grappled (2d6/rd.). Variable Spell (choose school or subtype at time of
Watery fistS&M is the same, but Restricted to the Water casting; +1 level) + Shape Spell (target to emanation;
domain (2nd level). +2 levels) + Extend Spell (1 min./level to 10 min./level;
Sundering ShardsACG: Invocation of the knife (0 level) +1 level) + Ritual Spell (full round; -1 level) = 4 th level;
+ Energy Admixture (piercing; +0 levels) + Channel prevents casting of one school or descriptor (e.g.,
Spell (+1 level) + Shape Spell (ray to burst; +2 levels) + [evil] or [fire]) of magic in area.
Widen Spell (20’r. to 5’r.; -2 levels) + Delay Spell Sure StrikePHII: Bestow feat (Insightful Strike; 1st
(successful sunder; +1 level) + Reduce Spell (-1 level) = level) + Extend Spell (1 rd./level to 1 min./level; +2
1st level; +1d6 slashing/piercing to victim (max. 5d6) levels) + Augment Spell (BAB +6 effects; +1 level) +
the first time the target weapon successfully Sunders Personal Spell (-1 level) + Sudden Spell (+0 levels) = 3rd
an item held/worn. level (listed as 2nd); as a swift action, apply your
SunspearRR: Light (0 level) + Variable Spell (+1 highest mental attribute modifier as a bonus to your
level): next attack roll and damage.
 Cascade Spell (spark of life; +1 level) + Reach Spell Sure-Footed Shuffle, Otto’sGA: Skill enhancement
(touch to medium; +1 level) + Reduce Spell (10d6 (Acrobatics; 0 level) + Reach Spell (touch to close; +1
to 5d6; -1 level) = +1 level; touch or Medium level) + Extend Spell (1 min./level to 1 hr./level; +2
ranged touch heals 5d6 hp. levels) + Communal Spell (+1 level) + Ritual Spell (full
 Cascade Spell (invisible needle; +1 level) + Positive round; -1 level) + Reduce Spell (-1 level) = 2 nd level;
Spell (+0 levels) + Manifested Spell (-1 level) + each target +1/2 levels (+5 max.) to Acrobatics.
Cascade Spell (alter senses; +1 level) + Augment SurelifeSRD: Warding (1st level) + Variable Spell
Spell (blindness; +1 level) + Extend Spell (1 (declare at time of casting; +1 level) + Irresistible Spell
rd./level to 1 rd.) = +1 level; 1d6/level (max. 10d6, (+2 levels) = 4th level (listed as 8th); subject immune to
1.5x vs. undead, molds, slimes, fungi; half to one specific harmful condition or attack form (e.g.,
others) plus blinded 1 rd. swords, or drowning) for 1 min./level.
Surge Selector, Hornung’sTM2: Hand of fate (0 level) +
+ Concentration Spell (standard; +1 level) = 3 rd level;
Selective Spell (+1 level) + Interrupting Spell (+1 level)
each round, gain one of the above effects as a
+ Extend Spell (inst. to 1 hr./level; +5 levels) + Personal
standard action.
Spell (-1 level) + Effect-Specific Spell (wild surges; -2
Suppress GlyphMF: Warding (magical writings; 1st
levels) + Restricted Spell (wild magic; -1 level) + Ritual
level) + Shape Spell (target to emanation; +3 levels) +
Spell (full round; -1 level) = 2 nd level (listed as 7th); for
Cascade Spell (detection: magical writing; +2 levels) =
the next 1 hr./level, roll twice when triggering a wild
6th level; you detect the presence of magical writings
surge and select which result to use (you know what
(learn locations, type, strength by concentrating), and
dice rolls will result in).
their effects are suppressed in a 20’r. emanation
Surmount AfflictionUM: Warding (1st level) +
around you.
Variable Spell (one condition type specified at casting;
Suppress LesserAUG2: Compel (don’t use magic; 2nd
+1 level) + Irresistible Spell (+2 levels) + Personal Spell
level) + Reach Spell (close to medium; +1 level) +
(-1 level) + Extend Spell (1 min./level to 1 rd./level; -1
Extend Spell (1 rd. to 1 rd./level; +1 level) = 4 th level;
level) = 2nd level; suspends effects of 1 condition (not
target cannot cast spells or use spell-like abilities or
necessarily an [affliction]) for 1 rd./level.
spell completion items for 1 rd./level.
SuspensionShS: Mage hand (0 level) + Widen Spell (1
Suppress SchismME: Dispel (0 level) + Reach Spell
lb./level to 5,832 lbs./level; +5 levels) + Extend Spell
(touch to close; +1 level) + Mass Effect Spell (1 effect/3
(inst. to 2 hrs./level; +6 levels) + Effect-Specific Spell
levels; +2 levels) + Bouncing Spell (+1 level) + Effect-
(move unattended object only; -2 levels) + Pacific Spell
Specific Spell ([mind-affecting], possession, telepathy,
(-2 levels) = 7th level (listed as 4th); levitates extremely
etc.; -1 level) + Extend Spell (inst. to 1 rd./level; +2
large objects (buildings, bridges, etc.), can move them
levels) = 5th level; dispels or suppresses up to 1
with concentrations, and they otherwise hover in
place for up to 2 hrs./level.

Spells (Grimoire), p. 289


SustenanceSRD: Creation (nutritious liquid; 1st level) +3 levels), and Restricted (paladin; -2 levels) = 1 st
+ Delay Spell (time release; +2 levels) + Widen Spell (1 level; swift casting increases your mount’s speed
cu. ft./level to 1/8 cu. ft./level; -1 level) = 2 nd level; you by 40 ft. for 1 rd.
are fully nourished (in terms of food and water) for 1 Swift WaterRR: Celerity (0 level) + Extend Spell (1
hr./level. SustainBED also adds Mass Effect Spell (1 min./level to 1 hr./level; +3 levels) + Target-Specific
creature/ level; +3 levels) and Ritual Spell (full round; Spell (ship only; -2 levels) + Ritual Spell (full round; -1
1 level) = 4th level. level) + Augment Spell (+10 ft. to +50 ft.; +2 levels) =
Swarm of CrystalsSRD: Invocation of the knife (0 2nd level; increases ship’s speed by 5 mph for 1
level) + Shape Spell (ray to cone; +2 levels) + Widen hr./level. Billowed sailRRO is Augmented one more step
Spell (30 ft. to 15 ft.; -1 level) + Inexorable Evocation (3rd level; speed increase of 7 mph).
(+3 levels) + Reduce Spell (10d6 to 5d6; -1 level) = 3 rd SwimCA: Celerity (swim speed; 0 level) + Reach
level; 5d6 slashing to those in 15-ft. cone (no save). Spell (touch to close; +1 level) + Extend Spell (1
Variants: min./level to 10 min./level; +1 level) + Ritual Spell (full
 Blast of SandSst: Invocation of the knife (0 level) + round; -1 level) + Augment Spell (+10 ft. to +30 ft.; +1
Silent Spell (+1 level) + Adamantine Evocation (+1 level) = 1st level; target gains swim speed 30 ft. (or +30
level) + Shape Spell (ray to cone; +1 level) = 3 rd ft. to existing) for 10 min./level.
level (divine 4th); damage cap 10d6 slashing and Swim, QuickswimSW: Celerity (swim speed; 0 level)
full damage to objects in 30-ft. cone; bypasses Still Spell (+1 level) + Extend Spell (1 min./level to 1
DR/adamantine. hr./level; +2 levels) + Personal Spell (-1 level) +
 Diamond SprayBED: Light (0 level) + Augment Spell Restricted Spell (ranger or access to Water domain; -1
(dazzling; +4 levels) + Extend Spell (light: 10 level) = 1st level; your swim speed increases by +10 ft.
min./level to inst.; -3 levels) + Extend Spell Swim, SpeedMF: Celerity (swim; 0 level) + Augment
(dazzling: 1 rd. to 1 rd./level; +1 level) + Cascade Spell (+1 level) + [Cascade Spell (augmented bull’s
Spell (invocation of the knife; +1 level) + Shape Spell strength; +3 levels) + Effect-Specific Spell (carrying
(ray to cone; +1 level) + Widen Spell (30-ft. to 60-ft.; capacity only; -2 levels)] + Reach Spell (touch to close;
+1 level) + Restricted Spell ([good] descriptor; -1 +1 level) = 3rd level; grants swim speed of 30 ft. and
level) = 4th level; damage cap 10d6 slashing plus doubles carrying capacity for 1 min./level.
dazzles 1 rd./level in 60-ft. cone. Swim, Touch of the SeaAPG: Celerity (swim speed; 0
Swarm SkinAPG: Summon (1st level) + Variable Spell level) + Still Spell (+1 level) + Augment Spell (+10 ft. to
(combine types and/or numbers; +1 level) + Augment +30 ft.; +1 level) = 2nd level (listed as 1st); grants swim
Spell (+4 levels) + Concentration Spell (standard speed of 30 ft. for 1 min./level.
action; +1 level) + Restricted Spell (witch, or access to Swimmer, ChampionRR2: Bestow feat (Favored
Pestilence domain; -1 level) = 6th level; you summon Terrain; 1st level) + Cascade Spell (skill enhancement:
up to 3d6 spider swarms, 2d4+1 rat swarms, 1d4+1 Athletics; +1 level) + Extend Spell (1 rd./level to 1
crab or wasp swarms, 1d3 centipede or leech swarms, min./level; +1 level) = 3rd level (listed as 1st); subject
or 1 army ant swarm. You can also “mix-and-match” gains favored terrain (underwater) +2 and an
by selecting fewer numbers (e.g., 1 centipede swarm additional +1/2 levels (+10 max.) enhancement to
plus 1d3 wasp swarms). The swarms are active only Athletic checks for 1 min./level.
as long as you consciously direct them, and then Swoop, Bendal’s7S: CatfallSRD (q.v.; 0 level) – Effect-
disperse. Specific Spell (+2 levels) = 2nd level; immediate casting
Swift Mount, Drawmij’sGA: Celerity (0 level) + turns fall into 20-ft. flight.
Variable Spell (primary movement rate; +1 level) + Sword of ConscienceBED: Damage attribute (Wis; 1st
Extend Spell (1 min./level to 1 hr./level; +2 levels) + level) +Mass Effect Spell (+1 attrubute; +2 levels) +
Creature-Specific Spell (animal or magical beast used Reach Spell (touch to medium; +1 level) + Augment
as a mount; -2 levels) + Augment Spell (+10 ft. to +30 Spell (+3d4; +2 levels) + Creature-Specific Spell (evil
ft.; +1 level) = 2nd level; mount’s primary speed only; -2 levels) = 4th level; one evil creature takes 4d4
increases by +30 ft. Wis and 4d4 Cha damage (Will half).
Swords of the Ash Wings BotD: Jet of flame (0 level) +
 Holy spursMH is not extended (-2 levels), and is
Energy Admixture (slashing; +0 levels) + Channel
Sudden (+0 levels), Augmented (+10 ft. to +40 ft.;

Spells (Grimoire), p. 290


Spell (+1 level) + Quicken Spell (+3 levels) + Restricted door or other portal only; -2 levels) + Ritual Spell (-2
Spell (access to Damnation domain, etc.; -1 level) = 3 rd levels) = 5th level; when triggered by unauthorized
level; damage cap +10d6 (half fire, half slashing) to intruder, a wall of force lasting 10 min./level appears
one melee attack or Close ranged attack. over the warded portal.
Symbol of HealingUM: Spark of life (1st level) + Shape Symbol of ScryingUM: Scrying (4th level) + Extend
Spell (target to burst; +3 levels) + Widen Spell (20’r. to Spell (1 min./level to 10 min./level; +1 level) + Delay
60’r.; +2 levels) + Delay Spell (activating condition; +1 Spell (activating condition; +1 level) = 6th level; when
level) + Reduce Spell (15d6 to 5d6; -2 levels) = 5 th level; triggered, you can scry area for 10 min./level.
listed as 3rd. Symbol of SlowingUM: Slow (3rd level) + Shape Spell
Symbol of HopelessnessPH1: Compel (surrender; 2nd (target to emanation; +2 levels) + Reach Spell (close to
level) + Extend Spell (1 rd. to 10 min./level; +4 levels) 0; -1 level) + Widen Spell (20’r. to 60’r.; +2 levels) +
+ Shape Spell (target to spread; +2 levels) + Widen Delay Spell (activating condition; +1 level) + Ritual
Spell (20’r. to 60’r.; +2 levels) + Delay Spell (activating Spell (-2 levels) = 5th level.
condition; +1 level) + Ritual Spell (-2 levels) = 9 th level Symbol of Spell LossMF: SpellcrashACG (q.v.; 5th level)
(listed as 7th). + Shape Spell (target to emanation; +2 levels) + Widen
Symbol of Insanity: Damage attribute (Wis; 1st level) Spell (20’r. to 60’r.; +2 levels) + Delay Spell (activating
+ Reach Spell (touch to close; +1 level) + Augment condition; +1 level) + Ritual Spell (-2 levels) = 8 th level;
Spell (+2d4; +1 level) + Crippling Drain (+2 levels) + when activated, those in area lose 1 prepared spell,
Reach Spell (touch to close; +1 level) + Shape Spell spell slot, or daily spell-like ability use per round
(target to emanation; +2 levels) + Widen Spell (20’r. to (starting with the highest-level and working down)
40’r; +1 level) + Delay Spell (activating condition; +1 until a save is made.
level) + Ritual Spell (-2 levels) = 8 th level; deals 3d4 Symbol of Stunning: Compel (do nothing; 2nd level)
Wis drain when triggered. + Augment Spell (stun; +1 level) + Extend Spell (1 rd.
Symbol of MirroringUM: Figment (duplicate image to 1 rd./level.; +1 level) + Tenuous Spell (-1 level) +
of creature in area; 0 level) + Mass Effect Spell (1 Shape Spell (ray to burst; +2 levels) + Widen Spell
creature/level; +4 levels) + Delay Spell (proximity (20’r. to 60’r.; +2 levels) + Delay Spell (proximity
actibating condition; +1 level) + Ritual Spell (-2 levels) activating condition; +1 level) + Selective Spell (+1
= 3rd level; when triggered, creates 1 illusory duplicate level) + Ritual Spell (-2 levels) = 7 th level. Note numen
each of up to 1 creature/level within 30 ft. investiture for latent spells (8th x CL 15th x 50 = 6,000).
Symbol of Persuasion: Ray of beguiling (1st level) + Symbol of VulnerabilityUM: Warding (1st level) +
Shape Spell (ray to emanation; +3 levels) + Widen Mass Effect Spell (1/3 levels: resistance, energy
Spell (20’r. to 40’r.; +1 level) + Reach Spell (close to 0; - resistance, DR, SR; +3 levels) + Irresistible Spell (+2
1 level) + Delay Spell (activating condition; +1 level) + levels) + Shape Spell (target to emanation; +2 levels) +
Extend Spell (1 rd./level to 1 hr./level; +3 levels) + Widen Spell (20’r. to 60’r.; +2 levels) + Delay Spell
Ritual Spell (-2 levels) = 6 th level; 1d6 +1/level (+15 (activating condition; +1 level) + Ritual Spell (-2
max.) Cha penalty vs. caster (Intuition half, charmed at levels) = 9th level; when activated, those in area lose
1) in 40’r. for 1 hr./level. resistance bonuses to saves, energy resistance, spell
Symbol of RevelationUM: Warding (glamers; 1st resistance, damage reduction, and up to 2-3 other
level) + Cascade Spell (light; +1 level) + Shape Spell forms of protection for 1 min./level.
(target to emanation; +2 levels) + Widen Spell (20’r. to Symbol of Weakness: Damage attribute (Str; 1st level)
60’r.; +2 levels) + Extend Spell (1 min./level to 10 + Reach Spell (touch to close; +1 level) + Augment
min./level; +1 level) + Delay Spell (activating Spell (+3d4; +2 levels) + Mass Effect Spell (1/level; +3
condition; +1 level) + Ritual Spell (-2 levels) = 6 th level levels) + Delay Spell (activating condition; +1 level) +
(listed as 4th); when invisible, glamered, or Selective Spell (password bypass; +1 level) + Ritual
shapechanged creature triggers symbol, all such in Spell (-2 levels) = 7th level; 4d4 Str damage to up to 1
area are limned in faerie fire for 10 min./level.. creature per level.
Symbol of SealingUM: Wall of force (5th level) + Synaptic PulseOcA: Inertia (0 level) + Still Spell (+1
Extend Spell (1 rd./level to 10 min./level; +2 levels) + level) + Augment Spell (stun; +3 levels) + Shape Spell
Selective Spell (+1 level) + Delay Spell (activating (target to spread; +2 levels) + Reach Spell (close to
condition; +1 level) + Location-Specific Spell (over personal; -1 level) + Restricted Spell (telepath, psychic,

Spells (Grimoire), p. 291


etc.; -1 level) = 4th level (listed as 3rd); stuns those in Spell (BAB +11 effects; +2 levels) + Restricted Spell
20’r. for 1 rd. (bard; -1 level) = 3rd level.
Synaptic Pulse, GreaterOcA: Synaptic pulse (q.v.; 4th Tail StrikePC: Energy mace (0 level) + Variable Spell
level) + Extend Spell (1 rd. to 1 rd./level; +1 level) + (ranged or melee; +1 level) + Cascade Spell (bestow
Tenuous Spell (-1 level) + Fell Sickening (+1 level) = 5 th feat: Whirlwind Strike; +1 level) + Mass Effect Spell
level; stuns (Will sickens) 1 rd./level or until save. (also Ranged Threat; +1 level) + Augment Spell (BAB
Synaptic ScrambleOcA: Ray of obliviousness (1st level) +6 effects; +1 level) + Concentration Spell (swift; +3
+ Cascade Spell (inertia; +1 level) + Augment Spell levels) + Manifested Spell (-1 level) + Reduce Spell
(stagger; +1 level) + Extend Spell (1 rd. to 1 rd./level; (15d6 to 1d6; -3 levels) = 3 rd level (listed as 4th); you
+1 level) = 4th level; close target takes 1d6 +1/level (+15 gain a secondary tail attack (base 1d6 damage) that
max.) penalty to Wis (Intution half, confused at 1) and can extend to Close range (and threatens that area), or
is staggered for 1 rd./level. can make a primary sweep attack as a full-round
SynestheteSRD: Alter senses (0 level) + Augment action..
Spell (other senses; +1 level) + Augment Spell (2 TailwindUW: Celerity (0 level) + Variable Spell (land
senses affected; +1 level) + Extend Spell (1 rd./level to or fly speed; +1 level) + Shape Spell (target to spread;
10 min./level; +2 levels) + Personal Spell (-1 level) = 3 rd +2 levels) + Widen Spell (20’r. to 60’r.; +2 levels) +
level (listed as 1st); you can feel either light or sound, Selective Spell (+1 level) +Extend Spell (1 min./level to
making your eyes or ears (respectively) extraneous. 1 hr./level; +2 levels) + Location-Specific Spell
Alternatively, you can see sound or hear light (affected creatures must remain within 120 ft. of one
(bypassing the blinded, dazzled, and/or deafened another; -2 levels) + Reduce Spell (+60 ft. to +20 ft.; -2
condition). levels) = 4th level; affected creatures gain long-lasting
Synostodweomer, Simbul’sMF: Bestow feat (Magical +20 ft. to speed, as long as they stay together. Tail
Talent: arcane cure light wounds; 1st level) + Personal CurrentUW is Location-Specific (underwater; -2 levels)
Spell (-1 level) + Augment Spell (6 ranks; +2 levels) + and Reduced one less step (40 ft. to 20 ft.; +1 level) =
Cascade Spell (bestow feat: Spontaneous Spell; +1 3rd level.
levels) = 3rd level (listed as 7th); for the next 1 rd./level, Take on the MantleAU: Attribute boost (Str; 0 level) +
you can spontaneously convert your spells of up to 3 rd Cascade Spell (inure: bludgeoning; +1 level) + Energy
level into cure wounds spells. Admixture (piercing and slashing; +0 levels) +
Tenuous Spell (overcome by magic; -1 level) + Mass
T Effect Spell (1 attribute/3 levels; +2 levels) + Augment
UC
Tactical Acumen : Deflection (0 level) + Cascade Spell (+4 total attribute bonus; +1 level) + Cascade
Spell (blessing; +1 level) + Augment Spell (scaling Spell (spell resistance; +5 levels) + Personal Spell (-1
bonus; +1 level) + Shape Spell (target to spread; +2 level) + Extend Spell (1 min./level to 1 rd./level; -1
levels) + Selective Spell (+1 level) + Creature-Specific level) + Restricted Spell (paladin; -2 levels) = 4 th level;
Spell (those gaining combat Aid Another bonuses you gain +4 enhancement to Str and Con (and Cha at
only; -2 levels) + Extend Spell (1 min./level to 1 CL 9th, Wis at 12th, Dex at 15th, Int at 18th), SR 10 + your
rd./level; -1 level) = 2nd level; you and allies within 20 Concentration bonus, and DR 5/magic or adamantine
ft. receiving Aid Another from allies in combat gain (10 at CL 12th). Starting at 12th level in Prestige
an additional +2 deflection to AC (+1/6 levels) and +1 Paladin, you can cast this spell as a swift action with
(+1/6 levels) to attacks and damage. your swift abjuration ability.
Tactical FormationDG: Deflection (0 level) + Reach TanglefootTM2: Bind (0 level) + Reach Spell (close to
Spell (touch to close; +1 level) + Extend Spell (1 long; +2 levels) + Shape Spell (target to cubes; +2
min./level to 10 min./level; +1 level) + Mass Effect levels) + Extend Spell (1 rd./level to 10 min./level; +2
Spell (1/level; +3 levels) + Location-Specific Spell levels) + Ritual Spell (full round; -1 level) + Restricted
(recipients must remain adjacent to one another; -2 Spell (access to War domain; -1 level) = 4 th level; one
levels) = 3rd level; +2 deflection to AC of adjacent 10-ft. square/level area entangles those within.
allies. Tar BallUM: Jet of flame (0 level) + Lingering
Tactical PrecisionCAd: Bestow feat (Improved Evocation (+1 level) + Irresistible Spell (+2 levels) +
Flanking; 1st level) + Still Spell (+1 level) + Augment Cascade Spell (ray of clumsiness; +1 level) + Reduce
Spell (-1 level) + Manifested Spell (-1 level) = 2nd level;

Spells (Grimoire), p. 292


ranged attack deals up to 5d6 fire plus 1d6 burn and violently thrust through the air up to Close range,
1d6 + ½ levels penalty to Dex. counts as charge without costing them movement.
Tar PoolUC: Jet of flame (0 level) + Cascade Spell Telekinetic FistCRB: Energy mace (0 level) + Reach
(bind; +1 level) + Lingering Evocation (+1 level) + Spell (close to medium; +1 level) = 1st level; ranged
Shape Spell (ray to burst; +2 levels) + Extend Spell touch deals up to 5d6 bludgeoning. AKA stone
(inst. to 1 rd./level; +2 levels) + Residual Spell (+1 blastAUG.
level) + Reduce Spell (15d6 to 10d6; -1 level) = 6th level; Telekinetic ForceSRD: Mage hand (0 level) + Reach
damage cap 10d6 fire/rd. and entangles those in area Spell (close to medium; +1 level) + Widen Spell (1
of difficult terrain, plus 2d6/rd. burn thereafter. lb./level to 27 lbs./level; +2 levels) = 3rd level.
TathlumDDG1: Ray of entropy (1st level) + Channel Telekinetic ManeuverSRD: Bind, push, or topple (0
Spell (+1 level) + Delay Spell (until used; +1 level) + level) + Reach Spell (close to medium; +1 level)
Variable Spell (+1 level): Variable Spell (+1 level) + Concentration Spell
 vs. allies of head: Empower Spell (+1 level) + (standard; +1 level) + Augment Spell (grapple
Creature-Specific Spell (-1 level) = 4 th level; sling possible; +1 level) = 4th level; each round you
stone deals up to +15d6 negative energy damage. concentrate, you can bull rush, grapple, or trip one
 vs. relatives of head: Maximize Spell (+2 levels) + opponent.
Creature-Specific Spell (-2 levels) = 4th level; Telekinetic ProjectileOcA: Mage hand (0 level) +
damage cap +60 hp negative energy. Cascade Spell (energy mace; +1 level) + Mass Effect
 vs. others: 4th level; damage cap +10d6. Spell (damage to projectile and target; +1 level) +
Manifested Spell (-1 level) + Reduce Spell (5d6 to 1d6;
The spell’s material component is a severed head,
-1 level) = 0 level; close ranged attack deals 1d6
dipped in lime and allowed to harden into a sling
bludgeoning to projectile used (1 lb./level, up to 5 lbs.
stone.
max.) and target struck.
Tattoo ItemRR: Shrink item (3rd level) + Ritual Spell (-
Telekinetic Sphere, Otiluke’s: Otiluke’s resilient
2 levels) = 1st level. Invest 50 x CL personal numen to
sphere (q.v.; 4th level) + Cascade Spell (mage hand; +1
make permanent (as latent spell effect) but the effects
level) + Widen Spell (1 lb./level to 216 lbs./level; +3
of beneficial magic items in tattoo form are
levels) = 8th level.
suppressed; to maintain their effects in that state, see
Telekinetic StormOcA: Bolt of force (2nd level) +
meld objectRR (q.v.).
Cascade Spell (inertia; +1 level) + Augment Spell (stun;
TauntUA1: Compel (attack me; 2nd level) + Shape Spell
+3 levels) + Shape Spell (target to burst; +2 levels) +
(target to spread; +3 levels) + Language-Dependent
Reach Spell (close to personal; -1 level) + Widen Spell
Spell (-1 level) + Expedient Spell (total HD; -1 level) +
(20’r. to 40’r.; +1 level) + Selective Spell (+1 level) = 9 th
Ritual Spell (full round; -1 level) = 2nd level (listed as
level; damage cap 25d6 force plus stuns enemies 1 rd.
1st); taunting causes up to 2d4 +1/level (+5 max.) HD
in a 40’r. burst from you (force can destroy barriers
worth of creatures to attack you. Cf. compel hostilityUC.
and extend beyond them).
Tears of PainAUG: Resistance (0 level) + Accursed
Telekinetic ThrustSRD: Mage hand (0 level) +
Spell (+1 level) + Reach Spell (touch to medium; +1
Cascade Spell (invisible needle; +1 level) + Reach Spell
level) = 2nd level (listed as 1st); subject -1 to saves.
(close to long; +2 levels) + Widen Spell (1 lb./level to 8
Invest 400 x CL numen to maintain curse.
lbs./level; +1 level) + Ray Splitting (+1 level) +
Telekinetic AssemblyUC: Fabricate (5th level) +
Manifested Spell (1 level) = 3rd level; damage cap
Widen Spell (8 cu. ft./level to 216 cu. ft./level; +2 level)
13d6, divided among objects.
+ Object-Specific Spell (siege engine only; -2 levels) –
Telepathic CensurePC: Warding (telepathy; 1st level)
Cascade Spell (caster needs Craft skill; -1 level) = 3 rd
+ Still Spell (+1 level) + Reach Spell (touch to medium;
level; ritual with successful Craft check assembles one
+1 level) = 3rd level (listed as 2nd); target cannot send or
Large siege engine from raw materials (at 19 th level,
receive telepathic communication.
you can assemble 2 Large or one Huge engine
Telepathic DistractionMC: Resistance (0 level) +
instead).
Reach Spell (touch to close; +1 level) + Augment Spell
Telekinetic ChargeUC: Mage hand (0 level) + Widen
(+1 to +3; +1 level) + Effect-Specific Spell (vs. [mind-
Spell (1 lb./level to 27 lbs./level; +3 levels) + Extend
affecting] only; -2 levels) + Cascade Spell (whelm; +1
Spell (concentration to inst.; -1 level) = 2 nd level; ally
level) + Shape Spell (ray to target; +0 levels) +

Spells (Grimoire), p. 293


Restricted Spell (telepathy ability or access to Teleport TracerAUG2: Detection (teleport destination;
nd
Telapthy discipline; -1 level) = 0 level; 1d6 nonlethal 2 level) + Reach Spell (close to medium; +1 level) +
plus -3 to saves vs. [mind-affecting] for 1 min./level Extend Spell (time ago of teleport: inst. to 1 hr./level;
(Will half/neg.). +5 levels) – Concentration Spell (-1 level) = 7th level
TelepathyOcA: MindlinkSRD (1st level) + Still Spell (+1 (listed as 6th); learn destination of last teleport from
level) + Shape Spell (target to emanation; +2 levels) + within a medium-range quarter-circle. Cf. trace
Reach Spell (close to personal; -1 level) + Personal teleportSRD.
Spell (-1 level) + Widen Spell (20’r. to 120’r.; +3 levels) Teleport TriggerSRD: Dimensional skip (1st level) +
+ Tenuous Spell (subjects must remain within Reach Spell (close to continental; +5 levels) + Delay
emanation for effect to continue; -1 level) = 4 th level; Spell (activating condition; +1 level) + Mishap
you can mentally communicate with all creatures Possibility (ad hoc -1 level) + Personal Spell (-1 level) =
within 120 ft. of you, for 1 min./level. 5th level.
Telepathy BlockBED: Warding (mindlink and Teleport, BalefulSRD: Ray of entropy (1st level) +
derivatives; 1st level) + Reach Spell (touch to close; +1 Cross-Class Spell (necromancy to conjuration
level) + Shape Spell (target to emanation; +2 levels) + [teleportation]; +1 level) + Shape Spell (ray to target;
Widen Spell (20’r. to 60’r.; +2 levels) + Extend Spell (1 +0 levels) = 2nd level (listed as 5th); deals up to 10d6
min./level to 1 rd./level; -1 level) = 5 th level; blocks negative energy damage (Fort half).
telepathic communication in 60’r. emanation. Teleport, DivertSRD: Dispel (0 level) + Augment
Telepathy TapBED: Detection (telepathy; 2nd level) + Spell (divert instead of negate; +2 levels) + Effect-
Reach Spell (close to medium; +1 level) + Extend Spell Specific Spell (teleportation only; -2 levels) + Shape
(concentration to 1 rd./level; +1 level) + Language- Spell (target to emanation; +2 levels) + Widen Spell
Dependent Spell (-1 level) = 3rd level; allows you to (20’r. to 60’r.; +2 levels) + Extend Spell (inst. to 1
detect and eavesdrop on telepathic communication rd./level; +2 levels) + Sudden Spell (+0 levels) +
within medium range for 1 rd./level, but only if you Interrupting Spell (+1 level) = 7th level; immediate
understand the communicants’ language(s). casting redirects teleports made during the next
Teleport AttackAUG: Dimensional skip (1st level) + round from within (or into) 60 ft. of you. Variants:
Cascade Spell (damage attribute: Con; +1 level) +  Conjuration FoilUI: Dispel (0 level) + Augment Spell
Augment Spell (+2d4; +1 level) + Extend Spell (inst. to (redirect, rather than dispel; +2 levels) + Effect-
1 rd./level; +2 levels) + Cascade Spell (bind; +1 level) + Specific Spell (extradimensional transportation
Augment Spell (grapple; +1 level) = 7 th level; touch only; -2 levels) + Cascade Spell (ray of entropy; +1
teleports target into object within close range, where is level) + Reach Spell (touch to medium; +1 level) +
grappled 1 rd./level and takes 3d4 Con/rd. (Fort half). Quicken Spell (+3 levels) + Interrupting Spell (+1
Teleport BlockAUG2: Warding (teleportation; 1st level) level) + Reduce Spell (15d6 to 5d6; -2 levels) = 4 th
+ Shape Spell (target to cubes; +3 levels) + Extend level; immediate casting causes one creature
Spell (1 min./level to 1 hr./level; +2 levels) + Ritual teleporting to/from area or being summoned into it
Spell (full round; -1 level) = 5th level. Cf. dimensional to arrive at a random destination and take 5d6
lock. negative energy damage (Will neg./half).
Teleport Coordinates TransferAUG2: Detection (2nd  Desert DiversionSSt: Dispel (0 level) + Reach Spell
level) + Reach Spell (close to planar; +6 levels) + Shape (touch to medium; +2 levels) + Augment Spell
Spell (cone to target; -1 level) + Effect-Specific Spell (divert instead of negate; +1 level) + Irresistible
(teleport coordinates only; -2 levels) - Concentration Spell (no check needed; +2 levels) + Effect-Specific
Spell (-1 level) = 4 th level; you gain “very familiar” Spell (teleportation only; -2 levels) + Location-
knowledge of teleport destination. Specific Spell (waste; -2 levels) + Extend Spell (inst.
Teleport Object: Dimensional skip (1st level) + Widen to 1 min./level; +3 levels) = 4th level; teleportation by
Spell (10 lbs./level to 30 lbs./level; +1 level) + Reach subject leads to a waste spot within range, rather
Spell (close to interplanar; +6 levels) + Variable Spell than intended destination.
(destination; +1 level) + Target-Specific Spell (object  Teleport RedirectAUG2: Dispel (0 level) + Reach Spell
only; -2 levels) = 7 th level; teleports object within (touch to close; +1 level) + Augment Spell (divert
weight limit elsewhere on same plane, or into the instead of negate; +1 level) + Irresistible Spell (no
Deep Ethereal. AKA vanishPH1.

Spells (Grimoire), p. 294


check needed; +2 levels) + Effect-Specific Spell + Extend Spell (inst. to 1 rd./level; +2 levels) + Sudden
(teleportation only; -2 levels) + Shape Spell (target Spell (+0 levels) + Interrupting Spell (+1 level) +
to emanation; +2 levels) + Extend Spell (inst. to 1 Selective Spell (+1 level) + Effect-Specific Spell (effects
hr./level; +5 levels) = 9th level (listed as 5 th); of next spell cast; -2 levels) = 7 th level; resolve two
redirects teleportation made from within (or into) spells you could cast that round, then retain the
area. casting desired, after seeing the results (if DC 24
Teleport, Fiendish: Dimensional skip (1st level) + Still Spellcraft check fails, you take 7d4 Wis damage).
Spell (+1 level) + Reach Spell (close to planar; +5 Temporal JoltDr350: Ray of entropy (1st level) + Reach
levels) + Creature-Specific Spell (outsider; -2 levels) + Spell (close to medium; +1 level) + Mass Effect Spell
Personal Spell (self and 50 lbs. only; -1 level) + (1/3 levels; +2 levels) + Variable Spell (other targets
Restricted Spell (fiendish caster; -1 level) = 3rd level; are armor and/or items held by primary target; +1
this is the greater teleport ability used by demons, level) + Reduce Spell (15d6 to 10d6; -1 level) = 4th level;
devils, etc. ranged touches deal 10d6 entropic to target and its
Teleport, InterplanetaryUM: Dimensional skip (1st armor (if any separately), plus up to 1 item held per 3
level) + Reach Spell (close to planar; +6 levels) + Mass levels above 6th.
Effect Spell (1 creature/level; +3 levels) + Personal Temporal RegressionPC: Dimensional skip (1st level) +
Spell (you must accompany them; -1 level) = 9th level. Cascade Spell (spark of life; +2 levels) + Cascade Spell
Teleport, Trobriand’s BalefulWCS: Dimensional skip (remove condition; +1 level) + Variable Spell (+1 level) +
st
(1 level) + Reach Spell (target: touch to close; +1 level) Delay Spell (swift; +3 levels) + Itnterrupting Spell (+1
+ Reach Spell (destination: close to continental; +4 level) + Cross-Class Spell (+1 level) + Effect-Specific
levels) = 6th level; transport close target to destination Spell (location and condition at time of casting; -2
within 100 miles/level. Thasdrubal’s laganetic transfer levels) = 8th level; immediate casting transports you to
(from Jack Vance’s The Eyes of the Overworld) is where you were when you cast the spell (if within
similar, but the victim must be helpless or restrained Close range), heals you up to 20d6 hp taken since
(4th level). then, and removes any one condition accrued since
Teleportation Circle: Dimensional skip (1st level) + then.
Reach Spell (close to planar; +6 levels) + Irresistible Temporal RepairDr350: Warding (Time domain; 1st
Spell (not blocked by earth or stone; +2 levels) + level) + Cascade Spell [(dispel; +2 levels) + Extend Spell
Inexorable Spell (no save; +3 levels) + Shape Spell (inst. to 1 min./level; +3 levels) + Effect-Specific Spell
(targets to spread; +2 levels) + Widen Spell (20’r. to (Time spells only; -2 levels)] + Shape Spell (target to
5’r.; -2 levels) + Delay Spell (until activated, +1 level) + emanation; +2 levels) + Personal Spell (-1 level) = 5 th
Location-Specific Spell (designated target location; -2 level; dispels Time domain spell effects and prevents
levels) + Ritual Spell (-2 levels) = 9 th level; invest those spells from impinging into the area.
numen (as a command-activated item) to make it re- Temporal Stasis: Damage attribute (Dex; 1st level) +
usable. Still Spell (+1 level) + Augment Spell (+4d4; +3 levels)
Teleport, TraceSRD: Detection (teleport destination; + Crippling Drain (+4 levels) + Tenuous Spell
nd
2 level) + Reach Spell (close to medium; +1 level) + (susceptible to dispel magic; -1 level) = 8th level; touch
Extend Spell (time ago of teleport: inst. to 1 rd./level; deals 5d4 Dex drain, and target in stasis if Dex 0 or
+2 levels) = 5th level; with concentration, you learn lower. Variants:
about teleportation from area within the last 1  Amber PrisonDHD: Damage attribute (Dex; 1st level) +
rd./level: 1st rd.—presence or absence; 2nd rd.— Augment Spell (+1d4; +1 level) + Crippling Drain
number and greatest range category; 3 rd— (+1 level) + Extend Spell (inst. to 1 rd./level; +2
destinations. Cf. teleport tracerAUG2. levels) + Tenuous Spell (-1 level) + Variable Spell
Temporal AccelerationSRD: Time stop (q.v.; 9th level) (Con damage when Dex 0; +1 level) + Restricted
+ Sudden Spell (+0 levels) + Cascade Spell (spook; -1 Spell (access to Plant domain; -1 level) = 4 th level;
level) = 8th level (listed as 6th); swift time stop lasts 1 rd.; touch deals 2d4 Dex drain/rd. or until save (Fort
you are shaken thereafter. half/neg.), then 1d4 Con damage/rd. after Dex
Temporal DivergencePC: Augury (2nd level) + Cross- reaches 0.
Class Spell (arcane; +1 level) – Ritual Spell (+2 levels)

Spells (Grimoire), p. 295


 ImprisonmentSRD: Temporal stasis (q.v.; 8th level) - level) = 5th level; affected creatures heal at 2x normal
Tenuous Spell (+1 level) + Cascade Spell rate and regain spells, etc. as if had Endurance as a
(dimensional skip, into the ground; +1 level) + Reach class skill with 10 ranks more than is actually the case
Spell (destination: close to line of sight; +3 levels) + (e.g., those with 0 ranks are fully rested after 4 hours;
Creature-Specific Spell (name and background those with 10 ranks after 1 hour). Note that this
must be cited; -2 levels) + Ritual Spell (-2 levels) = construction differs from the one shown in Chapter 8;
9th level; subject entombed in suspended animation consider this as a separate version. Variants:
in a cyst ¼ mile/level beneath the surface of the  Accelerate healingTM2 requires a full ritual casting (-2
earth. Variant: levels) and is Restricted (bard or access to Time
 Absolute BindingRR: Imprisonment (q.v.; 9th level) + domain; -1 level) = 2nd level; subject gains Fast
Cascade Spell (warding: divinations; +1 level) + Recovery feat and +1/2 levels Endurance for 1
Accursed Spell (+1 level) + Augment Spell (+1 hr./level, or longer if you invest 2,000 x CL numen.
level) + Crippling Drain (+1 level) + Irresistible  Bring down the moonAUG incorporates blessing
Spell (+2 levels) + Inexorable Spell (+3 levels) + instead of Fast Recovery, affects a 60’r. (+3 levels),
Cascade Spell (energy drain; -9 levels) = 9th level; as and is Location-Specific (outdoors, when moon
imprisonment, but Dex drain is 6d4, no save or SR visible in sky; -2 levels) = 6th level (listed as 8th);
applies, divination spells cannot locate imprisoned those in area receive bless spell and heal, regain
creature, and effect cannopt be dispelled. Upon spells, etc. as if had Endurance as a class skill with
completion of casting, caster takes 1d4 permanent 10 ranks more than is actually the case.
negative levels/rd. (Fort neg., save each round to  Nap stackAPG affects a 20’r. (+1 level) but requires a
end effect). full ritual casting (-2 levels) = 4th level (listed as 3rd);
 SinkUA1: Damage attribute (Dex; 1st level) + Cascade affected creatures heal at 2x normal rate and have
Spell (shaping; +3 levels) + Effect-Specific Spell (into reduced need for sleep (as if Endurance a class
ground; -1 level) + Reach Spell (touch to medium; skill with +1/2 levels additional ranks).
+1 level) + Augment Spell (+3d4; +2 levels) +  Restful sleepAPG is similar to nap stackAPG, but affects
Crippling Drain (+3 levels) + Ritual Spell (full 1 creature/3 levels instead of an area (+1 level), and
round; -1 level) = 8th level; target takes 4d4 Dex is Effect-Specific (regain hp only; -2 levels) and
drain (suspended animation at 0) and sinks into Restricted (bard; -1 level) = 2nd level; 1 ally/3 levels
the ground (save half/neg.). heal wounds at twice the normal rate.
 TimelessnessTM2 is Augmented only to 4d4 (-2
Tentacle WallsTM2: Energy mace (0 level) + Cascade
levels) and is Delayed instead of Tenuous (effect
Spell (bind; +1 level) + Tenacious Spell (+1 level) + Ray
ends after specified time limit passes; +2 levels) =
Splitting (+1 level) + Extend Spell (inst. to 10
8th level; touch deals 4d4 Dex drain, target in stasis
min./level; +4 levels) + Delay Spell (activating
if Dex 0 or lower. All drain immediately removed
condition; +1 level) + Ritual Spell (full round; -1 level)
at end of specified time period.
= 7th level; six tentacles attack intruders (ranged touch
Temporal VenomAUG2: Ray of obliviousness (1st level) for 3d6 each plus entangled) for up to 1 min./level.
+ Reach Spell (close to touch; -1 level) + Channel Spell After that time, you can immediately re-invest the
(+1 level) + Mass Effect Spell (1 hit or touch/level; +3 latent spell numen to reset the trap.
levels) + Ritual Spell (full round; -1 level) = 3 rd level; TentaclesCWH: Energy mace (0 level) + Cascade Spell
one touch (or hit with affected weapon) per level (bind; +1 level) + Augment Spell (grappled; +1 level) +
inflicts 1d6+½ levels (+10 max.) penalty to Wis Ray Splitting (+1 level) + Cascade Spell (mage hand; +1
(confused at 1, no save) for 1 rd./level. level) + Cascade Spell (skill enhancement: Athletics; +1
Tempus FugitUA1: Bestow feat (Skill Focus: level) + Concentration Spell (swift action; +3 levels) +
Endurance; 1st level) + Cascade Spell (skill Ritual Spell (full round; -1 level) + Reduce Spell (20d6
enhancement: Endurance; +1 level) + Effect-Specific to 15d6 and +10 to +5; -1 level) = 6th level; you gain
Spell (restless slumber only; -2 levels) + Cascade Spell two secondary tentacle attacks (10d6 bludgeoning
(bestow feat: Fast Recovery; +1 level) + Extend Spell (1 each plus grappled 1 rd./2 levels), +5 to Athletics
rd./level to 1 hr./level; +3 levels) + Shape Spell (target checks, and can manipulate objects at Close range.
to emanation; +2 levels) + Widen Spell (20’r. to 10’r.; -1

Spells (Grimoire), p. 296


Teratoid CaressPC: Damage attribute (1st level) + Spell (20’r. to 40’r.; +1 level) = 4 th level (listed as 2nd);
Variable Spell (Dex or Cha, randomly; -1 level) + 1/2 levels to Stealth checks made within 40 ft. of you.
Accursed Spell (+1 level) + Extend Spell (inst. to 1 Thief’s LamentTM2: Skill enhancement (0 level) + Hex
hr./level; +5 levels) + Creature-Specific Spell (see Spell (+0 levels) + Reach Spell (touch to close; +1 level)
below; -2 levels) + Restricted Spell (demon cultist; -1 + Mass Effect Spell (1 skill/3 levels; +2 levels) + Shape
level) = 3rd level; touch deals 1d4 Dex or Cha damage. Spell (target to cubes; +2 levels) + Widen Spell (10-ft.
Invest 150 x CL numen for this damage to recur to 5-ft.; -1 level) + Extend Spell (1 min./level to 1
whenever the subject of the curse casts a [good] spell, hr./level; +2 levels) + Ritual Spell (full round; -1 level)
channels positive energy, or offers a prayer to a good- + Restricted Spell (access to Law or Greed domain; 1
aligned deity. level) = 4th level (listed as 3rd); -10 penalty to Disable
Terra Cotta LionOA: Summon (1st level) + Augment Device, Sleight of Hand, and Stealth checks in affected
Spell (CR 6 animated object; +4 levels) = 5th level; area; also Bluff at CL 12th, Athletics at 15th, Perception
animates statuette into a Huge animated object (8 HD; at 18th.
CP 4: faster, stone, 2 additional attacks). Thin AirFB: Ray of enfeeblement (1st level) + Variable
Terra Cotta WarriorOA: Summon (1st level) + Spell (divide among attributes; +1 level) + Shape Spell
Augment Spell (CR 2 animated object; +2 levels) = 3 rd (ray to emanation; +2 levels) + Extend Spell (1
level; animates statuette into a Medium animated rd./level to 1 min./level; +1 level) + Tenuous Spell
object (4 HD; CP 2: faster, stone). (those with favored terrain or no breath immune; -1
Terrain BondUC: Bestow feat (Favored Terrain; 1st level) + Reduce Spell (+15 to +5; -2 levels) = 2 nd level;
level) + Still Spell (+1 level) + Augment Spell (+6 total attribute penalty of 1d6 + ½ levels (+5 max.,
terrain bonus; +2 levels) + Extend Spell (1 rd./level to 1 divided evenly among stats), Fort half total.
hr./level; +3 levels) + Personal Spell (-1 level) + Thirst for WarRR: Deflection (0 level) + Cascade Spell
Restricted Spell (ranger; -2 levels) = 4 th level; you gain (resistance; +1 level) + Cascade Spell (blessing; +1 level)
one favored terrain with a +6 bonus, or else improve + Cascade Spell (skill enhancement: Endurance; +1
one by +4 (subject to normal maximum). level) + Consecrate/Corrupt Spell (+1 level) +
ThalassemiaSW: Ray of entropy (1st level) + Reach Augment Spell (+1 level) + Extend Spell (1 min./level
Spell (close to touch; -1 level) + Bane Spell (fixed: to 2 hrs./level; +3 levels) + Mass Effect Spell (1
[fire]; +0 levels) + Augment Spell (1d6 to 15d6; +3 creature/level; +3 levels) + Cascade Spell (enervation; -4
levels) = 3rd level (listed as 5th); damage cap 15d6 levels) + Ritual Spell (-2 levels) = 5th level; one
necrotic (15d6 vs. [fire]) by touch. subject/level gains long-lasting +3 sacred/profane
Theft WardARG: Skill enhancement (Perception; 0 bonus to AC, attacks, damage, saves, and Endurance
level) + Extend Spell (1 min./level to 1 hr./level; +3 checks; you gain 1d4 temp. negative levels.
levels) + Personal Spell (-1 level) + Effect-Specific Spell Thorn BodyAPG: Invisible needle (0 level) + Extend
(notice theft; -2 levels) + Augment Spell (+1 to +5; +1 Spell (inst. to 1 rd./level; +3 levels) + Reach Spell (close
levels) = 1st level; you are +1/2 levels (max. +10) to to touch; -1 level) + Shielding Spell (+1 level) = 3 rd
Perception checks to notice theft (pickpocketing, etc.) level; non-reach melee attackers take 1d6 piercing
from you. +1/level (+10 max.) per hit against you. Variants:
There/Not ThereTM2: Dimensional skip (1st level) +  Blackthorns7S Cascades [mage armor (+1 level) +
Transdimensional Spell (ethereal plane; +1 level) + Variable Spell (cover bonus; +1 level) + Extend
Reach Spell (touch to close; +1 level) + Widen Spell (+1 Spell (-1 level)], and is Personal (-1 level) and
level) + Extend Spell (inst. to 1 min./level; +3 levels) + Reduced (+10 to +0; -2 levels) = 1 st level; you gain
Variable Spell (object might be ethereal for some +4 cover bonus to AC, and damage is only 1d6 per
onlookers and not others, but no control over effect; -1 hit.
level) + Restricted Spell (wild magic; -1 level) + Ritual  BonebladesRR2 is Extended (1 hr./level; +3 levels),
Spell (full round; -1 level) = 4th level; single object up Effect-Specific (grapple only; -2 levels), Variable
to 400 lbs. is 50% likely to be ethereal with respect to Spell (grappling or grappled; +1 level), and
each individual observer. Reduced (+15 to +10; -1 level) = 5th level; target
Thief WardAUG2: Skill enhancement (Stealth; 0 level) + deals 1d6 +1/level (+10 max.) piercing/rd. to those
Shape Spell (target to emanation; +3 levels) + Widen grappled.

Spells (Grimoire), p. 297


 Cape of WaspsUM: Invisible needle (0 level) + Cascade Thought EchoOcA: Glamer (1st level) + Still Spell (+1
Spell (damage attribute: Dex; +2 levels) + Shielding level) + Reach Spell (close to touch; -1 level) + Extend
Spell (+1 level) + Cascade Spell (blur; +2 levels) + Spell (1 rd./level to 1 min./level; +1 level) = 1 st level;
Extend Spell (inst. to 1 rd./level; +2 levels) + mind reading reveals illusory thoughts rather than
Personal Spell (-1 level) + Restricted Spell (witch or target’s actual ones; Intuition disbelief applies.
access to vermin-related bloodline, domain, etc.; -1 Thought ShieldSRD: Spell resistance (q.v.; 5th level) +
level) + Reduce Spell (+15 to +10; -1 level) = 4 th Personal Spell (-1 level) + Sudden Spell (+0 levels) +
level; wasp swarm provides you with partial Interrupting Spell (+1 level) + Effect-Specific Spell
concealment, and melee attackers take 1d6 +1/level (mind-affecting; -2 levels) = 3rd level; as an immediate
(+10 max.) piercing plus 1d4 Dex (Fort half). action, you gain SR 10 + Concentration bonus vs.
 Carnivorous plant defenseAUG adds Energy [mind-affecting] spells and powers for 1 rd. Variants:
Admixture (slashing and bludgeoning; +0 levels),  Enshroud ThoughtsOcA is Extended (1 min./level to
and is Extended (1 min./level; +1 level) and 10 min./level; +1 level) rather than Sudden and
Restricted Spell (access to Plant domain; -1 level) = Interrupting (-1 level) = 3rd level (listed as 2nd).
3rd level.  Insane FocusAPG is Extended (1 min./level to 1
 IronbeardARG Cascades deflection (+0 levels due to rd./level; -1 level) rather than Sudden and
metamagic synergy), and is Extended (1 min./level; Interrupting (-1 level), Cascades lesser compelling
+1 level), Effect-Specific (grappling only; -2 levels), confusion (-1 level), and is Restricted (access to
and Reduced (+5 to +0 and +2 to +1; -1 level) = 1st Madness domain; -1 level) = 0 level; if resistance
level; for 1 min./level, subject gains +1 deflection overcome, subject must save or be confused 1 rd.
and deals 1d6 piercing damage to grappling (SR from this spell does not apply).
opponents.  Tower of Iron WillSRD is Shaped (target to
 Poison thornsCD Cascades [damage attribute (Str; +1 emanation; +2 levels) and Widened (20’r. to 10’r.; -
level) + Extend Spell (inst. to 1 rd./level; +2 levels) + 1 level) = 4th level (listed as 5th).
Tenuous Spell (-1 level)], and is Personal (-1 level)  Tower of Iron Will, GreaterOcA also affects a 10’r.
and Restricted (access to Plant domain; -1 level) = emanation, but is Quickened (+3 levels) and
5th level; melee attackers take 1d6 +1/level (+15 Extended (1 min./level to 1 rd./level; -1 level)
max.) plus poison (1d4 Str/rd., initial save half, rather than Sudden = 5th level; as above, but lasts
save each round after first to end ongoing longer.
damage).
ThoughtsenseOcA: Detection (thoughts; 2nd level) +
 ThornskinCA is also Variable (+0 levels due to
Shape Spell (cone to emanation; +1 level) + Widen
metamagic synergy) and adds Ray Splitting (+1
Spell (20’r. to 60’r.; +2 levels) + Extend Spell
level), Channel Spell (+1 level), and Reduce Spell
(concentration to 1 min./level; +2 levels) = 7th level
(15d6 to 5d6 and +15 to +5; -2 levels) = 3 rd level; you
(listed as 4th); you automatically sense presence,
deal +8d6 piercing damage (divided among melee
locations, and sentience (non-, animal, full) within 60
attacks), and melee attackers hitting you take
ft. for 1 min./level.
1d6+5 piercing per hit.
Threefold AspectAPG: Glamer (1st level) + Personal
Thorn WhipPH5: Mage hand (0 level) + Cross-Class Spell (-1 level) + Variable Spell (attribute boost: +2
Spell (+1 level) + Cascade Spell (invisible needle; +1 levels) + Extend Spell (1 rd./level to 1 hr./level; +3
level) + Restricted Spell (access to Plant domain; -1 levels) = 5th level; you seem as you did/will when you
level) = 1st level (listed as 0); damage cap 5d6 percing were/will be a young adult (+2 Dex, +2 Con, -2 Wis),
plus pull up to 20 ft. closer. mature adult (+2 Int, +2 Wis, -2 Dex), or elder (+4 Int,
Thought BroadcastTM2: Detection (thoughts; 2nd +4 Wis, -4 Str, 2 Dex), and can switch back and forth
level) + Shape Spell (cone to emanation; +1 level) + as a standard action. Illusion has verbal, auditory,
Extend Spell (concentration to 1 min./level; +2 levels) olfactory, and tactile components.
+ Restricted Spell (access to Mind domain; -1 level) = Threestones7S: Energy mace (0 level) + Ray Splitting
4th level; all within 20’r. of target can “hear” its (+1 level) + Reach Spell (close to long; +1 level) +
thoughts (Intuition neg.). Shape Spell (ray to target; +0 levels) = 2 nd level;

Spells (Grimoire), p. 298


damage cap 12d6 bludgeoning (Reflex half), divided  Fiery discorporationSRD: Dimensional skip (1st level) +
among targets. Cross-Class Spell (psychokinesis; +1 level) +
Thunder FieldPHII: Sound lance (1st level) + Cascade Personal Spell (-1 level) + Delay Spell (+1 level) +
Spell (topple; +1 level) + Reach Spell (close to medium; Interrupting Spell (+1 level) + Location-Specific
+1 level) + Shape Spell (ray to spread; +2 levels) + Spell (see below; -2 levels) + Extend Spell (inst. to 1
Extend Spell (inst. to 1 rd./level; +2 levels) + Reduce hr./level; +5 levels) + Ritual Spell (full round; -1
Spell (20d6 to 15d6; -1 level) = 6 th level (bard 5th); level) = 5th level; an instant before you would
damage cap 15d6 sonic/rd. and trips those in a 20’r. otherwise be killed, you are teleported 1 hr./level
spread. into the future if within 30 ft. of an open flame.
Thunder StaffTM2: Alter senses (deafness; 0 level) +  Mass time hopSRD is Extended (1 hr./level; +3 levels),
Cascade Spell (inertia; +1 level) + Augment Spell Mass Effect (1 target/level; +3 levels), and
(daze; +2 levels) + Shape Spell (target to cone; +1 level) Creature-Specific (willing creatures only; -2 levels)
+ Explosive Spell (+1 level) = 5th level; 30-ft. cone dazes rather than Tenuous (+1 level) = 8th level.
1 rd. and deafens 1 rd./level (Fort neg.), and Reflex  Skip dayTM2 is Cross-Class (divine) rather than
save or ejected from area. Reach, and is Extended (1 hr./level; +3 levels),
ThunderclapPH5: Sound lance (1st level) + Still Spell Shaped (burst; +2 levels), Widened (10’r.; -1 level),
(+1 level) + Reach Spell (close to 0; -1 level) + Shape Ritual (full round; -1 level), and Restricted (access
Spell (target to burst; +2 levels) + Widen Spell (20’r. to to Time domain; -1 level) rather than Tenuous (+1
5’r.; 2 levels) = 1st level (listed as 0); damage cap 5d6 level) = 6th level; you and those within 10’r. are
sonic in 5’r. of you (Fort half). transported 1 hr./level into the future.
Thunderclap, GreatMF: Topple (0 level) + Cascade  Time skipRR is Extended (1 hr./level; +3 levels), non-
Spell (alter senses: hearing; +1 level) + Cascade Spell Tenuous (+1 level), and Ritual (full round; -1 level)
(inertia; +1 level) + Augment Spell (daze; +2 levels) + = 6th level (listed as 8th).
Reach Spell (close to long; +1 level) + Shape Spell Time PoolTM2: Augury (2nd level) + Cascade Spell
(target to burst; +2 levels) = 7th level; knocks prone, (alter senses; +1 level) + Augment Spell (vision; +1
dazes 1 rd., and deafens 1 rd./level. level) + Extend Spell (inst. to 1 rd./level; +2 levels) +
Thunderous DrumsAPG: Sound lance (1st level) + Restricted Spell (access to Knowledge or Time
Cascade Spell (topple; +1 level) + Shape Spell (ray to domain; -1 level) = 5th level; you see up to 1 rd./level
cone; +1 level) + Widen Spell (30-ft. to 15-ft.; -1 level) = of a past event you specify. Variants:
2nd level (bard 1st); deals 1d6 sonic/level (max. 5d6)
 Death recallCWH is Extended (1 min./level; +1 level),
and knocks prone.
Creature-Specific (corpse touched; -2 levels),
ThunderstompACG: Topple (0 level).
Effect-Specific (see below; -2 levels), and Ritual
Thunderstomp, GreaterACG: Topple (0 level) + Reach
(full round) rather than Restricted = 2nd level
Spell (close to medium; +1 level) + Shape Spell (ray to
(arcane 3rd); you see 1 min./level of events
line; +1 level) = 2nd level.
preceding corpe’s death, as if from that creature’s
Tiger’s ToothMH: Greater magic fang (q.v.; 3rd level) +
eyes. AKA dead man’s eyesRR.
Extend Spell (1 hr./level to 1 min./level; -2 levels) +
 Rary’s Replay of the Past GA: Legend lore (6th level) +
Personal Spell (-1 level) + Sudden Spell (+0 levels) +
Target-Specific Spell (room/area only, not person
Augment Spell (+1 to +1/3 levels; +2 levels) = 2nd level;
or item; -2 levels) + Augment Spell (non-legendary
swift casting grants you +1/3 levels to one natural
events; ad hoc +1 level) = 5th level.
attack, or (2 + 1/3 levels) divided among multiple
natural attacks, for 1 rd. Time RegressionSRD: Treat as wish (9th level).
Time HopSRD: Dimensional skip (1st level) + Reach Time ShieldDr350: Metaphysical feat (Extend Spell; 1st
Spell (target: touch to close; +1 level) + Extend Spell level) + Shape Spell (target to emanation; +3 levels) +
(inst. to 1 rd./level; +2 levels) + Tenuous Spell (-1 Widen Spell (20’r. to 30’r.; +1 level) + Extend Spell (1
level) = 3rd level. In essence, the subject teleports to its rd./level to 1 min./level; +1 level) + Effect-Specific
current location, but the transfer takes 1 rd./level (or Spell (spell durations only; -2 levels) = 4 th level; spell
until saves) instead of occurring instantaneously. durations in a 30’r. emanation elapse twice as fast.
Variants: Time ShudderACG: Haste or slow (3rd level) + Variable
Spell (no control over which applies; -1 level) + Shape

Spells (Grimoire), p. 299


Spell (target to emanation; +2 levels) + Extend Spell (1 (standard action; +1 level) + Ritual Spell (full round; -1
rd./level to 1 rd.; -1 level) = 3 rd level; those in 20’r. level) = 4th level (listed as 7th); touch causes
either hasted (50%) or slowed (50%) for 1 round. helplessness 1 round plus 1d4 Con drain; continues
Timeheal, GreaterRR2: RevivifySRD (q.v., see under each round you concentrate. AKA tomb of jadeOA.
breath of lifeCRB; 5th level) + Cascade Spell (bestow feat: Tonal Attack, Otto’sGA: Damage attribute (1st level) +
Skill Focus (Heal); +1 level) + Cascade Spell (skill Variable Spell (Int, Wis, or Cha; +1 level) + Augment
enhancement: Heal; +1 level) + Ritual Spell (full round; Spell (+3d4; +2 levels) + Reach Spell (touch to
1 level) = 6th level (listed as 7 th); restores life and/or up medium; +1 level) + Tenuous Spell (-1 level) = 4 th level
to 15d6 hp by bringing duplicate forward in time spell dealing 4d4 damage to primary spellcasting
(caster need not have ranks in Heal as a class skill). attribute (save each round to halve remaining
Timeheal, LesserRR2: Remove condition (attribute damage).
damage; 1st level) + Variable Spell (+1 level) + Cascade Tones of Forgetfulness, Otto’sGA: Skill enhancement
Spell (spark of life; +1 level) + Cross-Class Spell (accane; (0 level) + Variable Spell (1 skill/round; +1 level) + Hex
+1 level) + Cascade Spell (bestow feat: Skill Focus Spell (+0 levels) + Extend Spell (1 min./level to 10
(Heal); +1 level) + Cascade Spell (skill enhancement: min./level; +1 level) = 2nd level; subject is -1/2 levels (-
Heal; +1 level) + Ritual Spell (full round; -1 level) + 10 max.) on skill checks.
Reduce Spell (15d6 to 10d6 and 5d4 to 4d4; -1 level) = Tongue of AngelsAUG2: Bestow feat (skill focus:
4th level; subject heals up to 10d6 hp and 4d4 attribute Linguistics; 1st level) + Personal Spell (-1 level) = 0
damage, as if by compressed passage of time. level; for 1 rd./level, you treat Linguistics as a class
Timely InspirationAPG: Variable Spell (skill skill and can speak Celestial.
enhancement or blessing; +1 level) + Reach Spell (touch Tongue TieRRE: Glamer (1st level) + Accursed Spell
to close; +1 level) + Extend Spell (1 min./level to 1 rd.; (+1 level) + Reach Spell (close to long; +1 level) +
-2 levels) + Silent Spell (+1 level) + Still Spell (+1 level) Extend Spell (1 rd./level to 1 hr./level; +3 levels) +
+ Quicken Spell (+1 level) + Interrupting Spell (+1 Reduce Spell (no visual, olfactory, or tactile; -3 levels)
level) + Restricted Spell (bard; -1 level) + Reduce Spell = 3rd level; subject unable to speak intelligibly. Invest
(+10 to +5; -1 level) = 2 nd level (listed as 1st); 150 x CL numen to maintain effect indefinitely.
retroactively grants +1/2 levels (+5 max.) to a failed Torment, Gormoth’sDD: Enhancement (2nd level) +
attack roll or skill check to ally within close range. Hex Spell (+0 levels) + Accursed Spell (+1 level) +
Tin Soldiers, Otto’sGA: Summon (1st level) + Variable Mass Effect Spell (1 roll/3 levels; +2 levels) + Creature-
Spell (+1 level) + Augment Spell (+3 levels) + Ritual Specific Spell (civilized humanoids; -2 levels) + Shape
Spell (full round; -1 level) = 4th level; choose 1d3 Spell (target to emanation; +2 levels) + Widen Spell
human warriors (5th level) or 1d4+1 total human (20’r. to 5 miles; +7 levels) + Location-Specific Spell
warriors (3rd level) and/or light warhorses. (around sacrificial poison victim; -2 levels) + Extend
Tiny Hut, Leomund’s: Wisp (0 level) + Cascade Spell (1 min./level to 2 hrs./level; +2 levels) + Ritual
Spell (endure elements; +1 levels) + Cascade Spell Spell (-2 levels) + Restricted Spell (evil caster; -1 level)
(zephyr; +1 level) + Shape Spell (emanation; +2 levels) + Reduce Spell (+1/2 to +1/4; -2 levels) = 8 th level;
+ Personal Spell (centered on you; -1 level) + Selective civilized humanoids within large area take -4 penalty
Spell (those inside can see out; +1 level) + Location- to attacks, damage, saves, checks, and AC for 2
Specific Spell (cannot be moved once created; ends if hrs./level (or invest 400 x CL numen to maintain effect
you leave; -2 levels) + Effect-Specific Spell (reduce indefinitely).
winds only; -2 levels) + Extend Spell (1 rd./level to 1 Torments, Chardun’sRR: Sickening touch (0 level) +
hr./level; +3 levels) = 3rd level; 20’r. emanation, opaque Reach Spell (touch to close; +1 level) + Cascade Spell
from outside, provides shelter against extreme (whelm; +1 level) + Lingering Evocation (+1 level) +
temperatures and winds up to severe. Cascade Spell (ray of beguiling; +1 level) + Reduce Spell
Tiny Igloo, Leomund’sFB: Leomund’s tiny hut (q.v., (10d6 to 5d6; -1 level) = 3 rd level; damage cap 5d6
rd
3 level) + Cascade Spell (creation: ice walls; +1 level) + nonlethal +2d6/rd. plus sickened and penalty to
Widen Spell (20’r. to 5’r.; -2 levels) = 2nd level. Charisma (1d6 + ½ levels).
Tomb of LightBED: Damage attribute (Con; 1st level) + Tornado BlastSRD: Energy mace (0 level) + Lingering
Crippling Drain (+1 level) + Cascade Spell (Compel: Evocation (+1 level) + Reach Spell (close to long; +1
stand helpless; +2 levels) + Concentration Spell level) + Shape Spell (ray to spread; +2 levels) + Widen

Spells (Grimoire), p. 300


Spell (20’r. to 40’r.; +1 level) + Explosive Spell (+1 level; for the next round, creature touched rolls
level) + Irresistible Spell (+2 levels) = 8 th level (listed as everything twice, takes the worse of the two.
9th); damage cap 20d6 plus 1d6/rd. thereafer (Reflex Touch of DarknessCRB: Alter senses (0 level) +
half/neg., no SR) and thrown from area. Augment Spell (vision; +2 levels) + Hex Spell (+1
Torrent of TearsCM: Sickening touch (0 level) + level) + Reach Spell (close to touch; -1 level) +
Cascade Spell (alter senses; +1 level) + Augment Spell Restricted Spell (access to Darkness domain; -1 level)
(vision; +1 level) + Reach Spell (touch to medium; +1 = 0 level; touch blinds target for 1 rd./level.
level) = 3rd level; subject is sickened and blinded for 1 Touch of DistractionCM: Variable Spell (+1 level):
rd./level. Variants:  Blessing (0 level) + Reach Spell (touch to close; +1
 Rot of AgesDrM: Sickening touch (0 level) + Reach level) + Augment Spell (+3 bonus; +1 level) +
Spell (touch to close; +1 level) + Cascade Spell Extend Spell (10 min./level to 1 rd.; -3 levels) + Hex
(alter senses; +1 level) + Augment Spell (vision; +1 Spell (+0 levels) = -1 level; or
level) + Augment Spell [(nausea; +2 levels) +  Ray of clumsiness (1st level) + Shape Spell (ray to
Creature-Specific Spell (already affected by rot of target; +0 levels) + Effect-Specific Spell (Reflex
ages; -2 levels)] + Tenuous Spell (-1 level) = 2 nd saves only; -2 levels) + Extend Spell (1 rd./level to 1
level (listed as 1st); target is blinded and sickened 1 rd.; -1 level) + Augment Spell (+5 to +10; +1 level) =
rd./level or until saves (and is nauseated instead of -1 level.
sickened if spell cast on it again). + Delay Spell (next attempt; +1 level) = 1 st level;
 WrackSC: Sickening touch (0 level) + Reach Spell creature within Close range takes -3 penalty to attacks
(touch to close; +1 level) + Augment Spell and damage (Will neg.) or makes Reflex saves as if
(prostrated; +3 levels) + Cascade Spell (alter senses; Dex were 1d6 + 1/2 levels lower (Will half) for 1 rd.
+1 level) + Augment Spell (vision; +1 level) + when next attempting them.
Cascade Spell [(spook; +1 level) + Extend Spell (1 Touch of GloryCRB: Skill enhancement (0 level) +
rd./level to 1 min./level; +1 level) + Reduce Spell Variable Spell (any Cha-based; +1 level) + Augment
(frightened to shaken; -1 level)] + Creature-Specific Spell (+1 level) + Extend Spell (1 min./level to 1 rd.; -2
Spell (humanoid; -2 levels) = 5 th level (4th with levels) + Delay Spell (until check made; +1 level) +
access to Suffering domain); humanoid victim is Restricted Spell (access to Glory domain; -1 level) = 0
blinded and prostrated (prone and helpless) 1 level; touch grants +1/2 levels to next Cha-based skill
rd./level. check or Cha attribute check made.
TortureDr348: Detection (lies; 2nd level) + Shape Spell Touch of GoodCRB: Blessing (0 level) + Augment
(cone to target; -1 level) + Cascade Spell (damage Spell (+1 level) + Extend Spell (10 min./level to 1
attribute: Con; +2 levels) + Extend Spell (inst. to 1 rd./level; -2 levels) + Cascade Spell (resistance; +1 level)
rd./level; +2 levels) + Reach Spell (touch to medium; + Augment Spell (+1 level) + Cascade Spell [(skill
+1 level) + Tenuous Spell (answering truthfully enhancement; +1 level) + Variable Spell (diferent skills;
eliminates Con damage; -1 level) + Ritual Spell (full +1 level) + Extend Spell (1 min./level to 1 rd./level; -1
round; -1 level) + Language-Dependent Spell (-1 level) level)] + Consecrate Spell (+1 level) + Extend Spell (1
= 3rd level (listed as 4th); victim must answer questions rd./level to 1 rd.; -1 level) + Restricted Spell (access to
truthfully for 1 rd./level or take 1d4 Con/rd. Good domain; -1 level) = 1 st level; touch grants +2
Torture StrikeDr342: Damage attribute (Str; 1st level) + sacred bonus to attacks and damage, +3 to saves, and
Cascade Spell (sickening touch; +1 level) + Augment +1/2 levels (+5 max.) to skills for 1 rd.
Spell (nausea; +2 levels) + Extend Spell (nausea; 1 Touch of JorascoRE: Spark of life (1st level) + Ray
rd./level to 1 rd.; -1 level) + Channel Spell (+1 level) + Splitting (+1 level) + Delay Spell (standard action; +1
Attack-Specific Spell (nonlethal only; -2 levels) + levels) + Restricted Spell (halfling caster; -1 level) +
Restricted Spell (access to Suffering domain; -1 level) Reduce Spell (5d6 to 1d6; -1 level) = 1 st level; you can
= 1st level; nonlethal melee attack also deals 1d4 Str heal up to 2d6 hp, divided among standard action
damage and nauseates 1 rd. touches as you see fit.
Touch of ChaosCRB: Hand of fate (0 level) + Selective Touch of MadnessCD: Inertia (0 level) + Augment
Spell (+1 level) + Extend Spell (inst. to 1 rd.; +1 level) + Spell (dazing; +3 levels) + Extend Spell (1 rd. to 1
Restricted Spell (access to Chaos domain; -1 level) = 1 st rd./level; +1 level) + Reach Spell (close to touch; -1

Spells (Grimoire), p. 301


level) + Restricted Spell (access to Madness domain; -1 by touch (1d6/level; max. 10d6 or half damage
level) = 2nd level; touch dazes target for 1 rd./level. taken, whichever is lower).
Touch of MadnessRR2: Damage attribute (Wis; 1st  Lightning BladeCA: Electric arc (0 level) + Variable
level) + Cross-Class Spell (necromancy; +1 level) + Spell (touch or ranged touch; +1 level) + Delay
Augment Spell (+2d4; +1 level) + Crippling Drain (+2 Spell (multiple attacks over subsequent rounds; +1
levels) = 6th level; touch deals 3d4 Wis drain (Will level) + Variable Spell (different wielder; +1 level) =
half). 3rd level; damage cap 10d6 electricity (all at once or
Touch of MoonlightAPG: Variable Spell (+1 level): divided over multiple attacks, as wielder sees fit).
 Cascade Spell (dispel; +1 level) + Irresistible Spell  ShockAUG: Ray of clumsiness (1st level) + Cascade
(no check needed; +2 levels) + Effect-Specific Spell Spell (electric arc; +1 level) + Reach Spell (close to
(polymorph only; -2 levels) = +1 level; touch touch; 1 level) = 1st level; touch deals up to 5d6
dispels [polymorph] effects; electricity plus 1d6 +1/2 levels (+5 max.) penalty to
 Rage (q.v.; 3rd level) – Concentraton Spell (-1 level) Dex.
– Reach Spell (-1 level) = +1 level; touch causes  Storm TouchME: Electric arc (0 level) + Cascade Spell
rage. (inertia; +1 level) + Augment Spell (stun; +3 levels)
+ Ray Splitting (+1 level) + Reach Spell (close to
+ Restricted Spell (access to Void domain, etc.; -1
touch; 1 level) + Concentration Spell (standard; +1
level) = 1st level. Cf. mantle of moonlightAPG.
level) = 5th level; damage cap 20d6 electricity
Touch of RenewalRR2: Spark of life (1st level) + Extend
(divided among iterative touch attacks), plus
Spell (inst. to 1 rd./level; +3 levels) + Cascade Spell
dazed 1 rd.; continue to attack each round you
(remove condition [affliction]; +1 level) + Augment Spell
concentrate.
(moderate to serious; +1 level) + Reduce Spell (15d6 to
 Synapse OverloadOcA: Electric arc (0 level) + Cascade
10d6; -1 level) = 5th level; touch removes minor,
Spell (inertia; +1 level) + Augment Spell (stagger; +1
moderate, or serious [affliction] condition, and grants
level) + Extend Spell (1 rd. to 1 rd./level; +1 level) +
fast healing 10 for 1 rd./level.
Reach Spell (close to touch; -1 level) + Still Spell (+1
Touch of SlimeUM: Damage attribute (Con; 1st level) +
level) + Augment Spell (10d6 to 15d6; +1 level) = 4 th
Silent Spell (+1 level) + Extend Spell (inst. to 1
level; touch deals up to 15d6 electricity and
min./level; +3 levels) + Tenuous Spell (-1 level) = 4 th
staggers 1 rd./level.
level; slime deals 1d4 Con/round until removed (or by
successful save). Touch of the GravebornCM: Ray of entropy (1st level)
Touch of TanilRR: Hand of fate (0 level) + Delay Spell + Reach Spell (close to touch; -1 level) + Concentration
(until time chosen; +2 levels) + Interrupting Spell (+1 Spell (standard; +2 levels) + Variable Spell (+1 level):
level) + Selective Spell (+1 level) + Ritual Spell (full  Cascade Spell (damage attribute: Str; +1 level) +
round; -1 level) + Restricted Spell (ranger or access to Crippling Drain (+1 level) + Creature-Specific Spell
Fate domain; -1 level) = 2nd level (listed as 1st); (has one or more negative levels; -2 levels).
recipient can roll twice, keeping the better result, at  Cascade Spell (damage attribute: Cha; +1 level) +
any one time of choosing. Augment Spell (+3d4; +2 levels) + Threnodic Spell
Touch of the EelRR: Electric arc (0 level) + Delay (+0 levels) + Extend Spell (days to 1 rd./level; -3
Spell (until touch or touched; +2 levels) + Variable levels).
Spell (can cast on someone else; +1 level) = 3 rd level; = 3rd level (listed as 8th); touch deals up to 10d6
damage cap 10d6. Variants: negative energy, plus 1d4 Str drain if suffering from
 Body CapacitanceACG: Electric arc (0 level) + negative levels, and undead possibly controlled for
Conductive Evocation (+1 level) + Reach Spell up to 1 rd./level.
(close to touch; -1 level) + Augment Spell (1d6 to Touch of the Phoenix (Jack Vance, The Green Pearl):
10d6; +2 levels) + Restricted Spell (damaged by Remove condition (refraction; 1st level) + Ritual Spell
electricity during last 1 min./level; -1 level) + (full round; -1 level) = 0 level.
Expedient Spell (damage limited to half damage Toughen ConstructECS: Enhancement (2nd level) +
taken; -1 level) = 0 level; if you take electricity Effect-Specific Spell (natural armor; -2 levels) + Extend
damage within 1 min./level, you can discharge it Spell (1 min./level to 10 min./level; +2 levels) +
Irresistible Spell (+2 levels) + Creature-Specific Spell

Spells (Grimoire), p. 302


(construct; -2 levels) + Augment Spell (+1/4 to +1/3; +1 Transform DeadRR2: Remove condition (undeath; 1st
level) + Restricted Spell (access to Artifice domain; -1 level) + Crippling Drain (permanent critical condition;
level) = 2nd level; construct gains +1/3 levels +4 levels) + Cascade Spell (lesser animate deadUM (+2
enhancement to natural armor for 10 min./level. levels) + Augment Spell (CR 1 ghoul; +1 level) +
Towering ThunderheadCM: Wisp (0 level) + Cascade Creayture-Specific Spell (zombie; -2 levels) + Ritual
Spell (zephyr; +1 level) + Residual Spell (+1 level) + Spell (full round; -1 level) = 5th level (non-
Cascade Spell [(bestow feat: Empower Spell; +1 level) + necromancer 6th); turns one zombie into a ghoul.
Cascade Spell (bestow feat: Sudden Metamagic; +1 Transformation, Tenser’s: Polymorph (humanoid;
rd
level) + Effect-Specific Spell (electricity or sonic only; 3 level) + Cascade Spell (attribute boost: +1 level) +
2 levels)] + Selective Spell (+1 level) + Reach Spell Mass Effect Spell (1/3 levels; +2 levels) + Augment
(touch to long; +2 levels) + Shape Spell (target to Spell (+2 to +4; +1 level) + Cascade Spell (enhancement:
cylinder; +2 levels) + Widen Spell (10’r. to 30’r.; +2 natural armor; +1 level) + Personal Spell (-1 level) +
levels) + Concentration Spell (partial action; +2 levels) Extend Spell (1 min./level to 1 rd./level; -1 level) = 6 th
+ Reduce Spell (tornado to windstorm and 9 th to 7th; -2 level; you gain +6 Str; +4 Dex, Con (and Wis at CL 12th,
levels) = 9th level; 30’r., 150-ft.-tall cylindrical Cha at 15th, Int at 18th); +2 natural armor (+1/4 levels),
windstorm obstructs vision and creates difficult and BAB equal to your character level, but cannot cast
terrain (you are immune), and Empowers [electicity] spells for 1 rd./level except using the Natural Spell
and [sonic] spells (subject to Sudden Metamagic feat. Variants:
limits).  Primal ReleaseAUG: Polymorph (monstrous
Toxic TongueCM: Damage attribute (Con; 1st level) + rd
humanoid; 3 level) + Cascade Spell (attribute boost:
Variable Spell (+1 level): Str; +1 level) + Cascade Spell (attribute boost: Con;
 Augment Spell (+2d4; +1 level) = 3d4 Con damage. +1 level) + Augment Spell (+10 bonus; +4 levels) +
 Reach Spell (touch to close; +1 level) = 1d4 Con. Cascade Spell (ray of idiocy; -1 level) + Cascade
+ Mass Effect Spell (1 attack/level; +3 levels) + Spell (ray of beguiling; 1 level) + Extend Spell (1
Restricted Spell (rogue; -1 level) = 5 th level (listed as rd./level to 10 min./level; +2 levels) + Reduce Spell
3rd); once per level you can make a touch attack for (-1 level) = 8th level; subject +10 Str and Con, +2
3d4 Con (Fort half) or a ranged touch attack for 1d4 Dex, BAB = HD, and trade feats for Cleave and/or
Con (Fort half). Power Attack; also takes 1d6 +1/level penalty to
TracerAUG: Detection (distance and direction; 2nd Int, Cha and can’t cast spells without the Natural
level) + Object-Specific Spell (focus object only; -2 Spell feat.
levels) + Reach Spell (close to continental; +4 levels) = Transformation, Yaral’s TotemicRR: Polymorph
4th level (listed as 3 rd); you know distance and (animal; 3rd level) + Cascade Spell (alter person; retain
direction to pre-set object by concentrating, if within humanoid abilities; +3 levels) + Extend Spell (1
100 miles/level. Invest 1,200 x CL numen (4th level x 50 min./level to 1 rd./level; -1 level) + Reduce Spell (no
x 6) to maintain effect. poison, tremorsense, etc.; -1 level) = 4th level.
Transfer SentienceDD: PossessionOcA (3rd level) + Translator, Terole’sRR: Skill enhancement
Threnodic Spell (+0 levels) + Irresistible Spell (+3 (Knowledge: linguistics; 0 level) + Mass Effect Spell (1
levels) + Extend Spell (1 hr./level to 1 min,/level; -2 creature/level; +4 levels) + Extend Spell (1 min./level
levels) = 4th level (listed as 5th); you possess one to 1 hr./level; +2 levels) + Ritual Spell (full round; -1
construct. level) + Reduce Spell (+10 to +5; -1 level) = 4th level
TransfixCA: Compel (do nothing; 2nd level) + (bard 3rd); 1 creature/level gains +1/2 levels (+5 max.)
Creature-Specific Spell (humanoids; -2 levels) + to Linmguistics (learning one or more new languages
Accursed Spell (+1 level) + Reach Spell (close to in the process) for 1 hr./level.
medium; +1 level) + Shape Spell (target to emanation; Translocation TrickMF: Dimensional skip (1st level) +
+2 levels) + Widen Spell (20’r. to 10’r.; -1 level) + Cascade Spell (dimensional skip on target creature; +2
Extend Spell (1 rd. to 1 hr./level; +4 levels) + Tenuous levels) + Reach Spell (touch to medium; +1 level) +
Spell (save each hour to end effect, and effect ends if Location-Specific Spell (switch places only; -2 levels) +
specific condition chosen by you is met; -1 level) = 6 th Cascade Spell (disguise self; +1 level) + Cascade Spell
level; maintain effect by investing 300 x CL numen. (disguise other; +1 level) + Still Spell (+1 level) = 5 th

Spells (Grimoire), p. 303


level; you and target switch places and are disguised to activated at Long range as a standard action (SR
appear as each other. and saving throw apply).
Transmute Blood to AcidUM: Acid splash (0 level) +  Delay Spell (activating condition; +1 level) +
Shape Spell (ray to target; +0 levels) + Cascade Spell Irresistible Spell (+2 levels) + Inexorable Spell (+3
(sickening touch; +1 level) + Fell Sickening (+1 level) + levels) + Tenuous Spell (free by crishing gem; -1
Cascade Spell (inertia; +1 level) + Augment Spell level) + Creature-Specific Spell (individual whose
(staggered; +1 level) + Reach Spell (touch to medium; name is inscribed on gem; -2 levels) = 8 th level;
+1 level) + Concentration Spell (standard action; +1 activated when individual named picks up/
level) = 6th level (listed as 9th); damage cap 20d6 physically accepts gem (no save, no SR).
acid/rd. (Fort half) plus staggered 1 rd. (Fort neg.) and Assume that the demi-plane inside of the gem
sickened 1 rd./level (Fort 1 rd.); effects apply to one (minimum 1,000 gp per HD of victim) is a null magic
target each round you concentrate. zone. Because of the Accursed Spell component, the
Transmute Mud to Rock: Shaping (2nd level) + target cannot simply be plane shifted back out of the
Effect-Specific Spell (turns mud to rock only; -2 levels) gem unless the curse is lifted.
+ Cascade Spell (bind: can trap those in mud; +1 level) Tree NapDHD: Glamer (1st level) + Cross-Class Spell
+ Reach Spell (touch to medium; +1 level) + Widen (divine; +1 level) + Cascade Spell (bestow feat: Fast
Spell (1 cu. ft./level to 216 cu. ft./level; +3 levels) = 5 th Recovery; +1 level) + Extend Spell (1 rd./level to 2
level; affects one 6-ft. cube/level; those in mud can hrs./level; +4 levels) + Personal Spell (-1 level) + Ritual
save vs. Reflex to avoid being trapped, but otherwise Spell (full round; -1 level) + Location-Specific Spell (in
the effect is instantaneous (until freed) rather than 1 contact with tree; -2 levels) + Augment Spell (olfactory
rd./level. and tactile effects; +1 level) + Restricted Spell (gnome
Transmute Rock to LavaCA: Bind (0 level) + or access to Plant domain; -1 level) = 3rd level (listed as
Cascade Spell (jet of flame; +1 level) + Lingering 4th); for up to 2 hrs./level, you are disguised as part of
Evocation (+1 level) + Reach Spell (close to medium; a tree (visual, auditory, olfactory, tactile/thermal
+1 level) + Shape Spell (spread; +2 levels) + Widen components) and gain Fast Recovery.
Spell (20’r. to 10’r.; -1 level) + Residual Spell (+1 level) Tree Shape: Polymorph (plant; 3rd level) + Cascade
+ Extend Spell (inst. to 1 hr./level; +5 levels) + Reduce Spell (enlarge person; +2 levels) + Cascade Spell
Spell (25d6 to 20d6; -1 level) = 9th level. (enhancement: natural armor; +1 level) + Cascade Spell
Transmute Rock to Mud: Bind (0 level) + Reach (celerity; -1 level) + Augment Spell (additional -10’; -1
Spell (close to medium; +1 level) + Shape Spell (target level) + Cascade Spell (ray of clumsiness; -1 level) +
to cubes; +2 levels) + Residual Spell (+1 level) + Extend Personal Spell (-1 level) + Extend Spell (1 min./level to
Spell (1 rd./level to 1 hr./level; +3 levels) + Location- 1 hr./level; +2 levels) + Restricted Spell (ranger or
Specific Spell (rock floor or ceiling only; -2 levels) = 5 th access to Plant domain; -1 level) = 2 nd level; you
level; one 10-ft. cube/level becomes entangling become a Large tree, with +4 natural armor
difficult terrain. (additional +1/4 levels) but -30 ft. speed and penalty
Transmute Water to DustUA1: Transmute (1st level) + to Dex equal to 1d6 + ½ level (-10 max.).
Accursed Spell (+1 level) + Widen Spell (1 cu. ft./level Tree SteedTM2: Animate object (1st level) + Widen
to 216 cu. ft./level; +3 levels) = 5th level; turns large Spell (Large; +3 levels) + Object-Specific Spell (log or
volume of water (equivalent to one 6-ft. cube/level) to other length of wood; -2 levels) + Extend Spell (1
silty dust (quickly becomes mud if additional water rd./level to 1 hr./level; +3 levels) + Restricted Spell
still present). Invest 250 x CL numen to make effect (access to Plant or Travel domain; -1 level) = 4 th level;
permanent. animates Large log as steed (HD 4, Spd 30 ft., swim
Trap the Soul: Dimensional skip (1st level) + 30 ft.; Str 19, carry 350/700/1,050 lbs.)
Accursed Spell (+1 level) + Reach Spell (close to Tremor StepDr342: Topple (0 level) + Shape Spell
interplanar; +6 levels) + Location-Specific Spell (target to spread; +3 levels) + Restricted Spell (access
(demiplane represented by gem; -2 levels) + Ritual to [earth] bloodline, domain, etc.; -1 level) = 2nd level.
Spell (-2 levels) + Variable Spell (+1 level): TremorsenseSC: Alter senses (0 level) + Augment
 Delay Spell (standard action trigger; +1 level) + Spell (touch; +1 level) + Extend Spell (1 rd./level to 10
Reach Spell (touch to long; +2 levels) = 8th level; min./level; +2 levels) + Personal Spell (-1 level) +

Spells (Grimoire), p. 304


Augment Spell (access to next tier effect; +1 level) = 3 rd (+3 levels) + Extend Spell (1 min./level to 1 rd./level; -1
level; you gain tremorsense out to close range for 10 level) + Personal Spell (-1 level) = 6 th level; you
min./level. become a Large troll: +4 AC, +4 Str, -2 Dex, darkvision
Tribal FrenzyMH: Attribute boost (Str; 0 level) + Still 60 ft. and scent, 2 claws (1d4) and a bite (1d6), rend
Spell (+1 level) + Shape Spell (target to emanation; +2 special attack, and fast healing 5.
levels) + Personal Spell (-1 level) + Concentration Spell True CastingCM: Bestow feat (Irresistible Spell; 1st
(swift action; +3 levels) + Selective Spell (+1 level) + level) + Cascade Spell (bestow feat: Sudden Metamagic;
Creature-Specific Spell (recipients must be same type +2 levels) + Personal Spell (-1 level) + Sudden Spell (+0
as caster; -2 levels) + Restricted Spell (tribal leader; -1 levels) = 2nd level (listed as 1st); one spell cast before
level) = 3rd level (implied 2nd); allies within 20’r. gain the end of your next turn does not allow SR.
+2 enhancement to Strength. For the higher-level True MetabolismSRD: Spark of life (1st level) + Cross-
versions, apply the Augment Spell feat. Class Spell (psychometabolism; +1 level) + Extend
Trick FatePnH: Hand of fate (0 level) + Quicken Spell Spell (inst. to 1 min./level; +3 levels) + Cascade Spell
(+4 levels) + Personal Spell (-1 level) + Restricted Spell (remove condition: severed limbs; +1 level) + Crippling
(access to Destined bloodline, Fate domain, etc.; -1 Drain (+3 levels) + Personal Spell (-1 level) + Ritual
level) = 2nd level; as a swift action, reroll any 1 roll just Spell (full round; -1 level) + Augment Spell (serious to
made. critical; +1 level) = 8th level; for 1 min./level, you gain
Trigger RuneRR: Delay Spell (ends delay; +2 levels) fast healing 1/level (max. 20) and can restore useless/
+ Reach Spell (touch to long; +1 level) + Target- severed digits/limbs.
Specific Spell (rune you previously placed; -2 levels) = True Seeing: Alter senses (0 level) + Augment Spell
2nd level (listed as 1st); you can cause any glyph, (vision; +1 level) + Reach Spell (close to touch; -1 level)
symbol, or rune magic trap you previously placed to + Cascade Spell (skill enhancement: Planar Sense; +1
activate, at long range. level) + Cascade Spell (warding: glamers; +1 level) +
TripPH1: Topple (0 level) + Cascade Spell (inertia; +1 Mass Effect Spell (1 other warding effect/3 levels:
level) + Augment Spell (daze; +2 levels) + Creature- figments, etc.; +2 levels) + Extend Spell (1 rd./level to 1
Specific Spell (dazes only those tripped; -2 levels) + min./level; +1 level) = 5th level; subject gains
Shape Spell (target to horizontal wall; +1 level) + darkvision and can see ethereal and through illusions.
Widen Spell (10-ft. to 5-ft. squares; -1 level) + Extend True Strike: Bestow feat (Insightful Strike; 1st level) +
Spell (inst. to 1 min./level; +3 levels) + Reach Spell Still Spell (+1 level) + Augment Spell (BAB +6 effects;
(close to touch; -1 level) + Restricted Spell (ranger or +1 level) + Effect-Specific Spell (attacks only; -1 level) +
access to Plant domain; -1 level) = 2 nd level; trips those Cascade Spell [(bestow feat: Precise Shot; +1 level) +
passing through one 5-ft. square/level (Reflex neg.) Augment Spell (BAB +11 effects; +2 levels) + Effect-
and dazes those tripped 1 rd. (Fort neg.). Specific Spell (concealment only; -2 levels)] + Extend
Trip VineHB: Topple (0 level) + Reach Spell (close to Spell (1 rd./level to 1 rd.; -1 level) + Personal Spell (-1
medium; +1 level) + Shape Spell (target to horizontal level) = 1st level; insight bonus to attacks and damage
wall; +1 level) + Extend Spell (inst. to 1 hr./level; +5 equal to your highest mental attribute bonus (rather
levels) + Location-Specific Spell (in vegetated area; -2 than a flat +20 to attacks). Variants:
levels) + Restricted Spell (access to Plant domain; -1  Critical StrikeCM: Bestow feat (Precise Shot; 1st level) +
level) = 4th level (listed as 2 nd); one 10-ft. square/level Augment Spell (BAB +11 effects; +3 levels) + Effect-
trips those entering. Specific Spell (concealment only; -2 levels) +
Tripping Hand, Bigby’sPHII: Topple (0 level) + Reach Personal Spell (-1 level) + Extend Spell (1 rd./level
Spell (close to medium; +1 level) = 1st level. to 1 min./level; +1 level) + Sudden Spell (+0 levels)
Trollish FortitudeS&M: Regenerate (q.v.; 7th level) + + Restricted Spell (rogue skill trick; -1 level) = 1 st
Cross-Class Spell (arcane; +0 levels due to metamagic level; swift activation, you to ignore concealment
synergy) + Extend Spell (inst. to 1 rd./level; +2 levels) for 1 rd.
+ Personal Spell (-1 level) – Ritual Spell (+1 level) +  Exacting ShotCAd: Bestow feat (Improved Critical; 1st
Reduce Spell (25d6 to 10d6; 3 levels) = 6th level; you level) + Cascade Spell (bestow feat: Precise Shot; +2
gain regeneration 10 (fire or acid) for 1 rd./level. levels) + Augment Spell (BAB +11 effects; +2 levels)
TrollshapePHII: Polymorph (giant; 3rd level) + + Creature-Specific Spell (quarry; -2 levels) +
Cascade Spell (enlarge self; +2 levels) + Quicken Spell

Spells (Grimoire), p. 305


Restricted Spell (ranger; -2 levels) = 1 st level; vs. 10 min./level; +2 levels) + Creature-Specific Spell
quarry, weapon touched ignores concealment, (vs. quarry only; -2 levels) + Restricted Spell
doubles threat range, auto-confirms crits. (ranger; -2 levels) = 3rd level; you gain additional +3
 Grace of ArtemisRRO: Blessing (0 level) + Augment to attacks and damage vs. your quarry, and you
Spell (+3 total; +2 levels) + Insightful Spell (+1 ignore any cover or concealment is has less than
level) + Effect-Specific Spell (ranged attacks only; - total.
2 levels) + Cascade Spell (bestow feat: Precise Shot;  Mass true strikeRR2 is not Personal (+1 level), works
+1 level) + Augment Spell (BAB +11 effects; +2 at medium range (+1 level), and affects 1 creature/
levels) + Effect-Specific Spell (ignore concealment level (+3 levels) = 6th level.
only; -2 levels) + Cascade Spell (bestow feat: Far  Named bulletUC Cascades Channeled energy mace (+2
Shot; +1 level) + Extend Spell (1 rd./level to 10 levels) and wraithstrike (q.v.; +2 levels), and is
min./level; +2 levels) + Ritual Spell (full round; -1 Delayed (can hold the charge up to 10 min./level;
level) + Restricted Spell (ranger or access to +1 level), Creature-Specific, (-2 levels), and
Archery domain, etc.; -1 level) = 3rd level; subject Variable (select type at time of casting; +1 level) =
gains +3 insight to ranged attacks and damage, 4th level; vs. specified creature type, piece of
ignores concealment, and takes half normal ammunition gains insight bonus to attack, ignores
penalty for range increments for 10 min./level. less than full concealment, targets touch AC, and
Mark of ArtemisRRO is Delayed (perform specified deals +1d6/level damage (max. +10d6).
act; +1 level) and has a full Ritual casting (-1 level) TruenameUA1: Variable Spell (see below; +1 level) +
= 3rd level (listed as 4th). Accursed Spell (+1 level) = 7th level.
 Guided ArrowMH: Bestow feat (Precise Shot; +1 level)
 Suggestion (3rd level) + Mass Effect Spell (1/3 levels;
+ Augment Spell (BAB +11 effects; +3 levels) +
+2 levels) = +5 levels; implant up to 1 suggestion/3
Effect-Specific Spell (cover only; -2 levels) + Extend
levels in target.
Spell (1 rd./level to 1 min./level; +1 level) +
 Damage attribute (Str; 1st level) + Cascade Spell
Personal Spell (-1 level) + Sudden Spell (+0 levels)
(compel: surrender; +2 levels) + Extend Spell (1 rd.
+ Restricted Spell (ranger or access to Archery
to 1 rd./level; +1 level) + Concentration Spell
domain; -1 level) = 1st level; swift casting allows
(standard; +1 level) = +5 levels; each round you
you to ignore cover of less than total for 1 rd.
concentrate, target takes 1d4 Str damage and must
 Guided ShotCAd: Bestow feat (Far Shot; 1st level) +
save or surrender to you.
Mass Effect Spell (also Precise Shot; +2 levels) +
 Baleful polymorph (5th level) or teleport (5th level).
Augment Spell (BAB +11 effects; +2 levels) + Effect-
Specific Spell (ignore cover only; -2 levels) + Still TruevenomSRD: Damage attribute (Con; 1st level) +
Spell (-1 level) + Personal Spell (-1 level) + Sudden Channel Spell (+1 level) + Augment Spell (+3d4; +2
Spell (+0 levels) + Restricted Spell (ranger; -2 levels) = 4th level; one melee attack carries poison (4d4
levels) = 1st level; for 1 rd., your ranged attacks Con, Fort half) as a [strike].
ignore AC bonus from less than total cover, Trust in the GodsRR2: Hand of fate (0 level) + Sective
increments are increased by 50%, and range Spell (+1 levels) + Mass Effect Spell (1 reroll/level; +3
penalties decreased by 1 per increment. levels) + Quicken Spell (+3 levels) + Interrupting Spell
 Hunter’s MercyMF Cascades bestow feat (Improved (+1 level) + Personal Spell (-1 level) + Restricted Spell
Critical; +1 level), and is Inexorable (automatic crit (access to Fate domain; -1 level) = 6th level; as an
threat; +3 levels) + Object-Specific (bow only; -2 immediate action, you can reroll any die roll once per
levels), and Restricted (ranger; -2 levels) = 1st level; level and select the best result.
your next bow attack gains insight bonus equal to Truth’s WingsAUG2: Summon (1st level) + Augment
your Wis bonus, ignores concealment and cover Spell (CR 4 fire-infused giant eagle; +3 levels) +
short of full, and automatically threatens a crit if Extend Spell (1 rd./level to 10 min./level; +2 levels) =
hits. 6th level (listed as 4th).
 Mark of the HunterCD: Bestow feat (Precise Shot; 1st TsunamiAPG: Energy mace (0 level) + Cascade Spell
level) + Cascade Spell (blessing; +1 level) + (push; +1 level) + Cascade Spell (topple; +1 level) +
Augment Spell (+1 level) + Augment Spell (BAB Reach Spell (close to long; +1 level) + Shape Spell (ray
+11 effects; +2 levels) + Extend Spell (1 rd./level to to line; +1 level) + Concentration Spell (swift action; +3

Spells (Grimoire), p. 306


levels) + Cascade Spell (expeditious retreat, to redirect 10d6; -1 level) = 5th level; damage cap 10d6 (fires
60 ft. rather than 30 ft.; +1 level) = 9 th level; damage quenched by like amount) plus bull rush. Tidal
cap 25d6 in a line moving 60 ft./round, and possibly surgeUW adds Variable Spell (+1 level) + Shape Spell
pushing and/or knocking prone. Variants: (burst to line or cone; -1 level) = 5 th level; choose
 DepthsurgeSW: Energy mace (0 level) + Reach Spell 30-ft. cone or long range line.
(close to long; +2 levels) + Shape Spell (ray to burst;  Tidal WaveShS: Energy mace (0 level) + Cascade Spell
+2 levels) + Widen Spell (20’r. to 1,000’r.; +3 levels) (skill enhancement: Athletics; +1 level) + Shape Spell
+ Explosive Spell (+1 level) + Location-Specific (target to line; +1 level) + Widen Spell (5 ft. to 90 ft.;
Spell (body of water; -2 levels) = 8 th level; damage +4 levels) + Explosive Spell (+1 level) + Reach Spell
cap 20d6 (may sink ships), plus forces creatures (touch to line of sight; +4 levels) + Location-Specific
out of area. Spell (must originate in water greater than 100 ft.
 FlashfloodSSt: Sickening touch (0 level) + Cascade deep; -2 levels) + Ritual Spell (full round; -1 level) =
Spell (whelm; +1 level) + Augment Spell [(nausea; 8th level (listed as 9th); wave 90 ft. deep and 90 ft.
+2 levels) + Extend Spell (1 rd./level to 1 rd.; -1 wide travels ¼ mile/level, deals 20d6 damage,
level)] + Cascade Spell (creation: water; +1 level) + imposes -1/2 levels to Athletics checks in area, and
Shape Spell (target to cone; +1 level) + Widen Spell either carries creatures/objects along with it or
(30 ft. to 90 ft. cone and 1 cu. ft./level to 27 cu. deposits them at base of wave, 90 ft. underwater.
ft./level; +2 levels) + Explosive Spell (+1 level) +  WaterspoutCD: Energy mace (0 level) + Cascade Spell
Residual Spell (+1 level) + Reduce Spell (20d6 to (bind; +1 level) + Augment Spell (grapple; +1 level)
15d6; -1 level) = 8th level; 90-ft. cone of water deals + Reach Spell (close to long; +1 level) + Shape Spell
15d6 nonlethal plus nauseated 1 rd. and forced out (target to cylinder; +2 levels) + Explosive Spell (+1
of area (which becomes difficult terrain thereafter). level) + Concentration Spell (standard; +1 level) =
2,430 cu. ft./level of water is produced (90 squares 7th level; damage cap 15d6 (divine 10d6) plus
in cone x 27 cu. ft./level each). ejected from 10’r., 50-ft. deep spout (possibly
 MaelstromCD: Energy mace (0 level) + Reach Spell suspended within spout 1 rd./level first, taking
(close to long; +2 levels) + Lingering Evocation (+1 damage each round).
level) + Shape Spell (ray to cylinder; +2 levels) +  Waves of BloodHA: Sickening touch (0 level) + Reach
Widen Spell (10’r. to 180’r.; +4 levels) + Extend Spell (touch to close; +1 level) + Shape Spell (ray to
Spell (inst. to 1 rd./level; +2 levels) + Explosive cone; +1 level) + Explosive Spell (+1 level) +
Spell (+1 level) + Location-Specific Spell (within Residual Spell (+1 level) = 4th level (listed as 3rd);
larger body of water; -2 levels) + Ritual Spell (full those in 30-ft. cone are pushed out of the area and
round; -1 level) + Restricted Spell (access to Water sickened 1 rd./level; area is difficult terrain.
domain, etc.; -1 level) = 8th level; damage cap 20d6 Tugging StrandsAPG: Hand of fate (0 level) + Reach
plus 2d6/rd. and dragged to bottom (180’r., max. Spell (touch to close; +1 level) + Quicken Spell (+3
900 ft. deep), where expelled. levels) + Interrupting Spell (+1 level) + Restricted Spell
 Sudden WaveAUG2: Energy mace (0 level) + Reach (access to Fate domain; -1 level) = 4th level; immediate
Spell (close to medium; +1 level) + Shape Spell (ray casting forces target to reroll one roll.
to spread; +2 levels) + Explosive Spell (+1 level) + Tunnel SwallowUnd: Energy mace (0 level) + Reach
Concentration Spell (partial action; +2 levels) = 6 th Spell (close to medium; +1 level) + Shape Spell (ray to
level; damage cap 15d6 bludgenoning and sweeps cylinder; +2 levels) + Explosive Spell (+1 level) +
out of 20’r. area, and redirect each round as a Irresistible Spell (+2 levels) = 6th level; section of
partial action (which means you can potentially tunnel up to 20 ft. in diameter and 50 ft. long crushes
continue to sweep creatures along with the for 1d6/level (15d6 max., no SR) and forces creatures
moving wave). out the far end.
 Tidal SurgeCD: Energy mace (0 level) + Cascade Spell TurbiditySW: Wisp (0 level) + Cascade Spell
(push; +1 level) + Cascade Spell (quench; +3 levels) + (sickening touch; +1 level) + Augment Spell (ailing; +1
Reach Spell (close to long; +1 level) + Shape Spell level) + Shape Spell (target to emanation; +2 levels) +
(ray to burst; +2 levels) + Restricted Spell (access to Personal Spell (-1 level) + Extend Spell (1 rd./level to 1
Water domain; -1 level) + Reduce Spell (15d6 to min./level; +1 level) + Location-Specific Spell

Spells (Grimoire), p. 307


(underwater; -2 levels) = 2nd level; mud in water Ritual Spell (full round; -1 level) = 2 nd level; subject
obstructs vision, casuses ailing condition in those gains +1 luck bonus to saves and skill checks for 10
within 20 ft. of you. min./level.
Turn AnathemaCC: Spook (0 level) + Shape Spell  Ilyykur’s MantleUnE: Inure (electricity; 0 level) +
(target to burst; +3 levels) + Widen Spell (20’r. to 60’r.; Cascade Spell [(resistance; +1 level) + Augment
+2 levels) + Reach Spell (close to personal; -1 level) + Spell (+1 to +5; +2 levels) + Lucky Spell (+1 level) +
Creature-Specific Spell ([evil]; -2 levels) + Inexorable Effect-Specific Spell (spells and SLAs only; -2
Spell (+3 levels) + Restricted Spell (able to channel levels)] + Personal Spell (-1 level) = 1 st level (listed
positive energy; -1 level) + Expedient Spell (total HD; as 4th); you gain a +5 luck bonus to saves vs. spells
-1 level) = 3rd level (listed as 2nd); up to 2d4 + 1/level and spell-like abilities, and resistance to electricity
(+5 max.) HD worth of evil creatures in 60-ft. burst are 5 (10 at CL 4th, 15 at 6th) for 1 min./level.
panicked 1 rd./level (no save). Vary alignment and  Luck BonusSRD: Resistance (0 level) + Lucky Spell (+2
channeling restriction as needed. levels) + Shape Spell (target to emanation; +2
Turn ResistancerRR2: Warding (positive energy; 1st levels) + Widen Spell (20’r. to 60’r.; +2 levels) +
level) + Mass Effect Spell (also turning; +2 levels) + Extend Spell (1 min./level to 1 hr./level; +2 levels) +
Extend Spell (1 min./level to 1 hr./level; +2 levels) + Restricted Spell (gold dragon or access to gold
Creature-Specific Spell (undead; -2 levels) = 3 rd level; dragon bloodline; -1 level) = 7 th level (listed as 2 nd);
undead touched is immune to positive energy and +1 luck bonus to saves for all within 60’r.
turn undead effects for 1 hr./level. emanation.
Turn UndeadSRD: Spook (0 level) + Threnodic Spell Twisted SpaceUC: Compel (attack wrong melee
(+0 levels) + Shape Spell (target to burst; +3 levels) + target; 2nd level) + Variable Spell (random target
Widen Spell (20’r. to 60’r.; +2 levels) + Reach Spell within reach; -1 level) + Cross-Class Spell
(close to personal; -1 level) + Inexorable Spell (+3 (enchantment to transmutation; +1 level) = 2nd level.
levels) + Restricted Spell (able to channel positive Twisting ThrustSLPG: Bestow feat (Improved Critical;
energy; -1 level) + Expedient Spell (total HD; -1 level) 1st level) + Still Spell (+1 level) + Augment Spell (BAB
= 5th level; up to 2d4 +1/level (+10 max.) HD worth of +6 effects; +1 level) + Personal Spell (-1 level) = 2 nd
undead in 60-ft. burst are panicked 1 rd./level (no level; you gain doubled threat range, +4 to confirm for
save). 1 rd./level.
Turtle Soup7S: Creation (soup; 1st level) + Cascade Tyrant’s RebukePnA: Inertia (0 level) + Augment
Spell (mage armor; +2 levels) + Variable Spell (armor to Spell (stagger; +2 levels) + Reach Spell (close to touch;
cover; +1 level) + Extend Spell (1 hr./level to 1 -1 level) + Cascade Spell (damage attribute: Cha; +1
min./level; -2 levels) + Cascade Spell (energy mace; +1 level) + Restricted Spell (archdevil cultist, etc.; -1
level) = 3rd level (listed as 1st); creates up to 1 cu. level) = 1st level; touch deals 1d4 Cha damage plus
ft./level of soup in a “bowl” of force; can be thrown staggered 1 rd.
for up to 10d6 bludgeoning damage.
Twilight HazeACG: Gloom (0 level) + Cascade Spell U
(wisp; +1 level) + Reach Spell (0 to close; +1 level) +
Ubiquitous Vision : Bestow feat (Alertness; 1st
SRD
Reduce Spell (2 steps to 1 step; -1 level) = 2 nd level;
level) + Cascade Spell (skill enhancement: Perception;
ambient light lowered by 1 step, and concealment
+1 level) + Augment Spell (11 ranks effects; +2 levels)
from fog in 20’r.
+ Extend Spell (1 rd./level to 10 min./level; +2 levels) +
Twilight LuckBED: Resistance (0 level) + Still Spell (+1
Personal Spell (-1 level) + Reduce Spell (+10 to +5; -1
level) + Lucky Spell (+1 level) + Restricted Spell
level) = 4th level (listed as 3rd); you gain Alertness +3
(abstinent caster; -1 level) = 1st level; +1 luck bonus to
and +1/2 levels (+5 max.) to Perception. Variants:
saves for 1 min./level. Variants:
 Blessed WatchfulnessS&M: Bestow feat (Arcane
 Drawmij’s Adventurer’s LuckGA: Skill enhancement; 0
Defense: enchantment; 1st level) + Mass Effect Spell
level) + Variable Spell (all skills; +1 level) + Reduce
(also Alertness; +2 levels) + Augment Spell (16
Spell (+5 max. to +1; -1 level) + Cascade Spell
ranks effects; +3 levels) + Extend Spell (1 rd./level
(resistance; +1 level) + Extend Spell (1 min./level to
to 1 hr./level; +3 levels) + Restricted Spell (access to
10 min./level; +1 level) + Lucky Spell (+1 level) +
Community or Protection domain; -1 level) = 8 th

Spells (Grimoire), p. 308


level (listed as 1st); subject gains Alertness +5, +5  Shield of the HorseRRE: Bestow feat (Improved
competence bonus vs. enchantments, and Initiative; 1st level) + Cascade Spell (bestow feat:
immunity to sleep for 1 hr./level. Alertness; +2 levels) + Extend Spell (1 rd./level to
 Careful TeamworkAPG: Skill enhancement (Disable 10 min./level; +2 levels) + Creature-Specific Spell
Device; 0 level) + Cascade Spell (skill enhancement: (active shield-user; -2 levels) = 3rd level; subject
Perception; +1 level) + Cascade Spell (bestow feat: gains Alertness and Improved Initiative when
Alertness; +1 level) + Shape Spell (target to shield readied.
emanation; +2 levels) + Personal Spell (-1 level) +  Tojanida sightSW is Effect-Specific (improved
Selective Spell (+1 level) + Language-Dependent uncanny dodge only; -2 levels) = 2nd level.
Spell (-1 level) + Pattern Spell (auditory; -1 level) +  WarningOA is not Augmented (-2 levels) nor
Restricted Spell (bard; -1 level) = 1 st level; allies Personal (+1 level), and the bonus is limited to +5
within 20 ft. gain Alertness, +1/2 levels (+5 max.) to (Reduce Spell; -1 level = 2nd level.
Disable Device and Perception.  Warning ShoutSC: Bestow feat (Alertness; 1st level) +
 Countless eyesUM is Extended to 1 hr./level (+1 Cascade Spell (skill enhancement: Perception; +1
level), is Effect-Specific (improved ucanny dodge; - level) + Cascade Spell (bestow feat: Alert
2 levels), is not Personal (+1 level), and requires a Bodyguard; +1 level) + Reach Spell (adjacent allies
fiull-round casting time (-1 level) = 4 th level; (listed to close range; +1 level) + Sudden Spell (+0 levels) +
as 3rd); subject cannot be flanked except by Stealth Interrupting Spell (+1 level) + Restricted Spell
check with DC 14 + ½ caster level (+10 max.) + (paladin; -2 levels) = 3rd level; you gain +1/2 levels
subject’s normal Perception bonus. (+10 max.) boost to Perception, and you and allies
 Danger senseSRD lasts 1 hr./level (+1 level). within close range are no longer flat-footed, even if
 GroundswellARG: Bestow feat (Alertness; 1st level) + have not acted yet (immediate casting can
Cross-Class Spell ([earth]; +1 level) + Augment interrupt other actions).
Spell (11 ranks effects; +2 levels) + Effect-Specfic  Watchful AncestorsME: Bestow feat (Alertness; 1st
Spell (flanking only; -2 levels) + Extend Spell (1 level) + Cascade Spell (resistance; +1 level) +
rd./level to 1 min./level; +1 level) + Personal Spell (- Augment Spell (BAB +6 effects; +1 level) + Extend
1 level) = 2nd level; for 1 min./level, enemies gain no Spell (1 rd./level to 1 min./level; +1 level) +
Aid Another bonuses against you. Augment Spell (+1 to +5 bonus; +2 levels) +
 Halo of eyesCWH also provides darkvision 60 ft. (+2 Insightful Spell (+1 level) + Effect-Specific Spell
levels) but lasts only 1 min./level (-1 level) = 4 th (Reflex saves only; -2 levels) + Personal Spell (-1
level. level) = 4th level; you gain Alertness with uncanny
 Imbue GuardianAUG: Skill enhancement (Perception; 0 dodge and a +5 insight bonus to Reflex saves for 1
level) + Cascade Spell (skill enhancement: Bluff; +1 min./level.
level) + Cascade Spell (bestow feat: Alertness; +1  Wild instinctsRE lasts only 1 min./level (-1 level), is
level) + Cascade Spell (see invisibility; +2 levels) + not Augmented (-2 levels), and is Quickened (+3
Cascade Spell (warding; +1 level) + Irresistable Spell levels) and Restricted (ranger or access to Animal
(+2 levels) + Mass Effect Spell (1/3 levels; +2 levels) domain; -1 level) = 4th level (listed as 2nd); +10 max.
+ Reach Spell (touch to medium; +1 level) + bonus to Percpetion.
Location-Specific Spell (guarded area; -2 levels) + Umbral StrikePC: Alter senses (0 level) + Augment
Accursed Spell (+1 level) + Ritual Spell (full round; Spell (vision; +1 level) + Cascade Spell (ray of entropy;
-1 level) = 8th level; creature +1/2 levels to Bluff and +1 level) + Energy Admixture (cold; +0 levels) + Reach
Perception, gains Alertness feat, is immune to Spell (close to long; +1 level) + Augment Spell (10d6 to
aging, dehydration, and starvation, and need not 20d6; +2 levels) = 5th level (listed as 7 th); ranged touch
sleep. Invest 400 x CL numen to maintain effect deals up to 20d6 (half cold, half negative energy) and
until creature moves >100 ft. from designated spot. blinded 1 rd./level.
 Mordenkainen’s encompassing visionGA is not Umbral WeaponPC: Ray of frost (0 level) + Silent
Augmented (-2 levels), Personal (+1 level), nor Spell (+0 levels) + Concentration Spell (swift action; +3
Reduced (+1 level); but is Extended to 1 hr./level levels) + Reach Spell (close to touch; -1 level) +
(+1 level) and requires a full round casting time (-1 Creature-Specific Spell (missed by you in melee that
level) = 4th level.

Spells (Grimoire), p. 309


round; -2 levels) = 1st level; 1/round as a swift action, (ad hoc +1 level) = 3rd level; this also subsumes the
make a touch attack against a creature you missed zombie formRR spell.
that round (damage cap 5d6 cold). Undead Anatomy IIUM: Undead anatomy I (3rd level)
Unadulterated LoathingUM: Compel (avoid creature + Variable Spell (+1 level) + Cascade Spell (enlarge self
specified; 2nd level) + Accursed Spell (+1 level) = 3 rd or reduce self; +1 level) = 5th level; Tiny to Large size.
level; subject attempts to stay at least 60 ft. away from Undead Anatomy IIIUM: Undead anatomy II (5th
specified individual (cannot be itself, its familiar, etc.). level) + Augment Spell (1 more size step; +1 level) = 6 th
Invest 900 x CL numen (3rd level x 50 x 6) to maintain. level; Diminutive to Huge size.
UnbindingCD: Dispel (0 level) + Selective Spell (+1 Undead Anatomy IVUM: Undead anatomy III (6th
level) + Shape Spell (target to burst; +2 levels) + Widen level) + Variable Spell (ethereal jaunt instead of other
Spell (20’r. to 120’r.; +3 levels) + Irresistible Spell abilities; +1 level) = 7th level (listed as 8th). AKA
(opposed check not needed; +2 levels) = 8 th level; ghostformCA, shadow bodyOcA.
dispels latent spells, lock spells, magical hedges and Undead Bane WeaponLM: Greater magic weapon (3rd
barriers, spells based on bind and their derivatives, level) + Cascade Spell (spark of life; +1 level) + Channel
etc. Spell (+1 level) + Extend Spell (inst. to 10 min../level;
UnbondMW: Dispel (0 level) + Reach Spell (touch to +4 levels) + Ray Splitting (multiple attacks; +1 level) +
close; +1 level) + Irresistible Spell (+2 levels) + Extend Creature-Specific Spell (undead; -2 levels) + Ritual
Spell (inst. to 1 min./level; +3 levels) + Effect-Specific Spell (full round; -1 level) + Reduce Spell (20d6 to 5d6;
Spell (familiar or companion bond; -2 levels) = 4th -3 levels) = 4th level; damage cap 9d6. Weapon gains
level; temporarily severs bond between familiar, +1/4 levels enhancement bonus and deals +5d6 (1
animal companion, bonded item, etc. and master. Cf. attack/rd.,), +4d6 (2/rd.), +3d6 (3/rd.), or +2d6 (4/rd.)
sever spiritUW. positive energy damage to undead on a hit.
UnbuckleRR: Enhance (2nd level) + Item-Specific Spell Undead LieutenantMF: Bestow feat (Command
(armor; -2 levels) + Cascade Spell (mage hand; +1 level) Undead; 1st level) + Cascade Spell (skill enhancement:
+ Reach Spell (touch to medium; +1 level) + Shape Knowledge: the planes; +1 level) + Cascade Spell
Spell (target to burst; +2 levels) + Widen Spell (20’r. to (enhancement; +2 levels) + Extend Spell (1 rd./level to 1
10’r.; -1 level) – Concentration Spell (mage hand is min./level; +1 level) + Creature-Specific Spell (undead;
instantaneous; -1 level) + Augment Spell (1/4 to 1/2; +2 -2 levels) = 3rd level; one of your undead followers
levels) + Tenuous Spell (special; -1 level) = 3rd level; gains Command Undead feat, +1/2 levels to
undoes buckles, clasps, laces in area, and armor partly Knowledge (the planes) and +1/4 levels bonus to final
falls off (-1 AC/2 levels for 1 min./level or until re- Command Undead leadership score.
donned; Reflex neg.).  General of Undeath MF is Corrupted (+1 level),
Unceasing Vigilance of the Holy Sentinel TM2: Extended to 2 hrs./level (+3 levels), and is Personal
Warding (1st level) + Irresistible Spell (+3 levels) + Mass rather than Creature-Specific (+1 level) = 8 th level;
Effect Spell (1/3 levels; +2 levels) + Cascade Spell (true you gain +1/2 levels to Knowlwdge (planes) and
seeing; +5 levels) + Extend Spell (1 rd./level to 1 +1/2 levels profane bonus to Command Undead
hr./level; +3 levels) + Personal Spell (-1 level) + leadership score, increasing capacity accordingly
Location-Specific Spell (you must stay in 20’r. of (and provides Command Undead feat if not
casting location; -2 levels) + Widen Spell (20’r. to 5’r.; - already possessed).
2 levels) + Restricted Spell (access to Protection
Undead WardTM2: Hedge (undead; 2nd level) + Shape
domain; -1 level) + Ritual Spell (-2 levels) = 6 th level;
Spell (emanation to cubes; +0 levels) + Cascade Spell
while on unmoving vigil, you gain true seeing and are
(spook; +1 level) + Fell Frightening (+1 level) +
immune to Cha damage/drain, fatigue, fear, nonlethal
Threnodic Spell (+0 levels) + Extend Spell (1 rd./level
damage, thirst, and surprise.
to 10 min./level; +2 levels) + Ritual Spell (full round; -1
Undaunted FixtureAUG2: Bind (0 level) + Accursed
level) = 5th level; undead cannot enter one 5-ft.
Spell (+1 level) + Augment Spell (grapple; +1 level) =
cube/level, and panicked 1 rd./level (Will shaken) if
2nd level; two objects are bonded for 1 rd./level
try.
(permanently if invest 400 x CL numen).
Undeath to Death: Spark of life (1st level) + Cross-
Undead Anatomy IUM: Polymorph (undead; 3rd level)
Class Spell (+1 level) + Reach Spell (close to long; +1
+ Personal Spell (-1 level) + negative energy affinity

Spells (Grimoire), p. 310


level) + Maximize Spell (+2 levels) + Shape Spell (ray  Cascade Spell (spell resistance; +5 levels) + Creature-
to burst; +2 levels) + Widen Spell (20’r. to 40’r.; +1 Specific Spell (good spells/spells cast by good
level) + Creature-Specific Spell (undead; -2 levels) = 6th creatures only; -2 levels); and
level; damage cap 90 hp positive energy to undead in  Cascade Spell (ray of enfeeblement; +1 level) + Reach
40’r. burst (Will half). Variant: Spell (close to touch; -1 level) + Shielding Spell (+1
 Light of the EarthAUG2: Bolt of force (2nd level) + level) + Extend Spell (1 rd./level to 1 min./level; +1
Positive Spell (+0 levels) + Reach Spell (close to level) + Creature-Specific Spell (good attackers
medium; +1 level) + Shape Spell (ray to spread; +2 only; -2 levels) + Mass Effect Spell (up to 1
levels) + Widen Spell (20’r. to 40’r.; +1 level) = 6 th attacker/level; +3 levels)
level; damage cap 15d6 (x1.5 vs. undead, x0.5 vs. + Communal Spell (+1 level) + Restricted Spell (evil
others). caster; -1 level) = 8 th level; +4 deflection to AC and +4
Undeniable GravityMH: Mage hand (0 level) + resistance to saves, plus SR 10 + Concentration bonus
Cascade Spell (celerity; +1 level) + Reach Spell (close to vs. [good] spells, and up to 1 [good] creature/level
long; +1 level) + Extend Spell (conc. to 1 min./level; +1 hitting in melee per round takes 1d6 + 1/level penalty
level) + Effect-Specific Spell (prevention of flying; -2 to Str. Protection lasts 1 min./level total, divided
levels) + Augment Spell (+10 ft. to +30 ft.; +1 level) = among recipients.
2nd level; flying creature is constantly pulled Unholy Blight: Ray of entropy (1st level) + Corrupt
downwards at a rate of 50 ft./rd. for 1 min./level. Spell (+1 level) + Cascade Spell (sickening touch; +1
Understand DeviceMF: Skill enhancement (Disable level) + Reach Spell (touch to medium; +1 level) +
Device: 0 level) + Cascade Spell (bestow feat: Skill Shape Spell (ray to burst; +2 levels) + Widen Spell
Focus; +2 levels) + Extend Spell (1 rd./level to 1 (20’r. to 10’r.; -1 level) + Bane Spell (good; +0 levels) +
min./level; +1 level) + Personal Spell (-1 level) = 2 nd Restricted Spell ([evil] caster; -1 level) = 4 th level;
level (listed as 3rd); you treat Disable Device as a class damage cap 10d6 (10d8 vs. good), half negative
skill, and gain +1/2 levels (+5 max.) enhancement energy, half unholy, and sickened 1 rd./level (Reflex
bonus to checks. half/neg.). Other spells dealing negative energy
Undulant InnardsLoM: Warding (precision damage; damage and afflictions:
st
1 level) + Reach Spell (touch to close; +1 level) +  ChokeCWH: Ray of entropy (1st level) + Shape Spell
Irresistible Spell (protects against nonmagical (ray to target; +0 levels) + Cascade Spell (sickening
precision damage; +2 levels) + Extend Spell (1 touch; +1 level) + Reach Spell (touch to medium; +1
min./level to 1 rd./level; -1 level) = 3 rd level; subject level) + Extend Spell (inst. to 1 rd./level; +2 levels) +
immune to precision damage for 1 rd./level. Creature-Specific Spell (humanoid; -2 levels) +
Unerring WeaponUC: Bestow feat (Improved Critical; Reduce Spell (10d6 to 5d6; -1 level) = 2 nd level;
1st level) = 1st level; weapon (or projectiles) +4 to damage cap 5d6 necrotic/rd. plus sickened 1
confirm critical threats for 1 rd./level. rd./level (Fort half/neg.).
Unfailing PremonitionS&M: Augury (2nd level) –  Dread BoltUM: Sickening touch (0 level) + Reach Spell
Ritual Spell (+2 levels) + Cascade Spell (deflection; +1 (touch to close; +1 level) + Cascade Spell (ray of
level) + Personal Spell (-1 level) + Restricted Spell entropy; +1 level) + Bane Spell (Good outsiders;
(access to Fate or Time domain; -1 level) = 3 rd level; fixed, +0 levels) = 2nd level; damage cap 10d6
you gain sense of relative danger of action negative energy (10d8 vs. good; divine 5d6/5d8)
contemplated, and also +2 deflection for 1 min./level. plus sickened 1 rd./level.
UnhandAUG2: Mage hand (0 level) + Reach Spell  Finger of AgonyCM: Sickening touch (0 level) + Reach
(close to medium; +1 level) + Widen Spell (1 lb./level Spell (touch to close; +1 level) + Augment Spell
to 8 lbs./level; +1 level) + Extend Spell (concentration (nausea; +2 levels) + Fell Sickening (+1 level) +
to inst.; -1 level) + Effect-Specific Spell (disarm Cascade Spell (ray of entropy; +1 level) + Lingering
weapon only; -1 level) = 0 level; ranged disarm of Evocation (+2 levels) + Tenuous Spell (-1 level) +
weapon weighing up to 8 lbs./level. Reduce Spell (15d6 to 5d6; -2 levels) = 4th level; 5d6
Unholy Aura: Deflection (0 level) + Cascade Spell negative energy + 3d6/round plus nauseated (Fort
(resistance; +1 level) + Augment Spell (+4 bonus; +1 sickened); save each round to end effects.
level) +

Spells (Grimoire), p. 311


 Otiluke’s Excruciating ScreenGA: Ray of entropy (1st Cascade Spell (spark of life; +1 level) + Delay Spell (+1
level) + Cascade Spell (sickening touch; +1 level) + level) + Tenuous Spell (wardings end when use spark;
Cascade Spell (inertia; +1 level) + Augment Spell 1 level) = 6th level (arcane 7th; listed as 5th); you are
(daze; +2 levels) + Reach Spell (touch to medium; immune to poison and charm and compulsion effects
+1 level) + Shape Spell (ray to wall; +1 level) + for 10 min./level; end protection by bestowing 1d6
Extend Spell (inst. to 1 rd./level; +2 levels) + temp hp/level (max. 15d6).
Reduce Spell (25d6 to 10d6; -3 levels) = 6th level; Unicorn HeartCM: Skill enhancement (0 level) +
10d6 negative energy damage plus sickened 1 Consecrate Spell (+1 level) + Mass Effect Spell (1
rd./level, and possibly dazed 1 round. skill/level; +3 levels) + Cascade Spell (celerity; +1 level)
 Scabrous TouchHH: Ray of entropy (1st level) + Reach + Extend Spell (1 min./level to 1 hr./level; +2 levels) +
Spell (close to touch; -1 level) + Cascade Spell Personal Spell (-1 level) + Cascade Spell (dimensional
(contagion; +3 levels) + Still Spell (+1 level) + skip; +1 level) + Delay Spell (swift action trigger; +3
Restricted Spell (necromancer or access to [death] levels) + Tenuous Spell (skill enhancement ends with
domain, etc.; 1 level) = 3rd level; damage cap 10d6 teleport; -1 level) + Ritual Spell (full round; -1 level) +
negative energy plus disease. Reduce Spell (+80 ft. to +60 ft. and +10 to +5; -1 level) =
 Throbbing BonesCWH: Ray of entropy (1st level) + 7th level; you gain +5 sacred bonus to one physical
Cascade Spell (celerity; +1 level) + Cascade Spell skill/level and +60 ft. to speed for 1 hr./level, and can
(sickening touch; +1 level) + Shape Spell (ray to end effect by making a swift dimension door.
target; +0 levels) + Lingering Evocation (+1 level) + Unicorn HornCM: Invisible needle (0 level) + Cascade
Reach Spell (touch to medium; +1 level) + Reduce Spell (bestow feat: Spirited Charge; +2 levels) +
Spell (15d6 to 10d6 and -50’ to -30’; -1 level) = 4 th Personal Spell (-1 level) + Manifested Spell (-1 level) +
level (listed as 5th); 10d6 necrotic damage plus Extend Spell (inst. to 1 min./level; +3 levels) + Cascade
2d6/rd., plus sickened and -30 ft. to speed for 1 Spell (magic weapon; +1 level) + Cascade Spell (bless
rd./level (Fort half/neg.). weapon; +2 levels) + Reduce Spell (15d6 to 1d6; -3
Unholy ChannelRR: Bestow feat (Reach Spell; 1st levels) = 3rd level; you gain gore attack for 1d6 (with
level) + Cascade Spell (bestow feat: Sudden Metamagic; +1/4 levels enhancement and overcomes DR/good),
+2 levels) + Personal Spell (-1 level) + Effect-Specific plus Spirited Charge, for 1 min./level.
Spell (negative energy only; -2 levels) + Creature- UnityCRB: Resistance (0 level) + Consecrate Spell (+1
Specific Spell (undead targets only; -2 levels) + Extend level) + Augment Spell (+1 to +5; +2 levels) + Shape
Spell (1 rd./level to 1 hr./level; +3 levels) + Mass Effect Spell (target to emanation; +2 levels) + Selective Spell
Spell (1/level; +3 levels) + Ritual Spell (full round; -1 (+1 level) + Sudden Spell (+0 levels) + Interrupting
level) = 3rd level (listed as 4th); you can cast negative Spell (+1 level) + Restricted Spell (access to
energy spells to repair unded at increased range, Community domain; -1 level) = 4th level; you and
subject to limits of Sudden Metamagic feat (but allies in 20’r. gain +5 sacred bonus to saves for 1 rd. as
1/level times as many spells total). an immediate action.
Unholy WardPC: Inure (holy damage; 0 level) + Unliving RageACG: Attribute boost (Str; 0 level) +
Extend Spell (1 min./level to 10 min./level; +2 levels) + Cascade Spell (attribute boost: Cha; +1 level) + Cascade
Maximize Spell (+2 levels) + Personal Spell (-1 level) = Spell (resistance; +1 level) + Corrupt Spell (+1 level) +
3rd level; you gain resistance 30 to holy damage, Reach Spell (touch to medium; +1 level) + Extend
channeled positive energy, etc. Spell (1 min./level to 1 rd./level; -1 level) +
Unicorn Arrow, Melf’sPHII: Invisible needle (0 level) + Concentration Spell (standard; +1 level) + Creature-
Cascade Spell (push; +1 level) + Reach Spell (close to Specific Spell (undead; -2 levels) = 2nd level; undead
medium; +1 level) + Ray Splitting (+1 level) = 3rd level; gains +2 profane bonus to Str and Cha, and +1 profane
damage cap 15d6 piercing plus bull rush, divided bonus to saves. To affect 1/3 levels (as listed), add the
among multiple targets. Mass Effect Spell feat (+2 levels = 4th level).
Unicorn BloodCM: Warding (poison; 1st level) + Unliving WeaponBVD: Bolt of force (2nd level) + Cross-
Irresistible Spell (+3 levels) + Cascade Spell (warding: Class Spell (divine; +1 level) + Shape Spell (ray to
enchantment; +1 level) + Extend Spell (1 min./level to burst; +2 levels) + Widen Spell (20’r. to 10’r.; -1 level) +
10 min./level; +1 level) + Personal Spell (-1 level) + Reach Spell (close to touch; -1 level) + Delay Spell (+1
level) + Ritual Spell (full round; -1 level) = 3rd level;

Spells (Grimoire), p. 312


damage cap 10d6. Affected undead explode in 20’r., compelled to use immediate action to aid you in
either when damaged or when set time runs out. combat (see Aid Another, under “Immediate Actions”
Unnatural LustUM: Compel (vent passion on target; in Chapter 7).
2nd level); lasts only 1 round (in more common use is a Unyielding Form of Inevitable DeathCM: Polymorph
5th level version Extended to 1 min./level). Variants: (construct; 3rd level) + Creature-Specific Spell (marut
 Aura of LustRR2: Compel (mate; 2nd level) + Reach only; -2 levels) + Cascade Spell (enlarge self; +2 levels)
Spell (close to personal; -1 level) + Shape Spell + Cascade Spell (mage armor; +1 level) + Augment
(target to emanation; +3 levels) + Extend Spell (1 Spell (+4 to +10; +3 levels) + Quicken Spell (+3 levels) +
rd. to 10 min./level; +3 levels) + Creature-Specific Extend Spell (1 min./level to 1 rd./level; -1 level) +
Spell (with you; -2 levels) + Pacific Spell (-2 levels) Personal Spell (-1 level) = 8th level; you become a
= 3rd level; creatures within 20 ft. of you try to sleep Large marut (+4 Str, -2 Dex, +4 to natural armor, +10
with you (short of assault on your person). armor; DR 10/adamantine and fast repair 5; acid,
 Symbol of DebaucheryPC: Compel (sleep with nearest electricity, and sonic resistance 10; 2 slams for base
conscious creature(s); 2nd level) + Extend Spell (1 1d6 plus 1d6 electricity, 1d6 sonic, and blindness/
rd. to 1 min./level; +3 levels) + Shape Spell (target deafness 1 rd.; etc.) for 1 rd./level as a swift action.
to emanation; +2 levels) + Widen Spell (20’r. to You do not receive the marut’s other spell-like
60’r.; +2 levels) + Reach Spell (close to 0; -1 level) + abilities.
Delay Spell (until triggered; +1 level) + Ritual Spell Unyielding RootsCD: Warding (movement; 1st level)
(-2 levels) = 7th level (listed as 8th). + Irresistible Spell (+3 levels) + Cascade Spell (spark of
life; +1 level) + Cascade Spell (remove condition:
Unnerving GazeBVD: Glamer (1st level) + Phantasmal
afflictions; +1 level) + Mass Effect Spell (also [death]
Spell (-1 level) + Cascade Spell (spook; +1 level) = 1st
effects; +1 level) + Extend Spell (inst. to 1 min./level;
level; subject sees you as departed loved one
+3 levels) + Location-Specific Spell (earthen ground; -2
(Intuition neg.), is shaken 1 rd./level (Will neg.).
levels) + Restricted Spell (access to Plant domain; -1
Unseen StrikeCM: Invisibility (2nd level) + Personal
level) = 7th level (listed as 8th); subject cannot be
Spell (-1 level) + Delay Spell (activating condition; +2
moved, heals 1 hp/level (max. 20) per round, and is
levels) + Ritual Spell (full round; -1 level) = 2 nd level
cured of afflictions and temporary negative levels
(listed as 4th); you become invisible the next time you
each round, for 1 min./level.
make a successful melee attack. Note numen cost for
Urban GraceARG: Bestow feat (Favored Terrain:
latent spell effects (e.g., 2nd level x CL 3rd x 50 = 300).
urban; 1st level) + Cascade Spell (celerity; +1 level) +
Unshakable ZealOcA: Variable Spell (+1 level):
Extend Spell (1 rd./level to 1 min./level; +1 level) +
 Blessing (0 level) + Augment Spell (+5 total bonus; Personal Spell (-1 level) + Restricted Spell ([elf] caster;
+3 levels) + Extend Spell (10 min./level to 1 -1 level) = 1st level; you gain favored terrain (urban) +2
hr./level; +1 level) = +4 levels; and +10 ft. to land speed for 1 min./level.
 Resistance (0 level) + Augment Spell (+3 total Urchin’s SpinesSW: Damage attribute (Dex; 1st level) +
bonus; +2 levels) + Extend Spell (1 min./level to 1 Cascade Spell (invisible needle; +1 level) + Extend Spell
hr./level; +2 levels) = +4 levels; (inst. to 1 min./level; +3 levels) + Shileding Spell (+1
 Skill enhancement (0 level) + Extend Spell (1 level) + Effect-Specific Spell (unarmed or grappled
min./level to 1 hr./level; +2 levels) + Cascade Spell only; -2 levels) + Reduce Spell (+10 to +0 and 1d4 to
(remove condition: fear or emotion; +1 level) + 1d2; -2 levels) = 2nd level; unarmed/natural attackers
Augment Spell (serious to critical; +1 level) = +4 take 1d6 piercing plus 1d2 Dex.
levels. Utter ContemptUM: Ray of beguiling (1st level) +
+ Silent Spell (+1 level) = 6th level; for 1 hr./level, each Shape Spell (ray to emanation; +3 levels) + Extend
round, subject gains +3 to saves, or +1/2 levels to a Spell (inst. to 1 min./level; +3 levels) + Creature-
skill check, or +4 to attacks and damage; or can end all Specific Spell (towards target only; -2 levels) = 5 th
other effects except the skill boost but also end a [fear] level; target views all within 20 ft. as if their Charisma
or [emotion] effect on self. scores were 1d6+1/level (max +10) points lower; reroll
Unwitting AllyAPG: Compel (provide flanking; 2nd attitude as appropriate (or simply drop 2 steps).
level) + Language-Dependent Spell (-1 level) +
Restricted Spell (bard; -1 level) = 0 level; target is

Spells (Grimoire), p. 313


V  Bestow woundBVD is Reduced (10d6 to 5d6; -1 level)
VacancyUA1: Glamer (1st level) + Shape Spell = 2nd level; up to 1d6/2 levels (max 5d6).
(emanation to cubes; +0 levels) + Widen Spell (10-ft.  DarkstaffRR Cascades enervation (+4 levels) and is
cubes to 30-ft. cubes; +3 levels) + Extend Spell (1 Concentration (standard; +1 level) = 8th level; one
rd./level to 10 min./level; +2 levels) + Effect-Specific touch attack/rd. deals 1d6 negative energy/2 levels
Spell (vacancy; -2 levels) = 4th level; area seems long- and 1d4 temp. negative levels (do not stack); caster
abandoned (dust, cobwebs, etc.), with audiovisual, heals like amount of damage.
olfactory, and thermal/tactile components.  Doom ScarabsPHII is Shaped (target to cone; +1 level)
Valiant FuryCW: Attribute boost (Str; 0 level) + and Widened (30 ft. to 60 ft.; +1 level) = 5th level;
Cascade Spell (attribute boost: Con; +1 level) + 1d6/2 levels (5d6 max.) to those in area and you
Augment Spell (+2 to +4; +1 level) + Cascade Spell heal like amount.
(blessing; +1 level) + Augment Spell (+1 to +3; +1 level)  Leech FieldRR is close range (+1 level) and Shaped
+ Cascade Spell [(resistance; +1 level) + Augment Spell (target to spread; +2 levels) = 6th level; 1d6/2 levels
(+3 bonus; +1 level) + Effect-Specific Spell (Will saves (7.5d6 max.) in 20’r.
only; -2 levels)] + Consecrate Spell (+1 level)] +  Morgannaver’s StingDr181 is Resistible (-1 level) and
Cascade Spell (bestow feat: Manyshot; +1 level) + Cascades sickening touch (+1 level) + Augment Spell
Restricted Spell (paladin or access to Valor domain; -1 (ailing; +1 level) = 4th level (listed as 5th); 1d6/2
level) = 5th level; subject gains +4 sacred bonus to Str levels (max. 5d6, Fort half) and victim ailing 1
and Dex, +3 to damage, Will saves, net +1 to attacks, rd./level.
and gains 1 extra iterative attack/rd. for 1 rd./level.  Spectral TouchLM: Enervation (4th level) + Reach Spell
Valiant SteedBED: Summon (1st level) + Augment (close to touch; -1 level) + Cascade Spell (spark of
Spell (CR 5 unicorn or pegasus; +4 levels) + Extend life; +2 levels) + Concentration Spell (standard; +1
Spell (1 rd./level to 1 hr./level; +3 levels) + Ritual Spell level) = 6th level; 1 touch/rd. deals 1d4 temp.
(-2 levels) = 6th level; summons unicorn or pegasus negative levels and grants you up to 15d6 temp.
steed (use mark of the wild or Thaumaturgy feat to hp.
retain service beyond the spell duration).  Vampiric BladeSRD: Ray of entropy (1st level) + Ray
Vampiric Touch: Spark of life (1st level) + Cross-Class Splitting (+1 level) + Reach Spell (close to touch; -1
Spell (arcane; +1 level) + Cascade Spell (ray of entropy; level) + Channel Spell (+1 level) + Cascade Spell
+1 level) = 3rd level; touch deals 1d6 negative energy/2 [(spark of life; +1 level) + Personal Spell (-1 level) +
levels (max. 10d6) to target; caster gains like number Cross-Class Spell (arcane/psionic; +1 level)] +
of temp. hp. AKA hostile empathic transferSRD. Variants: Extend Spell (inst. to 1 rd./level; +2 levels) +
Reduce Spell (15d6 to 5d6; -2 levels) = 3 rd level;
 AssimilateSRD: Spark of life (1st level) + Cascade Spell
damage cap 4d6 necrotic (divided among iterative
(attribute boost; +1 level) + Augment Spell (+2 to +4;
attacks), and you heal like amount. AKA claws of
+1 level) + Extend Spell (1 min./level to 10
the vampireSRD, vampiric weaponRR2.
min./level; +1 level) + Mass Effect Spell (1/3 levels;
+2 levels) + Personal Spell (-1 level) + Cascade Spell Vanishing WeaponBED: Dispel (0 level) + Reach Spell
(ray of entropy; +1 level) + Maximize Spell (+2 (close to medium; +1 level) + Ray Splitting (+1 level) +
levels) + Empower Spell (+1 level) = 9 th level; touch Channel Spell (+1 level) + Extend Spell (inst. to 1
deals 5d6+60 negative energy (no save), and you min./level; +3 levels) + Effect-Specific Spell
gain a like number of temp. hp and +4 to 1 (summoning or shadow conjuration only; -2 levels) =
attribute/3 levels for 10 min./level. 4th level; weapon dispels summoned creatures, shadow
 Aura of tyrannyToB is Shaped (target to emanation; conjurations, etc. on a hit (dispel check needed).
+2 levels), Widened (20’r. to 10’r.; -1 level), Projectiles fired from affected weapon have same
Extended (inst. to 1 rd./level; +2 levels), Personal (1 effect if target within 100 ft. + 10 ft./level.
level), Sudden (+0 levels), Restricted ([evil] caster; - Vapor of IdiocyRttToH: Wisp (0 level) + Cascade Spell
1 level), and Reduced (10d6 to 1d6; -2 levels) = 2nd (damage attribute: Int; +2 levels) + Crippling Drain (+1
level; as a swift action, deal ½d6 damage to all level) + Reach Spell (0 to medium; +1 level) + Shape
within 10 feet (Will half) and heal ½d6 for each Spell (ray to spread; +2 levels) + Extend Spell (inst. to
creature damaged (max. 5d6).

Spells (Grimoire), p. 314


1 min./level; +3 levels) = 9th level; obscures vision and +1 level) + Creature-Specific Spell (those casting
deals 1d4 Int drain/round. arcane spells; -2 levels) + Expedient Spell (damage
Veil of LustRR2: Ray of beguiling (1st level) + Reach capped by spell level; -1 level) = 4th level (listed as 5th);
Spell (close to medium; +1 level) + Cascade Spell whenever an arcane spell is cast in the area, the caster
[(skill enhancement: Diplomacy; +1 level) + Augment takes 1d6 fire damage per level of the spell (min. 1d6).
Spell (+5 to +10; +1 level) + Personal Spell (-1 level)] + Vengeance of the ScornedDD: Bestow feat (Favored
Extend Spell (1 min./level to 10 min./level; +1 level) + Enemy; 1st level) + Cascade Spell (skill enhancement:
Ritual Spell (full round; -1 level) = 3rd level; target Survival; +1 level) + Augment Spell (16 ranks
takes Cha penalty of 1d6 +1/2 levels (+10 max.) vs. equivalent; +3 levels) + Creature-Specific Spell (one
you, and you gain +1/2 levels (+10 max.) to individual, vs, an entire class of enemies; -2 levels) +
Diplomacy, for 10 min./level. Accursed Spell (+1 level) + Ritual Spell (full round; -1
Veil of Positive EnergyAPG: Deflection (0 level) + level) = 3rd level; you gain one individual as a favored
Cascade Spell (resistance; +1 level) + Consecrate Spell enemy, with a +4 bonus to attacks and skill checks,
(+1 level) + Augment Spell (+3 bonus; +1 level) + and +8 to damage. Invest 150 x CL numen to maintain
Shape Spell (target to emanation; +2 levels) + Widen effect until chosen enemy is slain.
Spell (20’r. to 5’r.; -2 levels) + Extend Spell (1 Vengeful OutrageUM: Compel (slay specific enemy;
min./level to 10 min./level; +1 level) + Cascade Spell 2nd level) + Creature-Specific Spell (enemy must have
[(spark of life; +1 level) + Shape Spell (target to burst; +2 harmed target; -2 levels) + Cascade Spell (remove fear;
levels) + Widen Spell (20’r. to 5’r.; -2 levels) + Delay +1 level) + Cascade Spell (attribute boost: Str; +1 level) +
Spell (+1 level) + Tenuous Spell (ends other effects; -1 Cascade Spell (attribute boost: Con; +1 level) +
level)] + Creature-Specific Spell (vs. undead only; -2 Augment Spell (+6 total; +2 levels) + Delay Spell (+1
levels) + Restricted Spell (paladin; -2 levels) = 1st level; level) + Language-Specific Spell (-1 level) + Ritual
you and those adjacent gain +3 sacred bonus to AC Spell (full round; -1 level) + Extend Spell (1 rd. to 1
and saves vs. undead for up to 10 min./level, end min./level; +2 levels) = 6th level; target compelled to
effect by dealing 1d6/level (max. 5d6) positive energy seek out and kill enemy, gains +6 Str and Con and
to undead in 5-ft. burst. immunity to fear vs. that enemy (the caster invests
Veil of ShadowMH: Blur (q.v.; 2nd level) + Personal numen, as a latent spell, until the buffs activate; they
Spell (-1 level) + Shadow Spell (+1 level) = 2 nd level; then last 1 min./level).
you gain 20% concealment for 1 min./level, and effect Vengeful ShieldAUG2: Inure (force; 0 level) + Cascade
is 10% real vs. see invisibility, etc. Spell [(bolt of force; +3 levels) + Reach Spell (close to
Veil of UndeathLM: Undead anatomy I (3rd level) + touch; -1 level) + Extend Spell (inst. to 1 rd./level; +2
Extend Spell (1 min./level to 10 min./level; +1 level) + levels) + Shielding Spell (+1 level)] + Reduce Spell (+15
Heighten Spell (full immunities; +4 levels) = 8th level. to +5 and 40 to 15; -2 levels) = 3rd level; subject gains
Venomous StareBotD: Compel (fascination; 2nd level) + resistance to force 15, and non-reach melee attackers
Cascade Spell (whelm; +1 level) + Still Spell (+1 level) take 1d6+5 force damage per hit. Variants:
+ Restricted Spell (access to Scalykind domain; -1  Divine retaliationPHII is Personal (-1 level) and
level) + Reduce Spell (10d6 to 5d6; -1 level) = 2 nd level; Sudden (+1 level) = 3rd level.
damage cap 5d6 nonlethal plus fascinated 1 rd. (Will  Ectoplasmic feedbackLM is Personal (-1 level),
half/neg.). Extended (1 min./level; +1 level), Creature-Specific
Vengeance HaloBED: Bolt of force (2nd level) + (incorporeal) rather than Reduced = 3rd level; 1d6
Consecrate Spell (+1 level) + Irresistible Spell (+2 +1/level (+10 max.) force damage and max.
levels) + Shape Spell (ray to target; +0 levels) + Delay resistance 30.
Spell (subject slain; +1 level) = 6th level; when subject is  Feedback strikeAUG also affects Close attackers (+1
slain, his or her slayer takes 1d6/level damage (max. level), lasts 10 min./level (+2 levels), and is
15d6, half force, half holy; Reflex half, no SR). Reduced 1 fewer step (+1 level) = 7 th level; 1d6
Vengeance of MesosRR2: Jet of flame (0 level) + Reach +1/level (+15 max.) and resistance 30.
Spell (close to medium; +1 level) + Shape Spell (ray to  Let go of meSRD cascades dispel instead of inure, and
spread; +2 levels) + Delay Spell (when arcane spells is Irresistible (no dispel check needed; +2 levels),
cast in area; +1 level) + Extend Spell (inst. to 1 Inexorable (+1 level), Quickened (+3 levels),
rd./level; +2 levels) + Concentration Spell (standard;

Spells (Grimoire), p. 315


Interrupting (+1 level), Creature-Specific (grappler) Vermin Shape IIUM: Vermin shape I (3rd level) +
rather than Reduced, and not Extended (-2 levels) Variable Spell (+1 level) + Cascade Spell (enlarge self or
= 7th level (listed as epic); as an immediate action reduce self, or Augment Spell; +1 level) = 5 th level; you
(silent, stilled), deal up to 20d6 force (ignores become a Tiny to Large vermin.
energy resistance and hardness) to anything VerminplagueRR: Summon (1st level) + Reach Spell
grappling you, and/or automatically dispel any (close to medium; +1 level) + Augment Spell (CR 2 rat
magic restraining you. swarm; +1 level) + Augment Spell (1d4+1 swarms; +1
 SunmantleBED: Daylight (3rd level) + Extend Spell (10 level) + Extend Spell (1 rd./level to 1 min./level; +1
min./level to 1 rd./level; -2 levels) + Cascade Spell level) + Ritual Spell (full round; -1 level) = 4th level;
(bolt of force; +2 levels) + Reach Spell (close to touch; summons 1d4+1 contiguous rat swarms for 1
-1 level) + Extend Spell (inst. to 1 rd./level; +2 min./level (swarm 1d6 plus distraction and disease).
levels) + Shielding Spell (+1 level) + Reduce Spell Versatile WeaponAPG: Transmute (1st level) +
(+10 to +5; -1 level) = 4 th level; subject sheds bright Variable Spell (select at time of casting; +1 level) +
light in 60’r.; melee attackers take 1d6+5 force Augment Spell (rare metal; +1 level) + Extend Spell (1
damage per hit. rd./level to 1 min./level; +1 level) + Object-Specific
 Warding GlobesAUG2: Deflection (0 level) + Augment Spell (weapon only; -2 levels) = 2nd level; weapon
Spell (scaling bonus; +1 level) + Cascade Spell (bolt weighing up to 1 lb./level penetrates one metals-
of force; +2 levels) + Reach Spell (close to touch; -1 based DR (if adamantine, bypasses hardness up to
level) + Shielding Spell (+1 level) + Personal Spell (- 20). Variants:
1 level) + Mass Effect Spell (1/3 levels; +2 levels) =  Greater Versatile WeaponAPG: Magic weapon (1st level)
4th level; you gain +2 deflection, +1/6 levels to AC + Cascade Spell (versatile weapon q.v.; +2 levels) =
for 1 min./level, and non-reach attackers take 1d6 3rd level; weapon gains +1/4 levels enhancement
force/level (max. 15d6; up to 1 attack/3 levels). bonus, penetrates DR/magic and one special metal
Venom BoltSK: Inertia (0 level) + Cascade Spell (acid type.
splash; +1 level) + Augment Spell (dazed; +2 levels) +  Heart of the Metal ACG: Transmute (1st level) + Variable
Extend Spell (1 rd. to 1 rd./level; +1 level) + Tenuous Spell (choose at casting; +1 level) + Augment Spell
Spell (-1 level) + Fell Staggering (+1 level) + Shape (special metal; +1 level) + Object-Specific Spell
Spell (ray to line; +1 level) + Reduce Spell (15d6 to (weapon only; -2 levels) + Extend Spell (1 rd./level
10d6; -1 level) = 4th level; damage cap 10d6 acid to 1 min./level; +1 level) + Variable Spell (multiple
(divine 5d6; Reflex half) plus dazed 1 rd./level or until weapons weighing up to 1 lb./level; +1 level) = 3 rd
save (Fort flat-footed). level; temporarily changes weapons (up to 1
VenombladeAUG: Damage attribute (Str; 1st level) + lb./level total) to adamantine, cold iron, or silver.
Cascade Spell (invocation of the knife; +1 level) + Extend  Lesser Versatile WeaponAPG: Versatile weaponAPG (q.v.;
Spell (inst. to 1 rd./level; +2 levels) + Tenuous Spell (-1 2nd level) + Extend Spell (1 min./level to 1 rd.; -2
level) = 3rd level; touch deals up to 10d6 slashing plus levels) = 0 level; this is generally used with the
1d4 Str/rd. for 1 rd./level or until save. Cascade Spell feat to allow spells dealing
VerdigrisSRD: Creation (plant growth; 1st level) + bludgeoning, piercing, or slashing damage to
Cascade Spell (energy mace; +1 level) + Cascade Spell penetrate metals-specific DR.
(bind; +1 level) + Reach Spell (touch to medium; +1  Sparkling SwordDHD: Greater versatile weapon (see
level) + Shape Spell (target to spread; +2 levels) + above; 3rd level) + Consecrate Spell (+1 level) +
Widen Spell (20’r. to 120’r.; +3 levels) + Irresistible Restricted Spell (access to War domain; -1 level) =
Spell (+2 levels) + Ritual Spell (full round; -1 level) + 3rd level; weapon gains +1/4 levels sacred bonus,
Reduce Spell (25d6 to 10d6; -3 levels) = 7 th level (listed penetrates DR/magic and one special metal type.
as epic); sudden plant growth over 120’r. area deals Blazing swordDHD (4th level) is Augmented so that
10d6 bludgeoning (Reflex half) and entangles 1 the bonus is +1/3 levels.
rd./level; vegetation otherwise persists 1 hr./level. VertigoPHII: Sickening touch (0 level) + Reach Spell
Vermin Shape IUM: Polymorph (vermin; 3rd level) + (touch to close; +1 level) + Cascade Spell (bind; +1
Personal Spell (-1 level) + Cascade Spell (enhancement; level) + Cascade Spell (topple; +1 level) + Phantasmal
natural armor only; +1 level) = 3rd level. Spell (-1 level) = 3 rd level; target must save vs.

Spells (Grimoire), p. 316


Intuition or take 3d6 nonlethal damage plus knocked Ritual Spell (full round; -1 level) + Restricted Spell
prone (Ref neg.), sickened (Fort neg.), and/or (evil caster; -1 level) = 1st level; subject gains fast
entangled (Ref neg.). Variants: healing 1 for up to 5d6 rounds.
 Impossible AnglesHA: Sickening touch (0 level) +  Greater Infernal HealingPC: Spark of life (1st level) +
Reach Spell (touch to medium; +1 level) + Shape Extend Spell (inst. to 1 rd./level; +3 levels) +
Spell (target to cubes; +2 levels) + Widen Spell (10- Restricted Spell (evil caster; -1 level) = 3 rd level
ft. to 5-ft. cubes; -1 level) + Residual Spell (+1 level) (listed as 4th); subject gains fast healing 5 for 1
+ Extend Spell (1 rd./level to 1 min./level; +1 level) rd./level.
= 4th level; spatially-warped area sickens those  Persistent VigorACG: Remove condition (afflictions; 1st
within, counts as difficult terrain for 1 min./level. level) + Cascade Spell (spark of life; +2 levels) +
 Shifting GroundRRE: Topple (0 level) + Cascade Spell Extend Spell (inst. to 1 rd./level; +2 levels) +
(sickening touch; +1 level) + Augment Spell (ailing; Personal Spell (-1 level) = 4th level; you gain fast
+1 level) + Reach Spell (touch to medium; +1 level) healing 10, and [afflictions] are removed or
+ Shape Spell (target to spread; +2 levels) + Widen reduced by 2 steps (and/or you gain +2/+4
Spell (20’r. to 40’r.; +1 level) = 6 th level (listed as 4th); competence to attacks, damage, saves, and checks)
area knocks prone and causes ailing condition for for 1 rd./level.
1 rd./level. VigorSRD: Spark of life (1st level) + Augment Spell
 Vertigo FieldPHII: Glamer (1st level) + Cascade Spell (+1/level; +1 level) + Personal Spell (-1 level) = 1st level;
(sickening touch; +1 level) + Augment Spell (nausea; you gain 1d6 +1/level (+5 max.) temp hp.
+2 levels) + Reach Spell (touch to medium; +1 level) Village VeilARG: Glamer (1st level) + Shape Spell
+ Shape Spell (ray to spread; +2 levels) + Residual (emanation to cubes; +0 levels) + Reach Spell (close to
Spell (+1 level) + Selective Spell (+1 level) + Pattern long; +2 levels) + Extend Spell (1 rd./level to 1
Spell (-1 level) + Reduce Spell (no tactile or hr./level; +3 levels) + Selective Spell (+1 level) +
olfactory; -2 levels) = 6th level (listed as 3rd); nausea Restricted Spell (halfling; -1 level) + Ritual Spell (full
and 20% miss chance in 20’r. area of difficult round; -1 level) = 5th level; area appears to have been
terrain (allies immune to nausea). the object of some disaster rendering it useless.
Vestment of the ChampionUM: Enhancement (2nd Vile LanceBVD: Invisible needle (0 level) + Ray
level) + Item-Specific Spell (armor or shield; -2 levels) Splitting (+1 level) + Violate Spell (+1 level) + Reach
+ Quicken Spell (+4 levels) + Restricted Spell (paladin; Spell (close to touch; -1 level) + Manifested Spell (-1
-2 levels) = 2nd level; swift action magic vestment (+1/4 level) + Cascade Spell (enhancement; +2 levels) +
levels) lasting 1 min./level. Concentration Spell (standard; +1 level) = 3 rd level;
Vicious SummonsAUG2: Summon (1st level) + Cascade damage cap 13d6 piercing (half Vile) divided among
Spell (bind; +1 level) + Augment Spell (CR 2 fiendish iterative melee attacks, and with an enhancement
dire weasel; +1 level) + Augment Spell (grapple; +1 bonus to attacks and damage of +1/4 levels.
level) = 4th level (listed as 5th); summons a fiendish Vindicator’s ShieldAPG: Enhancement (2nd level) +
dire weasel, already grappling if save failed. Consecrate Spell (+1 level) + Effect-Specific Spell
Vigilant RestUW: Warding (interrupted rest; 1st level) (shield; -2 levels) + Personal Spell (-1 level) + Extend
+ Cascade Spell (skill enhancement: Perception; +1 Spell (1 min./level to 1 hr./level; +2 levels) + Tenuous
level) + Irresistible Spell (+2 levels) + Extend Spell (1 Spell (until struck in combat; -1 level) + Restricted
min./level to 1 hr./level; +2 levels) = 6 th level (listed as Spell (able to channel positive energy, proficient with
4th); subject +1/2 levels to Perception and does not lose shield; -1 level) + Augment Spell (+1 to +1/2; +3 levels)
benefit of rest if sleep is interrupted. = 3rd level; your shield gains +1/2 levels
VigorCD: Spark of life (1st level) + Augment Spell sacred/profane bonus for 1 hr./level or until you are
(+1/level; +1 level) + Extend Spell (inst. to 1 rd./level; struck in combat (Cf. divine shieldCW).
+2 levels) + Reduce Spell (10d6 to 5d6; -1 level) = 3 rd Vine MineMF: Animate rope (1st level) + Shape Spell
level; subject gains fast healing 1 +1/level (+5 max.) for (spread; +2 levels) + Widen Spell (20’r. to 40’r.; +1
1 rd./level. level) + Variable Spell (+1 level, +1 level of options) +
Restricted Spell (access to Plant domain; -1 level) = 5 th
 Infernal HealingPC: Spark of life (1st level) + Delay
Spell (heals each round until expended; +2 levels) +

Spells (Grimoire), p. 317


level; select option each round while you concentrate Vision of EntropyFC1: Spook (0 level) + Cascade Spell
(standard action): (whelm; +1 level) + Lingering Evocation (+1 level) = 2 nd
 Cascade Spell (bind; +1 level): entangles those in level; damage cap 5d6 nonlethal (plus 2d6/rd.) and
area. frightened for 1 rd./level.
 Residual Spell (+1 level): area is difficult terrain. Vision of HeavenBED: Compel (do nothing; 2nd level)
 Cascade Spell (skill enhancement: Athletics or + Still Spell (+1 level) + Creature-Specific Spell ([evil]
Stealth; +1 level): those in area +/2 levels (+10 max. descriptor; -2 levels) = 1st level; evil creature is dazed 1
to hide in the vines, or to climb them). round.
Vision of HellUM: Spook (0 level) + Reach Spell (close
Vine StrikeUW: Invisible needle (0 level) + Cascade
to medium; +1 level) + Shape Spell (emanation; +2
Spell (bind; +1 level) + Ray Splitting (+1 level) + Reach
levels) + Widen Spell (20’r. to 40’r.; +1 level) + Extend
Spell (close to touch; -1 level) + Channel Spell (+1
Spell (1 rd./level to 1 min./level; +1 level) + Reduce
level) + Effect-Specific Spell (unarmed or natural
Spell (panicked to shaken; -2 levels) = 3 rd level; those
attack only; -2 levels) + Extend Spell (inst. to 1
in 40’r. emanation are shaken.
min./level; +3 levels) + Reduce Spell (10d6 to 5d6; -1
VisitationRRE: Figment (0 level) + Reach Spell (close
level) = 2nd level; damage cap +7d6 piercing (divided
to continental; +5 levels) + Effect-Specific Spell
among attacks) plus target is entangled 1 rd./level.
(illusion of you, saying what you are saying; -2 levels)
Vines, PoisonCD: Bind (0 level) + Cascade Spell
+ Ritual Spell (-2 levels) + Augment Spell (visual and
(damage attribute: Con; +2 levels) + Reach Spell (touch
auditory; +1 level) = 2nd level; you appear to subject
to medium; +1 level) + Shape Spell (target to spread;
within 100 miles/level, can speak to recipient for up to
+2 levels) + Widen Spell (20’r. to 40’r.; +1 level) +
1 rd./level. Variants:
Selective Spell (+1 level) + Extend Spell (inst. to 1
min./level; +3 levels) + Location-Specific Spell  Conditional VisitationRRE: Selective visitationRRE (see
(vegetated area; -2 levels) + Restricted Spell (access to below) + Tenacious Spell (+1 level) + Delay Spell
Plant domain; -1 level) = 7th level; vines entangle those (activating condition; +1 level) = 7 th level; you can
within 40’r. and deal 1d4 Con/rd. from poison. re-invest the latent spell numen to cause the
Vile VenomS&M: Damage attribute (Con; 1st level) + visitation to repeat whenever the activating
Ray Splitting (+1 level) + Channel Spell (+1 level) + condition is met.
Object-Specific Spell (through edged weapon only; -2  Disguised VisitationRRE: Figment (0 level) + Reach
levels) + Extend Spell (inst. to 1 hr./level; +5 levels) = Spell (close to continental; +5 levels) + Ritual Spell
6th level (listed as 5th); affected weapon deals +1d4 Con (2 levels) = 3rd level; as visitation, but image can be
damage per hit (Fort half). someone else, saying whatever you want it to.
Virility (Larry Niven, “What Good is a Glass  DreamSRD: Disguised visitationRRE + Phantasmal Spell
Dagger?”): Warding (impotence and refraction; 1st (-1 level) + Reach Spell (interplanar; +1 level) +
level) + Silent Spell (+1 level) + Extend Spell (1 Delay Spell (when recipient falls asleep; +1 level) =
min./level to 10 min./level; +1 level) + Irresistible Spell 5th level; illusion of messenger in recipient’s dream
(+2 levels) + Creature-Specific Spell (male; -1 level) + delivers message lasting up to 1 rd./level. Dream
Ritual Spell (full round; -1 level) = 3rd level. councilOcA uses mindlinkSRD as the seed spell and has
Virulent AllyPC: Summon (1st level) + Augment Spell a full round casting (+1 level) = 6th level.
(CR 9 piscodaemon; +6 levels) + Extend Spell (1  Prolonged VisitationRRE: Selective visitation (see
rd./level to 1 min./level; +1 level) + Restricted Spell below) + Extend Spell (1 rd./level to 1 hr./level; +3
(daemon cultist; -1 level) = 7th level. levels) + Ritual Spell (full ritual; -1 level) = 7 th level,
Vision of GloryMF: Resistance (0 level) + Empathic as selective visitation, but message can be longer (or
Spell (+1 level) + Delay Spell (swift action; +3 levels) + shorter one repeated a number of times).
Interrupting Spell (+1 level) + Extend Spell (1  Selective VisitationRRE: Disguised visitation (see
min./level to 1 rd.; -2 levels) + Effect-Specific Spell above) + Selective Spell (+1 level) – Ritual Spell
(single save only; -2 levels) = 1st level; subject can (full round rather than long ritual; +1 level) = 5th
spend an immediate action to gain a +1 morale bonus level; only those you designate can see or hear the
to one saving throw. visitation.

Spells (Grimoire), p. 318


Vitriolic MistUM: Inure (acid; level) + Cascade Spell (Reflex half, no SR) +5d6/rd. in 40’r. burst around
(acid splash; +1 level) + Extend Spell (inst. to 1 rd./level; you.
+2 levels) + Reach Spell (close to touch; -1 level) +  Fountain of bloodRR2 is medium range (-1 level) and
Shielding Spell (+1 level)] + Augment Spell (30 to 40; is Selective instead of Lingering (-1 level) = 3rd
+1 level) = 4th level; you gain resistance 5/2 levels level; damage cap 10d6 acid (divine 5d6) to those
(max. 40) to acid, and melee attackers take 1d6 specified in 10’r. burst.
+1/level (+15 max.) acid damage per hit against you. Vocal AlterationUM: Glamer (1st level) + Extend Spell
Variants: (1 rd./level to 1 min./level; +2 levels) + Reduce Spell
 Babau slimePnH is Overwhelming (+1 level), (no visual or olfactory; -2 levels) = 1st level; changes
Extended (1 min./level; +1 levels), Restricted subject’s voice and/or accent (Linguistics check on
(access to Abyss domain, etc.; -1 level), and caster’s part to simulate the latter).
Reduced rather than Augmented (-2 levels) = 3 rd VocalizeUA1: Bestow feat (Silent Spell; 1st level) +
level; subject gains resistance to acid (max. 15), and Cascade Spell (bestow feat: Sudden Metamagic; +2
weapons hitting take 1d6+5 acid that bypasses levels) + Extend Spell (1 rd./level to 1 rd.; -1 level) =
hardness and acid resistance (those hitting with 2nd level; spells you cast for the next round are
natural weapons or unarmed attacks take this Silenced, as if by the Sudden Metamagic feat (limits to
damage themselves). total spell level, etc. apply).
 Eruptive PustulesUM: Acid splash (0 level) + Cascade Void, Murlynd’sLBMM: Dimensional skip (1st level) +
Spell (sickening touch; +1 level) + Shielding Spell (+1 Reach Spell (close to interplanar; +7 levels) + Location-
level) + Extend Spell (inst. to 1 min./level; +3 levels) Specific Spell (negative energy plane; -2 levels) +
+ Reduce Spell (+15 to +5; -2 levels) = 3 rd level; Location-Specific Spell (cannot target creatures; gate
melee attackers take 1d6 +1/level (+5 max.) acid opening is fixed; -2 levels) + Cascade Spell (zephyr; +1
damage per hit plus save vs. Fort or sickened 1 rd. level) + Extend Spell (inst. to 1 rd./level; +2 levels) = 7th
 Mestil’s acid sheathMF is Variable (can also make level. Anyone entering the designated square must
melee touch attacks) rather than Augmented = 4 th save or be sent to the negative energy plane; a storm-
level; damage cap 15d6 by melee touch or 1d6 + force wind blows in that direction.
1/level (+15 max.) whenever hit with non-reach VolleyUA1: Dispel (0 level) + Augment Spell (reflect
melee weapon, and resistance is 30 max. spell; +2 levels) + Bouncing Spell (rebounds back to
Vitriolic SphereCA: Acid splash (0 level) + Reach you if fails to affect caster; -1 level) + Reach Spell
Spell (close to long; +2 levels) + Shape Spell (ray to (touch to medium; +1 level) + Quicken Spell (+3
burst; +2 levels) + Widen Spell (20’r. to 10’r.; -1 level) + levels) + Interrupting Spell (+1 level) = 6 th level (listed
Lingering Evocation (+2 levels) = 5th level; damage cap as 7th); turns one spell as an immediate action, spell
15d6 plus 4d6/round. Variants: “bounces” back and forth between caster and original
target as saves made.
 Burst of nettlesUM is close range (-2 levels) and has
Vomit SwarmAPG: Summon (1st level) + Silent Spell
reduced lingering damage (-1 level) = 2 nd level;
(+1 level) + Reach Spell (close to touch; -1 level) +
damage cap 5d6 acid plus 1d6/round.
Augment Spell (CR 2 spider swarm; +1 level) +
 Caustic burstAUG is medium range (-1 level),
Extend Spell (1 rd./level to 1 rd.; -1 level) +
Overwhelming (+1 level), Variable (+1 level), and
Concentration Spell (standard; +1 level) = 2 nd level;
Mass Effect (1/3 levels) instead of Lingering, and
summons a spider swarm that you reposition by
affects a 20’r. (+1 level) = 7th level; up to 20d6 acid
concentrating.
in 20’r. burst (Reflex half, bypasses acid resistance)
Vortex, WildTM2: Bolt of force (2nd level) + Bane Spell
and 1 object/3 levels (metallic first, start with
(fixed: arcane casters; +0 levels) + Reach Spell (close to
largest) worn/held by each affected creature also
medium; +1 level) + Shape Spell (ray to cylinder; +2
takes full damage creature does, bypassing
levels) + Widen Spell (10’r. to 5’r.; -1 level) +
hardness.
Concentration Spell (standard; +2 levels) + Ritual
 Caustic eruptionUM is Still (+1 level), has a range of 0
Spell (full round; -1 level) + Restricted Spell (wild
(-2 levels), and is Widened (40’r.; +2 levels) and
magic; -1 level) + Variable Spell (reckless dweomer; +1
Irresistible (+2 levels) = 7th level; damage cap 20d6

Spells (Grimoire), p. 319


level) = 5th level; damage cap 15d6 force (15d8 vs. Ritual Spell (full round; -1 level) + Reduce Spell (20d6
arcane casters) and explode into wild surge 5%/rd. to 1d6; -4 levels) = 4 th level; wall (one 10-ft.
Vortex of TeethWotC: Bolt of force (2nd level) + Reach square/level, 3 in. thick) provides cover, deals 1d6
Spell (close to medium; +1 level) + Shape Spell (ray to piercing/rd., and grapples those trying to pass
spread; +2 levels) + Widen Spell (20’r. to 40’r.; +1 through.
level) + Extend Spell (inst. to 1 rd./level; +2 levels) + Wall of ChainsBVD: Wall of ice (q.v., 4th level) +
Reduce Spell (20d6 to 5d6; -3 levels) = 5 th level (listed Versatile Evocation (ice to metal, and cold to piercing;
as 4th); area deals 5d6 force/rd. (Reflex half), +0 levels) + Shape Spell (damage: touch to emanation;
manifesting as swarming ghostly piranha. +2 levels) + Widen Spell (20 ft. to 5 ft.; -2 levels) +
VulnerabilityOA: Warding (DR; 1st level) + Reduce Spell (15d6 to 5d6; -2 levels) = 3rd level;
Irresistible Spell (+3 levels) + Extend Spell (1 damage 5d6 piercing to all within 5 ft. of wall.
min./level to 1 rd./level; -1 level) = 3 rd level (listed as Wall of EctoplasmOcA: Creation (ectoplasm; 1st level)
6th); touch temporarily negates target’s damage + Cascade Spell (spook; +1 level) + Transdimensional
reduction (if any). Spell (+1 level) + Shape Spell (target to wall; +1 level) +
Extend Spell (1 rd./level to 1 min./level; +1 level) = 5 th
W level; 10 sq. ft./level barrier panics those touching it.
BED
Wages of Sin : Compel (kill nearest evil creature; Wall of EyesBVD: Damage attribute (Dex; 1st level) +
2nd level) + Reach Spell (close to medium; +1 level) + Crippling Drain (+1 level) + Shape Spell (target to
Extend Spell (1 rd. to 1 rd./level; +1 level) + Mass wall; +1 level) + Extend Spell (inst. to 1 rd./level; +2
Effect Spell (1/level; +3 levels) + Restricted Spell (no levels) + Cascade Spell (scrying; +4 levels) = 9th level;
intoxicant or stimulant use by caster during past wall deals Dex drain, allows you to scry through it.
week; -1 level) = 6 th level; subjects use most effective Wall of Fire: Jet of flame (0 level) + Cascade Spell
attacks against nearby evil creatures for 1 rd./level. (wisp; +1 level) + Reach Spell (touch to medium; +1
Wake TrailingSW: Bestow feat (Favored Terrain: level) + Shape Spell (ray to wall; +1 level) + Widen
shipboard; 1st level) + Cascade Spell (skill enhancement: Spell (10-ft. squares to 20-ft. squares; +1 level) +
Survival; +1 level) + Extend Spell (1 rd./level to 1 Extend Spell (inst. to 1 rd./level; +2 levels) +
hr./level; +5 levels) + Personal Spell (-1 level) + Effect- Concentration Spell (standard; +1 level) + Reduce
Specific Spell (track ships; -2 levels) + Restricted Spell Spell (20d6 to 5d6; -3 levels) = 4 th level; damage cap
(ranger or access to Water domain; -1 level) = 3 rd level; 5d6 and flames obstruct vision. Variants:
you can track ships across water with +1/2 levels to  Body BlazeSSt: Jet of flame (0 level) + Shape Spell (ray
Survival. to wall; +2 levels) + Location-Specific Spell (path of
Waking DreamsME: Variable Spell (blessing, your ground movement; -2 levels) + Extend Spell
resistance, or spook; +1 level) + Lucky Spell (+1 level) = (inst. to 1 rd./level; +2 levels) = 2nd level; damage
2nd level; target gains +1 luck bonus to attacks and cap 5d6. The trail of fire you leave is 20-ft. high
damage or saves, or is shaken 1 rd./level. and is formed as you move, up to 1 round/level (5
Wall of BlindnessACG: Alter senses (0 level) + ft. per level maximum length).
Augment Spell (vision; +1 level) + Hex Spell (+0  Campfire WallAPG: Jet of flame (0 level) + Shape Spell
levels) Shape Spell (target to wall; +1 level) + Widen (ray to ringed wall; +2 levels) + Cascade Spell
Spell (10-ft. squares to 20-ft. squares; +1 level) + (light; +1 level) + Extend Spell (inst. to 1 hr./level;
Concentration Spell (+1 level) = 4th level; blinds 1 +5 levels) + Location-Specific Spell (around
rd./level (make permanent by investment of personal campfire; -2 levels) + Tenuous Spell (extinguishing
numen). campfire ends spell; -1 level) + Reduce Spell (10d6
Wall of BonesCA: Invisible needle (0 level + Cascade to 1d6; -2 levels) = 3rd level; anyone passing
Spell (bind; +1 level) + Augment Spell (grapple; +1 through wall takes 1d6 fire and is lit up by light.
level) + Extend Spell (inst. to 10 min./level; +4 levels) +  Circle of flame7S has a range of touch (-2 levels),
Reach Spell (close to touch; -1 level) + Cascade Spell affects only 10-ft. squares (-1 level), and is Reduced
[(creation: bones; +1 level) + Widen Spell (27 cu. only 1 step (10d6 to 5d6; +2 levels) = 3 rd level (listed
ft./level; +2 levels) + Extend Spell (1 hr./level to 10 as 2nd); damage cap 5d6 fire.
min./level; -1 level)] + Shape Spell (target to wall; +1
level) + Reach Spell (touch to medium; +1 level) +

Spells (Grimoire), p. 320


 Wall of coldfireFB adds Energy Admixture (cold; +0 medium; +1 levels) + Shape Spell (target to wall; +1
levels) and deals half fire, half cold damage. level) + Widen Spell (20-ft. squares to 5-ft. squares; -1
 Wall of lavaAPG is Lingering (+2 levels), occupies 5- level) = 5th level; wall of force deals 1d4 Wisdom
ft. squares instead of 20-ft. ones (-2 levels), and damage on contact.
includes Cascade Spell [(jet of flame; +1 level) + Wall of OozeBVD: Wall of ice (q.v.; 4th level) +
Concentration Spell (partial action; +1 level)]; it is Versatile Evocation (ice to slime, and cold to acid; +0
Reduced only 2 steps (25d6 to 15d6; +1 level) = 7 th levels) + Cascade Spell (damage attribute: Dex; +1 level)
level; damage cap 15d6 fire plus 5d6 burn, and + Extend Spell (1 min./level to 1 rd./level; -1 level) +
fires a 15d6 ray of fire 1/rd. as a partial action. Concentration Spell (standard; +1 level) = 5 th level;
Wall of FogPH1: Wisp (0 level) + Reach Spell (0 to damage cap 5d6 plus 1d4 Dex.
close; +1 level) + Shape Spell (spread to cubes; +0 Wall of NauseaUM: Sickening touch (0 level) + Reach
levels) + Widen Spell (10-ft. to 20-ft.; +1 level) + Spell (close; +1 level) + Augment Spell (nausea; +2
Extend Spell (1 min./level to 1 rd./level; -1 level) = 1 st levels) + Extend Spell (nauseated 1 round/level to 1
level; fog bank fills one 20-ft. cube/level. round; -1 level) + Cascade Spell (topple; +1 level) +
Wall of GloomCA: Wisp (0 level) + Cascade Spell Shape Spell (ray to wall; +1 level) + Extend Spell (wall
(spook; +1 level) + Reach Spell (touch to medium; +1 lasts 1 rd./level; +1 level) = 5 th level; nauseates 1 round
level) + Shape Spell (target to wall; +1 level) + and knocks prone.
Concentration Spell (+1 level) = 4th level (listed as 2nd); Wall of PainShS: Sickening touch (0 level) + Reach
wall obstructs vision, and those trying to pass Spell (touch to close; +1 level) + Tenuous Spell (-1
through are frightened away from it. level) + Cascade Spell (whelm; +1 level) + Shape Spell
Wall of GoodMF: Protection from evil (1st level) + (ray to wall; +1 level) + Extend Spell (inst. to 1
Reach Spell (touch to close; +1 level) + Shape Spell rd./level; +2 levels) = 4th level; contact with wall deals
(target to wall; +1 level) + Extend Spell (1 min./level to up to 10d6 nonlethal plus sickened 1 rd./level or until
10 min./level; +1 level) = 4th level. save.
Wall of HornetsRR: Invisible needle (0 level) + Wall of SandSSt: Spark of life (1st level) + Cascade
Selective Spell (+1 level) + Cascade Spell [(damage Spell (wisp; +1 level) + Cascade Spell (alter senses; +1
attribute: Dex; +1 level) + Extend Spell (inst. to 1 level) + Augment Spell (blindness; +1 level) + Reach
rd./level; +2 levels) + Tenuous Spell (-1 level)] + Reach Spell (touch to medium; +1 level) + Shape Spell (ray to
Spell (touch to medium; +1 level) + Shape Spell (ray to wall; +1 level) + Extend Spell (inst. to 1 min./level; +3
wall; +1 level) + Extend Spell (onset: inst. to 1 levels) + Reduce Spell (20d6 to 5d6; -3 levels) = 6 th
min./level; +3 levels) + Restricted Spell (access to level (listed as 4th); wall obstructs vision, reduces
Pestilence domain; -1 level) + Reduce Spell (15d6 to damage by 5d6, and blinds those passing through it.
5d6; -2 levels) = 5th level (listed as 3rd); those passing Arcane casters add Cross-Class Spell (+1 level), but
through wall take 5d6 piercing plus 1d4 Dex/rd. until reduce damage cap from 25d6 (-1 level) = also 6 th
save. level.
Wall of Ice: Creation (ice; 1st level) + Widen Spell (1 Wall of SoundUM: Sound lance (1st level) + Reach
cu. ft./level to 27 cu. ft./level; +3 levels) + Extend Spell Spell (close to medium; +1 level) + Shape Spell (ray to
(1 hr./level to 1 min./level; -2 levels] + Cascade Spell wall; +1 level) + Widen Spell (10-ft. squares to 20-ft.
(ray of frost; +1 level) + Shape Spell (ray to wall; +1 squares; +1 level) + Extend Spell (inst. to 1 rd./level; +2
level) + Extend Spell (inst. to 1 min./level; +3 levels) + levels) + Concentration Spell (standard; +1 level) +
Reduce Spell (20d6 to 5d6; -3 levels) = 4 th level; one 10- Reduce Spell (20d6 to 10d6; -2 levels) = 5 th level (bard
ft. square/level of ice is approx. 3 in. thick (increase 4th).
thicknes by decreasing area); 5d6 cold damage even if Wall of TentaclesDr359: Wall of stone (q.v.; 5th level) +
break through. Extend Spell (1 hr./level to 1 rd./level; -3 levels) +
Wall of IncarnumMI: Mage armor (1st level) + Cascade Spell [(energy mace; +1 level) + Lingering
Variable Spell (cover; +1 level) + Extend Spell (1 Evocation (+2 levels) + Cascade Spell (bind; +1 level) +
hr./level to 1 min./level; -2 levels) + [Cascade Spell Augment Spell (grappled; +1 level) + Extend Spell
(damage attribute: Wis; +1 level) + Extend Spell (inst. to (inst. to 1 rd./level; +2 levels)] + Selective Spell (+2
1 min./level; +3 levels)] + Reach Spell (touch to levels) + Reduce Spell (25d6 to 5d6; -4 levels) = 7 th
level (listed as 6th); short-duration wall of stone also

Spells (Grimoire), p. 321


deals 5d6 bludgeoning plus grappled 1 rd./level for level) = 4th level; target illuminated and dazed 1 rd.; if
5d6/rd., and you and allies can pass through it with saves, effect “bounces” to a secondary target.
no effects. War CryCAd: Skill enhancement (Bluff; 0 level) +
Wall of Thorns: Invisible needle (0 level) + Cascade Cascade Spell (blessing; +1 level) + Augment Spell (+1
Spell (bind; +1 level) + Shape Spell (target to cubes; +2 to +4; +2 levels) + Extend Spell (1 min./level to 1
levels) + Residual Spell (+1 level) + Extend Spell (inst. rd./level; -1 level) + Cascade Spell (bestow feat:
to 10 min./level; +4 levels) + Restricted Spell (access to Dauntuing Strike; +1 level) + Augment Spell (BAB +11
Plant domain; -1 level) + Ritual Spell (full round; -1 effects; +2 levels) + Personal Spell (-1 level) = 4 th level;
level) + Reduce Spell (15d6 to 10d6; -1 level) = 5th level; you gain +4 morale to attacks and damage and +1/2
damage cap 10d6/rd. and entangled; wall itself counts levels to Bluff, and those you hit save vs. Will (or
as difficult terrain. opposed Bluff check) or panicked 1 min.
Wall of VerminCSc: Invisible needle (0 level) + WarcryBED: Spook (0 level) + Still Spell (+1 level) +
Cascade Spell (sickening touch; +1 level) + Augment Shape Spell (ray to cone; +1 level) + Augment Spell
Spell (nausea; +2 levels) + Extend Spell (1 rd./level to 1 (frightened to cowering; +2 levels) + Tenuous Spell (-1
rd.; -1 level) + Cascade Spell (wisp; +1 level) + Shape level) = 3rd level; those in 30-ft. cone cower 1 rd./level
Spell (ray to wall; +1 level) + Widen Spell (10-ft. (Will save each round to end effect).
squares to 5-ft. squares; -1 level) + Concentration Spell Ward MatrixTM2: Metaphysical feat (Reach Spell; 1st
(+1 level) + Restricted Spell (access to Pestilence level) + Cross-Class Spell (divine; +1 level) + Augment
domain; -1 level) = 3rd level; damage cap 10d6 plus Spell (close to planar; +5 levels) + Mass Effect Spell
nauseated 1 rd., and wall obscures vision. (1/3 levels; +2 levels) + Channel Spell (+1 level) +
Wall of WaterS&M: Blessing (0 level) + Reach Spell Effect-Specific Spell (abjurations only; -2 levels) +
(touch to close; +1 level) + Augment Spell (+1 to +3; +1 Extend Spell (1 rd./level to 1 hr./level; +3 levels) +
level) + Extend Spell (10 min./level to 1 rd./level; -2 Ritual Spell (-2 levels) + Restricted Spell (access to
levels) + Concentration Spell (standard; +1 level) + Protection or Rune domain; -1 level) = 8th level; wards
Shape Spell (target to wall; +1 level) + Residual Spell on up to six locations on the same plane are shared
(+1 level) = 3rd level; wall counts as difficult terrain for between them.
creatures to pass through, and attacks through wall Ward of the SeasonARG: Variable Spell (2 levels’
are at -3 to attacks and damage. worth of options; +1 level) + Concentration Spell
Wand ModulationCSc: Bestow feat (Magical Talent; (change option as standard action; +1 level) +
st
1 level) + Channel Spell (into wand; +1 level) + Restricted Spell (elf or half-elf; -1 level) = 3rd level.
Augment Spell (6 ranks effects; +1 level) + Effect-  Spring: Spark of life (1st level) + Delay Spell
Specific Spell (spell you know/have prepared; -2 (suffering bleed or below 0 hp; +1 level);
levels) + Effect-Specific Spell (replaces spell in wand;  Summer: Celerity (0 level) + Extend Spell (1
2 levels) + Extend Spell (1 rd./level to 1 min./level; +1 min./level to 1 hr./level; +2 levels);
level) + Quicken Spell (+3 levels) = 3 rd level (listed as  Fall: Resistance (0 level) + Augment Spell (+2 bonus;
3rd); swift action “swaps out” 4th or lower level spell in +1 level) + Delay Spell (exposed to affliction; +1
wand for one of lower level that you know (sorcerer) level);
or have preparted (wizard). AKA convert wandBED.  Winter: Skill enhancement (Acrobatics; 0 level) +
 ModulateDr338 is similar but has a full round casting Extend Spell (1 min./level to 1 hr./level; +2 levels).
time (-4 levels), and is Augmented to 16 ranks Ward the FaithfulAPG: Deflection (0 level) + Cascade
effects (+2 levels) = 1st level; the swapped spell is Spell (resistance; +1 level) + Augment Spell (scaling
usable at will during duration if 0-2nd level, or 3 bonuses; +2 levels) + Shape Spell (target to emanation;
times if 3rd-4th, and can be up to 8th level max. +2 levels) + Widen Spell (20’r. to 10’r.; -1 level) +
Wandering Star MotesAPG: Warding (glamers; 1st Extend Spell (1 min./level to 10 min./level; +1 level) +
level) + Reach Spell (touch to close; +1 level) + Effect- Creature-Specific Spell (followers of same deity; -2
Specific Spell (concealment only; -2 levels) + Cascade levels) = 3rd level; followers of your deity in 10’r. of
Spell (light; +1 level) + Extend Spell (1 min./level to 1 you gain +1 deflection, +1 resistance (+1/6 levels to
rd./level; -1 level) + Cascade Spell (inertia; +1 level) + each; max. +4 at 18th level) for 10 min./level.
Augment Spell (daze; +2 levels) + Bouncing Spell (+1

Spells (Grimoire), p. 322


Ward, MinorAUG2: Glyph of warding (q.v.; 3rd level) +  SlumberwardDr181: Warding (sleep; 1st level); protects
Reduce Spell (maximum spell level 0 or damage cap against magically-indiced drowsiness or sleep.
1d6; -3 levels) = 0 level.  Warning shoutDHD is instead restricted to those with
Warding GemsBED: Spark of life (1st level) + Reach access to the Protection domain (+1 level) and
Spell (touch to close; +1 level) + Mass Effect Spell (1/3 allows only a 1-word shout (-1 level) = 1st level.
levels; +2 levels) + Delay Spell (swift action; +3 levels) Warp FateRD: Hand of fate (0 level) + Cascade Spell
+ Interrupting Spell (+1 level) + Reduce Spell (20d6 to (enhancement; +2 levels) + Insightful Spell (+1 level) +
5d6; -3 levels) = 5th level; subject heals 5d6 hp as an Personal Spell (-1 level) + Quicken Spell (+3 levels) +
immediate action, up to 1 time/3 levels. Interrupting Spell (+1 level) + Effect-Specific Spell
Warding Hand, Bigby’sPHII: Bind (0 level) + Reach (save or AC; -1 level) + Augment Spell (+1/3 to +1/2; +1
Spell (close to medium; +1 level) + Concentration level) + Restricted Spell (access to Fate domain; -1
Spell (partial action; +2 levels) + Extend Spell level) = 4th level (listed as 6th); immediate casting
(entanglement: 1 rd./level to 1 rd.; -1 level) = 2nd level. allows you to reroll save with +1/2 levels insight
Warding RuneAPG: Compel (don’t attack; 2nd level) + bonus, or reroll one attack against you with +1/2
Creatire-Specific Spell (self; -2 levels) + Quicken Spell levels insight bonus to your AC.
(+4 levels) + Interrupting Spell (+1 level) + Creature- Wartrain MountUM: Bestow feat (Mounted Combat;
Specific Spell (target must have been damaged by one 1st level) + Cascade Spell (bestow feat: Intractable; +2
of your magical traps that round; -2 levels) + Pacific levels) + Extend Spell (1 rd./level to 1 hr./level; +3
Spell (-2 levels) + Restricted Spell (access to Rune levels) + Creature-specific Spell (animal; -2 levels) +
domain; -1 level) = 0 level. Ritual Spell (-2 levels) + Restricted Spell (paladin,
Warding Tones, Otto’sGA: Warding (sonic effects; 1st access to Animal domain, or mark of the wild; -1 level)
level) + Shape Spell (target to emanation; +3 levels) = = 1st level; mount gains combat training and loses
4th level. animal skittishness for 1 hr./level.
Wardrobe, Elina’sRR2: Dimensional skip (1st level) + Water Breathing: Creation (breathable air; 1st level)
Reach Spell (target: touch to close; +1 level) + Cascade + Communal Spell (+1 level) + Widen Spell (1 cu.
Spell (dimensional skip; +1 level) + Selective Spell (+1 ft./level to 27 cu. ft./level; +1 level) + Delay Spell (time-
level) + Object-Specific Spell (clothing only; -2 levels) release; +1 level) + Extend Spell (air created: 1 hr./level
= 2nd level; selectively exchanges two outfits of to 1 min./level; -2 levels) = 3rd level. A person breathes
clothing (even if currently worn; Will neg.). about 0.25 cubic ft./min. of air, so 27 cubic ft./level
Warning ShoutMF: Figment (0 level) + Shape Spell lasts 1 creature up to 100 min./level, or 1
(cubes to emanation; +0 levels) + Still Spell (+1 level) + creature/level up to 100 minutes (reduce accordingly
Widen Spell (20’r. to 1 mi; +6 levels) + Reach Spell for larger or smaller creatures, strenuous activity,
(close to 0; -1 level) + Extend Spell (1 rd../level to 1 rd.; etc.). Air breathingMC is similar. Variants:
-1 level) + Restricted Spell (paladin; -2 levels) +
 BreathlessCPs: Polymorph (non-breathing form; 3rd
Reduce Spell (no olfactory or visual; -2 levels) = 1st
level) + Extend Spell (1 min./level to 10 min./level;
level; 6-word utterance can be heard for up to a mile,
+2 levels) + Personal Spell (-1 level) + Effect-
wakes up those sleeping naturally. Variants:
Specific Spell (breathing only; -1 level) = 3 rd level;
 DawnMW: Remove condition (unconsciousness; 2nd you do not need to breathe for 10 min./level.
level) + Still Spell (+1 level) + Shape Spell (target to  Lasting breathTM2 is Reach (close) instead of
burst; +2 levels) + Widen Spell (20’r. to 10’r.; -1 Communal and affects only 0.125 cu. ft./level (-2
level) + Augment Spell (moderate to serious; +1 levels) = 1st level; time-released air for up to 5
level) + Restricted Spell (ranger or access to Sun rds./level (adjust for larger or smaller creature,
domain; -1 level) + Cascade Spell [(inertia; -1 level) and/or exertion).
+ Augment Spell (staggered; -1 level) + Extend  Life bubbleAPG Cacades zephyr (+1 level) + Shape
Spell (1 rd. to 1 min./level; -2 levels)] = 0 level; Spell (line to target; -1 level) + Extend Spell (1
wakes up sleeping creatures in area; those rd./level to 1 hr./level; +3 levels) + Reach Spell
unconscious from nonlethal damage become (close to touch; 1 level) = 5th level; provides
conscious but are staggered 1 min./level. breathable air and blocks inhaled poisons, vapors,
etc. Cf. filterCWH.

Spells (Grimoire), p. 323


Water RoilAUG: Skill enhancement (Athletics; 0 level)  Lily Pad StrideAPG: Water walk (q.v.; 2nd level) +
+ Reach Spell (touch to close; +1 level) + Extend Spell Shape Spell (target to line; +1 level) + Variable
(1 min./level to 1 rd.; -2 levels) + Cascade Spell (energy Spell (line follows your path; +1 level) + Delay
mace; +1 level) + Shape Spell (ray to burst; +2 levels) + Spell (appears as you move; +1 level) + Location-
Widen Spell (20’r. to 60’r.; +2 levels) + Location- Specific Spell (line always ends in you; -2 levels) +
Specific Spell (in water; -2 levels) = 2 nd level; those in Reach Spell (close to long; +1 level) + Restricted
water in 60’r. take up to 5d6 bludgeoning (Reflex half) Spell (access to Water domain; -1 level) = 3 rd level;
and must succeed at swim checks at -1/2 levels (10 you and those following your exact path (up to 400
max.) or go under. ft. + 40 ft./level behind you) can walk on water for
Water to AcidSW: Transmute (1st level) + Augment 10 min./level.
Spell (alchemical liquid; +1 level) + Reach Spell (touch Water’s EmbraceRR: Bind (0 level) + Reach Spell
to medium; +1 level) = 3rd level; up to 1 cu. ft./level of (close to medium; +1 level) + Augment Spell (pinned;
water becomes acid for 10 min./level. +3 levels) + Cascade Spell (bestow feat: Throat Punch;
Water to PoisonCA: Damage attribute (Con; 1st level) +1 level) + Location-Specific Spell (within reach of a
+ Augment Spell (+1d4; +1 level) + Delay Spell (until quanitity of water at least the size of the victim; -2
drunk; +1 level) + Mass Effect Spell (1 dose/level; +3 levels) = 3rd level; target is pinned 1 rd./level and
levels) + Ritual Spell (full round; -1 level) + Restricted immediately begins to suffocate. Variants:
Spell (water wu jen; -1 level) = 4th level. Variant:
 Bind with plantsAUG is Long range (+1 level), has a
 Bitter VintageRRO: Transmute (1st level) + Still Spell dfifferent Location (target within 5 ft. of plant
(+1 level) + Augment Spell (poison; +1 level) + growth), and is Restricted (access to Plant domain;
Delay Spell (after drunk; +1 level) + Extend Spell (1 -1 level) = 3rd level (listed as 4th).
rd./level to 1 hr./level; +3 levels) + Widen Spell (1  Fuse sandSSt is Shaped (target to cubes; +2 levels)
cu. ft./level to 0.016 cu. ft./level; -2 levels) = 5 th and has a different Location (in sand) = 5th level.
level; converts 450 mL/level of wine into poison,  QuicksandDr342 is Shaped (target to spread; +2 levels)
starting immediately after it is consumed. and Restricted (access to Earth or Water domain,
Water Walk: Air walk (4th level; see under mage etc.; -1 level), but has no specific location (+2
hand) + Location-Specific Spell (walk on liquids only; levels) = 6th level (listed as 3rd).
2 levels) = 2nd level (single target). Variants: Watery DoubleTM2: Ray of entropy (1st level) + Reach
CAd
 Balancing Lorecall : Skill enhancement (Acrobatics; Spell (close to touch; -1 level) + Lingering Evocation
0 level) + Cascade Spell (water walk: q.v.; +2 levels) (+2 levels) + Delay Spell (activating condition; +1
+ Cascade Spell (reduced-duration spider climb; +1 level) = 3rd level; a creature’s image reflected in
level) + Personal Spell (-1 level) = 2nd level; +1/2 designated body of liquid triggers a melee touch
levels (max. +5) to Acrobatics, plus spider climb attack for 1d6/level (max. 10d6) plus 2d6/rd.
and walk on water. Watery PrisonAUG2: Polymorph (elemental; 3rd level)
 Body EquilibriumSRD: Mage hand (0 level) + Variable + Cascade Spell (hedge; +3 levels) + Creature-Specific
Spell (+1 level) + Extend Spell (conc. to 10 Spell (target only; -2 levels) + Reach Spell (touch to
min./level; +3 levels) + Personal Spell (-1 level) + medium; +1 level) + Accursed Spell (+1 level) = 6 th
Tenuous Spell (fall into water, etc. if try to run; -1 level (listed as 7th); target is polymorphed into a water
level) = 2nd level; you can walk (but not run) across elemental and confinded to body of water until it is
water, cobwebs, etc. without falling through, and drained or curse removed. Invest 300 x CL numen to
any actual falls are slowed, for 10 min./level. maintain effect.
 Communal water walkUC adds the Communal Spell Waxen ImageAPG: Compel (2nd level) + Variable Spell
feat (+1 level) = 3rd level; divide 10 min./level (move, attack self, lie prone, drop item; +1 level) +
duration by number of creatures affected. Concentration Spell (standard; +1 level) = 4th level.
 FloatSRD: Water walk (q.v.; 2nd level) + Extend Spell Wave of DeathAUG: Ray of entropy (1st level) + Shape
(10 min./level to 1 min./level; -1 level) + Cascade Spell (ray to cone; +2 levels) + Widen Spell (30 ft. to 60
Spell (celerity: swim speed; +1 level) + Personal ft.; +1 level) + Maximize Spell (+2 levels) = 6 th level
Spell (-1 level) = 1st level; you float and gain +10 ft. (listed as 8th); damage cap 90 negative energy in 60-ft.
to swim speed for 1 min./level. cone (Fort half).

Spells (Grimoire), p. 324


Wave of LifeAUG: Spark of life (1st level) + Reach Spell Weapon of AweAPG: Enhancement (2nd level) + Item-
(touch to close; +1 level) + Shape Spell (ray to cone; +1 Specific Spell (manufactured weapon only; -2 levels) +
level) + Widen Spell (30 ft. to 60 ft.; +1 level) + Consecrate Spell (+1 level) + Cascade Spell [(spook; +1
Maximize Spell (+2 levels) = 6th level; up to 90 hp in level) + Extend Spell (cause fear: inst. to 1 min./level;
60-ft. cone (Will half for undead damaged). +3 levels) + Extend Spell (fear: 1 rd./level to 1 rd.; -1
Wave of PainBVD: Inertia (0 level) + Augment Spell level) + Creature-Specific Spell (hit by crit; -2 levels)] =
(stun; +4 levels) + Extend Spell (1 rd. to 1 rd./level; +1 2nd level; weapon gains +1 sacred bonus/4 levels and
level) + Shape Spell (target to cone; +1 level) = 6 th level; opponent shaken 1 rd. on a crit.
stuns 1 rd./level in a 30-ft. cone. Weapon of EnergySC,SRD: Ray of frost (0 level) +
Waves of ColdFB: Bestow feat (Overwhelming Versatile Evocation (acid, cold, electricity, or fire; +0
Evocation; 1st level) + Cascade Spell (spook; +1 level) + levels) + Ray Splitting (+1 level) + Reach Spell (close to
Cascade Spell (Sudden Metamagic; +1 level) + Mass touch; -1 level) + Channel Spell (+1 level) + Extend
Effect Spell (1/3 levels; +2 levels) + Shape Spell (target Spell (inst. to 1 rd./level; +2 levels) + Reduce Spell
to cone; +1 level) + Widen Spell (30 ft. to 60 ft.; +1 (10d6 to 5d6; -1 level) = 2 nd level; damage cap 7d6
level) = 7th level (listed as 6th); up to 2 spells/3 levels in (+5d6 for 1 attack/rd., +3d6 each for 2 attacks/rd., +2d6
area bypass resistance/immunity to cold, and those in for 3 attacks/rd., or +1d6 each for up to 4+ attacks/rd.).
area are shaken 1 rd./level. AKA flame/frost weaponRR, flames of the faithfulAPG.
Waves of EcstasyUM: Compel (do nothing; 2nd level) Variants:
+ Cascade Spell (inertia; +1 level) + Augment Spell  Blades of fireCA is Extended 1 more step (+1 level),
(stagger; +1 level) + Extend Spell (1 rd. to 1 rd./level; Sudden (+1 level), and Reduced 1 more step (-1
+1 level) + Fell Staggering (+1 level) + Shape Spell level) = 2nd level (listed as 1st); swift casting,
(target to cone; +1 level) = 7th level; those in cone damage cap +7d6 fire (divine +2d6, divided among
dazed 1 round (Will neg.) and staggered 1 rd./level; attacks) for 1 rd.
(Fort reduces staggering to 1 round).
 Searing bladeToB is reduced 1 less step (+1 level)
Weaken PowderUC: Blessing (0 level) + Augment
and Empowered (+1 level) = 4th level; damage
Spell (+2 bonus; +1 level) + Cascade Spell (celerity:
cap 1.5 x +15d6 fire (divine +10d6, no SR).
range increment; +1 level) + Augment Spell (+20 ft.; +1
 Fiery assaultToB is Irresistible (+2 levels) and not
level) + Extend Spell (1 min./level to 1 rd./level; -1
Reduced (+2 levels) = 6th level; damage cap +26d6
level) + Tenuous Spell (-1 level) + Accursed Spell (+1
(divine +21d6; no SR).
level) + Reach Spell (touch to medium; +1 level) +
 Inferno bladeToB is an Empowered (+1 level) fiery
Item-Specific Spell (firearm, wand, etc. only; -2 levels)
assaultToB = 7th level; damage cap 1.5 x +26d6 fire.
= 1st level; firearm or wand -2 to atks and damage and
-30 ft. to range increments for up to 1 rd./level or until  Burning bladeToB is Sudden (+0 levels) and
cleared by user as a standard action (Disable Device Restricted (access to Fire domain, etc.; -1 level) = 1st
or Spellcraft check at spell save DC). level; damage cap +6d6 (divine +2d6), divided
Weapon BlessOA: Blessing (0 level) + Augment Spell among melee attacks made that round.
(+5 bonus; +4 levels) + Delay Spell (until used against  Deafening ClangSC: Sound lance (1st level) + Cascade
specified creature; +1 level) + Creature-Specific Spell Spell (alter senses; +1 level) + Reach Spell (close to
(bonuses only against individual creature specified touch; -1 level) + Ray Splitting (+1 level) + Channel
during casting; -2 levels) + Ritual Spell (-2 levels) = 1 st Spell (+1 level) + Quicken Spell (+3 levels) +
level; weapon is +5 to attacks and damage when next Restricted Spell (paladin; -2 levels) + Reduce Spell
used against specified individual. (10d6 to 1d6; -2 levels) = 2nd level (listed as 1st);
Weapon MasterCRB: Bestow feat (1st level) + Variable +1d6 sonic/hit and deafened 1 rd./level (divide
Spell (any combat feat; select at time of casting; +1 duration between hits).
level) + Personal Spell (-1 level) + Sudden Spell (+0  Death bladeRR uses bolt of force (+2 levels), is not Split
levels) + Interrupting Spell (+1 level) + Restricted Spell (-1 level) nor Extended (-2 levels), and is Lingering
(access to War domain; -1 level) = 1 st level; immediate (+1 level), Delayed (until 1st hit with weapon; +1
casting grants you use of one [Combat] feat for 1 level), and not Reduced (+1 level) = 4th level (listed
round. as 6th); dagger deals +1d6 force/level (max. 15d6),
+2d6/rd. for up to 1 rd./level (or until save made).

Spells (Grimoire), p. 325


 Energy surgePHII is Variable (choose energy type at Web ShelterUM: Creation (webbing; 1st level) +
time of casting; +1 level), Quickened (+3 levels), Widen Spell (1 cu. ft./level to 25 cu. ft./level.; +2 levels)
lasts only 1 round (-1 level), and is Reduced 2 + Shape Spell (volume to hemisphere; +1 level) +
more steps (15d6 to 5d6; -2 levels) = 3rd level; Ritual Spell (full round; -1 level) = 3 rd level; creates
damage cap +8d6, divided among attacks. Lesser igloo of web-like material lasting 1 hr./level.
energy surgePHII is Reduced 1 more step (2 nd level; Web StrandAUG2: Creation (1st level) + Reach Spell
+1d6 damage with each for up to 3 attacks). Greater (touch to close; +1 level) + Extend Spell (1 hr./level to 1
energy surgePHII is not Reduced (6th level; damage rd./level; -2 levels) + Cascade Spell (bind; +1 level) +
cap +26d6 total). Augment Spell (grapple; +1 level) + Tenuous Spell (-1
 Lingering InfernoToB: Jet of flame (0 level) + Channel level) = 1st level; creates sticky strand with Close
Spell (+1 level) + Reach Spell (close to touch; -1 range.
level) + Lingering Evocation (+1 level) + Irresistible Web, BriarCD: Bind (0 level) + Cascade Spell
Spell (+2 levels) + Quicken Spell (+3 levels) + (invisible needle; +1 level) + Tenuous Spell (no damage
Reduce Spell (15d6 to 5d6; -2 levels) = 4 th level if keep still; -1 level) + Reach Spell (close to long; +1
(listed as 5th); your next melee attack deals +5d6 level) + Extend Spell (inst. to 1 min./level; +3 levels) +
fire plus 2d6 burn (no SR), and swift activation Shape Spell (spread; +2 levels) + Residual Spell (+1
means you can move before delivering the strike level) + Location-Specific Spell (vegetation; -2 levels) +
on the same round. Rerstricted Spell (ranger or access to Plant domain; -1
 Sonic weaponCAd uses sound lance (+1 level), lasts 1 level) + Reduce Spell (10d6 to 1d6; -2 levels) = 2 nd
min./level (+1 level), and is Still (+1 level) and level; 20’r. spread of vegetation entangles, deals 1d6
Reduced 3 more steps (from 20d6; -3 levels) = 3 rd piercing/rd., and counts as difficult terrain.
level (bard 2nd); up to 4 attacks/round from the Web, IceFB: Bind (0 level) + Cascade Spell (ray of
affected weapon deal +1d6 sonic damage. frost; +1 level) + Violate Spell (+1 level) + Lingering
 Sun metalUC is Reduced 1 more step (-1 level) = 1st Evocation (+1 level) + Shape Spell (ray to spread; +2
level; +1d4 fire for up to 3 attacks/rd. levels) + Extend Spell (1 rd./level to 10 min./level; +2
 Supercharge weaponSF uses sound lance (+1 level) and levels) + Tenuous Spell (ended by melting; -1 level) +
is instantaneous once discharged (-2 levels) = 1st Restricted Spell ([cold] bloodline, etc.; -1 level) +
level; damage cap +6d6 sonic. Reduce Spell (15d6 to 10d6; -1 level) = 4 th level;
Weapon of the DeityCD: Magic weapon (1st level) + damage cap 10d6 cold plus entangled and 2d6/rd.
Extend Spell (1 min./level to 1 rd./level; -1 level) + (half damage is frostburn; q.q.v. frostburnFB).
Cascade Spell (bestow feat: Exotic Weapon Proficiency; Web, PhantasmalAPG: Gloom (0 level) + Cascade
+2 levels) + Cascade Spell (weapon of energy: q.v.; +2 Spell (bind; +1 level) + Augment Spell (grapple; +1
levels) = 4th level; deity’s favored weapon can be level) + Cascade Spell (sickening touch; +1 level) +
wielded with Exotic proficiency, gains +1 Augment Spell (nausea; +2 levels) + Reach Spell
enhancement/4 levels, and deals up to +13d6/rd. (touch to medium; +1 level) + Phantasmal Spell (-1
additional energy damage for 1 rd./level (substitute level) = 5th level; reduces light by 3 steps for target
other +2 spell level weapon properties as appropriate (min. supernatural darkness) and grapples and
for your deity). nauseates if not disbelieved.
Wearying DanceCSc: Touch of fatigue (0 level) + Webs, EnduringRR2: Web (2nd level) + Extend Spell (1
Disguise Spell (+1 level) + Shape Spell (target to min./level to 1 hr./level; +2 levels) - Tenuous Spell
emanation; +2 levels) + Concentration Spell (standard, (can’t break/burn strands; +1 level) = 3 rd level (listed as
by dancing; +1 level) + Pattern Spell (-1 level) + 4th); make permanent by investing 6,000 numen (2nd
Restricted Spell (3+ ranks in Perform: dance; -1 level) level x CL 3rd x 1,000 for continuous spell effect).
= 2nd level; onlookers in 20’r. are fatigued. Weighty ChestTM2: Enlarge (3rd level) + Cross-Class
Web BoltARG: Bind (0 level) + Augment Spell Spell (divine; +1 level) + Augment Spell (Gargantuan;
(grapple; +2 levels) + Extend Spell (1 rd./level to 1 +1 level) + Selective Spell (+1 level) + Object-Specific
min./level; +1 level) + Restricted Spell (access to Spell (chest or similar container only; -2 levels) +
vermin bloodline, domain, etc.; -1 level) = 2nd level. Reach Spell (close to touch; -1 level) + Ritual Spell (full
round; -1 level) + Restricted Spell (access to Greed or
Protection domain; -1 level) = 1st level; affected

Spells (Grimoire), p. 326


container (and contents) weigh 512 times as much as knife; +1 level) + Lingering Evocation (+1 level) + Ray
actual to anyone except you. Invest 2,000 x CL numen Splitting (+1 level) + Concentration Spell (standard; +1
to maintain effect indefinitely (i.e., the chest becomes level) + Reduce Spell (20d6 to 10d6; -2 levels) = 5 th
a comtinuous-effect magic item, per Chapter 6). level; damage cap 20d6 slashing divided among
WelterAUG2: Spook (0 level) + Extend Spell (1 iterative ranged touch attacks (max. 10d6 for 1 attack)
rd./level to 1 rd.; -1 level) + Cascade Spell (topple; +1 plus 2d6 bleed and nauseated 1 round. Variants:
level) + Mass Effect Spell (1/level; +3 levels) = 2nd level;  Whip of CentipedesACG: Whip of ants (5th level) –
one target/level saves or falls prone and shaken 1 rd. Lingering Evocation (-1 level) + Cascade Spell
Whelm, MassPHII: Whelm (0 level) + Silent Spell (+1 (damage attribute: Dex; +1 level) + Reduce Spell
level) + Mass Effect Spell (1 target/level; +3 levels) = 4 th (10d6 to 5d6; -1 level) = 4th level; damage cap 9d6
level; damage cap 10d6. divided among iterative ranged touch attacks
Whelm, MentalPHII: Whelm (0 level) + Still Spell (+1 (max. 5d6 for 1 attack), plus 1d4 Dex and
level) + Silent Spell (+1 level) + Reduce Spell (10d6 to nauseated 1 round.
5d6; -1 level) = 1st level; damage cap 5d6.  Whip of SpidersACG: Whip of centipedes (4th level) –
Whelming BlastPHII: Whelm (0 level) + Shape Spell Ray Splitting (-1 level) + Reduce Spell (5d6 to 1d6; -
(target to cone; +2 levels) = 2nd level; damage cap 5d6. 1 level) = 2nd level; 1 ranged touch attack/rd. for
WhipOA: Variable Spell (+1 level): 1d6 plus 1d4 Str and nauseated 1 round.
 Cascade Spell (bind; 0 level) + Extend Spell (1 Whirling BladeCA: Invocation of the knife (0 level) +
rd./level to 1 rd.; -1 level) + Reduce Spell (-1 level) Shape Spell (ray to line; +1 level) + Cascade Spell
= -2 levels; or (bestow feat: Insightful Strike; +1 level) + Cascade Spell
 Cascade Spell (spook; 0 level) + Creature-Specific (bestow feat: Versatile Strike; +1 level) + Manifested
Spell (animals; -2 levels) = -2 levels. Spell (-1 level) = 2nd level; damage cap 5d6 + Int or Cha
+ Cascade Spell (invocation of the knife; +1 level) + Ray mod, and retains properties of focus weapon, in line
Splitting (+1 level) + Concentration Spell (standard; +1 out to Close range.
level) = 2nd level; close ranged touch attacks deal up to Whirlwind, GreaterCD: Zephyr (0 level) + Cascade
7d6 total slashing damage, and creatures hit are Spell (bind; +1 level) + Augment Spell (grapple; +1
frightened (normal animals) or entangled 1 rd. level) + Cascade Spell (energy mace; +1 level) + Reach
WhipUA1: UnhandAUG2 (q.v.; 0 level) + Cascade Spell Spell (close to long; +1 level) + Shape Spell (line to
(spook; +1 level) + Concentration Spell (standard cylinder; +1 level) + Widen Spell (10’r. to 20’r.; +1
action; +1 level) = 2nd level; one close ranged touch level) + Extend Spell (inst. to 1 rd.; +1 level) +
attack/rd. disarms and/or frightens 1 rd./level. Concentration Spell (standard; +1 level) + Augment
Whip, ForceCA: Bolt of force (2nd level) + Cascade Spell (hurricane to tornado; +1 level) + Restricted Spell
Spell (spook; +1 level) + Concentration Spell (standard; (access to Air domain; -1 level) = 8th level (listed as 9th);
+1 level) + Manifested Spell (-1 level) + Creature- damage cap 20d6 plus grappled and tornado winds in
Specific Spell (spook affects animals only; -1 level) = 2nd 20’r., 100-ft. tall funnel.
level; damage cap 10d6 plus demoralizes animals. Whisper of MadnessAUG: Damage attribute (Wis; +1
Whip, Tamer’s LashUW: Compel (move away and level) + Reach Spell (touch to close; +1 level) +
don’t attack me; 2nd level) + Extend Spell (1 rd. to 1 Cascade Spell (sound lance; +1 level) + Shape Spell (ray
rd./level; +2 levels) + Tenuous Spell (-1 level) + to target; +0 levels) = 3rd level (bard 2nd); damage cap
Creature-Specific Spell (animals; -2 levels) + Cascade 10d6 sonic plus 1d4 Wis (Will half/neg.) to single
Spell (sound lance; +1 level) + Ray Splitting (+1 level) + close target.
Concentration Spell (standard; +1 level) + Reduce Whispering LoreARG: Skill enhancement (0 level) +
Spell (10d6 to 1d6; -2 levels) = 2 nd level (listed as 1st); Variable Spell (appropriate skill to environment; +1
iterative close ranged touch attacks deal 1d6 sonic, level) + Extend Spell (1 min./level to 10 min./level; +1
and animals hit cannot attack you, must back away level) + Personal Spell (-1 level) = 1 st level; you gain
for 1 rd./level or until save. +1/2 levels (+5 max.) enhancement to Survival checks
Whip of AntsACG: Sickening touch (0 level) + Reach in the wilderness, Profession (mining) checks under-
Spell (touch to close; +1 level) + Augment Spell ground, Streetwise checks in urban environments,
(nausea; +2 levels) + Cascade Spell (invocation of the

Spells (Grimoire), p. 327


and Knowledge (the planes) checks when on other Spell (wild magic; -1 level) = 7 th level (listed as 9th);
planes. damage cap 15d6 (Reflex half) and casting triggers
Whispering Wind: Figment (0 level) + Reach Spell wild surges, in mobile line out to Medium range.
(close to continental; +5 levels) + Extend Spell (1 WildzoneTM2: Dimensional pocket (1st level) +
rd./level to 1 rd.; -1 level) + Reduce Spell (no visual or Transdimensional Spell (+1 level) + Shape Spell (target
olfactory; -2 levels) = 2nd level; illusiory message to cubes; +2 levels) + Widen Spell (10-ft. to 30-ft.; +2
delivered up to 100 mi./level away. levels) + Cascade Spell (bestow feat: Power over
WhisperleafDHD: Invisible needle (0 level) + Ray Shadow; +1 level) + Irresistible Spell (+2 levels) +
Splitting (+1 level) + Reach Spell (close to touch; -1 Ritual Spell (full round; -1 level) + Augment Spell
level) + Concentration Spell (swift action; +3 levels) + (wild magic property; +2 levels) + Restricted Spell
Cascade Spell (magic weapon; +1 level) + Manifested (wild magic; -1 level) = 9th level; one 30-ft. cube/level
Spell (-1 level) + Restricted Spell (gnome or access to is transformed into a wild magic zone, due to to the
Plant domain; 1 level) = 2nd level; damage cap 7d6 influence of the coterminous demiplane created.
piercing (divided among iterative melee attacks; max.  Primal bloomPnA affects a spread (+0 levels)
5d6 with any one), with +1/4 levels enhancement. Widened only to a 40’r. (-1 level), and lasts only 1
Widen AurasACG: Bestow feat (Innate Metanagic: rd./level (3 levels) = 6th level.
Widen Spell; 1st level) + Still Spell (+1 level) + Mass
Wind at BackMF: Celerity (0 level) + Reach Spell
Effect Spell (1 aura/3 levels; +2 levels) + Extend Spell
(touch to medium; +2 levels) + Mass Effect Spell (1
(1 rd./level to 1 min./level; +1 level) + Personal Spell
creature/level; +3 levels) + Extend Spell (1 min./level
(1 level) + Restricted Spell (paladin; -2 levels) = 2 nd
to 1 hr./level; +2 levels) + Effect-Specific Spell
level; the radius of your paladin auras is doubled,
(overland speed only; -2 levels) + Restricted Spell
Wilderness SoldiersUC: Energy mace (0 level) +
(ranger or access to Air or Travel domain; -1 level) =
Variable Spell (+1 level, +2 levels’ worth of options) +
4th level; increases overland speed of group by 4 mph.
Concentration Spell (swift action; +3 levels) +
Wind BladesARG: Invocation of the knife (0 level) +
Location-Specific Spell (trees, hedges, or
Shape Spell (ray to target; +0 levels) + Variable Spell
undergrowth; -2 levels) + Restricted Spell (ranger or
(damage scales with victim’s movement and/or wind
access to Plant domain; -1 level) + Reduce Spell (10d6
speed rather than caster level; +1 level) + Reach Spell
to 5d6; -1 level) = 2nd level; one ranged touch attack/rd.
(close to long; +1 level) + Extend Spell (inst. to 1
deals 5d6 bludgeoning damage and either bull rushes,
rd./level; +2 levels) = 4th level; 1d6 slashing damage
drags, or grapples.
per 5 ft. of movement and/or category of wind above
 Cascade Spell (bind; +1 level) + Augment Spell moderate (15d6/rd. max., Reflex half) for 1 rd./level.
(grapple; +1 level). Wind BreathCWH: Zephyr (0 level) + Shape Spell (line
 Cascade Spell (push; +1 level) + Variable Spell to cone; +1 level) + Widen Spell (30-ft. to 60-ft. cone;
(drag instead of push; +1 level). +1 level) + Extend Spell (1 rd./level to inst.; -1 level) +
WildshieldTM2: Dispel (0 level) + Irresistible Spell Augment Spell (moderate to hurrciane; +3 levels) = 4th
(no check needed; +3 levels) + Shielding Spell (+1 level; creates instantaneous blast of hurricane winds
level) + Mass Effect Spell (1 spell/3 levels; +2 levels) + in a 60-ft. cone.
Personal Spell (-1 level) + Expedient Spell (total spell Wind ChurnAUG: Zephyr (0 level) + Shape Spell (line
levels; -1 level) + Cascade Spell (personal displacement; to spread; +2 levels) + Cascade Spell (skill enhancement:
+2 levels) + Restricted Spell (wild magic; -1 level) = 6 th Fly; +1 level) + Widen Spell (20’r. to 60’r.; +2 levels) +
level; blocks up to 1 spell/3 levels (1d4+5 total spell Extend Spell (1 rd./level to 1 rd.; -1 level) + Creature-
levels max.) targeting you and imposes 50% miss Specific Spell (flying only; -2 levels) = 2 nd level; flying
chance on other attacks while active. creatures in 60’r. buffeted by storm winds for 1 rd.,
WildwindTM2: Dimensional pocket (1st level) + Fly checks at –(8 +1/2 levels) to stay airborne.
Transdimensional Spell (+1 level) + Cascade Spell (ray Wind ColumnS&M: CatfallSRD (q.v.; 0 level) + Cross-
of entropy; +1 level) + Shape Spell (target to line; +1 Class Spell (divine; +1 level) + Restricted Spell (access
level) + Reach Spell (touch to medium; +1 level) + to Air domain; -1 level) = 0 level (listed as 1st).
Concentration Spell (standard; +1 level) + Augment Wind-Guided ArrowsCM: Blessing (0 level) +
Spell (wild magic property; +2 levels) + Restricted Variable Spell (Hex Spell: bonus or penalty; +1 level) +

Spells (Grimoire), p. 328


Reach Spell (touch to medium; +1 level) + Augment swift casting turns you into a Tiny owl or raven for 1
Spell (+1 level) + Sudden Spell (+0 levels) + rd./level, but you take a penalty to Int of 1d6 + ½
Interrupting Spell (+1 level) + Restricted Spell (access levels during that time.
to Air or Archery domain; -1 level) = 3 rd level; as an Wings7S: Polymorph (winged humanoid; 3rd level) +
immediate action, apply +3 bonus or -3 penalty to the Extend Spell (1 min./level to 1 rd./level; -1 level) = 2 nd
attack roll (and damage, if applicable) of one missile level; subject gains wings (fly 30 ft.). Variants:
in flight.  Demon wingsFC1 lasts 10 min./level (+3 levels) and is
Window to ElsewhereAUG2: Alter senses (0 level) + Personal (-1 level) and Reduced (-1 level) = 3 rd
Augment Spell (vision; +1 level) + Reach Spell (close level; you gain bat wings (fly 30 ft.).
to interplanar; +6 levels) + Shape Spell (target to wall;  DragonflightRR2 includes Concentration Spell
+1 level) + Widen Spell (10-ft. to 5-ft. squares; -1 level) (partial action; +3 levels) and lasts only 1 rd.
+ Tenuous Spell (sensor can be dispelled or destroyed; without it (-1 level), and is Personal (-1 level) = 3 rd
1 level) + Extend Spell (1 rd./level to 1 hr./level; +3 level (listed as 2nd); wings enable you fly at 30 ft. as
levels) + Ritual Spell (-2 levels) = 7th level; creates a partial action.
scrying window (one 5-ft. square/level) looking on a  Eagle SongRR2 Cascades celerity (+1 level) and skill
fixed location. enhancement (Perception; +1 level) = 4th level;
Wind’s FavorUM: Zephyr (0 level) + Reach Spell subject becomes anthropomorphic bird with 100 ft.
(close to medium; +1 level) + Widen Spell (5 ft. to 10 ft. fly speed, low-light vision, +1/2 levels to
wide; +1 level) + Extend Spell (1 rd./level to 1 Perception.
hr./level; +3 levels) + Variable Spell (change direction  Fire wingsCA Cascades celerity (+1 level), lasts 10
by concentrating; +1 level) + Restricted Spell (access to min./level (+2 levels), is Personal (-1 level), and
Air domain; -1 level) + Reduce Spell (windstorm to requires a full-round casting time (-1 level) = 3 rd
strong wind; -2 levels) = 3rd level; creates long area of level; you gain fly 60 ft. and 2 natural attacks (base
strong winds. 1d4 plus 2d6 fire).
Winds, FickleUM: Zephyr (0 level) + Shape Spell (line
Witch’s HutUM: Animate object (1st level) + Widen
to target; +0 levels) + Extend Spell (1 round/level to 1
Spell (Small to Huge; +4 levels) + Extend Spell (1
min./level; +2 levels) + Mass Effect Spell (+3 levels) =
rd./level to 2 hrs./level; +4 levels) + Object-Specific
5th level; subjects protected by storm winds.
Spell (hut only; -2 levels) = 7th level; animates hut of
Winds of VengeanceAPG: Zephyr (0 level) + Cascade
up to Huge size as an animated object for 2 hrs./level.
Spell (fly; +4 levels) + Cascade Spell (water breathing; +3
With the WindUW: Zephyr (0 level) + Shape Spell
levels) + Personal Spell (-1 level) + Cascade Spell
(line to target; +0 levels) + Selective Spell (+1 level) +
[energy mace (+1 level) + Cascade Spell (topple, +1 level)
Extend Spell (1 rd./level to 1 min./level; +1 level) +
+ Shielding Spell (+1 level)] + Extend Spell (inst. to 1
Augment Spell (3 steps to 6 steps; +2 levels) + Effect-
min./level; +3 levels) + Reduce Spell (+25 to +10; -3
Specific Spell (checked/blown away only; -2 levels) =
levels = 9th level; you can fly, breathe freely, and are
2nd level; subject is not checked or blown away by
protected by tornado winds; those somehow hitting
wind unless it wushes to be.
you take 1d6+10 bludgeoning and are knocked prone.
Withdraw AfflictionOcA: Remove curse (3rd level) +
Winged MountCD: Fly (4th level) + Cross-Class Spell
Variable Spell (+1 level) + Cascade Spell (contagion,
(divine; +1 level) + Extend Spell (1 min./level to 10
poison, or bestow curse; +4 levels) + Effect-Specific Spell
min./level; +1 level) + Restricted Spell (paladin; -2
(affliction bestowed must match that removed; -2
levels) = 4th level; your mount gains wings and can fly
levels) = 6th level; you remove a curse, disease, or
at 60 ft. for 10 min./level (+1/2 levels, max. +10 on
poison and can inflict it by touch (Hold the Charge
checks). Sky steedUW (3rd level) lasts only 1 min./level.
applies).
Winged WatcherCSc: Polymorph (animal; 3rd level) +
WitherPH1: Bestow feat (1st level) + Still Spell (+1
Cascade Spell (reduce self; +2 levels) + Creature-
level) + Mass Effect Spell (1/3 levels: Improved
Specific Spell (owl or raven only; -2 levels) + Extend
Weapon Maneuvers, Weapon Specialization, Severing
Spell (1 min./level to 1 rd./level; -1 level) + Quicken
Strike, Versatile Strike; +2 levels) + Augment Spell
Spell (+3 levels) + Personal Spell (-1 level) + Restricted
(BAB +11 effects; +2 levels) = 6 th level (listed as 7th);
Spell (access to Animal domain; -1 level) + Cascade
Spell (ray of idiocy; -1 level) = 2nd level (listed as 1st);

Spells (Grimoire), p. 329


touch destroys one of victim’s limbs (Fort useless for 1 caster; -1 level) = 7th level; non-chaotic creatures in
rd. instead). Variants: 40’r. are affected based on current hp:
 Wither LimbBVD: Bestow feat (1st level) + Reach Spell  Up to 77 hp: 1d6 negative energy/level, deafened 1
(touch to close; +1 level) + Mass Effect Spell (1/3 rd./level, and either sent back to home plane (if
levels: Improved Weapon Maneuvers, Weapon applicable), or else take 4d4 Dex damage and 1d6
Specialization, Severing Strike, Versatile Strike; +2 +1/level penalty to Wis (save half, confused at 1).
levels) + Augment Spell (BAB +6 effects; +1 level) +  78-156 hp: No damage, deafened and take Wis
Ray Splitting (+1 level) + Creature-Specific Spell penalty for 1 rd. only, and Dex damage lasts only
(humanoid only; -2 levels) = 4th level (listed as 3rd); 10 min./level.
ranged touch renders both target’s arms or both  157+ hp: Deafened 1 rd.
legs (your choice) useless until healed (Fort neg.). Word of FriendshipRW: Attribute boost (Cha; 0 level)
 HamstringRRO is the same as wither limbBVD, but the + Augment Spell (+14 total bonus; +7 levels) + Effect-
effects last only 1 rd./level (3rd level; listed as 1st). Specific Spell (change attitude; -2 levels) + Extend
 Wither limbLM is the same as wither limbBVD, but is Spell (1 min./level to 10 min./level; +1 level) +
Augmented to BAB +11 effects (+1 level) and Creature-Specific Spell (vs. elves only; -2 levels) +
Restricted (necromancer, access to Death domain, Personal Spell (-1 level) + Language-Dependent Spell
etc.; -1 level) = 4 th level; permanent effects (Fort (-1 level) + Restricted Spell (true friend of the Elven
useless 1 rd.). people; -1 level) = 1st level; treat your Cha as being 14
Withering PalmCA: Damage attribute (1st level) + higher than actual when determining the attitude of
Augment Spell (+3d4; +3 levels) + Maximize Spell (+2 elves towards you.
levels) + Mass Effect Spell (Str and Con; +1 level) = 7 th Word of ResolveUM: Blessing (0 level) + Cascade
level; touch deals 16 Str and Con damage (Fort half). Spell (hand of fate; +1 level) + Augment Spell (+1 to +4;
Wolf’s CryRR: Spook (0 level) + Shape Spell (spread; +2 levels) + Extend Spell (10 min./level to inst.; -3
+2 levels) + Widen Spell (20’r. to 40’r.; +1 level) + levels) + Quicken Spell (+3 levels) + Interrupting Spell
Expedient Spell (individual HD; -1 level) + Fell (+1 level) + Restricted Spell (paladin; -2 levels) = 2 nd
Frightening (+1 level) + Restricted Spell (ranger or level; immediate casting allows ally to reroll one
access to Animal domain; -1 level) = 2 nd level; attack, or saving throw vs. fear, with a +4 sacred
creatures of 6 HD or less save or frightened 1 rd./level bonus (bonus applies to damage, if used for an attack
(shaken if succeed at Will save), creatures with 7+ HD roll).
shaken (Will neg.), in 40’r. spread. Words of the Kami OA: Damage attribute (Dex; 1st
Wood WoseCD: Unseen servant (1st level) + Cross- level) + Reach Spell (touch to close; +1 level) +
Class Spell (druid; +1 level) = 2nd level (listed as 1st). Augment Spell (+3d4; +2 levels) + Extend Spell (days
Wooden FistCRB: Bestow feat (Exotic Weapon to 1 min./level; -2 levels) + Cascade Spell (alter senses;
Proficiency: unarmed; 1st level) + Cascade Spell +1 level) + Augment Spell (blinded; +1 level) + Fell
(enhancement; +2 levels) + Item-Specific Spell Condition (+1 level) + Cascade Spell (bolt of force; +2
(unarmed attacks; -2 levels) + Restricted Spell (access levels) + Consecrate Spell (+1 level) + Shape Spell
to Plant domain; -1 level) = 0 level; for 1 rd./level, you (target to spread; +2 levels) + Reach Spell (close to
gain a +1 fist for 1d4/19-20, lasting 1 rd./level. personal; -1 level) + Still Spell (+1 level) + Creature-
Word of Chaos: Alter senses (0 level) + Variable Specific Spell (evil; -2 levels) + Expedient Spell (total
Spell (+1 level): HD; -1 level) = 7th level; damage cap 20d6 (half force,
 Cascade Spell (dismissal: q.v.; +4 levels); or half holy) plus 4d4 Dex damage and blindness (save
 Cascade Spell (ray of obliviousness; +1 level) + for deafened) vs. evil creatures in 20’r. (Those with
Cascade Spell (damage attribute: Dex; +1 level) + 11+ HD are merely deafened.)
Augment Spell (+3d4; +2 levels). Wounding WhispersMF: Sound lance (1st level) +
Reach Spell (close to touch; -1 level) + Extend Spell
+ Cascade Spell (ray of entropy; +1 level) + Still Spell
(inst. to 1 rd./level; +3 levels) + Shielding Spell (+1
(+1 level) + Shape Spell (ray to spread; +2 levels) +
level) = 4th level (bard 3rd); non-reach melee attackers
Widen Spell (20’r. to 40’r.; +1 level) + Creature-Specific
take 1d6 sonic +1/level (+10 max.) per attack. Variant:
Spell (non-chaotic; -1 level) + Expedient Spell
(individual hp; -1 level) + Restricted Spell ([chaotic]

Spells (Grimoire), p. 330


 Kinetic reverberationUC is Overwhelming (+1 level) Wyvern WatchUA1: Damage attribute (Dex; 1st level) +
and Resistible (-1 level) = 4th level (bard 3rd; listed Augment Spell (+2d4; +2 levels) + Delay Spell
as 2nd); melee weapons hitting subject take 1d6 (proximity activating condition; +1 level) + Tenuous
+1/level (+10 max.) sonic per hit (wielder’s Fort Spell (-1 level) + Ritual Spell (full round; -1 level) = 2 nd
half, but hardness and energy resistance do not level; magic trap makes touch attack for 3d4 Dex
apply). (save half; save each round thereafter to halve
 Sonic shieldPHII Cascades pushPH1 (q.v.; +0 levels due remaining damage)
to metamagic synergy) and shield of faith (+1 level)
= 5th level (bard 4th); you gain +2 deflection +1/6 X-Z
levels, melee attackers take 1d6 + ½ level (+15 MP
Xorn Movement : Bestow feat (Favored Terrain:
max.) and knocked back. Plane of Earth; 1st level) + Cascade Spell (bestow feat:
Wracking TouchCAd: Ray of entropy (1st level) + Favored Terrain, 3 more times; +4 levels) = 5th level;
Cascade Spell (inertia; +1 level) + Channeled Spell subject can earth glide, etc. for 1 rd./level.
(inertia; +1 level) + Interrupting Spell (inertia; +1 level) Yari of AirOA: Invisible needle (0 level) + Ray
+ Reduce Spell (10d6 to 5d6; -1 level) = 3rd level (listed Splitting (+1 level) + Reach Spell (close to touch; -1
as 2nd); touch deals 5d6 negative energy damage and level) + Cascade Spell (magic weapon; +1 level) +
possibly catches opponent flat-footed so as to deliver Manifested Spell (-1 level) + Extend Spell (inst. to 1
sneak attack damage as well. min./level; +3 levels) + Restricted Spell (access to [air]
WraithstrikeCAd: Bestow feat (Unstoppable Strike; 1st domain, mystery, etc.; -1 level) = 2 nd level; damage cap
level) + Cascade Spell (bestow feat: Rapid Strike; +2 7d6 piercing (arcane 12d6), divided among melee
levels) + Personal Spell (-1 level) + Sudden Spell (+0 attacks with +1 enhancement/4 levels. Bo of waterOA
levels) = 2nd level; swift casting allows attacks vs. and testubo of earthOA are essentially similar, except
touch AC for 1 rd. (at -5 to hit if more than 1 attack). they deal bludgeoning damage and have different
WrathAPG: Blessing (0 level) + Cascade Spell (skill elemental caster restrictions.
enhancement: Concentratrion; +1 level) + Augment YokeAUG2: Mage hand (0 level) + Cascade Spell
Spell (+3 blessing; +1 level) + Cascade Spell (bestow feat: (celerity; +1 level) + Extend Spell (concentration to 10
Improved Critical; +1 level) + Personal Spell (-1 level) min./level; +3 levels) + Creature-Specific Spell
+ Restricted Spell (access to Destruction, Inquisition, (helpless or dominated; -2 levels) = 2 nd level; subject is
or War domain; -1 level) = 1 st level; you gain +3 to dragged along with you as you move, at up to 40 ft.
atks, damage, saves vs. fear, +1/2 levels (+5 max.) to per round.
Concentration, and Improved Critical with one Yoke of Mercy BED: Compel (use nonlethal attacks; 2nd
weapon for 1 rd./level. level) + Still Spell (+1 level) + Extend Spell (1 rd. to 1
Wrathful Castigation, Nybor’sMF: Sickening touch (0 rd./level; +1 level) + Expedient Spell (total HD; -1
level) + Cascade Spell (inertia; +1 level) + Cascade level) + Restricted Spell (caster cannot have inflicted
Spell (damage attribute: Con; +1 level) + Augment Spell damage during last 8 hours; -1 level) = 2nd level; target
(ailing; +1 level) + Augment Spell (+3d4 Con; +2 of up to 6 HD cannot attack to kill for 1 rd./level.
levels) + Augment Spell (daze; +2 levels) + Reach Spell Youthful AppearanceUM: Glamer (1st level) + Extend
(touch to medium; +1 level) = 8th level; target takes Spell (1 rd./level to 1 hr./level; +4 levels) + Effect-
4d4 Con damage (Fort half), if survives, is dazed 1 Specific Spell (older or younger version of target; -2
round and ailing 1 rd./level (Fort neg.). levels) + Ritual Spell (-2 levels) = 1 st level; target
Wrathful MantleAPG: Resistance (0 level) + Augment appears as he or she did (or might) as far in the past
Spell (scaling bonus; +2 levels) + Tenuous Spell (ends or future as you choose, as long as it’s within its
if delayed Cascade activated; -1 level) + Cascade Spell lifespan and does not result in a size change.
[{bolt of force; +2 levels) + Shape Spell (ray to burst; +2 ZealCD: Bestow feat (Dodge; +1 level) + Cascade
levels) + Widen Spell (20’r. to 5’r.; -2 levels) + Delay Spell (skill enhancement: Acrobatics; +1 level) +
Spell (swift action trigger; +3 levels) + Reduce Spell Cascade Spell (bestow feat: Mobility; +1 level) +
(15d6 to 5d6; -2 levels)] = 4th level; subject +1 Cascade Spell (deflection; +1 level) + Augment Spell (+4
resistance/4 levels to saves for 1 min./level or until deflection; +1 level) + Personal Spell (-1 level) +
activates 5’r. burst of 5d6 force. Restricted Spell (paladin; -2 levels) = 2nd level; you

Spells (Grimoire), p. 331


gain +4 deflection, Dodge, Mobility, and +1/2 levels of projectiles) are reduced by up to 70 ft. (amount
(+5 max.) to Acrobatics for 1 rd./level. chosen by you) for 1 min./level (Fort neg. for those in
Zealot PactCD: Jet of flame (0 level) + Ray Splitting area), to a minimum speed of 1 ft. per round.
(+1 level) + Reach Spell (close to touch; -1 level) + Zone of Truth: Compel (tell the truth; 2nd level) +
Channel Spell (+1 level) + Cascade Spell (magic Shape Spell (target to emanation; +3 levels) + Extend
weapon; +1 level) + Consecrate Spell (+1 level) + Extend Spell (1 rd. to 1 min./level; +2 levels) + Effect-Specific
Spell (inst. to 1 rd./level; +2 levels) + Cascade Spell Spell (lies only; -2 levels) + Ritual Spell (full round; -1
(bless weapon; +2 levels) + Creature-Specific Spell level) = 4th level (listed as 2nd); those in 20’r. emanation
(specified alignment; 2 levels) + Delay Spell (until hit; compelled to tell no lies for 1 min./level.
+1 level) + Ritual Spell (full round; -1 level) = 5 th level
(listed as 6th); damage cap +20d6/rd., divided among LUCK FEATSCSC
attacks (max. +15d6 to one). When recipient strikes a The line of [Luck] feats can be similated using the
creature of the specified alignment, for the next 1 Magical Talent feat (Chapter 5) in conjunction with
rd./level, he or she gains +1/3 levels sacred bonus to the hand of fate spell seed, as follows:
attacks and damage, up to +20d6 damage/rd. (half Hand of fate (0 level) + Quicken Spell (+4 levels) +
fire, half holy, divided among attacks, max. +15d6 for Interrupting Spell (+1 level) + Effect-Specific Spell (2
one), penetrates DR/aligned, and auto-confirms crits levels) + Personal Spell (-1 level) = 2 nd level;
vs. creatures of specified alignment. immediate casting forces reroll of one specific type of
Zephyr DanceToB: Bestow feat (Dodge; 1st level) + roll (refer to the table below).
Augment Spell (BAB +12 effects; +3 levels) + Extend
Feat Name Reroll
Spell (1 rd./level to 1 min./level; +1 level) + Personal
Advantageous Avoidance Attach roll against you
Spell (-1 level) + Sudden Spell (+0 levels) +
Fortuitious Strike Damage
Interrupting Spell (+1 level) + Extend Spell (1 rd. to Healer’s Luck Necromancy [Healing] dice
inst.; -1 level) = 4th lecel (listed as 3rd); immediate Lucky Break Strength check
casting grants you +4 dodge bonus to AC vs. one Lucky Start Initiative check
attack. Magical Fortune Concentration check
Zombie DoubleCWH: Summon (1st level) + Summon Make Your Own Fortune Skill check
Undead (+1 level) + Augment Spell (CR 6; +3 levels) + Miser’s Fortune Hostile sunder check
Cascade Spell (mindlink; +1 level) + Extend Spell (1 Survivor’s Luck* Saving throw
rd./level to 10 min./level; +2 levels) + Ritual Spell (full Victor’s Luck** Attack roll (or crit confirm)
round; -1 level) = 7th level; you summon a 6th level juju * This also emulates the iron herat focus counterToB.
zombie duplicate of you that shares your thoughts ** This emulates the lightning recovery counterToB.
and memories.
Zone of RespiteMP: Warding (dimensional travel; 1st RIFTWARDEN SPELLS
level) + Reach Spell (touch to medium; +2 levels) + Spells from various sources that specifically effect
Shape Spell (target to cubes; +2 levels) + Widen Spell aberrations or outsiders are grouped together here.
(10-ft. to 30-ft. cubes; +2 levels) + Extend Spell (1 AgonizeUM: Compel (2nd level) + Cascade Spell
min./level to 10 min./level; +1 level) + Ritual Spell (full (resistance; +1 level) + Hex Spell (+0 levels) + Augment
round; -1 level) = 7 th level (listed as 4th); wards area Spell (-9 total penalty; +4 levels) + Effect-Specific Spell
against magical dimensional transport. Cf. (saving throws vs. your spells and abilities only; -2
dimensional lock. levels) + Extend Spell (1 rd. to 10 min./level; +3 levels)
Zone of RevelationMP: Invisibility purge (q.v.; 3rd + Creature-Specific Spell (outsider; -2 levels) + Ritual
level) + Transdimensional Spell (+1 level) = 4 th level; Spell (-2 levels) = 4th level; uncontrolled outsider takes
invisible creatures, and creatures on coterminous a -9 penalty to saving throws against your spells and
planes, within 60’r. emanation become visible. abilities, and is compelled to demand 50% less
Zone of SpeedAUG2: Celerity (0 level) + Reach Spell payment for services. (Creatures subjected to this
(touch to close; +1 level) + Shape Spell (target to spell resent it and will generally seek revenge.)
emanation; +2 levels) + Variable Spell (+1 level) + Ardor’s OnslaughtPnA: Invisible needle (0 level) +
Augment Spell (+20 ft.; +1 level) = 5th level; all speeds Bane Spell (outsiders: fixed; +0 levels) + Cascade Spell
in area (including falling speed and range increments [(sickening touch; +1 level) + Augment Spell (nausea; +2

Spells (Grimoire), p. 332


levels) + Creature-Specific Spell (outsiders; -2 levels)] (teleport: close to interplanar; +6 levels) + Creature-
+ Reach Spell (touch to medium; +1 level) + Shape Specific Spell ([extraplanar] only; -2 levels) +
Spell (ray to burst; +2 levels) = 4 th level; damage cap Location-Specific Spell (home plane; -2 levels) = 4th
10d6 piercing (10d8 plus nauseated 1 rd./level vs. level. Variants:
outsiders) in a 20’r. burst.  AbjureUA1 has a full round casting time (-1 level) =
Awaken the DevouredBotD: Whelm (0 level) + 3rd level; homeward boundPnA requires a full ritual (-2
Cascade Spell (lesser compelling confusion; +2 levels) + levels) = 2nd level (listed as 3rd).
Extend Spell (1 rd. to 1 rd./level; +1 level) + Reach  Aura of BanishmentAPG: Dimensional skip (1st level) +
Spell (close to long; +1 level) + Empower Spell (+1 Fell Staggering (+1 level) + Reach Spell (close to
level) + Creature-Specific Spell (evil outsiders only; -2 interplanar; +6 levels) + Creature-Specific Spell
levels) = 3rd level; 1.5d6/level (max. 15d6) vs. evil ([extraplanar] only; -2 levels) + Location-Specific
outsider, plus confusion 1 rd./level. Spell (home plane; -2 levels) + Shape Spell (target
Cleanse AberrationLoM: Damage attribute (Con; 1st to emanation; +1 level) + Personal Spell (emanation
level) + Reach Spell (touch to close; +1 level) + is always centered on you; -1 level) + Extend Spell
Augment Spell (+5d4; +4 levels) + Shape Spell (ray to (inst. to 1 rd./level; +2 levels) + Restricted Spell
target; +0 levels) + Creature-Specific Spell (aberration; (abjurer or access to Riftwarden domain; -1 level) =
-2 levels) + Cascade Spell (spark of life; +1 level) + 5th level; outsiders within 20 ft. of you are banished
Irresistible Spell (+2 levels) = 7th level; aberration takes (save for flat-footed while within aura).
6d4 Con damage (Fort neg., no SR) and you are  BanishmentSRD is Mass Effect (1 creature/level; +3
healed 1d6 hp/level (max. 20d6). levels) and Expedient (total HD; -1 level) = 6th level;
CondemnationPHII: Warding (spell resistance; 1st 2d4+1/level (+15 max.) total HD affected (or any
level) + Reach Spell (touch to close; +1 level) + number of HD, if 7th level version used).
Irresistible Spell (+2 levels) + Extend Spell (1  Dispel EvilSRD: Deflection (0 level) + Augment Spell
min./level to 1 rd.; -2 levels) + Cascade Spell (inertia; (+2 levels) + Creature-Specific Spell (evil attackers
+1 level) + Augment Spell (stun; +3 levels) + Creature- only; -2 levels) + Cascade Spell (dismissal; +4 levels)
Specific Spell (outsiders only; -2 levels) = 4 th level; + Cascade Spell (dispel; +1 level) = 5th level; +4
target outsider is stunned and stripped of SR for 1 deflection vs. evil and dispel or banish by touch.
round (Fort neg.).  Righteous exileFC2 Cascades bolt of force (+2 levels) +
Crystals of Nature’s WrathLoM: Sickening touch (0 Consecrate Spell (+1 level) + Reach Spell (close to
level) + Ray Splitting (+1 level) + Channel Spell (+1 personal; -1 level) + Shape Spell (target to burst; +2
level) + Item-Specific Spell (through natural weapons levels) + Still Spell (+1 level) + Ritual Spell (full
only; -2 levels) + Quicken Spell (+3 levels) + Creature- round; -1 level) = 8th level (listed as 9th); evil
Specific Spell (aberrations only; -2 levels) + Natural creatures in a 20’r. take up to 10d6 force and 10d6
Spell (+0 levels) + Restricted Spell (access to holy damage, and outsiders must save vs. Will or
Riftwarden domain; -1 level) = 0 level; swift casting be sent back to their home planes.
causes your natural attacks to sicken any aberration  SpiritwrackPH1 is Inexorable (+3 levels), Accursed
hit. (+1 level), Ritual (full round; -1 level), and even
DemonbaneRR2: Magic weapon (1st level) + Cascade more Creature-Specific (individual fiend named at
Spell (protection from evil; +1 level) + Consecrate Spell time of preparation; -1 level) = 6th level; named evil
(+1 level) + Augment Spell (+4 total bonuses; +2 levels) outsider is forced back to its home plane and is
+ Restricted Spell ([good] caster; -1 level) = 4 th level; +4 confined there in torture up to 1 year/level, as long
sacred bonus to AC, attacks, damage, and saves vs. as you have 600 x CL numen invested. The named
evil outsiders, and penetrate DR/good, for 1 outsider can discern the casting of this spell using
min./level. Spellcraft, and is likely to either flee or attack with
Detect AberrationLoM: Detection (aberrations; 2nd overwhelming force (if free), or capitulate and/or
level). 1st round—presence or absence; 2 nd—number, bargain (if confined in a magic circle against evil).
and strength of strongest; 3 rd—strength and location
Disrupting ArcPGE: Dispel (0 level) + Reach Spell
of each.
(touch to close; +1 level) + Cross-Class Spell (druid; +1
Dismissal: Dimensional skip (1st level) + Reach Spell
level) + Shape Spell (ray to line; +1 level) + Extend
(target: touch to close; +1 level) + Reach Spell

Spells (Grimoire), p. 333


Spell (inst. to 1 rd.; +1 level) + Creature-Specific Spell Khyber TrapME: Dimensional skip (1st level) + Reach
(aberrations; -2 levels) + Quicken Spell (+3 levels) = 5 th Spell (target: touch to close; +1 level) + Reach Spell +
level; swift casting forces aberrations in a close range Extend Spell (inst. to 1 rd./level; +2 levels) + Creature-
line to make opposed Concentration checks to cast Specific Spell (outsider only; -2 levels) = 2 nd level
spells, manifest psionic powers, or use spell-like (listed as 3rd); target outsider is teleported out of action
abilities for 1 rd. for the duration (Will neg.).
DolorUA1: Sickening touch (0 level) + Reach Spell Mental BacklashLoM: Whelm (0 level) + Cascade
(touch to close; +1 level) + Augment Spell (ailing; +1 Spell (sickening touch; +1 level) + Augment Spell
level) + Irresistible Spell (+2 levels) + Inexorable Spell (nausea; +2 levels) + Reach Spell (touch to long; +2
(+3 levels) + Creature-Specific (outsider; -2 levels) = 5 th levels) + Delay Spell (condition; +1 level) + Creature-
level; target outsider is ailing 1 rd./level (no save, no Specific Spell (aberration or aberration cultist; -2
SR). levels) = 4th level; when an aberration or aberration
Fires of Nature’s RageLoM: Jet of flame (0 level) + cultist targets you with a [mind-affecting] power or
Variable Spell (attack or shield; +1 level) + Reach Spell spell, it takes 1d6 nonlethal/level (max. 10d6) and is
(close to touch; -1 level) + Ray Splitting (+1 level) + nauseated for 1 rd./level (Fort half/neg.).
Channel Spell (+1 level) + Item-Specific Spell (channel Music of the Outer SpheresLoM: Variable Spell (+1
only though natural attacks; -2 levels) + Shielding level):
Spell (+1 level) + Extend Spell (inst. to 1 rd.; +1 level) +  Slow (q.v.; 3rd level) + Mass Effect Spell (1/3 levels;
Creature-Specific Spell (damages only aberrations; -2 +2 levels) = +5 levels; up to 1 aberration/3 levels is
levels) + Quicken Spell (+3 levels) + Augment Spell (+5 slowed for 1 rd./level.
to +10; +1 level) + Restricted Spell (access to  Sickening touch (0 level) + Shape Spell (target to
Riftwarden domain; -1 level) + Natural Spell (+0 spread; +2 levels) + Concentration Spell (swift
levels) = 3rd level; swift casting causes your natural action; +3 levels) = +5 levels; aberrations within
attacks to deal up to +13d6 fire damage (divided 20’r. of you are sickened for 1 rd./level; re-activate
among them) to aberrations, and aberrations hitting each round as you move.
you in melee take 1d6 +1/level (+10 max.) fire damage  Deflection (0 level) + Cascade Spell (enhancement; +2
per hit. levels) + Corrupt Spell (+1 level) + Shape Spell
Invest Byeshk WeaponPGE: Inertia (0 level) + Ray (target to emanation; +2 levels) = +5 levels;
Splitting (+1 level) + Augment Spell (daze; +2 levels) + aberrations within 20 ft. of you gain +2 profane
Creature-Specific Spell (aberrations; -2 levels) + bonus to AC, and +1/4 levels to special attack and
Adamantine Evocation [(+1 level) + Effect-Specific special ability DCs.
Spell (aberration DR only; -2 levels)] + Channel Spell
+ Creature-Specific Spell (aberrations; -2 levels) +
(+1 level) + Extend Spell (1 rd. to 1 min./level; +2
Restricted Spell (bard or access to Riftwarden domain;
levels) + Sudden Spell (+0 levels) + Restricted Spell
-1 level) = 3rd level.
(ranger or access to Riftwarden domain; -1 level) = 3 rd
Nature’s PurityLoM: Bolt of force (2nd level) + Cross-
level; swift casting causes your weapon to bypass
Class Spell (+1 level) + Reach Spell (close to medium;
aberrations’ DR (up to 20) and daze aberrations 1 rd.
+1 level) + Ray Splitting (+1 level) + Bane Spell
on successful hits.
(aberrations; +0 levels) + Reduce Spell (15d6 to 5d6; -2
Invoke the Cerulean SignLoM: Inertia (0 level) +
levels) = 3rd level; damage cap 8d6 force (8d8 vs.
Silent Spell (+1 level) + Augment Spell (stun; +3 levels)
aberrations), divided among ranged touch attacks.
+ Extend Spell (1 rd. to 1 rd./level; +1 level) + Shape
Nether TrailBVD: Compel (follow trail; 2nd level) +
Spell (target to spread; +2 levels) + Reach Spell (close
Shape Spell (target to line; +1 level) + Variable Spell
to personal; -1 level) + Creature-Specific Spell
(line need not be straight; +1 level) + Reach Spell
(aberrations; -2 levels) + Expedient Spell (total HD; -1
(close to long; +1 level) + Extend Spell (1 rd. to 10
level) = 3rd level; aberrations within 20 ft. of you are
min./level; +2 levels) + Creature-Specific Spell (evil
stunned 1 rd./level or until save. When used by a
outsiders only; -2 levels) = 5th level (listed as 1st); lower
Gatekeeper druid or Keeper of the Cerulean Sign
planar creatures encountering trail are compelled to
wizard, those affected may also be sickened or
follow it.
nauseated by the caster’s purifying arc.

Spells (Grimoire), p. 334


Perfect SummonsBED: Dispel (0 level) + Consecrate aberrations cannot pass through warded door or
Spell (+1 level) + Augment Spell (redirect; +1 level) + portal, and those that attempt it (or that attempt to
Effect-Specific Spell (summoning only; -2 levels) + destroy it) take 5d6 force damage, and you are aware
Reach Spell (touch to medium; +1 level) + Shape Spell of the attempt. Invest 150 x CL numen to maintain as a
(target to spread; +2 levels) + Widen Spell (20’r. to latent spell, and you can immediately re-invest the
40’r.; +1 level) + Extend Spell (inst. to 1 rd./level; +2 numen to reset the warding after it is activated.
levels) + Creature-Specific Spell ([good] outsiders Purge AberrationsPGE: Bolt of force (2nd level) +
summoned; 2 levels) + Restricted Spell ([good] caster; Cross-Class Spell (+1 level) + Empower Spell (+1 level)
-1 level) = 3rd level; attempts to summon evil creatures + Shape Spell (ray to burst; +2 levels) + Reach Spell
bring [good] equivalents instead. (close to personal;-1 level) + Creature-Specific Spell
Planar Binding: Dimensional skip (1st level) + Reach (aberrations; -2 levels) + Augment Spell (5d6 to 10d6;
Spell (touch to interplanar; +8 levels) + Creature- +1 level) = 4th level; damage cap 1.5 x 10d6 force to
Specific Spell (outsider; -2 levels) + Ritual Spell aberrations in a 20’r. burst (Will half).
(casting time 50 minutes; -2 levels) = 5th level. Rather Reachwalker’s WarinessRE: Detection (life; 2nd level)
than higher-level spells being needed to call more + Extend Spell (concentration to 10 min./level; +4
powerful creatures, the Thaumaturgy rules are used, levels) + Creature-Specific Spell (aberrations only; -2
with the caster’s CR and Knowledge (the Planes) levels) + Personal Spell (-1 level) + Restricted Spell
bonus both being limiting factors. Variants: (ranger or access to Ridtwarden domain; -1 level) = 2nd
 BeckonUA1 is Location-Specific Spell (from named level; for 10 min./level, you are instantly aware of the
creature’s home plane only) rather than Ritual = 5 th location of any aberration within Close range of you.
level; conjures named outsider from its home ShadowblastMP: Bolt of force (2nd level) + Bane Spell
plane to your presence (spell fails if being is on a (fixed: undead; +0 levels) + Cascade Spell (inertia; +1
different plane at the time of casting, or if it is an level) + Augment Spell (daze; +2 levels) + Creature-
outsider native to the plane you are on). The Specific Spell ([darkness] or [shadow]; -2 levels) +
conjured being is uncontrolled and likely to be Cascade Spell (light; +1 level) + Cascade Spell
hostile. (warding: dimensional travel; +1 level) + Location-
 EnsnarementUA1 is Location-Specific (into pre- Specific Spell (Plane of Shadow; -2 levels) + Reach
existing magic circle; -2 levels), Irresistible (+2 Spell (touch to medium; +1 level) + Shape Spell (ray to
levels), and Variable (no SR also extends to magic spread/emanation; +2 levels) + Reduce Spell (15d6 to
circle; +1 level) = 6th level; conjures named outsider 5d6; -2 levels) = 4th level; shadow creatures take 5d6
from its home plane into an existing magic circle force damage (5d8 vs. undead) and are dazed 1 rd.,
within close range of you, and SR does not apply and area is illuminated 10 min./level and is warded
(the being is uncontrolled and likely to be hostile). against transportation or openings to or from the
Plane of Shadow for 1 min./level.
Planeslayer’s CallACG: Skill enhancement
Stun Quori SpiritME: Inertia (0 level) + Still Spell (+1
(Concentration; 0 level) + Cascade Spell (bestow feat:
level) + Augment Spell (stun; +3 levels) + Extend Spell
Overwhelming Evocation; +2 levels) + Cascade Spell
(1 rd. to 1 rd./level; +1 level) + Tenuous Spell (-1 level)
(bestow feat: Sudden Metamagic; +1 level) + Mass
+ Creature-Specific Spell (outsiders only; -2 levels) =
Effect Spell (one energy type/3 levels; +2 levels) +
2nd level (listed as 3rd); stuns outsider for 1 rd./level or
Shape Spell (target to burst; +2 levels) + Creature-
until saves.
Specific Spell (vs. outsiders; -2 levels) = 5 th level; those
Subvert Planar EssenceCD: Enhancement (2nd level) +
in area +1/2 levels to Concentration (including to
Effect-Specific Spell (DR; -2 levels) + Mass Effect Spell
defeat SR), overcome resistance to 1 energy type/3
(also SR; +2 levels) + Accursed Spell (+1 level) + Reach
levels (and half damage for those immune), vs.
Spell (touch to medium; +1 level) + Shape Spell (target
outsiders.
to emanation; +2 levels) + Extend Spell (1 min./level to
Portal WardingLoM: Hedge (aberrations; 2nd level) +
1 rd./level; -1 level) + Creature-Specific Spell
Shape Spell (emanation to target; -2 levels) + Cascade
(outsiders; -2 levels) + Augment Spell (+1/4 to +1/2; +2
Spell (bolt of force; +3 levels) + Cascade Spell (alarm; +1
levels) = 5th level (listed as 6th); outsiders in area -1/2
level) + Delay Spell (+1 level) + Tenacious Spell (+1
levels to DR and SR.
level) + Reduce Spell (15d6 to 5d6; -2 levels) = 3 rd level;

Spells (Grimoire), p. 335


TormentUA1: Compel (agree to service; 2nd level) + Wracking ArcPGE: Inertia (0 level) + Shape Spell
Accursed Spell (+1 level) + Cascade Spell (ray of (target to line; +1 level) + Augment Spell (stun; +3
clumsiness; +1 level) + Delay Spell (if command fails; levels) + Creature-Specific Spell (aberration; -2 levels)
+1 level) + Extend Spell (1 rd. to 1 hr./level; +4 levels) + + Quicken Spell (+3 levels) + Restricted Spell (access to
+ Concentration Spell (standard; +1 level) + Creature- Riftwarden domain; -1 level) = 4th level; swift casting
Specific Spell (outsider; -2 levels) + Ritual Spell (full stuns aberrations along a close range line (1 rd.; Fort
round; -1 level) = 7th level; uncontrolled outsider neg.).
compelled to serve (save each round you continue World WaveAPG: Celerity (0 level) + Augment Spell
concentrating until fails), if resists all attempts, takes (+60 ft.; +6 levels) + Cascade Spell (energy mace; +1
penalty to Dex equal to 1d6 + 1/level. Invest 300 x CL level) + Shape Spell (ray to emanation; +2 levels) +
numen to maintain servitude or penalty. Widen Spell (20’r. to 10’r.; -1 level) + Creature-Specific
Torturing ArcPGE: Ray of entropy (1st level) + Cross- Spell (unnatural: aberrations, outsiders, etc.; -1 level)
Class Spell (+1 level) + Creature-Specific Spell + Restricted Spell (access to Earth, Riftwarden, or
(aberrations; -2 levels) + Shape Spell (ray to line; +1 Travel domain; -1 level) + Variable Spell (+1 level):
level) + Quicken Spell (+3 levels) + Reduce Spell (10d6  Extend Spell (inst. to 1 rd./level; +2 levels) = 9 th
to 5d6; -1 level) = 3rd level; swift casting deals 5d6 level; speed increase +160 ft., damage cap 20d6.
negative energy damage to all aberrations along a  Extend Spell (inst. to 1 hr./level; +5 levels) +
close-range line (Fort half). Reduce Spell (20d6 to 5d6 and +160 ft. to +100 ft.; -3
UnheavenedBVD: Warding (Good; 1st level) + Extend levels) = 9th level; speed increase +100 ft., damage
Spell (1 min./level to 10 min./level; +2 levels) = 3 rd cap 5d6.
level; subject is protected from spells and spell-like
abilities cast by [good] outsiders.
Unstable BondsAPG: Spook (0 level) + Cascade Spell UNUSUAL SPELLS
(inertia; +1 level) + Augment Spell (stagger; +1 level) + The seed spell and metamagic rules are intended to
Extend Spell (1 rd. to 1 rd./level; +1 level) + Irresistible provide the tools to construct nearly any spell.
Spell (+2 levels) + Reach Spell (close to touch; -1 level) However, in some cases it can be far more time-
+ Creature-Specific Spell (outsiders only; -2 levels) + effective to directly model new spells on existing
Reduce Spell (frightened to shaken; -1 level) = 1st level; ones, making cosmetic changes as needed. This is not
outsider touched is shaken and staggered for 1 always recommended, but can be used in a pinch
rd./level (Will neg., no SR). when converting or designing new spells on the fly.
Waves of Nature’s PurityLoM: Sickening touch (0 For example, assume that interposing hand and so
level) + Fell Sickening (+1 level) + Augment Spell on were not in the core rulebook or anywhere else,
(nausea; +2 levels) + Shape Spell (target to emanation; but we wanted to invent something similar, and
+2 levels) + Creature-Specific Spell (aberrations; -2 didn’t want to spend a lot of time and effort doing it.
levels) + Extend Spell (onset: inst. to 1 rd./level; +2 Making an air elemental appear as a floating hand
levels) + Extend Spell (nausea: 1 rd./level; to 1 rd.; -1 would allow the following “spells by analogy:”
level) + Restricted Spell (access to Riftwarden domain; Bigby’s Interposing Hand: Summon (1st level) +
-1 level) + Natural Spell (+0 levels) + Variable Spell Augment Spell (CR 6 Large air elemental; +4 levels) =
(use in normal form or while wild shaped; +1 level) = 5th level. Three of the elemental’s feats should be
4th level; aberrations are nauseated while within 20 ft. exchanged for Combat Expertise, Shared Shield, and
of you (Fort each round for sickened that round Defensive Rebuke; one of its skills should be
instead). exchanged for Planar Sense.
Word of RevelationLoM: Damage attribute (Cha; 1st Bigby’s Forceful Hand: Summon (1st level) +
level) + Cascade Spell (dispel; +1 level) + Shape Spell Augment Spell (CR 8 Huge air elemental; +5 levels) =
(target to burst; +2 levels) + Irresistible Spell (+2 6th level; Improved Bull Rush feat.
levels) + Creature-Specific Spell (aberration or Bigby’s Clenched Fist: Summon (1st level) +
aberration cultist, and magic from same; -2 levels) = Augment Spell (CR 12 elder air elemental; +7 levels) =
4th level; aberrations and cultists in 20’r. take 1d4 Cha 8th level; Staggering Strike, Combat Expertise, Shared
damage (Fort neg., SR does not apply), and their Shield, Defensive Rebuke.
ongoing magical effects in the area are dispelled.

Spells (Grimoire), p. 336


Bigby’s Grasping Hand: Summon (1st level) +
Augment Spell (CR 10 greater air elemental; +6 levels)
= 7th level spell providing cover and protection; the
elemental uses its attacks to grapple and restrain, and
its movement to remain interposed between you and
attackers. Trade five of its feats for Combat Expertise,
Shared Shield, Defensive Rebuke, Improved Bull
Rush, and Improved Grapple.
Bigby’s Crushing Hand: Bigby’s clenched fist (q.v.,
8th level) + Augment Spell (1d4+1; +1 level) = 9 th level;
1d4+1 elder air elementals with Improved Grapple,
Vital Strike.

Spells (Grimoire), p. 337

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