A complete list of all CD Conjuration spells. Entirely new spells are marked with an asterisk(*).
To see the changes to the Spell Focus (Conjuration) feats check here.
Caster Level(s): Wizard / Sorcerer 0
Innate Level: 0
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single creature/object
Duration: Instant
Save: None
Spell Resistance: Yes
The caster fires a small orb of acid at the target for 1d4+1 points of acid damage.
(Player only)
2d4+1 at level 5
3d4+1 at level 10
4d4+1 at level 15
5d4+1 at level 20
Caster Level(s): Bard 0; Blackguard 0; Cleric / Favored Soul 0; Druid 0; Paladin 0
Innate Level: 0
School: Conjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: Yes
The target creature is healed for 8 points of damage. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
This spell inflicts positive energy damage on a targeted undead.
Caster Level(s): Wizard / Sorcerer 0
Innate Level: 0
School: Conjuration
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: Yes
Does 1d4 + 1 cold damage to a single target creature.
(Player only)
2d4+1 at level 5
3d4+1 at level 10
4d4+1 at level 15
5d4+1 at level 20
Caster Level(s): Bard 1; Blackguard 1; Cleric/Favored Soul 1; Druid 1; Paladin 1; Ranger 1
Innate Level: 1
School: Conjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: Yes
Additional counterspells: Ghoul Touch
The target creature is healed for 2d8 points of damage, +1 point per caster level (to a maximum of +5). Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
This spell inflicts positive energy damage on a targeted undead.
Caster Level(s): Bard 1; Druid 1; Ranger 1; Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: 2 Rounds + 1 / 3 Levels
Save: Reflex
Spell Resistance: Yes
A churning field of oil and grease fills the target area, causing all within to either fall down or move at a reduced speed.
-The speed reduction is 50%, and this is applied upon entering the area of effect. (So, for example, having freedom when entering the area of effect negates the speed reduction, even if freedom is lost while in the affected area.) There is no saving throw for this aspect of the spell (but spell resistance does apply).
-The chance of falling down occurs every six seconds, independent of whether or not the speed reduction was effective. Spell resistance does not protect from this; staying on one's feet requires passing the saving throw (or immunity to knockdown).
-The speed reduction stacks when multiple grease spells have overlapping areas.
Caster Level(s): Bard 1; Cleric Magic 1; Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No
The selected target gains +4 Bonus to Armor Enhancement.
Caster Level(s): Bard 1; Blackguard 1; Cleric / Favored Soul 1; Druid 1; Ranger 1; Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 1 Hour / 3 Levels (Minimum 2 Hours)
Save: None
Spell Resistance: No
The caster summons a dire badger to be a faithful and loyal servant.
-Significantly buffed compared to the default dire badger summon.
-Duration can be increased with the Spell Focus: Conjuration feats.
Caster Level(s): Paladin 2
Innate Level: 2
School: conjuration
Descriptor(s): Mind-Affecting
Components: Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal
Duration: 1 Turn / Level
Save: None
Spell Resistance: No
The caster channels divine power to gain a +4 charisma bonus. All allies near the caster gain a +5 bonus to their saving throws versus fear.
Allies also receive 1d4 healing. This healing is rolled once for all allies, not once per ally.
Caster Level(s): Bard 2; Blackguard 2; Cleric / Favored Soul 2; Druid 3; Paladin 3; Ranger 3
Innate Level: 2
School: Conjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: Yes
Additional counterspells: Ghoul Touch
The target creature is healed for 3d8 points of damage, +1 point per caster level (to a maximum of +10). Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
This spell inflicts positive energy damage on a targeted undead.
Caster Level(s): Druid 2
Innate Level: 2
School: Conjuration
Component(s): Verbal, Somatic
Range: Medium
Duration: 1 Hour / Level
Save: None
Spell Resistance: No
With this spell the druid summons several tiny insects and then transforms them into much bigger counterparts. Their power increases with the druid, so a level 20 druid will call stronger and bigger insects than a level 10 one.
Caster Level(s): Bard 2; Wizard / Sorcerer 2
Innate Level: 2
School: Conjuration
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Colossal
Duration: 1 Round / Level
Save: Will Negates (Blinding only)
Spell Resistance: No
A cloud of golden particles covers everyone and everything in the area, causing creature to become blinded and visibly outlining invisible things for the duration of the spell.
All within the area are covered by the dust, which cannot be removed and continue to sparkle until it fades.
Any creature covered by the dust takes a -40 penalty on Hide checks.
Caster Level(s): Cleric / Favored Soul 2; Druid 2
Innate Level: 2
School: Conjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Harmless
Spell Resistance: No
Additional counterspells: Ghoul Touch
Removes all magical, extraordinary, and supernatural effects that apply a penalty to ability scores, armor class, attack and damage rolls, spell resistance, skills, damage immunity, and saving throws. This spell will not remove the effects of a curse or a disease.
Caster Level(s): Cleric Magic 2; Wizard / Sorcerer 2
Innate Level: 2
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: 1 Round + 1 Round / 3 Levels
Save: None
Spell Resistance: Yes
The caster targets a single creature with an acid bolt. The initial damage from the spell is 3d6, +2d6 every round until the spell expires.
(NPC's deal 3d6, +1d6 every round)
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Conjuration
Component(s): Verbal
Range: Short
Area of Effect / Target: One Creature
Duration: 5 Rounds
Save: None
Spell Resistance: Yes
You utter a single word of power that causes one creature of your choice to fall asleep, whether the creature can hear the word or not. The spell depends on the target's current hit point total. Any creature that currently has over 20 hit points is unaffected by the spell.
Caster Level(s): Cleric / Favored Soul 2; Paladin 2
Innate Level: 2
School: Conjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Medium
Duration: Instant
Save: Harmless
Spell Resistance: No
All paralysis and hold effects are removed from allies within the area of effect.
Paralysis can also be removed by Restoration and Freedom of Movement.
Caster Level(s): Bard 2; Blackguard 2; Cleric / Favored Soul 2; Druid 2; Ranger 2; Wizard / Sorcerer 2
Innate Level: 2
School: Conjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 1 Hour / 3 Levels (Minimum 2 Hours)
Save: None
Spell Resistance: No
The caster summons a dire boar to be a faithful and loyal servant.
-Significantly buffed compared to the default dire boar summon.
-Duration can be increased with the Spell Focus: Conjuration feats.
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Conjuration
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 1 Round / 2 Levels
Save: Reflex partial
Spell Resistance: Yes
Sticky strands cling to all creatures within the area of effect, entangling them. Creatures who make their save can move, but at a reduced rate depending on their strength.
-The movement reduction percentage is 65% minus twice the creature's strength, with a minimum reduction of 1%. This is calculated upon entering the area of effect and is not affected by changes to a creature's strength while the creature is in the area of effect.
-Sometimes a player's dexterity will become stuck at 3. Players may type /fix if this happens.
Caster Level(s): Bard 3; Blackguard 3; Cleric / Favored Soul 3, Good 2; Druid 4; Paladin 4; Ranger 4
Innate Level: 3
School: Conjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: Yes
Additional counterspells: Ghoul Touch
The target creature is healed for 4d8 points of damage, +1 point per caster level (to a maximum of +15). Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
This spell inflicts positive energy damage on a targeted undead.
Caster Level(s): Assassin 2; Wizard / Sorcerer 3
Innate Level: 3
School: Conjuration
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes
The caster launches 1 conjured fiery arrow at the target creature for every 4 caster Levels. Each arrow does 4d6+1 points of fire damage.
Caster Level | Arrows per cast |
5 | 1 |
8 | 2 |
12 | 3 |
16 | 4 |
20 | 5 |
24 | 6 |
28 | 7 |
32 | 8 |
-Saving throws and spell resistance checks are made for each arrow of this spell.
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: 8 meter cone
Duration: Instantaneous
Save: Reflex 1/2
Spell Resistance: Yes
You breathe forth a cone of acidic droplets. The cone inflicts 1d6 points of acid damage per caster level (maximum 10d6).
Caster Level(s): Bard 4; Cleric / Favored Soul 4; Druid 3; Paladin 4; Ranger 3
Innate Level: 3
School: Conjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Harmless
Spell Resistance: No
A target creature has all traces of poison removed from their system.
Also cures disease and ability score loss.
Caster Level(s): Bard 3; Blackguard 3; Wizard / Sorcerer 3
Innate Level: 3
School: Conjuration (Creation)
Component(s): Verbal, Somatic
Casting Time: 10 minutes
Range: 0 ft.
Area of Effect / Target: Point
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No
(Spell is not implemented, RP only!)
You conjure a Large, quasi-real, horse like creature. The steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.
The mount has an AC of 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per caster level, to a maximum of 240 feet. It can bear its rider's weight plus up to 10 pounds per caster level.
These mounts gain certain powers according to caster level. A mount's abilities include those of mounts of lower caster levels.
8th Level
The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.
10th Level
The mount can use water walk at will (as the spell, no action required to activate this ability).
12th Level
The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.
14th Level
The mount can fly at its speed (average maneuverability).
Caster Level(s): Cleric / Favored Soul 3; Paladin 3
Innate Level: 3
School: Conjuration
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal, caster
Duration: 1 Round / Level
Save: Harmless
Spell Resistance: Yes
All allies within the area of effect gain +1 to attack and damage rolls, skill checks, and saving throws. Enemies receive -1 penalties to the same.
-Prayer, Recitation and Crusade do not stack.
-Prayer will not replace Recitation or Crusade.
-Will now only override the same spell on a target if the new spell is cast at an equal or higher caster level.
-The bonus to attack provided by this spell counts towards the +20 attack bonus cap.
-Prayer treating neutral creatures as hostile is fixed, preventing neutral NPCs becoming hostile.
Caster Level(s): Cleric / Favored Soul 3; Paladin 3; Wizard / Sorcerer 4
Innate Level: 3
School: Conjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Medium
Duration: Instant
Save: Harmless
Spell Resistance: No
All allies within the area of effect are cured of blindness and deafness.
Caster Level(s): Bard 3; Cleric / Favored Soul 3; Druid 3; Ranger 3
Innate Level: 3
School: Conjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Harmless
Spell Resistance: No
All diseases and disease effects are removed from the target creature.
All ability score loss is removed whether or not it corresponds to a disease. Other effects of diseases are not removed.
Spell level: Cleric Luck 7
Innate level: 3
School: Conjuration
Components: Verbal, Somatic
Range: Personal
Area of effect: Caster
Duration: 5 Turns
Save: None
Spell resistance: No
Provides a temporary +5 bonus to open locks and +10 bonus to search, disable trap, move silently, pick pockets, set trap, and hide.
Caster Level(s): Cleric Destruction 3; Wizard / Sorcerer 3
Innate Level: 3
School: Conjuration
Descriptor(s): Poison
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 1 Round / Level
Save: Fortitude negates
Spell Resistance: Yes
All creatures caught within the area of effect are dazed. These effects last as long as they remain within the cloud and for 2 round after they leave.
Caster Level(s): Bard 3; Blackguard 3; Cleric / Favored Soul 3; Druid 3; Ranger 3; Wizard / Sorcerer 3
Innate Level: 3
School: Conjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 1 Hour / 3 Levels (Minimum 2 Hours)
Save: None
Spell Resistance: No
The caster summons a dire wolf to be a faithful and loyal servant.
-Significantly buffed compared to the default dire wolf summon.
-Duration can be increased with the Spell Focus: Conjuration feats.
Caster Level(s): Bard 4; Cleric / Favored Soul 4; Wizard / Sorcerer 4
Innate Level: 4
School: Conjuration
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: One creature
Duration: 1 Round / Level
Save: Will
Spell Resistance: Yes
The caster casts forth a bolt which stuns and electrifies the target. The victim must make a will save to avoid the stun effect, and takes 3d6 electrical damage. The stun effect has a maximum duration of 10 rounds.
Caster Level(s): Bard 4; Blackguard 4; Cleric / Favored Soul 4; Druid 5
Innate Level: 4
School: Conjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: Yes
The target creature is healed of 5d8 points of damage, + 1 point per caster level to a maximum of +20. Healing spells have a reverse effect when used on undead, causing the targeted undead to take an amount of damage equal to what the spell normally heals. A successful touch attack must first be made when this spell is used against undead.
This spell inflicts positive energy damage on a targeted undead.
Caster Level(s): Assassin 4; Bard 4; Cleric Travel 4; Wizard / Sorcerer 4
Innate Level: 4
School: Conjuration (Teleportation)
Component(s): Verbal
Range: Long
Area of Effect / Target: Large
Area of Effect / Target: You and other party members
Duration: Instantaneous
Save: None
Spell Resistance: No
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired-whether by simply visualizing the area or by stating direction. You may also bring one additional willing Medium or smaller creature or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in your party, within 5M, and not moving or performing an action. If the location is occupied, then you are shunted to a random close location.
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Conjuration
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large, 1d4 tentacles + 1 / caster level (maximum 20)
Duration: 1 Round / 2 Levels
Save: Fortitude special
Spell Resistance: No
A field of thick, 10 foot long rubbery tentacles rises from the ground. Each is capable of grappling a target doing 1d6+4 points bludgeoning damage. If successful, the target must then make a fortitude saving throw or become paralyzed by the grappling tentacle. The tentacles are randomly spread out over the area of effect allowing no more than half of the tentacles to reach a single target in any given round.
The inability of the tentacles to target small or tiny creatures makes all small or tiny creatures completely immune to the spell's effects.
The grapple check used to determine whether or not a tentacle hits a target is as follows:
1d20 + caster level (to a maximum of 20) + 4(tentacle's strength modifier) + 4(tentacle's size modifier) versus
1d20 + base attack bonus + strength modifier + size modifier.
This makes this spell rather ineffective versus opponents with a high base attack (e.g. warriors), and stronger and larger opponents (e.g. dragons).
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Conjuration (summoning)
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Summons Creatures
Duration: 1 Round / Level
Save: None
Spell Resistance: No
Ceaseless in their whining and ardent even against the most impossible of odds, these ever vigilant warriors are summoned forth one by one in swarm. It begins with one... but they are as gremlins, ever multiplying. Once the first is slain, the enemy now faces two. Down again and three are to be seen. One more time and four is what we'll have. One less alive? Let's make it five.
Caster Level(s): Cleric / Favored Soul 4; Paladin 4
Innate Level: 4
School: Conjuration
Component(s): Visual, Somatic
Range: Caster
Area of Effect / Target: Colossal
Duration: 1 Round / Level
Save: None
Spell Resistance: Yes
The chant of the caster swells courage into the hearts of his allies, granting a +2 bonus to most rolls. Enemies, however, hear this chant as a sign of their demise and receive a -2 morale penalty to most rolls. (Does not stack with spells Prayer, and Crusade)
-Prayer, Recitation and Crusade do not stack.
-Recitation will replace Prayer, but will not replace Crusade.
-Will now only override the same spell on a target if the new spell is cast at an equal or higher caster level.
-The bonus to attack provided by this spell counts towards the +20 attack bonus cap.
-Recitation treating neutral creatures as hostile is fixed, preventing neutral NPCs becoming hostile.
Caster Level(s): Cleric / Favored Soul 4
Innate Level: 4
School: Conjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: None (Harmless)
Spell Resistance: No
Removes all magical, extraordinary and supernatural effects that apply a penalty to ability scores, armor class, attack and damage rolls, spell resistance, saving throws and damage immunity. This spell also removes all ability drain, level drain, blindness and deafness effects. While this spell will not remove a curse or disease itself, it will remove (supernatural) ability score penalties caused by a disease.
-This spell also removes paralysis and penalties to skills.
-The effects that this spell can remove and that lesser restoration cannot are blindness, deafness, paralysis and level drain.
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Conjuration
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Instant
Save: Reflex
Spell Resistance: Yes
The caster conjures a static entity from the depths of the inner planes . The orb deals 3d6 electrical damage to those around it, and stuns anyone in its immediate area on a failed save for 1 round per caster level, to a maximum of 10 rounds.
Caster Level(s): Bard 4; Blackguard 4; Cleric/Favored Soul 4; Druid 4; Ranger 4; Wizard / Sorcerer 4
Innate Level: 4
School: Conjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 1 Hour / 3 Levels (Minimum 2 Hours)
Save: None
Spell Resistance: No
The caster summons a dire spider to be a faithful and loyal servant.
-Significantly buffed compared to the default dire spider summon.
-Duration can be increased with the Spell Focus: Conjuration feats.
Caster Level(s): Druid 5; Ranger 4
Innate Level: 4
School: Conjuration
Descriptor(s): Teleportation
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Hour / Level or until expended; see text
Save: None
Spell Resistance: No
You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table.
Tree Type | Range |
Oak, ash, yew | 3,000 feet |
Elm, linden | 2,000 feet |
Other deciduous | 1,500 feet |
Any coniferous | 1,000 feet |
All other trees | 500 feet |
You may move into a tree up to one time per caster level (passing from one tree to another counts only as moving into one tree). The spell lasts until the duration expires or you exit a tree. Each transport is a full-round action.
You can, at your option, remain within a tree without transporting yourself, but you are forced out when the spell ends. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.
Mechanically this is implemented as the Dimension Door spell.
Caster Level(s): Druid 5
School: Conjuration
Descriptor(s): Summoning
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Point
Duration: 1 Round / Level
Save: None
Spell Resistance: No
The caster summons the aid of a nymph. The nymph is a spellcaster with a powerful aura, and will aid the summoner for the duration of this spell.
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Conjuration
Descriptor(s): Death
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: 1 Round / 1 Level
Save: Fortitude special
Spell Resistance: Yes
A billowing cloud of noxious vapors settles over the area. Its effects vary according to the hit dice of the affected creatures:
Hit Dice | Effects |
1-3 | Instant death |
4-6 | Fortitude save or death |
7+ | 1d4 constitution damage on a failed fortitude save vs Poison (Immunity protects against it) |
Caster Level(s): Bard 5; Cleric / Favored Soul 5; Druid 6
Innate Level: 5
School: Conjuration
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Large
Duration: Instant
Save: Fortitude 1/2
Spell Resistance: Yes
Additional counterspells: Circle of Doom
All friendly creatures within the area of effect are healed for 5d8 hit points, +1 points per caster level up to a maximum of +20. Healing spells have a reverse effect when used on undead, harming instead of healing them.
This spell inflicts positive energy damage on undead in the affected area.
Caster Level(s): Cleric Good 5; Wizard / Sorcerer 5
Innate Level: 5
School: Conjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single or point
Duration: 1 Hour / 3 Levels (Minimum 2 Hours)
Save: Will Negates
Spell Resistance: No
Additional counterspells: dismissal
This spell has two modes of operation: targeting a single outsider, or summoning a planar ally. Targeted outsiders are paralyzed for 5 rounds. The type of summoned ally is based on the caster's alignment: LG, CG, LN, CN, LE, CE.
-Duration can be increased with the Spell Focus: Conjuration feats.
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Round / Level
Save: None
Spell Resistance: No
This spell creates an acid shield around your person. Any creature striking you with its body does normal damage, but at the same time the attacker takes 1d6 points +2 points per caster level of acid damage.
Some of the damage values as examples:
Caster level | Damage per strike |
9 | 1d6+18 |
15 | 1d6+30 |
20 | 1d6+40 |
25 | 1d6+50 |
30 | 1d6+60 |
-Damage values reduced to d6 + CL when used by an NPC.
-Cannot be stacked with Elemental Shield or Death Armor.
Caster Level(s): Cleric / Favored Soul 5; Druid 5
Innate Level: 5
School: Conjuration
Descriptor(s): Regeneration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Round + 1 Round / 2 caster Levels
Save: Harmless
Spell Resistance: No
For the duration of the spell, the target creature gains the ability to regenerate 3 hit points every Round.
This effect does not stack with itself or other spells in the regeneration line.
Caster Level(s): Cleric / Favored Soul 5
Innate Level: 5
School: Conjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Harmless
Spell Resistance: No
Returns one target corpse to life. The raised character returns to life with only 1 hit point.
Requires a successful uninterrupted casting time when cast from an item if the caster has less than 9 divine caster levels, additionally requiring a concentration check if the caster is in combat.
Caster Level(s): Bard 5; Cleric/Favored Soul 5; Druid 5; Wizard / Sorcerer 5
Innate Level: 5
School: Conjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 1 Hour / 3 Levels (Minimum 2 Hours)
Save: None
Spell Resistance: No
The caster summons a dire bear to be a faithful and loyal servant.
-Significantly buffed compared to the default dire bear summon.
-Duration can be increased with the Spell Focus: Conjuration feats.
Caster Level(s): Bard 6; Cleric Travel 5; Wizard / Sorcerer 5
Innate Level: 5
School: Conjuration
Descriptor(s): Teleportation
Component(s): Verbal, Somatic
Range: 100 miles / Level
Area of Effect / Target: Self
Duration: Instantaneous
Save: None
Spell Resistance: No (Harmless)
The caster transports himself to a far-off location he's familiar with. It is impossible to teleport across planes.
-Use your Key Finder item to discern the areas teleport key. A spellcraft check is required to reveal many teleport keys.
-When you cast Teleport, type "Teleport: (Key)". Example: Teleport: Arabel Central
Caster Level(s): Druid 5
Innate Level: 5 (special)
School: Conjuration
Descriptor(s): Nature
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large
Duration: 1 Turn / Level
Save: Yes (entangle)
Spell Resistance: Yes
When casting vine mine, the caster must select one of the following effects that will be created in the targeted area:
entangle (as the spell)
hamper movement (movement speed is halved)
camouflage (add +4 competence bonus on hide checks)
-The spell schools for the sub-spells are conjuration for camouflage and hamper movement and transmutation for entangle.
-While vine mine officially has an innate level of 5, each of the subspells that can be cast have an innate level of 1.
-Extend spell has no effect on any of the sub-spells.
Caster Level(s): Cleric Destruction 6, Water 7; Wizard / Sorcerer 6
Innate Level: 6
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: 1 Round / 2 Levels
Save: Fortitude
Spell Resistance: Yes
Acid fog creates a thick, clinging, greenish cloud. Creatures entering the cloud take 4d6 acid damage. Creatures inside the cloud must make a fortitude save or have their movement reduced by 50%. Every round a creature spends in the cloud, it suffers 4d6 acid damage.
Caster Level(s): Cleric / Favored Soul 6, Good 5; Druid 7
Innate Level: 6
School: Conjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: Yes
The target of heal is restored 15 + 10 HP / Level, to a maximum of 215 HP. Healing spells have a reverse effect when used on undead, harming instead of healing them dealing 15 + 10 HP / Level to a maximum of 150 damage (Will not reduce the targeted undead to 0 HP). A successful touch attack must first be made when this spell is used against undead.
Faith of Healing (Heirophant 2nd Level) increases maximum healing to 330.
This spell inflicts positive energy damage on a targeted undead.
Caster Level(s): Cleric / Favored Soul 6
Innate Level: 6
School: Conjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Caster
Duration: 1 Hour / Level
Save: None
Spell Resistance: No
An outsider is summoned to assist the caster. The type of outsider varies with the caster's alignment.
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Conjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single or point
Duration: 1 Hour / 3 Levels (Minimum 2 Hours)
Save: Will (-2) negates
Spell Resistance: No
This spell has two modes of operation: targeting a single outsider, or summoning a planar ally. Targeted outsiders are paralyzed for 8 rounds. The type of summoned ally is based on the caster's alignment.
The (-2) in the save description means that the spell has a +2 bonus to difficulty class.
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Conjuration
Component(s): Verbal
Range: Short
Area of Effect / Target: Creature touched
Duration: See text
Save: None
Spell Resistance: Yes
You utter a single word of power that causes one creature of your choice to become mute, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 201 or more hit points is unaffected by the spell.
HP Value | Length |
Up to 50 HP | Permanent |
51 to 100 HP | 1d4+1 Minutes |
101 to 200 HP | 1d4+1 Rounds |
Caster Level(s): Cleric / Favored Soul 7, Good 6; Druid 6
Innate Level: 6
School: Conjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Round / caster level
Save: Harmless
Spell Resistance: No
For the duration of the spell, the target creature gains the ability to regenerate 6 hit points every round.
This effect does not stack with itself or other spells in the regeneration line.
Caster Level(s): Cleric Dwarf 6; Druid 6
Innate Level: 6
School: Conjuration
Descriptor(s): Paralyze, Mind-affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 1 Round / Level
Save: Will Negates
Spell Resistance: Yes
Creates a cloud that paralyzes any creatures inside of it, encasing them in stone for 1d6 rounds.
-The in-game description lists "paralyze" as the Descriptor(s), but the saves are made versus mind-affecting.
-Casting the spell extended doubles the duration of the cloud, but not the duration of the paralysis. Maximize and empower affect the duration of the paralysis.
Caster Level(s): Bard 6; Cleric / Favored Soul 6; Druid 6; Wizard / Sorcerer 6
Innate Level: 6
School: Conjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 1 Hour / 3 Levels (Minimum 2 Hours)
Save: None
Spell Resistance: No
The caster summons a dire tiger to be a faithful and loyal servant.
-Significantly buffed compared to the default dire tiger summon.
-Duration can be increased with the Spell Focus: Conjuration feats.
Caster Level(s): Druid 6
Innate Level: 6
School: Conjuration
Descriptor(s): Teleportation
Component(s): Verbal, Somatic
Range: Unlimited
Area of Effect / Target: You and touched objects or other touched willing creatures
Duration: 1 Round
Save: None
Spell Resistance: No
You can enter any normal plant (Medium or larger) and pass any distance to a plant of the same kind in a single round, regardless of the distance separating the two. The entry plant must be alive. The destination plant need not be familiar to you, but it also must be alive. If you are uncertain of the location of a particular kind of destination plant, you need merely designate direction and distance and the transport via plants spell moves you as close as possible to the desired location. If a particular destination plant is desired but the plant is not living, the spell fails and you are ejected from the entry plant.
You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. Use the following equivalents to determine the maximum number of larger creatures you can bring along: A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
You can’t use this spell to travel through plant creatures.
The destruction of an occupied plant slays you and any creatures you have brought along, and ejects the bodies and all carried objects from the tree.
-Mechanically this is implemented as the Mass Teleport spell.
-Use your Key Finder item to discern the areas teleport key. A spellcraft check is required to reveal many teleport keys.
-When you cast Teleport, type "Teleport: (Key)". Example: Teleport: Arabel Central
Caster Level(s): Cleric Plant 7; Druid 7
Innate Level: 7
School: Conjuration
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge (6.7 meter radius)
Duration: 1 Round / Level
Save: None
Spell Resistance: No
The caster summons a mass of biting and stinging insects which causes 1d6 points of piercing damage and slows creatures entering the swam by 50%. For every subsequent round, the damage inflicted is increased by 1d6 (i.e. 1d6 for the first round, 2d6 for the second, 3d6 for the third, 4d6 for the fourth, and so on). The spell deals damage until its duration expires or it deals 2,000 points of damage.
The spell also inflicts 1d12 piercing damage to a creature upon entering the insect swarm (which does not count against the damage limit).
Caster Level(s): Cleric / Favored Soul 7
Innate Level: 7
School: Conjuration
Component(s): Verbal, Somatic
Range: Caster
Area of Effect / Target: Colossal Sphere
Area of Effect / Target: Allies and Enemies
Duration: 1 Round / Level
Save: None
Spell Resistance: Yes
A vastly more powerful form of the spell Prayer, this divine chant swells courage into the hearts of his/her allies, granting a +4 bonus to most rolls and damage. Enemies, however, hear this chant as a sign of their demise and receive a -4 morale penalty to most rolls and damage.
-Prayer, Recitation and Crusade do not stack.
-Crusade will replace both Prayer and Recitation, but will not be replaced by either spell.
-Will now only override the same spell on a target if the new spell is cast at an equal or higher caster level.
-The bonus to attack provided by this spell counts towards the +20 attack bonus cap.
-Crusade treating neutral creatures as hostile is fixed, preventing neutral NPCs becoming hostile.
Caster Level(s): Cleric / Favored Soul 7
Innate Level: 7
School: Conjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Harmless
Spell Resistance: No
Greater restoration removes most temporary and all permanent negative effects from the target character, including level drain. It does not remove negative mental effects or the effects of reduced movement speed. It also heals the target creature to full hit points.
The effects it can remove are limited to those removable by restoration (penalties to ability scores, armor class, attack and damage rolls, damage immunity, saving throws, spell resistance, and skills, as well as blindness, deafness, level drain, and paralysis) plus curses, diseases, poison, and slowed. It also (despite the in-game description) removes the following negative mental effects: charmed, confused, dazed, dominated, frightened, and stunned.
Caster Level(s): Cleric Travel 7; Wizard / Sorcerer 7
Innate Level: 7
School: Conjuration
Descriptor(s): Teleportation
Component(s): Verbal, Somatic
Range: 100 miles / Level
Area of Effect / Target: Caster and all party members within 5 ft.
Duration: Instantaneous
Save: None
Spell Resistance: No (Harmless)
The caster transports himself and his party members to a far-off location he's familiar with. It is impossible to teleport across planes.
-Use your Key Finder item to discern the areas teleport key. A spellcraft check is required to reveal many teleport keys.
-When you cast Teleport, type "Teleport: (Key)". Example: Teleport: Arabel Central
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Conjuration
Component(s): Verbal, Somatic
Range: Short
Duration: Until used.
You conjure up an extradimensional dwelling that has a single entrance where the spell was cast. The entrance transports you and your entire party to the extradimensional dwelling, those not in your party may not enter. The dwelling and clean and well lit, and provides a place of rest. Whenever anyone leaves the dwelling you are all transported back to the spot where the door was cast. The dwelling lasts until it is used, the door disappears when you exit the dwelling.
This spell should not be used as a way to escape combat, nor should it be used in sight of hostile creatures.
Mordenkainen's Magnificent Mansion has a cooldown of 30 RL minutes.
Caster Level(s): Cleric / Favored Soul 7
Innate Level: 7
School: Conjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Harmless
Spell Resistance: No
Returns a single target corpse to life with full hit points.
Requires a successful uninterrupted casting time when cast from an item if the caster has less than 9 divine caster levels.
Caster Level(s): Cleric / Favored Soul 7; Druid 7; Wizard / Sorcerer 7
Innate Level: 7
School: Conjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 1 Hour / 3 Levels (Minimum 2 Hours)
Save: None
Spell Resistance: No
The caster summons a random huge air, fire, earth or water elemental to be a faithful and loyal servant.
The /elementsum command can be used to choose the type of elemental. E.g.: /elementsum fire
Use the /summonclear command to reset the spell to a random elemental.
-Significantly buffed compared to the default elemental summons.
-Duration can be increased with the Spell Focus: Conjuration feats.
Caster Level(s): Cleric 8; Druid 8
Innate Level: 8
School: Conjuration
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Colossal
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes
Rocks fall from the sky, causing 1d8 points of bludgeoning damage to all enemies in the area per caster level, up to a cap of 25d8.
Caster Level(s): Cleric Drow 7; Wizard / Sorcerer 8
Innate Level: 8
School: Conjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single creature or point
Duration: 1 Hour / 3 Levels (Minimum 2 Hours)
Save: Will (-5) negates
Spell Resistance: No
This spell has two modes of operation: targeting a single outsider, or summoning a planar ally. Targeted outsiders are paralyzed for 10 rounds.
-Summoned creature is based on choice of caster by book item found in loot (Must be within one step of alignment). Defaults to Grey Slaad (Chaotic Neutral option). Selections possible for LG, CG, LN, CN (Default), LE, CE.
-Creatures are significantly buffed compared to the the three default summons.
-Duration can be increased with the Spell Focus: Conjuration feats.
-The (-5) in the save description means that this spell has a +5 bonus to difficulty class.
Caster Level(s): Cleric Fire 8; Wizard / Sorcerer 8
Innate Level: 8
School: Conjuration
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: 1 Round / Level
Save: Reflex 1/2
Spell Resistance: Yes
The caster creates a cloud of smoke and embers that causes 4d6 points + 1 per 3 caster levels of fire damage each round to all creatures within the area of effect. Deals double damage against undeads.
Caster Level(s): Cleric / Favored Soul 8, Good 7; Druid 9
Innate Level: 8
School: Conjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Large
Duration: Instant
Save: None
Spell Resistance: Yes
The target of heal is restored 10 HP / Level, to a maximum of 215 HP. Healing spells have a reverse effect when used on undead, harming instead of healing them dealing 10 HP / Level to a maximum of 100 damage(Will not reduce the targeted undead to 0 HP). A successful touch attack must first be made when this spell is used against undead.
-Faith of Healing (Link mechanics/class/heirophant) increases maximum healing to 330.
-This spell inflicts positive energy damage on a targeted undead.
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Conjuration (Teleportation)
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: 1 Creature
Duration: See Text
Save: None
Spell Resistance: Yes
You banish the subject into an extra dimensional labyrinth of force planes. The duration depends on the subject's intelligence score:
Intelligence Score | Duration in Rounds |
Less than 5 | 10d4 Rounds |
5 to 8 | 5d4 Rounds |
8 to 12 | 4d4 Rounds |
12 to 15 | 3d4 Rounds |
16 to 17 | 2d4 Rounds |
18+ | 1d4 Rounds |
On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space.
Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this spell.
Players must leave the maze manually, there is no timer.
-High Tier “Boss” NPCs are immune, and DMs can exempt NPCs they create from it by applying the variable “NoMaze” to the creature. DM Possessed NPCs are immune.
-NPCs placed in “Maze” will not leave the area. They will instead be put inside a Resilient Sphere type effect where they can neither act or be harmed for the duration. The duration on NPCs will be based on their INT mod. See above table.
Caster Level(s): Cleric Elf 8; Druid 8
Innate Level: 8
School: Conjuration
Descriptor(s): Electrical, Weather
Component(s): Somatic
Range: Medium
Area of Effect / Target: Colossal Area
Duration: Instantaneous
Save: Reflex 1/2
Spell Resistance: Yes
Druidic power is shown at its peak through the might of this spell. Summoning forth a gigantic thunderhead, the druid is able to create an enormous amount of static electricity. Once the energy has built up to an unstable level, the caster can release it in a massive earth-shattering blast of lightning bolts. Raining down on all in the area, these bolts deal 1d8 damage per caster level. They arc together and strike the nearest creatures in the immediate area.
Caster Level(s): Cleric Darkness 8; Wizard / Sorcerer 8
Innate Level: 8
School: Conjuration (Creation)
Component(s): Verbal
Range: Short
Area of Effect / Target: Creature touched
Duration: See text
Save: None
Spell Resistance: Yes
You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 201 or more hit points is unaffected by power word blind.
HP Value | Length |
Up to 50 HP | Permanent |
51 to 100 HP | 1d3+2 minutes |
101 to 200 HP | 1d3+2 Rounds |
Caster Level(s): Cleric / Favored Soul 8; Druid 8; Wizard / Sorcerer 8
Innate Level: 8
School: Conjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 1 Hour / 3 Levels (Minimum 2 Hours)
Save: None
Spell Resistance: No
The caster summons a random greater air, fire, earth or water elemental to be a faithful and loyal servant.
The /elementsum command can be used to choose the type of elemental. E.g.: /elementsum fire
Use the /summonclear command to reset the spell to a random elemental.
-Significantly buffed compared to the default elemental summons.
-Duration can be increased with the Spell Focus: Conjuration feats.
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Conjuration
Descriptor(s): Summoned item
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 1 Round / Level
Save: None
Spell Resistance: No
The caster creates a black blade-shaped planar rift, resembling a greatsword which fights at her side. The blade cannot be harmed by physical attacks, but it can be affected by dispel magic or similar effects.
-A strength of this summons is its on-hit property — planar rift — that can destroy many targets with a single hit. This will not work on CD bosses however.
-In addition to not being harmed by physical attacks, the blade is immune to all damage and negative effects. (It is flagged as a plot creature.)
-The black blade of disaster can only be destroyed by Mordenkainen's disjunction or dismissal. In particular, it is not affected by banishment, word of faith, or other breach or dispelling effects targeting the blade. (Dispels targeting the caster can unsummon the blade, though.)
Caster Level(s): Cleric Dwarf 9, Earth 9; Druid 9
Innate Level: 9
School: Conjuration
Descriptor(s): air, earth, fire, water
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Point
Duration: 1 Hour / 3 Levels (Minimum 2 Hours)
Save: None
Spell Resistance: No
The caster summons a 21 hit die greater air elemental to act as a loyal servant until it dies or until the spell expires. If the air elemental dies before the spell ends, a 21 hit die greater water elemental is automatically summoned to replace it. This process continues with a greater earth elemental and greater fire elemental until the spell expires. After the fire elemental, no more are summoned.
-Duration can be increased with the Spell Focus: Conjuration feats.
Caster Level(s): Cleric / Favored Soul 9, Drow 8; Wizard / Sorcerer 9
Innate Level: 9
School: Conjuration
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Point
Duration: 1 Hour / 3 Levels (Minimum 2 Hours)
Save: None
Spell Resistance: None
This powerful summoning spell opens a portal to another plane, calling forth a powerful planar creature to do their bidding.
Summoned creature is based on choice of caster by book item found in loot(Must be within one step of alignment). Defaults to Death Slaad Lord (Chaotic Neutral option). Selections possible for LG, CG, LN, CN(Default), LE, CE.
If the caster attempts to summon an evil being and is protected by the effects of protection from evil, magic circle against evil, or aura versus evil, the creatures becomes their faithful and loyal servant. If the caster is not so protected, the creature attempts to destroy them.
-Creatures are significantly buffed compared to the the default balor. Summoned beings may not be used to perform acts that would go against their nature.(A celestial will simply refuse and cannot be compelled to do an evil act).
-Duration can be increased with the Spell Focus: Conjuration feats.
-The Gate spell can be used with DM permission during events for planar travel, but there is no mechanical support for such acts without a DM.
Caster Level(s): Druid 9
Innate Level: 9
School: Conjuration
Descriptor(s): Weather, Electricity
Component(s): Somatic
Range: Personal
Area of Effect / Target: Colossal Area around Caster
Duration: 10 Rounds
Save: Reflex 1/2
Spell Resistance: No
A terrifying storm surrounds the caster, blasting the landscape with white lightning. Furious thunderbolts terrorize the area surrounding the caster, and the storm follows him as he moves until it dissipates. Each round, six bolts of lightning strike true against a random creature in the area. One bolt can potentially do 5d6 damage unless that person makes a Reflex save for half damage.
Caster Level(s): Cleric Elf 9, Plant 9; Druid 9
Innate Level: 9
School: Conjuration (Creation)
Component(s): Visual, Somatic
Range: Medium
Area of Effect / Target: Three or more shambling mounds, no two of which can be more than 30 ft. apart; see text
Duration: 1 Hour / Level?
Save: None
Spell Resistance: No
The shambler spell creates 1d4+2 shambling mounds with 11 HD each. The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with you for seven days unless you dismiss them. If the shamblers are created only for guard duty, however, the duration of the spell is seven months. In this case, the shamblers can only be ordered to guard a specific site or location. Shamblers summoned to guard duty cannot move outside the spell's range, which is measured from the point where each first appeared.
The shamblers have resistance to fire as normal shambling mounds do only if the terrain is rainy, marshy, or damp.
Are currently quite weak.
Caster Level(s): Cleric / Favored Soul 9; Druid 9
Innate Level: 9
School: Conjuration
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal
Duration: 10 Rounds
Save: Reflex special
Spell Resistance: Yes
The area around the caster is blasted by lightning and acidic rain. Each round, all enemies within the area of effect take 1d6 points of acid damage. Those who fail a reflex save take an additional 5d6 points of electrical damage (with a second reflex save for 1/2 electrical damage), and are stunned for two rounds.
Damage is rolled once each round, not once per target.
Caster Level(s): Cleric / Favored Soul 9; Druid 9; Wizard / Sorcerer 9
Innate Level: 9
School: Conjuration
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 1 Hour / 3 Levels (Minimum 2 Hours)
Save: None
Spell Resistance: No
The caster summons a random elder air, fire, earth or water elemental to be a faithful and loyal servant.
The /elementsum command can be used to choose the type of elemental. E.g.: /elementsum fire
Use the /summonclear command to reset the spell to a random elemental.
-Significantly buffed compared to the default elemental summons. The only creatures in the Summon Creature line of spells with buffable weapons. Are comparable to the Gate spell summons in power and a significant upgrade over Summon Creature VIII.
-Duration can be increased with the Spell Focus: Conjuration feats.