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Warlock spells

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This is the list of spells available to Warlocks as they level up. Reminder that you can gain at most two spells from each level!

Warlock Spells List[edit]

Warlocks cast arcane spells.

Consult the table below to know the number of Warlock spells available per spell level, and per spell school.

  Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation Total
Level 1 32360143 22
Level 2 23020241 14
Level 3 22020143 14
Level 4 33120021 12
Level 5 22030261 16
Level 6 12041020 10
Total 13 14 4 19 1 6 22 9 88

Level 1[edit]

Icon Name School Description S.C. Metamagic Feats
Nightshield.png
Nightshield Abjuration Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th level), and protection from Magic Missiles for 1 minute per caster level. Minimum duration 5 minutes.
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Icon resistenergy.png
Resist Energy Abjuration Gives an ally limited resistance from one chosen energy type, reducing damage or attack by 10. (20 at caster level 7th, 30 at 11th.) Energy types available are: acid, cold, electricity, fire, or sonic.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Shield.png
Shield Abjuration Grants a +4 shield bonus to Armor Class, and protection from Magic Missile for 1 minute per caster level.
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Grease.png
Grease Conjuration Covers the ground with a 10 ft. square layer of slippery grease, forcing targets to make a Reflex save or fall. (Affects party members.) Sometimes it deals 2d6 fire damage per 2 caster levels to all enemies of the caster in the grease every few seconds, as well as the caster of the Grease spell. A successful Reflex save will reduce this damage by half.
Pinch of Fine Sand icon.png
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
SummonMonsterI.png
Summon Monster I Conjuration Summons 1 Monster from 3 choices: Brown Spider, Celestial Dog, Giant Rat to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
Pinch of Fine Sand icon.png
Icon Feat Quicken Spell.png
DetectSecretDoors.png
Detect Secret Doors Divination Reveals secret and hidden doors.
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
MastersTouch.png
Master's Touch Divination Enchants the items currently equipped in the target's right and left hands to grant their wielder proficiency if the items are simple or martial weapons, or shields, and lasts until the target rests.
SeeInvisibility.png
See Invisibility Divination Reveals Invisible creatures, or objects.
Eyelash in Gum Arabic icon.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Bane.png
Bane Enchantment Enemies are filled with fear and doubt, giving a -1 penalty on attack rolls and saves against fear on all affected targets. A successful Will save negates this effect. Bane counters and dispels Bless.
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
CharmPerson.png
Charm Person Enchantment Charms an enemy humanoid, which will fight as a trusted friend and ally. Charmed humanoids get an additional saving throw every 3d6+12 seconds. A successful Will save negates this effect. Humanoids include kobolds, goblinoids, player races except for warforged, and more creatures
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Hypnotism.png
Hypnotism Enchantment Gestures and droning incantation fascinate nearby enemies, causing them to stop and stare blankly until damaged. A successful Will save negates this effect. Hypnotism confers a -3 Will Save on all targets for 15 seconds, even if the targets make their save.
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
OttosResistibleDance.png
Otto's Resistible Dance Enchantment At your touch forces one Foe to dance, preventing it from doing anything else. A successful Will save negates this effect.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Sleep.png
Sleep Enchantment Induces a magical slumber, rendering creatures Helpless until attacked. Ineffective on Undead, Constructs, or Oozes. A successful Will save negates this effect. (DC = spell's save DC - creature's HD + your caster level)
Pinch of Fine Sand icon.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
TouchOfIdiocy.png
Touch of Idiocy Enchantment Target takes 1d6 points of Charisma, Intelligence, and Wisdom damage.
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
Color Spray icon.png
Color Spray Illusion Enemies are sprayed with illusions of color, and must make a Will save or be Dazed, Blinded, and/or Silenced. The target must make a saving throw for each effect.
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Icon Embolden Spell.png
CauseFear.png
Cause Fear Necromancy If the target fails a Will save acquires the condition Cowering, otherwise it becomes Shaken.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Doom.png
Doom Necromancy This spell fills a single living creature with a feeling of horrible dread that causes it to become shaken, penalizing all saves, attack rolls, and skill rolls by -2. A successful Will save negates this effect. This is a fear effect.
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
FalseLife.png
False Life Necromancy Harnesses the power of unlife granting to the caster 10 plus 1 per caster level (Maximum caster level 10, for a total of 20.) temporary hit points.
Eyelash in Gum Arabic icon.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
RayOfEnfeeblement.png
Ray of Enfeeblement Necromancy A coruscating ray springs towards the target, inflicting a 1d6 Strength penalty plus 1 additional per 2 caster levels. (Maximum Strength penalty 1d6+5.)
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
Sp drd entangle.png
Entangle Transmutation Primal magic awakens plants and vines to grasp at the caster's enemies. Entangled creatures suffer a 90% penalty to movement speed, a 50% attack speed penalty, and a -1 penalty to attack rolls, AC and Reflex. A successful Reflex save negates this effect. Entangled creatures may leave the affected area to escape it's effects, or attempt to make a Strength check every 2 seconds to negate. Area of effect fire spells will destroy these vines and free any entangled creatures. Incorporeal creatures and oozes are naturally immune. Fire elementals and other fire creatures are immune because they burn through the plants.
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
ExpeditiousRetreat.png
Expeditious Retreat Transmutation Increases base run speed by 25% for 1 minute per caster level.
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
FeatherFall.png
Feather Fall Transmutation Causes an ally to fall slowly, although faster than feathers typically do.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Sp rgr jump.png
Jump Transmutation Gives an allied creature a +10 enhancement bonus to Jump skill for 1 minute per caster level. This bonus increases to +20 at 5th level, and +30 at 9th level. However creatures will see no improvement after obtaining a Jump skill of 40.
Pinch of Fine Sand icon.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
OozePuppet.png
Ooze Puppet Transmutation Telekinetically controls the actions of an enemy Ooze, forcing it to change sides. The target is slowed by this spell, but gains additional Fortitude saves every 60 seconds to break free. While under the effect of this spell, the Ooze can't split.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png

Level 2[edit]

Icon Name School Description S.C. Metamagic Feats
Sp dispelmagic.png
Dispel Magic Abjuration Removes ongoing spells that have been cast on a target, on a successful caster level check 1d20+caster level (Maximum caster level 10.) of DC 11+spell's caster level. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner.
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
ProtectionFromEnergy.png
Protection from Energy Abjuration Protection from Energy grants temporary immunity to one chosen type of energy you specify when you cast it, or until 12 points of energy per caster level (Maximum caster level 10.) from the chosen kind of energy type has been absorbed. Energy types available are: acid, cold, electricity, fire, and sonic.
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
FogCloud.png
Fog Cloud Conjuration A bank of fog billows out, obscuring the sight of all targets within its effect and giving all creatures in the fog concealment (Attackers have 20% miss chance.), similar to a targetable ranged version of Obscuring Mist. Affects party members.
Eyelash in Gum Arabic icon.png
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
SleetStorm.png
Sleet Storm Conjuration
(Cold)
Driving sleet blocks all sight (Attackers are Blinded.), and causes the ground around the target to become icy, slowing targets within it by 50%. This spell affects party members too.
Ball of Bat Guano and Sulfur icon.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
SummonMonsterIII.png
Summon Monster III Conjuration Summons 1 Monster from 3 choices: Winter Wolf, Air Mephit, Hellhound to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
Ball of Bat Guano and Sulfur icon.png
Icon Feat Quicken Spell.png
Web.png
Web Conjuration Creates a many-layered mass of strong, sticky strands that entangle targets within them. A successful Reflex save negates this effect. Entangled creatures may attempt to make a Strength check every 2 seconds to escape. Area of effect fire spells will destroy these webs and free any entangled creatures. Incorporeal creatures, oozes, and spiders are naturally immune. Fire elementals and other fire creatures are immune because they burn through the webs. The duration is a fixed 30 seconds.
Eyelash in Gum Arabic icon.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Silence Creature.png
Silence Creature Enchantment Attempt to magically silence one enemy, who must succeed on a Will saving throw or be rendered unable to cast spells for 6 seconds, plus an additional second per caster level. (Maximum Caster Level: 20). Creatures that have been silenced in this manner may attempt to save again every two seconds. Does not affect Bosses or Raid Bosses.
Icon Feat Quicken Spell.png
Suggestion.png
Suggestion Enchantment Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 6 seconds per caster level. A successful Will save negates this effect.
Ball of Bat Guano and Sulfur icon.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Blur icon.png
Blur Illusion An ally's outline becomes slightly blurred, granting a 20% miss chance on attacks against the ally.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Invisibility.png
Invisibility Illusion This spell renders a creature Invisible for 1 minute per caster level. Attacking a target, or using an object (Door, lever, etc.) removes this condition.
Eyelash in Gum Arabic icon.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
CommandUndead.png
Command Undead Necromancy Control is granted over the enemy Undead, forcing it to fight for you. Mindless undead are controlled for 1 to 4 minutes, while other Undead can be controlled for a maximum of 10 minutes but get an additional Will saving throw every 20 seconds.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
GhoulTouch.png
Ghoul Touch Necromancy This spell imbues your hand with negative energy, allowing you to paralyze 1 living Humanoid that you touch. A successful Fortitude save negates. Humanoids include Kobolds, Goblinoids, player Races except for Warforged, Troglodytes, and more.
Eyelash in Gum Arabic icon.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
RayOfExhaustion.png
Ray of Exhaustion Necromancy A ray causes 1 target become exhausted. Exhausted creatures take a -6 penalty on Strength and Dexterity, and move at 50% speed. A successful Fortitude save means the creature is only fatigued.
Ball of Bat Guano and Sulfur icon.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Scare.png
Scare Necromancy This spell functions like Cause Fear on multiple targets. Affected enemies become frightened. A successful Will save causes the target to become Shaken instead.
Eyelash in Gum Arabic icon.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
WaterBreathing.png
Water Breathing Transmutation Grants the ability to breathe water to you and your allies.
Ball of Bat Guano and Sulfur icon.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png

Level 3[edit]

Icon Name School Description S.C. Metamagic Feats
Banishment.png
Banishment Abjuration Allows casting a more powerful version of the Dismissal spell on multiple targets. A successful Will save negates this effect. (DC=spell's save DC-creature's Hit Die+caster level.)
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Stoneskin.png
Stoneskin Abjuration The warded creature gains resistance to base melee damage granting Damage Reduction 10/Adamantine. Once the spell has prevented a total of 10 points damage per caster level it is discharged. Otherwise it lasts 1 minute per caster level.
Ball of Bat Guano and Sulfur icon.png
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
DimensionDoor.png
Dimension Door Conjuration Creates a door of magical energy in a dungeon or adventure area. Any member of your party may use the door to return to the inside entrance of the area. The magical door disappears once the caster passes through it.
Icon Feat Quicken Spell.png
SummonMonsterIV.png
Summon Monster IV Conjuration Summons 1 Monster from 3 choices: Fiendish Monstrous Spider, Greater Air Mephit, Lantern Archon to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
Heart of a Hen icon.png
Icon Feat Quicken Spell.png
CharmMonster.png
Charm Monster Enchantment An enemy monster is charmed and will fight as a trusted friend and ally. Charmed monsters get additional saves every 3d6+12 seconds. A successful Will save negates this effect.
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
DeepSlumber.png
Deep Slumber Enchantment This area of effect spell functions like Sleep (spell), inducing a magical slumber, sending a group of enemies to sleep (which renders them helpless) until attacked or for a duration of 20 + 2 seconds per caster level (no maximum). Ineffective on Undead, Constructs, Elves and other creatures immune to sleep. A successful will save negates this effect.
Ball of Bat Guano and Sulfur icon.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Displacement icon.png
Displacement Illusion An ally creature's outline becomes blurred, giving enemies a 50% miss chance when attacking.
Ball of Bat Guano and Sulfur icon.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
PhantasmalKiller.png
Phantasmal Killer Illusion A target who fails a Will saving throw followed by a failed Fortitude saving throw dies from fear. A successful Fortitude save still results in 1d3 + 1 damage per caster level. A Will save disbelieves the spell and negates ill effects.
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
BestowCurse.png
Bestow Curse Necromancy The target is cursed, giving a -4 penalty to attack rolls, skill rolls and saves. A successful Will save negates this effect.
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Contagion.png
Contagion Necromancy Infects a living enemy with the chosen disease, which strikes immediately and deals damage every minute to one or more attributes. A successful Fortitude save negates the damage. Affected creatures can only recover if they make two consecutive Fortitude saves.
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
Enervation.png
Enervation Necromancy A black ray of crackling negative energy suppresses the life force of any living creature it strikes, granting an enemy 1d4 negative levels. If the target has as many negative levels as its Hit Die, it dies. Each negative level gives a creature a -2 penalty to attack rolls, saving throws, Skill checks, Ability checks and a -1 to effective level. Negative levels stack.
Icon Feat Quicken Spell.png
Fear.png
Fear Necromancy An area of effect of terror in the shape of a cone causes each living enemy in an area to become panicked. A successful will save causes enemies to become shaken. Creatures that fail their save are also slowed 35% by necrotic energy.
Heart of a Hen icon.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
Dark Discorporation icon.png
Dark Discorporation Transmutation You turn into a swarm of batlike shadows. In this form, you gain Invisibility, 25% Incorporeality, and damage from all sources (except for Untyped/Bane damage) is reduced by 50%. Attacking enemies or interacting with objects will revert you to normal form.
Icon Feat Quicken Spell.png
Haste.png
Haste Transmutation Quickens allies (32% enhancement bonus to run speed), causing them to attack 15% faster than normal (15% enhancement bonus to attack speed). In addition the recipient gains a +1 enhancement bonus to attack rolls, plus a +1 dodge bonus to AC and Reflex saves.
Ball of Bat Guano and Sulfur icon.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png

Level 4[edit]

Icon Name School Description S.C. Metamagic Feats
Dismissal.png
Dismissal Abjuration This spell forces an extraplanar creature back to its proper plane if it fails a special Will save. (DC= spell’s save DC-creature’s Hit Die+your caster level.) If the spell is successful, then the creature is instantly whisked away sending the subject to his plane. Even on a successful save the target still suffers 1d3 +3 per caster level, damage.
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
LesserGlobeOfInvulnerability.png
Lesser Globe of Invulnerability Abjuration An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 3 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe.
Heart of a Hen icon.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
Protection from Elements.png
Protection from Elements Abjuration Grants temporary immunity to five forms of energy damage for 1 minute per caster level, or until 12 points of energy per caster level (Maximum 120 points at caster level 10) for each energy type has been absorbed. Protects against: Acid, Cold, Lightning, Fire and Sonic.
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
Evard's Black Tentacles.png
Evard's Black Tentacles Conjuration Conjures a zone filled with many rubbery black tentacles for 10 seconds. While inside the zone, enemies are Slowed (no save). Every 2 seconds, enemies within the zone must make a successful Strength save or become Entangled by the tentacles for 10 seconds. All enemies within the zone take 1d4 Bludgeoning damage per caster level (Scales with Spell Power) every 2 seconds as the tentacles try and grab them, and an additional 1d4 per caster level if Entangled. A successful Fortitude save reduces the damage by half. Tentacles may continue to hold enemies after the zone fades, though they will not deal damage.
Heart of a Hen icon.png
Icon Feat Maximize Spell.png
Icon Feat Quicken Spell.png
SummonMonsterVI.png
Summon Monster VI Conjuration Summons 1 Monster from 3 choices: Eladrin Bralani, Fiendish Troll, Large Water Elemental to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time.
Icon Feat Quicken Spell.png
Teleport.png
Teleport Conjuration Lets you pick from several destinations (Most public areas in Stormreach, plus The Portable Hole, an area only accessible with Teleportation spells), and instantly transports you there with a 3% failure rate.
Icon Feat Quicken Spell.png
TrueSeeing.png
True Seeing Divination You confer on the subject the ability to see things as they actually are. This allows the target to find secret doors that have a DC of 30 or less, see the exact location of creatures hidden by Blur or Displacement effects, and see Invisible creatures or objects normally.
Heart of a Hen icon.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
HoldMonster.png
Hold Monster Enchantment This spell functions like Hold Person affecting any living creature that fails its Will save. The enemy is aware, but it can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds.
Heart of a Hen icon.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
SymbolOfPersuasion.png
Symbol of Persuasion Enchantment You create a pinkish symbol of power in the air, and it's activated by an enemy who comes into range of it, applying a charm effect to all nearby targets for 6 seconds per caster level. Each target can make a Will save to negate the effect. The symbol dissipates 20 seconds after being triggered, or in 5 minutes otherwise.
Heart of a Hen icon.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
SymbolOfFear.png
Symbol of Fear Necromancy You create a purple symbol of power in the air, and it's activated by an enemy who comes into range of it. It applies the condition panicked to all nearby opponents for 6 seconds per caster level or until the symbol expires. Each enemy can make a Will save to negate this condition. The symbol dissipates in 20 seconds after being triggered, or in 5 minutes otherwise.
Heart of a Hen icon.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
WavesOfFatigue.png
Waves of Fatigue Necromancy Waves of negative energy render all living creatures in the spell’s area fatigued. A fatigued creature takes a -2 penalty to Strength and Dexterity, and suffers a -10% penalty to movement speed.
Icon Feat Quicken Spell.png
FleshToStone.png
Flesh to Stone Transmutation Turns a single fleshy target into a mindless, inert statue in a Petrified condition. In stone form, creatures are much more difficult to damage (Damage Reduction 10/Adamantine), but are Helpless and receive 50% more damage because of it. Only creatures made of flesh are affected by this spell. This effect lasts 60 seconds plus 10 seconds per caster level, but the target has a chance to remake its Fortitude save every 24 seconds.
Heart of a Hen icon.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png

Level 5[edit]

Icon Name School Description S.C. Metamagic Feats
GlobeOfInvulnerability.png
Globe of Invulnerability Abjuration An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 4 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe.
Crystal Cone icon.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
ProtectionFromElementsMass.png
Protection from Elements, Mass Abjuration Casts Protection from Elements on multiple targets, granting targets temporary immunity to all forms of energy for 1 minute per caster level, or until 12 points of energy per caster level (Maximum caster level 10.) for each energy type has been absorbed.
Icon Feat Enlarge Spell.png
Icon Feat Quicken Spell.png
GreaterTeleport.png
Greater Teleport Conjuration Confers to the Player Characters in the area of effect the option to be transported to 1 of a variety of locations.
Icon Feat Quicken Spell.png
SummonMonsterVIII.png
Summon Monster VIII Conjuration Summons 1 Monster from 3 choices: Bezekira, Greater Air Elemental, Orthon to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
Crystal Cone icon.png
Icon Feat Quicken Spell.png
HoldPersonMass.png
Hold Person, Mass Enchantment Casts Hold Person on multiple targets. Affected enemies that fail his will save become held and can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new will save every 3 seconds.
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
MindFog.png
Mind Fog Enchantment Mind Fog produces a bank of mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a -10 competence penalty on Will saves. A successful Will save negates this effect. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog.
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
SymbolOfStunning.png
Symbol of Stunning Enchantment You create a symbol of power in the air, and it's activated by a target approaching. All targets entering the area of effect are Dazed (effect may be called stunned, but unlike a real stun this effect does not make the targets helpless) for 6d6 seconds. A successful Will save negates this condition. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise.
Crystal Cone icon.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
InvisibilityMass.png
Invisibility, Mass Illusion Casts Invisibility on multiple allied creatures, rendering the creatures Invisible for 1 minute per caster level. This spell simply considers the creatures are hidden with a Hide score of 20, but it isn't a bonus to Hide. Attacking a target, or using an object (Door, lever, etc.) removes this condition.
Crystal Cone icon.png
Icon Feat Enlarge Spell.png
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
ShadowWalk.png
Shadow Walk Illusion Transports you to the edge of the Material Plane where it borders the Plane of Shadow. While this spell is active, you receive a 40% Enhancement bonus to run speed, and your outline appears faint and you are harder to hit (50% Concealment). Attacking another creature, or otherwise interacting with objects shunts you back to the Material Plane.
Icon Feat Extend Spell.png
Icon Feat Quicken Spell.png
CircleOfDeath.png
Circle of Death Necromancy Rains dark energy into an area. Living Creatures are subject to a death effect; getting a reflex save and then a fortitude save to avoid death. Targets who succeed against the reflex save suffer no ill effect, but creatures who succeed on the fortitude save still suffer 1d4 negative levels.
Crystal Cone icon.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
ControlUndead.png
Control Undead Necromancy Control is granted over the enemy undead, forcing it to fight for you. A successful will save negates this effect. Controlled undead get an additional will save every 2 minutes.
Crystal Cone icon.png
Icon Feat Enlarge Spell.png
Icon Feat Heighten Spell.png
Icon Feat Quicken Spell.png
CreateUndead.png
Create Undead Necromancy This evil spell allows you to create one of three types of undead: a wight priest, a dread wraith, or a mummy lord. Created undead are automatically under the control of their creator. They are subject to the same restrictions as summons conjured by summoning spells.
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Finger of Death Necromancy You can slay any one living creature within range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 4d2+4 untyped damage per caster level (Maximum caster level 25 or 100d2+100) damage.
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Undeath to Death Necromancy Destroys Undead creatures in an area of effect. This spell affects 1 Undead and an additional undead target for every 4 caster levels after the first (for a maximum of 4 Undead at caster level 13). A successful Will save negates this effect.
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Waves of Exhaustion Necromancy Waves of negative energy cause all living creatures to become Exhausted. Exhausted creatures take a -25% penalty to movement speed, -6 penalty to Strength and Dexterity, and cannot tumble.
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Tenser's Transformation Transmutation Causes the caster to become a virtual fighting machine becoming stronger, tougher, faster, and more skilled in combat. You gain a +4 alchemical bonus to Strength, Dexterity, and Constitution, a +6 alchemical bonus to Armor Class, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level. Your spellcasting ability is reduced, resulting in a -2 penalty to all spell DCs, -2 to your rolls to bypass enemy Spell Resistance, and doubling the cooldown of your spells.
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Level 6[edit]

Icon Name School Description S.C. Metamagic Feats
MordenkainensDisjunction.png
Mordenkainen's Disjunction Abjuration

SR: NO

A powerful force disrupts magical effects on the target, removing ongoing spells that have been cast on a target. You must make a caster level check of 1d20+your caster level (No maximum) versus 11+the spell's caster level to remove a spell effect, and your target must make a Will save for each equipped item or all magical properties on them are temporarily disabled for 2 minutes.
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Summon Monster IX Conjuration

SR: NO

Summons one Monster from three choices (Eladrin Ghaele, Elder Fire Elemental, or Hezrou) to fight for you for 10 minutes. You can only have one summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
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Trap the Soul Conjuration

SR: YES

Forces a creature's life force and its material body into a gem on a failed Will save. Although this essentially 'kills' the target, it is not a Death effect and functions on creatures such as Undead but not most Constructs. This spell requires a Khyber Dragonshard as a special material component. It is often helpful to cast Enervation on a target before casting Trap the Soul to reduce the creature's saving throw.
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Charm Monster, Mass Enchantment

SR: YES

A group of enemy monsters are charmed and will fight as trusted friends and allies. Charmed monsters get additional saves every 3d6+12 seconds. A successful Will save negates this effect.
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Dominate Monster Enchantment

SR: YES

Telepathically controls the actions of a living enemy that fails its Will save, causing it to change sides. Dominate acts like Charm Monster, but the target only gains an additional Will saving throw every 15 to 30 seconds. The creature has less chance to break free and will follow you throughout the dungeon.
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Hold Monster, Mass Enchantment

SR: YES

As Hold Monster, but for multiple targets. Enemies that fail its Will save become held in place and are thus considered helpless for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds.
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Power Word: Stun Enchantment

SR: YES

You utter a single word of power that instantly causes one creature of your choice to become Stunned, whether the creature can hear the word or not. The duration of the spell depends on the target’s current Hit Points.
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Arcane Tempest Evocation
(Force)
You create a storm of arcane energy that rains shards of force energy upon your foes. Any creatures caught within the storm take 7 to 12 (1d6+6, maximum 15d6+75) per caster level in Force damage every every two seconds for a duration of 8 seconds. Targets first entering the storm may make a Reflex save for half, but remaining in the storm they take damage with no saving throw. Damage
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Symbol of Death Necromancy

SR: YES

You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all targets inside the symbol will suffer a single negative level. You can cause your enemies to run out and back in the symbol several times to stack up consecutive negative levels upon them, they will suffer one additional one each time they run through.
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Wail of the Banshee Necromancy

SR: YES

You emit a terrible scream, creating a deadly area around yourself for 6 seconds. Every 2 seconds, two nearby enemies must make a fortitude save or die. On a successful fortitude save, the target takes 1 to 4 negative levels. You are free to perform other actions while Wail of the Banshee is active.
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