Complete ArcaneClasses |
Class | Description |
---|---|
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. |
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.
ASSASSIN SPELLS1ST LEVELLow-Light Vision: See twice as far as a human in poor illumination. 2ND LEVELFire 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 LEVELHeart Ripper: Kills living creatures with less than 4 HD. BARD SPELLS2ND LEVELForce 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 LEVELResonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4). Unluck: Target remakes all rolls, uses worse result for 1 round/level. 5TH LEVELBlink, 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 SPELLS3RD LEVELResist Energy, Mass: Targeted creatures ignore damage from specified energy type. Ring of Blades: Blades surround you, damaging other creatures (1d6+1/level damage). 4TH LEVELAssay Resistance: +10 bonus on caster level checks to defeat one creature’s spell resistance. 5TH LEVELBlistering Radiance: Sphere of light blinds creatures, deals 2d6 fire damage in 50-ft.-radius spread. 6TH LEVELEnergy Immunity: Subject and equipment gain immunity to damage of specified energy type. 7TH LEVELWithering Palm: Touch attack deals 1 point Str damage plus 1 point Con damage/two levels. 8TH LEVELBrilliant Blade: Weapon or projectiles shed light, ignore armor. 9TH LEVELSummon Elemental Monolith: Calls powerful elemental creature to fight for you. DRUID SPELLS1ST LEVELAnimate Water: Turn Small or smaller quantity of water into animated object. Animate Wood: Turn Small or smaller wooden item into animated object. 2ND LEVELAnimate 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 LEVELResist 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 LEVELArc of Lightning: Line of electricity between two creatures (1d6/level damage). 5TH LEVELWood Rot: Destroy wooden items or deal 3d6 + 1/level damage (max +15) to plant creatures. 6TH LEVELEnergy Immunity: Subject and equipment gain immunity to damage of specified energy type. 9TH LEVELSummon 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 SPELLS1ST LEVELLow-Light Vision: See twice as far as a human in poor illumination. 2ND LEVELBlades of Fire: Your melee weapons deal +1d6 fire damage for 1 round. SORCERER/WIZARD SPELLS0 LEVELTransRepair Minor Damage: Repairs 1 point of damage to any construct. 1ST LEVELConjOrb 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). NecroBackbiter: Wooden-hafted weapon strikes wielder. TransFist 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 LEVELConjBlades of Fire: Your melee weapons deal +1d6 fire damage for 1 round. EvocFireburst: Adjacent subjects take 1d8/level fire damage. IllusPhantasmal Assailants: Nightmare creatures strike target for 4 Wis damage, 4 Dex damage. Wall of Gloom: Shadow barrier obscures vision and deters passage. TransEarthen 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. UnivFamiliar Pocket: Garment or container becomes extradimensional safe haven for your familiar. 3RD LEVELAbjurSign of Sealing: Magical sigil protects door or chest, deals 1d4/level damage (max 10d4) if opened. ConjBands 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. DivDiscern Shapechanger: Penetrates disguises and identifies shapechanging creatures. EvocResonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4). IllusShadow Binding: Ribbonlike shadows daze and entangle creatures in 10-ft.-radius burst. TransRepair Serious Damage: Repairs 3d8 +1/level damage (max +15) to any construct. Stony Grasp: Arm made of soil and rock grapples foes. UnivEnhance Familiar: Your familiar receives +2 bonus on saves, combat rolls, and AC for 1 hour/level. 4TH LEVELAbjurAnticipate 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. ConjBlast 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. DivAssay 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. EvocBlistering 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. NecroBurning Blood: Target takes 1d8 acid damage plus 1d8 fire damage/round. TransDarkvision, 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. UnivFortify Familiar: Your familiar gains 2d8 temporary hit points, +2 to armor, 25% chance to avoid extra sneak attack and critical hit damage. 5TH LEVELAbjurAiming 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. ConjArc 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. EvocFire 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. NecroSpiritwall: Wall of spirit-forms causes panic, deals 1d10 damage if touched, can bestow negative levels if passed through. TransBlink, 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 LEVELAbjurSign of Sealing, Greater: Magical sigil protects door, chest, or open space, deals 1d6/level damage (max 20d6) if opened. EnchTransfix: Humanoids freeze in place until condition you specify is met. IllusIllusory Pit: Creatures in area are stunned or knocked prone while believing they’re falling. NecroArrow of Bone: Missile or thrown weapon gains +4 bonus, target takes 3d6 +1/level damage (max +15) or is slain. TransBrilliant Blade: Weapon or projectiles shed light, ignore armor. Fiendform: Assume form and abilities of fiendish creature, demon, or devil. UnivImbue Familiar with Spell Ability: You transfer spells and casting ability into your familiar. 7TH LEVELAbjurEnergy 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. EvocEmerald Flame Fist: Touch attack deals 3d6 + 1/level fire damage (max +20); target can be engulfed by flame for additional damage. NecroSword of Darkness: Blade of negative energy attacks independently, deals 1d4 damage, bestows one negative level. TransGhostform: You assume incorporeal form and gain some incorporeal traits and bonuses. 8TH LEVELAbjurAnticipate Teleportation, Greater: Predict and delay the arrival of creatures teleporting into range by 3 rounds. NecroBlackfire: 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. TransFlensing: Pain and trauma deal 2d6 damage, 1d6 Con damage, 1d6 Cha damage for up to 4 rounds. 9TH LEVELAbjurAbsorption: You absorb targeted spell energy to power spells of your own. Reaving Dispel: On a targeted dispel, steal spell power and effects for yourself. ConjSphere 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. EnchProgrammed Amnesia: Destroy, alter, or replace memories in target creature. IllusSuperior Invisibility: Subject is invisible to sight, hearing, and scent for 1 min./level, and can attack. TransTransmute Rock to Lava: Transforms one 10-ft. cube with subsequent fire damage and effects. |
WARMAGE SPELLS1ST LEVELFist 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 LEVELBlades 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 LEVELRing of Blades: Blades surround you, damaging other creatures (1d6+1/level damage). 4TH LEVELBlast 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 LEVELArc 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 LEVELFire Seeds: Acorns and berries become grenades and bombs. WU JEN SPELLS1ST LEVELAll
Earth
Fire
Metal
Water
Wood
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 LEVELFire
Metal
Water
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 LEVELEarth
Fire
Metal
Water
Wood
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 LEVELAll
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 LEVELEarth
Fire
Metal
Wood
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 LEVELFire
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 LEVELMetal
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 LEVELWater
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 LEVELFire
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. |
Least Eldritch Essence InvocationsFrightful Blast: Target must make Will save or become shaken. Sickening Blast: Target must make Fortitude save or become sickened. Least Blast Shape InvocationsEldritch Spear: Blast range increases to 250 feet. Hideous Blow: Melee attack channels eldritch blast. Least InvocationsBaleful 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 InvocationsBeshadowed 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 InvocationEldritch Chain: Blast jumps from initial target to secondary targets. Lesser InvocationsCharm: 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 InvocationsBewitching 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 InvocationEldritch Cone: Blast takes the shape of a cone. Greater InvocationsChilling 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 InvocationUtterdark Blast: Target must make Fortitude save or gain two negative levels. Dark Blast Shape InvocationEldritch Doom: Blast affects all enemies within 20 feet. Dark InvocationsDark 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. |