Complete Mage

Classes

ClassDescription
Abjurant Champion The abjurant champion focuses his arcane abilities both to augment his personal defense and to hinder enemy spellcasters.
Eldritch Disciple A combination divine spellcaster/warlock that has devoted herself to whatever force granted her power.
Eldritch Theurge A rare few warlocks study formal magic to better understand and control their powers. The result is the eldritch theurge, a master of both spells and invocations, a mage with the terrifying combination of potent spells and a reserve of abilities he can't possibly exhaust.
Enlightened Spirit A warlock who turns his back on the source of his powers to follow the path of good.
Holy Scourge The holy scourge is a multitalented soldier in the endless war against evil, an arcane caster who instills within his magic the power to cleanse the world of wickedness and depravity.
Lyric Thaumaturge A lyric thaumaturge knows how to combine music with magic to empower her arcane spells and make them difficult to resist.
Master Specialist Master specialists study the techniques of specialization, and through that gain abilities beyond the reach of mere specialists.
Nightmare Spinner A nightmare spinner is a specialist in illusion and fear magic.
Ultimate Magus Ultimate magi are individuals able to progress in both prepared and spontaneous varieties of arcane magic.
Unseen Seer Unseen seers blend stealth and arcane spells to become master information-gatherers.
Wild Soul Wild souls have some mystical connection to one of the two great fey courts, either the Seelie or the Unseelie, and their personalities match. They can cast spells they otherwise could not and gain several feylike abilities and resistances.

Feats

General Feats Prerequisite Benefit
Alacritous Cogitation Must prepare arcane spells Spontaneously fill open slot with known spell
Captivating Melody Bardic music, ability to cast arcane spells Expend bardic music to increase the save DC of an enchantment or illusion spell
Cloudy Conjuration Spell Focus (conjuration) or conjurer level 1st Conjurations accompanied by a cloud of sickening smoke
Dazzling Illusion Spell Focus (illusion) or illusionist level 1st Enemies within 30 feet dazzled when casting illusion spells
Defending Spirit Watchful spirit class feature Gain an initiative reroll, +2 dodge bonus to AC after reroll
Delay Potion Knowledge (arcana) 1 rank Delay the benefit of a potion to activate it later as a swift action
Elemental Adept Elemental mastery class feature Cast a spell from your chosen element spontaneously
Energy Abjuration Spell Focus (abjuration) or abjurer level 1st Gain energy resistance when casting abjuration spell
Favored Magic Foe Knowledge 6 ranks or favored enemy class feature Magic is more effective against a particular creature type
Fearsome Necromancy Spell Focus (necromancy) or necromancer level 1st Necromancy spells leave foes shaken
Hasty Spirit Watchful spirit class feature Gain an initiative reroll, extra move action after using reroll
Insightful Divination Spell Focus (divination) or diviner level 1st Gain bonus on initiative, save when casting divination spell
Magic Device Attunement Use Magic Device 1 rank Attune to item to avoid making Use Magic Device checks
Master of Undeath Knowledge (religion) 5 ranks Control one additional undead that you create
Melodic Casting Perform 4 ranks, Spellcraft 4 ranks, bardic music class feature Use Perform in place of Concentration, cast spells while using bardic music
Metamagic School Focus Spell Focus (chosen school) or specialist wizard Reduce the cost of adding metamagic feats to spells of a chosen school of magic
Metamagic Spell Trigger Any metamagic feat, Use Magic Device or Spellcraft 15 ranks Use metamagic feats with spell trigger items
Piercing Evocation Spell Focus (evocation) or evoker level 1st 10 points of energy damage from evocation spells becomes untyped damage
Ranged Recall Spellcraft 4 ranks, Point Blank Shot, Weapon Focus (ranged spell) Reroll missed spell or spell-like ranged attack at ?5 penalty
Rapid Metamagic Spellcraft 12 ranks, ability to spontaneously cast spells Apply metamagic feats without increasing casting time
Somatic Weaponry Concentration 5 ranks, Spellcraft 5 ranks Cast spells with somatic components while hands are full
Toughening Transmutation Spell Focus (transmutation) or transmuter level 1st Grant temporary DR when casting a transmutation spell
Unsettling Enchantment Spell Focus (enchantment) or enchanter level 1st Enchantment spells hinder foe's attacks and defense
Vengeful Spirit Watchful spirit class feature Gain initiative reroll, foe takes half damage dealt you
Heritage Feats Prerequisite Benefit
Fey Heritage Nonlawful alignment +3 bonus on Will saves against enchantments
?Fey Legacy Nonlawful alignment, Fey Heritage, character level 9th Gain spell-like abilities
?Fey Power Nonlawful alignment, Fey Heritage +1 to CL and save DC on enchantment spells, invocations
?Fey Presence Nonlawful alignment, Fey Heritage, character level 6th Gain spell-like abilities
?Fey Skin Nonlawful alignment, Fey Heritage Gain DR/cold iron
Fiendish Heritage Non-good alignment Gain bonus to saves against poison, spells by good creatures
?Fiendish Legacy Non-good alignment, Fiendish Heritage, character level 9th Gain spell-like abilities
?Fiendish Power Non-good alignment, Fiendish Heritage +1 to CL and save DC on evil spells and invocations
?Fiendish Presence Non-good alignment, Fiendish Heritage, character level 6th Gain spell-like abilities
?Fiendish Resistance Non-good alignment, Fiendish Heritage Gain acid and fire resistance
Metamagic Feat Prerequisite Benefit
Retributive Spell ? Affect an attacker with a spell when struck by a melee attack
Reserve Feats Prerequisite Benefit
Acidic Splatter Ability to cast 2nd-level spells Create orb of acid 1d6 damage/spell level, +1 CL on acid spells
Aquatic Breath Ability to cast 3rd-level spells Breathe normally in air or water, +1 CL on water spells
Blade of Force Ability to cast 3rd-level spells Surround a weapon in force, +1 CL on force spells
Borne Aloft Ability to cast 5th-level spells Fly 30 feet once per round, +1 CL on air spells
Clap of Thunder Ability to cast 3rd-level spells Touch attack does 1d6 damage/spell level and bestows deafness, +1 CL on sonic spells
Clutch of Earth Ability to cast 2nd-level spells Impede creature's movement, +1 CL on earth spells
Dimensional Jaunt Ability to cast 4th-level spells Teleport 5 feet/spell level, +1 CL on teleportation spells
Dimensional Reach Ability to cast 3rd-level spells Summon a small item, +1 CL on summoning spells
Drowning Glance Ability to cast 4th-level spells Exhaust an air-breathing foe, +1 CL on water spells
Face-Changer Ability to cast 3rd-level spells Alter your appearance, +1 CL on glamer spells
Fiery Burst Ability to cast 2nd-level spells Create fire burst 1d6 damage/spell level, +1 CL on fire spells
Hurricane Breath Ability to cast 2nd-level spells Bull rush foes from a distance, +1 CL on air spells
Invisible Needle Ability to cast 3rd-level spells Create force dart 1d4 damage/spell level, +1 CL on force spells
Magic Disruption Ability to cast 3rd-level spells Reduce effect of enemy spellcasting, +1 CL on abjuration spells
Magic Sensitive Ability to cast 3rd-level spells Detect magic instinctively, +1 CL on divination spells
Minor Shapeshift Ability to cast 4th-level spells Grant physical benefit, +1 CL on polymorph spells
Mystic Backlash Ability to cast 5th-level spells Target's spells damage self, +1 CL on abjuration spells
Shadow Veil Ability to cast 2nd-level spells Obscure a target's sight, +1 CL on darkness spells
Sickening Grasp Ability to cast 3rd-level spells Sicken a target with a touch, +1 CL on necromancy spells
Storm Bolt Ability to cast 3rd-level spells Create line of electricity 1d6 damage/spell level, +1 CL on electricity spells
Summon Elemental Ability to cast 4th-level spells Summon elemental, +1 CL on summoning spells
Sunlight Eyes Ability to cast 2nd-level spells See in darkness 10 feet/spell level, +1 CL on light spells
Touch of Distraction Ability to cast 3rd-level spells Impose ?2 penalty on target's attack or Reflex save, +1 CL on enchantment spells
Wind-Guided Arrows Ability to cast 3rd-level spells Apply modifier to ranged weapon attack, +1 CL on air spells
Winter's Blast Ability to cast 2nd-level spells Create cold cone 1d4 damage/spell level, +1 CL on cold spells
Tactical Feats Prerequisite Benefit
Battlecaster Defense Combat Casting, base attack bonus +1, CL 1st Gain benefits when casting spells defensively
Battlecaster Offense Combat Casting or warmage edge, base attack bonus +1, Spellcraft 4 ranks Gain benefits when mixing melee combat and spellcasting
Energy Gestalt Spell Focus (evocation), CL 3rd Gain benefits when casting energy-based spells in succession
Metamagic Vigor Two or more metamagic feats Gain benefits when casting metamagic-enhanced spells in succession
Residual Magic Spellcraft 12 ranks, any metamagic feat Apply magical effects in consecutive rounds

Spells

NEW ASSASSIN SPELLS

1st Level

Bloodletting: Your light weapon creates bleeding wound that deals an extra 1d6 damage per round.

Catsfeet: Reroll a Balance, Climb, Jump, or Move Silently check with +5 bonus.

Critical Strike: Ignore miss chance from concealment; deliver sneak attack against foe with concealment.

Reaving Aura: All creatures below 0 hit points within 10 feet of you take 1 point of damage.

Vigilant Slumber: Set specific conditions under which you immediately wake up.

2nd Level

Animate Weapon: A weapon animates and fights for you.

Near Horizon: Remove increment-based penalties on ranged attacks.

Summon Weapon: Create normal, nonmagical light weapon.

3rd Level

Enduring Scrutiny: Become aware when target performs designated action.

Nightmare Terrain: Create patch of illusory terrain that hinders foes and allows you to hide.

Pall of Twilight: Veil of shadow impedes sight and sound.

Rusted Blade: Touched weapon delivers filth fever.

Toxic Tongue: Generate small amount of poison that you can spit or place on a weapon.

Vital Strike: Your next attack deals sneak attack damage.

4th Level

Deathsight: Make death attack without spending rounds in observation.

Mordenkainen's Trusted Bloodhound: Create a ferocious hound that tracks and attacks foes.

Unseen Strike: Invisibility effect triggered to activate the instant you successfully attack someone.

NEW BARD SPELLS

1st Level

Catsfeet: Reroll a Balance, Climb, Jump, or Move Silently check with +5 bonus.

Combined Talent: Allows one subject to use the skill ranks of a second subject in place of her own.

Guided Path: Find nearest establishment of designated type.

Immediate Assistance: Allow subject to reroll a skill check.

Resinous Tar: Sticky substance slows movement or renders object difficult to drop.

Summon Component: Create a noncostly spell component.

Vigilant Slumber: Set specific conditions under which you immediately wake up.

2nd Level

Bothersome Babble: Subject's speech becomes incoherent; second casting makes speech painful.

Cacophonous Alarm: First creature to trigger alarm affected by sound burst spell.

Caterwaul: Horrible wail renders creatures nauseated or sickened for 1 round.

Deafening Blast: Permanently deafen all targets in 20-footradius spread.

Deceptive Facade: Disguise appearance of another creature or object.

Doublespeak: Subjects' speech is masked from listeners.

False Lie: Subject seems to be lying, both to Sense Motive and divinations, even when she is not.

Magic Savant: Gain +4 bonus on Use Magic Device; take 10 on check if you have 10 ranks.

Mask of the Ideal: Gain +4 bonus on skill checks, checks to influence enchanted or conjured creatures.

Painful Echoes: Deal 1d4 sonic damage per round and sicken targets.

Summon Weapon: Create normal, nonmagical light weapon.

Torrent of Tears: Subject is temporarily blinded and emotionally distraught.

3rd Level

Enduring Scrutiny: Become aware when target performs designated action.

Nightmare Terrain: Create patch of illusory terrain that hinders foes and allows you to hide.

Otto's Imperative Ambulation: Subject must move at least 10 feet each round.

4th Level

Battlecry: Gain bonus on attack, save; bardic music effects extended.

Interminable Echo: Illusory sound applies –10 penalty on Listen checks, deals 2d6 damage each round.

Lingering Chorus: Magic voices maintain your bardic music.

Melf's Slumber Arrows: Your arrows cause the subject to fall asleep for 1 hour.

Resounding Thunder: Lasting sound deals 4d6 sonic damage per round, deafens creatures within area.

5th Level

Channeled Sonic Blast: Deal sonic damage in cone; area and damage increase based on casting time.

Dimension Jumper: Teleport yourself up to 30 feet once per round.

Discordant Malediction: Subject takes sonic damage each time she casts a spell with a verbal component.

Endless Slumber: Subject falls asleep and is not easily roused.

Fever Dream: Illusory vision fatigues or exhausts target, makes spellcasting difficult.

6th Level

Resonating Agony: Subject nauseated or sickened for 1 round/level.

NEW CLERIC SPELLS

1st Level

Reaving Aura: All creatures below 0 hit points within 10 feet of you take 1 point of damage.

4th Level

Seed of Undeath: Subject that dies before spell expires rises as a zombie under your command.

7th Level

Necrotic Curse: Cure spells in area deal damage, living beings don't heal with rest.

Seed of Undeath, Greater: As seed of undeath, but affects an area.

NEW DRUID SPELLS

1st Level

Climbing Tree: Temporarily grow a tall tree for use as a ladder.

2nd Level

Blackrot: Deal damage to plant creatures, or use wooden weapon to sicken foes.

Heart of Air: Gain +10 on Jump checks, +10 ft. to fly speed, feather fall once.

3rd Level

Heart of Water: Gain swim speed, ability to breathe water, +5 on Escape Artist checks, freedom of movement once.

Prickling Torment: Target is sickened, takes damage whenever it acts.

Rusted Blade: Touched weapon delivers filth fever.

Unicorn Horn: You grow a horn that functions as a natural weapon.

4th Level

Heart of Earth: Gain temporary hit points; +8 to resist bull rush, overrun, and trip; use stoneskin once.

5th Level

Heart of Fire: Gain +10 ft. to land speed, resistance to fire 10, use fire shield once.

Unicorn Blood: Gain immunity to poison, compulsion, charm effects; bestow temporary hp once.

6th Level

Storm of Fire and Ice: Storm provides concealment, slows movement, deals cold and fire damage.

7th Level

Great Worm of the Earth: Enormous wormlike maw attempts to swallow target.

Unicorn Heart: Gain speed 60 ft., +4 on Str-, Dex-, and Conbased checks; use dimension door once.

8th Level

Deadly Lahar: Create a wave of molten volcanic rock that sticks to creatures.

9th Level

Towering Thunderhead: Clouds provide concealment, block ranged attacks, empower sonic or electricity spells.

NEW HEXBLADE SPELLS

1st Level

Bloodletting: Your light weapon creates bleeding wound that deals an extra 1d6 damage per round.

Catsfeet: Reroll a Balance, Climb, Jump, or Move Silently check with +5 bonus.

Death's Call: Scream deals 1 point of damage/level (more to swarms), fatigues all within 10 feet.

Karmic Aura: Any creature damaging you becomes fatigued for 3 rounds.

Reaving Aura: All creatures below 0 hit points within 10 feet of you take 1 point of damage.

2nd Level

Animate Weapon: Weapon animates and fight for you.

Arcane Turmoil: Targeted dispel magic on one subject, and subject loses one spell.

Bothersome Babble: Subject's speech becomes incoherent; second casting makes speech painful.

Karmic Backlash: Any creature damaging you becomes exhausted for 2 rounds.

3rd Level

Hood of the Cobra: You appear serpentine to target, and can deliver illusory poison bites.

Nightmare Terrain: Create patch of illusory terrain that hinders foes and allows you to hide.

Phantasmal Strangler: Nightmare grapples and strangles one foe.

4th Level

Finger of Agony: Deals 3d6 damage per round and nauseates or sickens target.

Horrid Sickness: Subjects are nauseated or sickened.

Karmic Retribution: Any creature damaging you becomes stunned for 1 round.

Unseen Strike: Invisibility effect triggered to activate the instant you successfully attack someone.

NEW PALADIN SPELL

3rd Level

Enduring Scrutiny: Become aware when target performs designated action.

NEW RANGER SPELLS

1st Level

Climbing Tree: Temporarily grow a tall tree for use as a ladder.

2nd Level

Near Horizon: Remove increment-based penalties on ranged attacks.

NEW SORCERER/WIZARD SPELLS

1st Level
Abjur

Karmic Aura: Any creature damaging you becomes fatigued for 3 rounds.

Evoc

Dawnburst: Illuminate all creatures in 10-foot radius; deal damage to light-sensitive creatures.

Jet of Steam: 30-foot line of steam deals 1d4 fire damage/level (max. 5d4).

Conj

Resinous Tar: Sticky substance slows movement or renders object difficult to drop.

Summon Component: Create a noncostly spell component.

Div

True Casting: +10 on your next spell penetration roll.

Vigilant Slumber: Set specific conditions under which you immediately wake up.

Necro

Death's Call: Scream deals 1 point of damage/level (more to swarms), fatigues all within 10 feet.

Reaving Aura: All creatures below 0 hit points within 10 feet of you take 1 point of damage.

2nd Level
Abjur

Arcane Turmoil: Targeted dispel magic on one subject, and subject loses one spell.

Attentive Alarm: As alarm, plus learn type and number of creatures that triggered alarm.

Conj

Incendiary Slime: Create slippery substance like grease, but highly flammable.

Div

Allied Footsteps: Subject knows direction and distance to your location.

Ench

Torrent of Tears: Subject is temporarily blinded and emotionally distraught.

Evoc

Luminous Swarm: Target takes 1d6 damage/round, has 20% miss chance on attacks.

Necro

Escalating Enfeeblement: As ray of enfeeblement, but greater effect against already weakened target.

Trans

Boiling Blood: Deal 2d6 fire damage per round; second casting sickens target.

Crystalline Memories: Read subject's surface thoughts, deal hit point and Int damage.

Heart of Air: Gain +10 on Jump checks, +10 ft. to fly speed, use feather fall once.

3rd Level
Abjur

Karmic Backlash: Any creature damaging you becomes exhausted for 2 rounds.

Repelling Shield: Invisible disc gives +4 to AC, blocks magic missiles, pushes away attackers.

Tenacious Dispelling: As targeted dispel magic, but second consecutive casting is more potent.

Conj

Caustic Smoke: Cloud deals 1d6 acid damage/round, blinds creatures.

Div

Enduring Scrutiny: Become aware when target performs designated action.

Spellcaster's Bane: Gain +2 on dispel, counterspell checks; recognize cast spell and caster level.

Ench

Bothersome Babble: Subject's speech becomes incoherent; second casting makes speech painful.

Evoc

Ghost Lantern: Generate light that only you and companions can see.

Illus

Deceptive Facade: Disguise appearance of another creature or object.

Hood of the Cobra: You appear serpentine to target, and can deliver illusory poison bites.

Mask of the Ideal: Gain +4 bonus on skill checks, checks to influence enchanted or conjured creatures.

Pall of Twilight: Veil of shadow impedes sight and sound.

Phantasmal Strangler: Nightmare grapples and strangles one foe.

Necro

Prickling Torment: Target is sickened, takes damage whenever it acts.

Trans

Animate Weapon: A weapon animates and fights for you.

Heart of Water: Gain swim speed, ability to breathe water, +5 on Escape Artist checks, freedom of movement once.

Shape of the Hellspawned Stalker: You take the form of a hell hound.

Unicorn Horn: You grow a horn that functions as a natural weapon.

4th Level
Abjur

Otiluke's Suppressing Field: Spells of a designated school or subtype are suppressed.

Conj

Caustic Mire: Acidic sludge slows progress, deals damage.

Ench

Melf's Slumber Arrows: Your arrows cause the target to fall asleep for 1 hour.

Vecna's Malevolent Whisper: Reduces living creature with 10 hp or lower to –9 hp.

Evoc

Incendiary Surge: Cone of fire deals 1d6/level damage, 1d8/level damage on consecutive casting.

Illus

Nightmare Terrain: Create patch of illusory terrain that hinders foes and allows you to hide.

Necro

Finger of Agony: Deals 3d6 damage per round and nauseates or sickens target.

Horrid Sickness: Subjects are nauseated or sickened.

Seed of Undeath: Subject that dies before spell expires rises as a zombie under your command.

Touch of Years: Target loses 3 points of Str, Dex, and Con; second casting blinds and deafens.

Trans

Aspect of the Icy Hunter: You take the form of a winter wolf.

Heart of Earth: Gain temporary hit points; +8 to resist bull rush, overrun, and trip; use stoneskin once.

Rebirth of Iron: Completely restores any metal item destroyed by rust, even if reduced to powder.

Rusted Blade: Touched weapon delivers filth fever.

5th Level
Conj

Dimension Jumper: Teleport up to 30 feet 1/round.

Fire and Brimstone: Subject takes fire damage, might be sickened.

Evoc

Channeled Sonic Blast: Deal sonic damage in cone; area and damage increase based on casting time.

Coat of Arms: Surround yourself with blades of force.

Resounding Thunder: Lasting sound deals 4d6 sonic damage per round, deafens creatures within area.

Illus

Fever Dream: Illusory vision fatigues or exhausts target, makes spellcasting difficult.

Retributive Image: Created illusion deals damage to those who disbelieve it.

Necro

Channeled Lifetheft: Fatigue, exhaust, and deal damage to target, depending on casting time.

Cryptwarden's Grasp: Bestow mummy rot with your touch.

Touch of Vecna: Deal negative energy damage and paralysis with your touch.

Trans

Flaying Tendrils: You grow mind flayer tentacles, which you can use to attack your foes.

Form of the Threefold Beast: You take the form of a chimera.

Heart of Fire: Gain +10 ft. to land speed, resistance to fire 10, use fire shield once.

Lightning Leap: Transform into bolt of lightning, damaging foes and transporting yourself.

Unicorn Blood: Gain immunity to poison, compulsion, charm effects; bestow temporary hp once.

Univ

Arcane Fusion: Cast two spells you know without expending additional slots. (Sorcerer only.)

6th Level
Abjur

Karmic Retribution: Any creature damaging you becomes stunned for 1 round.

Prismatic Aura: Shield of colors offers concealment and damages your attackers.

Conj

Familiar Refuge: Safely teleport self to familiar or familiar to self as a swift action.

Mordenkainen's Trusted Bloodhound: Create a ferocious hound that tracks and attacks foes.

Steal Summoning: Take control of another caster's summoned monster.

Tactical Teleportation: Teleport one creature/3 levels a short distance.

Ench

Endless Slumber: Subject falls asleep and is not easily roused.

Evoc

Lingering Flames: Eruption of fire deals 1d6 damage per caster level each round for 3 rounds.

Storm of Fire and Ice: Storm provides concealment, slows movement, deals cold and fire damage.

Trans

Smoky Confinement: Subject is imprisoned within a Tiny receptacle.

Univ

Rary's Arcane Conversion: Instantly lose a prepared wizard spell and replace it with another spell from your spellbook. (Wizard only.)

7th Level
Abjur

Energy Absorption: Target gains resistance 10 to energy; can turn one energy attack into healing.

Conj

Choking Cobwebs: Cobwebs provide concealment, slow movement, sicken creatures.

Necro

Necrotic Curse: Cure spells in area deal damage, living beings don't heal with rest.

Retributive Enervation: Any living creature that strikes you in melee gains a negative level.

Seed of Undeath, Greater: As seed of undeath, but affects an area.

Trans

Adamantine Wings: Wings grant fly 60 ft., provide natural attacks.

Unicorn Heart: Gain speed 60, +4 on Str-, Dex-, and Con-based checks; use dimension door once.

8th Level
Abjur

Mysterious Redirection: Attacks against you have 50% chance to strike adjacent target instead.

Conj

Deadly Lahar: Create a wave of molten volcanic rock that sticks to creatures.

Evoc

Prismatic Bow: Creates bow that allows seven attacks, each with a different prismatic effect.

Necro

Touch of the Graveborn: Melee touch attack deals 10d6 damage or controls undead creature.

Trans

Dreaded Form of the Eye Tyrant: You take the form of a beholder.

Unyielding Form of Inevitable Death: You take the form of a marut.

Univ

Arcane Fusion, Greater: Cast two spells without expending additional slots. (Sorcerer only.)

9th Level
Conj

Dimension Jumper, Greater: Teleport yourself up to 60 feet once per round.

Genius Loci: Create a guardian spirit for a specific location.

Towering Thunderhead: Clouds provide concealment, block ranged attacks, empower sonic or electricity spells.

Evoc

Deadly Sunstroke: Creatures take 1d6 fire damage/ level and become fatigued.

Lash of Force: Whip of force strikes for 5d6 damage; can become a 15d6 line attack.

Prismatic Deluge: Call down a prismatic effect over a wide area.

WU JEN SPELLS

1st Level
Water

Jet of Steam: 30-foot line of steam deals 1d4 fire damage/level (max. 5d4).

Wood

Climbing Tree: Temporarily grow a tall tree for use as a ladder.

2nd Level

Air Heart of Air: Gain +10 on Jump checks, +10 ft. to fly speed, use feather fall once.

Water

Torrent of Tears: Subject is temporarily blinded and emotionally distraught.

Wood

Blackrot: Deal damage to plant creatures, or use wooden weapon to sicken foes.

3rd Level
All

Elemental Eye: See through a designated object.

Metal

Rebirth of Iron: Completely restores any metal item destroyed by rust, even if reduced to powder.

Water

Heart of Water: Gain swim speed, ability to breathe water, +5 on Escape Artist checks, freedom of movement once.

4th Level
Earth

Heart of Earth: Gain temporary hit points; +8 to resist bull rush, overrun, and trip; use stoneskin once.

Metal

Rain of Spines: Spines rain down on area, dealing 6d6 damage and pinning creatures to ground.

Rusted Blade: Touched weapon delivers filth fever.

Storm of Needles: A deluge of needles deals 1d4 damage/level (max. 15d4) in 30-ft. cone.

5th Level
Fire
Fire

and Brimstone: Subject takes fire damage, might be sickened.

Heart of Fire: Gain +10 ft. to land speed, resistance to fire 10, use fire shield once.

6th Level
Fire

Lingering Flames: Eruption of fire deals 1d6 damage per caster level each round for 3 rounds.

Storm of Fire and Ice: Storm provides concealment, slows movement, deals cold and fire damage.

Water

Storm of Fire and Ice: Storm provides concealment, slows movement, deals cold and fire damage.

7th Level
Earth

Great Worm of the Earth: Enormous wormlike maw attempts to swallow target.

Metal

Adamantine Wings: Wings grant fly 60 ft., provide natural attacks.

Energy Absorption: Target gains resistance 10 to energy; can turn one energy attack into healing.

8th Level
Earth

Deadly Lahar: Create a wave of molten volcanic rock that sticks to creatures.

Fire

Deadly Lahar: Create a wave of molten volcanic rock that sticks to creatures.

Mysterious Redirection: Attacks against you have 50% chance to strike adjacent target instead.

9th Level
Fire

Deadly Sunstroke: Creatures take 1d6 fire damage/ level and become fatigued.

Wood

Arboreal Transformation: Transform your foe into a tree, which temporarily animates and serves you.

Transcend Mortality: You are nigh-unkillable for a brief period, but die immediately afterward.