Complete Arcane

Classes

ClassDescription
Warlock A supernatural character whose sinister powers are inborn abilities, not spells.
Warmage A militant spellcaster whose training focuses on battlefield magic. The warmage first appeared in the Miniatures Handbook.
Wu jen A mysterious wizard of the eastern world, whose arcane lore revolves around mastery of the elements. The wu jen first appeared in Oriental Adventures.

Feats

General Feats Prerequisite Benefit
Arcane Defense2 Spell Focus in specific school +3 bonus on saves against specific school of magic
Arcane Mastery Ability to cast arcane spells, invocations, or use spell-like abilities Use Take 10 on caster level checks
Arcane Preparation Ability to cast arcane spells without preparation Prepare arcane spells ahead of time for faster metamagic casting
Battle Caster Ability to ignore arcane spell failure Ignore arcane spell failure chance from heavier armor chance from armor
Communicator ? Use arcane mark, message, comprehend languages as spell-like abilities 1/day
Double Wand Wielder Craft Wand, Two-Weapon Fighting Activate second wand by expending 2 additional charges
Extra Edge Warmage level 4th +1 bonus to warmage edge ability, plus 1/4 warmage levels
Extra Invocation3 Ability to use lesser invocations Learn an additional invocation of one grade less than current highest grade
Extra Slot3 Caster level 4th Gain an extra spell slot up to one level lower than current highest level
Extra Spell3 Caster level 3rd Learn an additional spell up to one level lower than current highest level
Extra Spell Secret3 Spell secret class ability, ability to cast 2nd level spells Permanently Enlarge, Extend, Still, or Silence one spell
Guardian Spirit Watchful spirit class ability Reroll initiative two times per day, reroll any save 1/day
Heighten Spell-Like Ability2 Spell-like ability at caster level 6th or higher Use spell-like ability at higher level up to 3/day
Innate Spell2 Quicken Spell, Silent Spell, Still Spell Use spell as a spell-like ability once per round
Insightful ? Use detect magic, detect secret doors, read magic as spell-like abilities 1/day
Mage Slayer1 Spellcraft 2 ranks, base attack bonus +3 +1 bonus on Will saves; spellcasters you threaten can?t cast defensively
Maximize Spell-Like Ability2 Spell-like ability at caster level 6th or higher Maximize spell-like ability?s variable numeric effects up to 3/day
Necropolis Born ? Use cause fear, ghost sound, touch of fatigue as spell-like abilities 1/day
Night Haunt ? Use dancing lights, prestidigitation, unseen servant as spell-like abilities 1/day
Obtain Familiar Knowledge (arcana) 4 ranks, arcane caster level 3rd Obtain a familiar in the same manner as a sorcerer or wizard
Pierce Magical Concealment1 Con 13, Blind-Fight, Mage Slayer Ignore spell-based concealment of creatures you attack
Pierce Magical Protection1 Con 13, Mage Slayer Ignore spell-based bonuses to Armor Class
Practiced Spellcaster2 Spellcraft 4 ranks Increase caster level by +4
Ranged Spell Specialization2 Weapon Focus (ranged spell), caster level 4th +2 bonus on damage rolls with ranged spells
Reckless Wand Wielder Craft Wand, Use Magic Device 1 rank Increase wand?s caster level by expending an additional charge
Soul of The North ? Use chill touch, ray of frost, resistance as spell-like abilities 1/day
Spell Hand ? Use mage hand, open/close, Tenser?s floating disk as spell-like abilities 1/day
Touch Spell Specialization Weapon Focus (touch spell), caster level 4th +2 bonus on damage rolls with touch spells
Wandstrike Use Magic Device 4 ranks Make touch attack with wand to deal 1d6 damage and target creature with spell
Draconic Feats Prerequisite Benefit
Draconic Heritage Sorcerer level 1st Gain draconic class skill and a bonus on saves against sleep and paralysis
?Draconic Breath Draconic Heritage Convert spell energy into a breath weapon
?Draconic Claw Draconic Heritage Gain claws and make a swift claw attack when you cast a spell
?Draconic Flight Draconic Heritage After casting a spell, fly for the rest of the round
?Draconic Legacy Any four draconic feats Add spells to your spells known
?Draconic Power Draconic Heritage +1 caster level and DC for spells of the energy type matching your
?Draconic Presence Draconic Heritage Strike fear into lower-level opponents when you cast a spell
?Draconic Resistance Draconic Heritage Gain resistance to energy of the type of your Draconic Heritage
?Draconic Skin Draconic Heritage Natural armor increases by 1
Item Creation Feats Prerequisite Benefit
Craft Contingent Spell Caster level 11th Attach semipermanent spells to a creature and set activation conditions
Metamagic Feats Prerequisite Benefit
Black Lore of Moil Spell Focus (necromancy), caster level 7th Add extra negative energy damage to necromancy spells
Born of the Three Thunders Energy Substitution (electricity), Knowledge (nature) 4 ranks Sonic or electricity spells deal both types of damage
Chain Spell Any metamagic feat Redirect spells to affect secondary targets
Cooperative Spell Any metamagic feat Bonus to save DC and on caster level checks of spells cast in conjunction with other casters
Delay Spell Any metamagic feat Spell effects are delayed 1?5 rounds
Energy Admixture2 Energy Substitution Double energy spell damage by adding an additional energy type
Energy Substitution2 Any other metamagic feat, Knowledge (arcana) 5 ranks Energy spells can deal different energy damage
Explosive Spell ? Creatures are blasted to edge of spell area
Fortify Spell ? Cast spells at high caster level to overcome spell resistance
Lord of the Uttercold Energy Substitution (cold), Knowledge (the planes) 9 ranks, ability to cast a spell with the cold descriptor Cold spells deal half negative energy damage
Nonlethal Substitution Any other metamagic feat, Knowledge (arcana) 5 ranks Energy spells deal nonlethal damage
Persistent Spell Extend Spell Fixed or personal range spells last 24 hours
Repeat Spell Any metamagic feat Spell is automatically cast again next round
Sanctum Spell Any metamagic feat Spell?s effective level is increased while in special location, decreased outside special location
Sculpt Spell Any metamagic feat Alter spell?s area
Split Ray Any metamagic feat Ray spells affect one additional target
Sudden Empower Any metamagic feat Increase spell?s variable numeric effects by 50% without special preparation 1/day
Sudden Extend ? Double spell?s duration without special preparation 1/day
Sudden Maximize Any metamagic feat Maximize spell?s variable numeric effects without special preparation 1/day
Sudden Quicken Quicken Spell, Sudden Empower, Sudden Extend, Sudden Maximize, Sudden Silent, Sudden Still 1/day Cast spells as a swift action without special preparation
Sudden Silent ? Cast spells without verbal components without special preparation 1/day
Sudden Still ? Cast spells without somatic components without special preparation 1/day
Sudden Widen ? Increase spell?s numeric measurements by 50% without special preparation 1/day
Transdimensional Spell ? Spells affect creatures in coexistent planes and extradimensional spaces
Twin Spell Any metamagic feat Simultaneously cast a single spell twice

1 A fighter may select this feat as one of his fighter bonus feats.

2 You can gain this feat multiple times but its effects do not stack. Each time you take the feat, you apply it to a new school of magic, spellcasting class, energy type, or selection of spells.

3 You can gain this feat multiple times. Its effects stack.

Spells

ASSASSIN SPELLS

1ST LEVEL

Low-Light Vision: See twice as far as a human in poor illumination.

2ND LEVEL

Fire Shuriken: Magical shuriken deal 3d6 fire damage.

Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.

4TH LEVEL

Heart Ripper: Kills living creatures with less than 4 HD.

BARD SPELLS

2ND LEVEL

Force Whip: Whip of magical force keeps animals at bay and can frighten animals as ranged touch attack.

Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line.

4TH LEVEL

Resonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4).

Unluck: Target remakes all rolls, uses worse result for 1 round/level.

5TH LEVEL

Blink, Greater: Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level.

Leomund’s Hidden Lodge: Creates sturdy cottage camouflaged to blend into natural surroundings.

CLERIC SPELLS

3RD LEVEL

Resist Energy, Mass: Targeted creatures ignore damage from specified energy type.

Ring of Blades: Blades surround you, damaging other creatures (1d6+1/level damage).

4TH LEVEL

Assay Resistance: +10 bonus on caster level checks to defeat one creature’s spell resistance.

5TH LEVEL

Blistering Radiance: Sphere of light blinds creatures, deals 2d6 fire damage in 50-ft.-radius spread.

6TH LEVEL

Energy Immunity: Subject and equipment gain immunity to damage of specified energy type.

7TH LEVEL

Withering Palm: Touch attack deals 1 point Str damage plus 1 point Con damage/two levels.

8TH LEVEL

Brilliant Blade: Weapon or projectiles shed light, ignore armor.

9TH LEVEL

Summon Elemental Monolith: Calls powerful elemental creature to fight for you.

DRUID SPELLS

1ST LEVEL

Animate Water: Turn Small or smaller quantity of water into animated object.

Animate Wood: Turn Small or smaller wooden item into animated object.

2ND LEVEL

Animate Fire: Turn Small or smaller fire into animated object.

Chameleon: Subject gets +10 on Hide checks.

Swim: Subject gains swim speed, +8 bonus on Swim checks.

3RD LEVEL

Resist Energy, Mass: Targeted creatures ignore damage from specified energy type.

Thornskin: Your unarmed attacks deal +1d6 damage; natural and unarmed attacks against you take 1d4 damage.

4TH LEVEL

Arc of Lightning: Line of electricity between two creatures (1d6/level damage).

5TH LEVEL

Wood Rot: Destroy wooden items or deal 3d6 + 1/level damage (max +15) to plant creatures.

6TH LEVEL

Energy Immunity: Subject and equipment gain immunity to damage of specified energy type.

9TH LEVEL

Summon Elemental Monolith: Calls powerful elemental creature to fight for you.

Transmute Rock to Lava: Transforms one 10-ft. cube with subsequent fire damage and effects.

RANGER SPELLS

1ST LEVEL

Low-Light Vision: See twice as far as a human in poor illumination.

2ND LEVEL

Blades of Fire: Your melee weapons deal +1d6 fire damage for 1 round.

SORCERER/WIZARD SPELLS

0 LEVEL
Trans

Repair Minor Damage: Repairs 1 point of damage to any construct.

1ST LEVEL
Conj

Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (max 5d8).

Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/two levels beyond 1st (max 5d8).

Orb of Electricity, Lesser: Ranged touch attack deals 1d8 electricity damage + 1d8/two levels beyond 1st (max 5d8).

Orb of Fire, Lesser: Ranged touch attack deals 1d8 fire damage + 1d8/two levels beyond 1st (max 5d8).

Orb of Sound, Lesser: Ranged touch attack deals 1d6 sonic damage + 1d6/two levels beyond 1st (max 5d6).

Necro

Backbiter: Wooden-hafted weapon strikes wielder.

Trans

Fist of Stone: Gain +6 Str and natural slam attack.

Low-Light Vision: See twice as far as a human in poor illumination.

Repair Light Damage: Repairs 1d8 +1/level damage (max +5) to any construct.

2ND LEVEL
Conj

Blades of Fire: Your melee weapons deal +1d6 fire damage for 1 round.

Evoc

Fireburst: Adjacent subjects take 1d8/level fire damage.

Illus

Phantasmal Assailants: Nightmare creatures strike target for 4 Wis damage, 4 Dex damage.

Wall of Gloom: Shadow barrier obscures vision and deters passage.

Trans

Earthen Grasp: Arm made of earth and soil grapples foes.

Repair Moderate Damage: Repairs 2d8 +1/level damage (max +10) to any construct.

Swim: Subject gains swim speed, +8 bonus on Swim checks.

Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line.

Univ

Familiar Pocket: Garment or container becomes extradimensional safe haven for your familiar.

3RD LEVEL
Abjur

Sign of Sealing: Magical sigil protects door or chest, deals 1d4/level damage (max 10d4) if opened.

Conj

Bands of Steel: Metallic bands immobilize or entangle target for 1 round/level.

Corpse Candle: Ghostly hand and candle sheds light, affects incorporeal creatures.

Mage Armor, Greater: Gives subject +6 armor bonus.

Div

Discern Shapechanger: Penetrates disguises and identifies shapechanging creatures.

Evoc

Resonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4).

Illus

Shadow Binding: Ribbonlike shadows daze and entangle creatures in 10-ft.-radius burst.

Trans

Repair Serious Damage: Repairs 3d8 +1/level damage (max +15) to any construct.

Stony Grasp: Arm made of soil and rock grapples foes.

Univ

Enhance Familiar: Your familiar receives +2 bonus on saves, combat rolls, and AC for 1 hour/level.

4TH LEVEL
Abjur

Anticipate Teleportation: Predict and delay the arrival of creatures teleporting into range by 1 round.

Otiluke’s Dispelling Screen: Targeted dispel magic on any creatures and unattended items, +10 max on caster level check.

Resist Energy, Mass: Targeted creatures ignore damage from specified energy type.

Conj

Blast of Flame: 60-ft. cone of fire (1d6/level damage).

Orb of Acid: Ranged touch, 1d6/level acid damage and target might be sickened.

Orb of Cold: Ranged touch, 1d6/level cold damage and target might be blinded.

Orb of Electricity: Ranged touch, 1d6/level electricity damage and target might be entangled.

Orb of Fire: Ranged touch, 1d6/level fire damage and target might be dazed.

Orb of Force: Globe of force deals 1d6/level damage (max 10d6).

Orb of Sound: Ranged touch, 1d4/level sonic damage and target might be deafened.

Div

Assay Resistance: +10 bonus on caster level checks to defeat one creature’s spell resistance.

Unluck: Target remakes all rolls, uses worse result for 1 round/level.

Evoc

Blistering Radiance: Sphere of light blinds creatures, deals 2d6 fire damage in 50-ft.-radius spread.

Defenestrating Sphere: Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.

Necro

Burning Blood: Target takes 1d8 acid damage plus 1d8 fire damage/round.

Trans

Darkvision, Mass: Creatures in 10-ft. radius gain ability to see 60 ft. in total darkness.

Repair Critical Damage: Repairs 4d8 +1/level damage (max +20) to any construct.

Univ

Fortify Familiar: Your familiar gains 2d8 temporary hit points, +2 to armor, 25% chance to avoid extra sneak attack and critical hit damage.

5TH LEVEL
Abjur

Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.

Duelward: +4 on Spellcraft checks, counterspell as an immediate action.

Reciprocal Gyre: Creature or object takes 1d6 damage/level of spell affecting it (max 25d6).

Refusal: Spellcasters and creatures with spell-like abilities are prevented from entering an area.

Conj

Arc of Lightning: Line of electricity between two creatures (1d6/level damage).

Freezing Fog: Fog slows creatures, obscures vision, hinders movement.

Leomund’s Hidden Lodge: Creates sturdy cottage camouflaged to blend into natural surroundings.

Servant Horde: Create 2d6 unseen servants +1/level (max +15).

Vitriolic Sphere: Potent acid deals 1d4/level damage (max 15d4) plus possible damage in following two rounds.

Evoc

Fire Shield, Mass: Creatures attacking allies take damage; allies are protected from fire or cold.

Fireburst, Greater: Subjects within 10 ft. take 1d8/level fire damage.

Prismatic Ray: Ray of light blinds target, deals random effect.

Sword of Deception: Blade of energy attacks independently, deals 1d4 damage, penalizes subsequent save.

Necro

Spiritwall: Wall of spirit-forms causes panic, deals 1d10 damage if touched, can bestow negative levels if passed through.

Trans

Blink, Greater: Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level.

Fly, Mass: One creature/level flies at speed of 60 ft.

6TH LEVEL
Abjur

Sign of Sealing, Greater: Magical sigil protects door, chest, or open space, deals 1d6/level damage (max 20d6) if opened.

Ench

Transfix: Humanoids freeze in place until condition you specify is met.

Illus

Illusory Pit: Creatures in area are stunned or knocked prone while believing they’re falling.

Necro

Arrow of Bone: Missile or thrown weapon gains +4 bonus, target takes 3d6 +1/level damage (max +15) or is slain.

Trans

Brilliant Blade: Weapon or projectiles shed light, ignore armor.

Fiendform: Assume form and abilities of fiendish creature, demon, or devil.

Univ

Imbue Familiar with Spell Ability: You transfer spells and casting ability into your familiar.

7TH LEVEL
Abjur

Energy Immunity: Subject and equipment gain immunity to damage of specified energy type.

Otiluke’s Greater Dispelling Screen: Targeted dispel magic on any creatures and unattended items, +20 max on caster level check.

Evoc

Emerald Flame Fist: Touch attack deals 3d6 + 1/level fire damage (max +20); target can be engulfed by flame for additional damage.

Necro

Sword of Darkness: Blade of negative energy attacks independently, deals 1d4 damage, bestows one negative level.

Trans

Ghostform: You assume incorporeal form and gain some incorporeal traits and bonuses.

8TH LEVEL
Abjur

Anticipate Teleportation, Greater: Predict and delay the arrival of creatures teleporting into range by 3 rounds.

Necro

Blackfire: Target is engulfed in black flame, takes 1d4 Con damage and becomes nauseated; flames and effects can spread to adjacent living creatures.

Heart of StoneF,: Exchange your heart with stone heart to gain damage reduction, resistance to energy for 1 year.

Trans

Flensing: Pain and trauma deal 2d6 damage, 1d6 Con damage, 1d6 Cha damage for up to 4 rounds.

9TH LEVEL
Abjur

Absorption: You absorb targeted spell energy to power spells of your own.

Reaving Dispel: On a targeted dispel, steal spell power and effects for yourself.

Conj

Sphere of Ultimate Destruction: Featureless black sphere moves 30 ft./round, disintegrates on ranged touch attack.

Summon Elemental Monolith: Calls powerful elemental creature to fight for you.

Ench

Programmed Amnesia: Destroy, alter, or replace memories in target creature.

Illus

Superior Invisibility: Subject is invisible to sight, hearing, and scent for 1 min./level, and can attack.

Trans

Transmute Rock to Lava: Transforms one 10-ft. cube with subsequent fire damage and effects.

WARMAGE SPELLS

1ST LEVEL

Fist of Stone: Gain +6 Str and natural slam attack.

Hail of Stone: Rain of stone deals 1d4/level damage (max 5d4).

Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (max 5d8).

Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/two levels beyond 1st (max 5d8).

Orb of Electricity, Lesser: Ranged touch attack deals 1d8 electricity damage + 1d8/two levels beyond 1st (max 5d8).

Orb of Fire, Lesser: Ranged touch attack deals 1d8 fire damage + 1d8/two levels beyond 1st (max 5d8).

Orb of Sound, Lesser: Ranged touch attack deals 1d6 sonic damage + 1d6/two levels beyond 1st (max 5d6).

2ND LEVEL

Blades of Fire: Your melee weapons deal +1d6 fire damage for 1 round.

Fireburst: Adjacent subjects take 1d8/level fire damage.

Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.

Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line.

3RD LEVEL

Ring of Blades: Blades surround you, damaging other creatures (1d6+1/level damage).

4TH LEVEL

Blast of Flame: 60-ft. cone of fire (1d6/level damage).

Orb of Acid: Ranged touch, 1d6/level acid damage and target might be sickened.

Orb of Cold: Ranged touch, 1d6/level cold damage and target might be blinded.

Orb of Electricity: Ranged touch, 1d6/level electricity damage and target might be entangled.

Orb of Fire: Ranged touch, 1d6/level fire damage and target might be dazed.

Orb of Force: Globe of force deals 1d6/level damage (max 10d6).

Orb of Sound: Ranged touch, 1d4/level sonic damage and target might be deafened.

5TH LEVEL

Arc of Lightning: Line of electricity between two creatures (1d6/level damage).

Fireburst, Greater: Subjects within 10 ft. take 1d8/level fire damage.

Prismatic Ray: Ray of light blinds target, deals random effect.

6TH LEVEL

Fire Seeds: Acorns and berries become grenades and bombs.

WU JEN SPELLS

1ST LEVEL
All
Earth
Fire
  • Fiery Eyes: Your glowing eyes illuminate area and can ignite combustible items.

  • Melt: Melt ice and snow or deal 2/level damage (max 10) to magical ice or cold creatures.

  • Smoke Ladder: Smoke transforms into ladder up to 10 ft. long/level.

Metal
  • Iron Scarf: Ranged attack deals 1d8 damage +1/level.

Water
Wood
  • Animate Wood: Turn Small or smaller wooden item into animated object.

  • Backbiter: Wooden-hafted weapon strikes wielder.

Ghost Light: Ghostly green radiance can be shaped and manipulated, causes fear.

Scales of the Lizard: Grants +2 or higher enhancement bonus to natural armor.

Secret Signs: Communicate a simple nonverbal message to one intelligent creature.

2ND LEVEL
Fire
Metal
Water
  • Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.

Apparition: Subject’s face takes on terrifying appearance, viewers may become shaken.

Force Whip: Whip of magical force keeps animals at bay and can frighten animals as ranged touch attack.

Kiss of the Toad: Touch deals 1d6 Con damage, repeats in 1 min.

Lightning Blade: Blade of electricity energy deals total 1d6 damage/level as touch attack or ranged touch attack.

Wall of Gloom: Shadow barrier obscures vision and deters passage.

3RD LEVEL
Earth
  • Earthbolt: Seismic pulse deals 1d6/level damage to creatures along its path.

  • Terra Cotta Warrior: Statuette becomes a Medium animated object which fights for you.

Fire
  • Fire Wings: Your arms become flaming wings capable of flight and dealing +2d6 fire damage on unarmed attacks.

Metal
  • Magnetism: Draw iron or steel objects to yourself with effective Str 30.

Water
  • Steam Breath: Superheated steam deals 1d6/level fire damage (max 10d6).

Wood
  • Thornskin: Your unarmed attacks deal +1d6 damage; natural and unarmed attacks against you take 1d4 damage.

Commune with Lesser Spirit: Lesser spirit creature answers one question/two levels.

Corpse Candle: Ghostly hand and candle sheds light, affects incorporeal creatures.

Discern Shapechanger: Penetrates disguises and identifies shapechanging creatures.

4TH LEVEL
All
Metal
Water

Creeping Darkness: Cloud of inky blackness moves at your command.

Heart Ripper: Kills living creatures with less than 4 HD.

Resist Energy, Mass: Targeted creatures ignore damage from

Snake Darts: Two snakes hit one or two targets, deal 3d6 damage and inject poison (1d6 Con damage, repeats in 1 min.)

Spirit Binding, Lesser: Traps spirit creature of 8 HD or less until it performs a task.

Wall of Bones: Shapeable wall grants cover and concealment, deals damage to anyone who tries to pass.

5TH LEVEL
Earth
  • Terra Cotta Lion: Statuette becomes a Huge animated object which fights for you.

Fire
  • Fire Breath: Ranged touch attack deals 1d8/two levels fire damage (max 10d8) for 1 round/level.

Metal
  • Metal Skin: Grants +8 natural armor bonus, –2 to Dex.

Wood
  • Wood Rot: Destroy wooden items or deal 3d6 + 1/level damage (max +15) to plant creatures.

Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.

Arc of Lightning: Line of electricity between two creatures (1d6/level damage).

Servant Horde: Create 2d6 unseen servants +1/level (max +15).

Spirit Self: Your incorporeal spirit separates from your body.

Summoning Wind: Send a short message to 10 creatures/level.

Sword of Deception: Blade of energy attacks independently, deals 1d4 damage, penalizes subsequent save.

Vitriolic Sphere: Potent acid deals 1d4/level damage (max 15d4) plus possible damage in following two rounds.

6TH LEVEL
Fire
  • Fire Seeds: Acorns and berries become grenades and bombs.

Metal

Spirit Binding: As lesser spirit binding, but traps up to 16 HD of spirits.

Transfix: Humanoids freeze in place until condition you specify is met.

7TH LEVEL
Metal
  • Decapitating Scarf: Ranged attack decapitates target or deals 1d4 damage/level (max 20d4).

Body Outside Body: Create one duplicate of yourself/five levels.

Commune with Greater Spirit: Any spirit creature answers one question/level.

Energy Immunity: Subject and equipment are gain immunity to damage of specified energy type.

Giant Size: You grow to Huge or larger size.

Reanimation: Dead creature restored to functional half life with 1 hp.

Sword of Darkness: Blade of negative energy attacks independently, deals 1d4 damage, bestows one negative level.

Withering Palm: Touch attack deals 1 point Str damage plus 1 point Con damage/two levels.

8TH LEVEL
Water

Finding the Center: Automatically maintain concentration on previously cast spell.

Mind Blank: Subject is immune to mental/emotional magic and scrying.

Spirit Binding, Greater: As lesser spirit binding, but traps up to 24 HD of spirits.

9TH LEVEL
Fire
  • Internal Fire: Targets die instantly or take 6d6 + 1/level fire damage.

Absorption: You absorb targeted spell energy to power spells of your own.

Summon Elemental Monolith: Calls powerful elemental creature to fight for you.

Transmute Rock to Lava: Transforms one 10-ft. cube with subsequent fire damage and effects.

Invocations

Least Eldritch Essence Invocations

Frightful Blast: Target must make Will save or become shaken.

Sickening Blast: Target must make Fortitude save or become sickened.

Least Blast Shape Invocations

Eldritch Spear: Blast range increases to 250 feet.

Hideous Blow: Melee attack channels eldritch blast.

Least Invocations

Baleful Utterance: Speak word of the Dark Speech and shatter objects as the shatter spell.

Beguiling Influence: Gain bonus on Bluff, Diplomacy, and Intimidate checks.

Breath of the Night: Create a fog cloud as the spell.

Dark One’s Own Luck: Gain a luck bonus on one type of saves.

Darkness: Use darkness as the spell.

Devil’s Sight: See normally in darkness and magical darkness.

Earthen Grasp: Use earthen grasp as the spell.

Entropic Warding: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.

Leaps and Bounds: Gain bonus on Balance, Jump, and Tumble checks.

Miasmic Cloud: Create a cloud of mist that grants concealment and fatigues those who enter.

See the Unseen: Gain see invisibility as the spell and darkvision.

Spiderwalk: Gain spider climb as the spell and you are immune to webs.

Summon Swarm: Use summon swarm as the spell.

Lesser Eldritch Essence Invocations

Beshadowed Blast: Target must make Fortitude save or become blind for 1 round.

Brimstone Blast: Blast deals fire damage and target must make Reflex save or catch fire.

Hellrime Blast: Blast deals cold damage and target must make Fortitude save or take –2 penalty to Dexterity.

Lesser Blast Shape Invocation

Eldritch Chain: Blast jumps from initial target to secondary targets.

Lesser Invocations

Charm: Cause a single creature to regard you as a friend.

Curse of Despair: Curse one creature as the bestow curse spell, or hinder their attacks.

The Dead Walk: Create undead as the animate dead spell.

Fell flight: Gain a fly speed with good maneuverability.

Flee the Scene: Use short-range dimension door as the spell, and leave behind a major image.

Hungry Darkness: Create shadows filled with a swarm of bats.

Stony Grasp: Use stony grasp as the spell.

Voidsense: Gain blindsense 30 feet.

Voracious Dispelling: Use dispel magic as the spell, causing damage to creatures whose effects are dispelled.

Walk Unseen: Use invisibility (self only) as the spell.

Wall of Gloom: Use wall of gloom as the spell.

Greater Eldritch Essence Invocations

Bewitching Blast: Target must make Will save or be confused for 1 round.

Noxious Blast: Target must make Fortitude save or be nauseated.

Repelling Blast: Target must make Reflex save or be knocked back.

Vitriolic Blast: Blast ignores spell resistance and deals acid damage for several rounds.

Greater Blast Shape Invocation

Eldritch Cone: Blast takes the shape of a cone.

Greater Invocations

Chilling Tentacles: Use Evard’s black tentacles as the spell, and deal extra cold damage to creatures in the area.

Devour Magic: Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.

Enervating Shadow: Gain total concealment in dark areas and impose a Strength penalty on adjacent living creatures.

Tenacious Plague: Use insect plague as the spell, but the summoned locust swarm deals damage as a magic weapon.

Wall of Perilous flame: Create a wall of fire as the spell, but half the damage from the wall results from supernatural power.

Warlock’s Call: Use sending as the spell, but risk damage from recipient.

Dark Eldritch Essence Invocation

Utterdark Blast: Target must make Fortitude save or gain two negative levels.

Dark Blast Shape Invocation

Eldritch Doom: Blast affects all enemies within 20 feet.

Dark Invocations

Dark Discorporation: Become a swarm of batlike shadows, gaining many benefits of the swarm subtype.

Dark Foresight: Use foresight as the spell, and communicate telepathically with a close target of the effect.

Path of Shadow: Use shadow walk as the spell and speed up natural healing.

Retributive Invisibility: Use greater invisibility as the spell (self only) that deals damage in a burst if dispelled.

Word of Changing: Use baleful polymorph as the spell, but the effect could become permanent.