Index of Spells by Level - Arc 6

Name Scl Sv Rs Dur CT Rng Re Description
Acid Fog C N N 1r/l 1a M G

Fog deals 2d6 acid damage per round.

Algid Enhancement (M) T N N 1d 1r C G

Grant bonuses to creatures of the cold subtype.

Anger of the Noonday Sun Ev R- Y ! 1a 20f G

Blinds creatures within 20 ft.

Animate Objects T N N 1r/l 1a M G

Objects attack your foes.

Animate Snow T N N 1r/l 1a M G

Turns snow into creatures to fight for you.

Antilife Shell A N Y 10m/l* 1r 10f G

10-ft. field hedges out living creatures.

Antipathy En W~ Y 2h/l* 1h C G

Object or location affected by spell repels certain creatures.

Awaken Sand (XP) T N N ! 1d T G

A region of sand forms into a Huge, sentient creature.

Banishment A W- Y ! 1a C G

Banishes 2 HD/level of extraplanar creatures.

Barghest's Feast (M) N- W- Y ! 1r T G

Destroy target corpse, potentially preventing its return to life.

Mass Bear's Endurance T W- Y 1m/l 1a C 30m

As bear's endurance, affects one subject/ level.

Bite of the Werebear T N N 1r/l 1a P G

You become enhanced such as that of a brown bear.

Blade Barrier Ev R½|R- Y 1m/l* 1a M G

Wall of blades deals 1d6/level (max 15d6) force damage.

Blood Sirocco Ev F- Y 1r/l 1a 60f G

Wind bowls over foes and draws away their blood.

Bolt of Glory Ev+ N Y ! 1a C G

Energy ray deals positive energy damage to evil outsiders and undead.

Mass Bull's Strength T W- Y 1m/l 1a C 30m

As bull's strength, affects one subject/level.

Call Faithful Servants C+ N N ! 1m C G

1d4 lantern archons, coure eladrins, or musteval guardinals serve for one year.

Mass Cat's Grace T W- Y 1m/l 1a C 30m

As cat's grace, affects one subject/level.

Celestial Blood (M) A+ N Y 1m/l 1r T G

Gain acid, cold, and electricity resistance 10, +4 to saves versus poison, and DR 10/evil.

Circle of Death (M) N F- Y ! 1a M G

Kills 1d4/level HD of creatures.

Cloud of the Achaierai C- F~ Y 10m/l 1a P 1h

Cloud deals 2d6 damage plus confusion.

Cloudkill C F~ N 1m/l 1a M G

Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.

Cold Snap T N N 2d4h 1m 1m G

You lower temperature in area.

Coma En F- Y 1h/l 1a C 6h

You put a living creature in a coma.

Cometfall C N ! 1a M G

Comet falls atop foes, damaging them and knocking them prone.

Conjure Ice Beast VI C N N 1r/l* 1r C G

Conjures ice creature to fight for you.

Consecrate Battlefield (M) Ev+ N N 1d/l 10m M G

Fills large area with positive energy, making undead weaker.

Contingency (F) Ev N N 1d/l#* 10m P G

Sets trigger condition for another spell.

Create Undead (M) N- N N ! 1h C G

Creates ghouls, ghasts, mummies, or mohrgs.

Crown of Brilliance (M) Ev+ F~ Y 1r/l 1r 20f G

Holy light blinds or dazzles foes, repels light-sensitive creatures, and damages undead.

Mass Cure Moderate Wounds C W½|W½ Y;* ! 1a C G

Cures 2d8 damage +1/level for many creatures.

Curse of Spilt Water T F- Y ! 1a C G

Transforms an enemy into water.

Death Hail C N 1r/l 1r M G

Summons a storm of death hail dealing 1d2 points of Str and Con damage.

Demonic Blood Infusion (M) T-? N Y 1h/l 1a T G

Temporarily grant subject the fiendish template, may cause the subject to become chaotic and evil permanently.

Desecrate Battlefield (M) Ev- N N 1d/l 10m M G

Fills large area with negative energy, making undead stronger.

Mass Desiccate N F~ Y ! 1a C G

Desiccates several creatures.

Dinosaur Stampede Ev Y 1r/l* 1a M G

Throwing down and shattering a fossil to complete the spell, you call upon potent natural-forces and energies, and manifest them. in the form of a swath of intangible, spectral, stampeding dinosaurs.

Greater Dispel Magic A N N ! 1a M G

As dispel magic, but +20 on check.

Drown C F- Y ! 1a C G

Target immediately begins to drown.

Mass Eagle's Splendor T W- Y 1m/l 1a C 30m

As eagle's splendor, affects one subject/level.

Energy Immunity A N Y 1d 1a T 24h

Subject is immune to damage from one kind of energy (acid, cold, electricity, fire, sonic).

Entomb (M) Ev F- Y !&1r/l;x 1a M G

Captures subjects in blocks of ice, suffocating them.

Enveloping Cocoon (M) Ev R- Y 1r/l* 1a M G

Entraps target creature and denies save for attached spell.

Extract Water Elemental T Y ! 1a 5f/l G

Pulls water from victim, forms water elemental.

Fiendish Quickening T N N 1r/l 1r P G

Your ability to teleport is quickened.

Find the Path D N|W- M 10m/l 3r P|T 4h

Shows most direct way to a location.

Finger of Death N F~ Y ! 1a C G

Kills one subject.

Fire Seeds C N|R½ N 10m/l# 1a T 1h

Acorns and berries become grenades and bombs.

Fires of Purity Ev N Y;* 1r/l 1a T G

Target bursts into magical flame, becoming a dangerous weapon.

Forbiddance (M) A N Y P 6r M G

Blocks planar travel, damages creatures of different alignment.

Freeze C R~ Y 1r/2l 1a M G

Ray encases target in ice, dealing 2d6 cold each round.

Mass Frostburn N Y ! 1a C G

Deals 3d12 +1/level (max +20) frostburn damage to many creatures.

Gatorswarm C N N 1r/l* 1r M G

This spell summons 1d3 exceptionally irate and hungry monstrous alligators from the surrounding waters.

Geas/Quest En N Y 1d/l#* 10m C G

As geas, lesser, plus it affects any creature.

Ghost Trap A N N 1m/l* 1a P 6h

Incorporeal creatures turn corporeal.

Glimpse Of The Prophecy D N N 1h/l# 1a P G

Gain +1 insight bonus to AC and on saves; gain insight bonus equal to 1/2 caster level on one save, or enter prophetic favor as immediate action.

Greater Glyph of Warding (M) A N M;* P#* 10m T G

As glyph of warding, but up to 10d8 damage or 6th-level spell.

Harm N Y ! 1a T G

Deals 10 points/level (max 150) damage to target; cannot reduce target's HP below 1.

Heal C W- Y ! 1a T G

Cures 10 points/level (max 150) damage, all diseases and mental conditions.

Heroes' Feast C N N 1h+12h;x 10m C 24h

Food for one creature/level cures and grants combat bonuses.

Hide the Path (F) A N N 1d* 10m txt 24h

Disrupts find the path and other 6th level or lower divination spells.

Hungry Gizzard C R- Y 1r/l* 1a M G

Gizzard engulfs victim, grapples and deals 2d8+8 crushing damage and 1d8 acid damage per round. Victim must deal 25 point of damage to cut itself free.

Ice Flowers T N ! 1a L G

Ice and earth deal 1d6 damage/level and turn the ground into dense rubble (DMG 90).

Ice Rift Ev N N 1r 1a L G

Intense quake shakes 40-ft. radius spread of ice.

Mass Inflict Moderate Wounds N Y ! 1a C G

Deals 2d8 damage +1/level (max +30) to many creatures.

Ironwood T N N 1d/l* 1m/lb. created 0f 12h

Magic wood is strong as steel.

Liveoak T N N 1d/l* 10m T 12h

Oak becomes treant guardian.

Lucent Lance T N Y;* ! 1a C G

Ray uses ambient light to deal varied amounts of damage and dazzle target.

Greater Legion's Magic Weapon T W- Y 1m/l 1a C G

Allies' weapons gain +2 or greater enhancement bonus.

Mass Make Manifest T N Y 1r/l 1a C G

As the Make Manifest spell except multiple targets.

Mantle of the Icy Soul (M) T W- Y 1h/l 1a T G

Gives subject the cold subtype.

Mephit Mob C N N 10m/l* 1m M 1h

Summons 2d6 mephits of a kind you designate.

Miasma Ev F- Y 3r/l 1a C G

Gas fills creature's mouth, suffocating it.

Move Earth T N N ! txt L 1h

Digs trenches and builds hills.

Move Snow and Ice T N N ! txt L G

Digs trenches and builds hills in ice and snow.

Mudslide C N ! 1a M G

Landslide buries, mires creatures within a 40-ft. radius.

Mummify N F~ Y ! 1a T G

Touched living creature dies and is mummified.

Necrotic Eruption (F) N- F~ N ! 1a M G

Encysted subject killed, those nearby take 1d6 damage/level (max 15d6) and possibly encysted.

Mass Owl's Wisdom T W- Y 1m/l 1a C 30m

As owl's wisdom, affects one subject/level.

Permanent Image (M) I Wd N P* 1a L 24h

Includes sight, sound, and smell.

Phantasmal Disorientation I W- Y 10m/l* 1a M 1h

Fools creature's sense of direction, making movement difficult.

Planar Ally (XP) C N N ! 10m C 24h

As lesser planar ally, but up to 12 HD.

Planar Exchange C N N 1r/l* 1r 0f G

Trade places with one of three planar creatures (your choice).

Pox N- F- Y ! 1a C G

One creature/level takes 1d4 Con drain.

Quickshift T+ N N 1r/l 1r P G

Caster can use teleport or teleport, greater spell-like ability as a free action for 1 round/level.

Rapid Resurrection (M) C N N ! 1a T G

Restores a person to life who died within the last 2 rounds and damages caster.

Rejection A F- Y ! 1a 60f G

Creatures within cone are blasted away from you.

Remorseless Charm (M) En- W- Y x 1a C G

Suppress the target's alignment.

Superior Resistance A W- Y 1d 1a T G

Subject gains +6 on saving throws.

Revive Outsider (M) C N Y ! 1m T G

As raise dead, except only for Outsiders whose HD do not exceed your level and up to any length of time.

Sandstorm C F- N 10m/l 1a 40f/l 1h

Create a large dangerous duststorm.

Sarcophagus of Stone C R- N ! 1a M G

Sarcophagus entombs subject with 1 hours of air. It has hardness 8 and 15 hp.

Scalding Mud T N N P;x 1a M G

Transmute rock or earth into boiling muck.

Seal Portal (M) A N N P* 1a C G

Seal an interplanar portal or gate.

Secure Corpse N N N 1d/l* 1a C G

Traps corpse inside holy symbol.

Semblance of Life N W~ Y 1r/3l;x 1a M G

undead take 3d6 damage per round; intelligent undead also dazed 1 round.

Skyhurling T F- Y ! 1a M G

Throw a creature up and let them take falling damage. 5-ft./level with yielding obstructions or 10-ft./level with no obstructions.

Snare Astral Traveler A W- Y 1r/l 1a M G

Captures one astral creature and holds it motionless.

Snow Wave C F~&R~ N ! 1r 30f G

Knocks creatures prone and deals 4d6 crushing damage and 1d6 cold damage.

Spellmantle A W- Y 10m/l 1r T G

As spell immunity, but negated spells triggers a helpful spell upon the target.

Spellstaff T W- Y P#* 10m T 24h

Stores one spell in wooden quarterstaff.

Spider Plague C N N 1r/l 1r C G

Summons Large monstrous spiders to fight for you.

Stone Body T N N 1m/l* 1a P 30m

Your body becomes living stone.

Greater Stone Metamorphosis T N N ! 1a T G

Changes 10 cu. ft. + 10 cu. ft./level of stone into another type of stone.

Stone Tell D N N 1m/l 10m P 30m

Talk to natural or worked stone.

Stone Walk (M) T W- Y P# 10m T G

Linked areas allow multiple teleportations.

Stonehold C N Y 1d/l 1a M 24h

Stony arm trap grapples and damages creatures.

Stormwalk C N&W- M ! 1r T 6h

Teleport yourself and one creature/2 levels from a storm.

Summon Babau Demon C N N C (<=1r/l)+1r 1r C G

Summon a babau demon to follow your commands.

Summon Desert Ally VI C N N 1r/l* 1r C G

Calls dustform creature to fight.

Summon Greater Elemental C N N C (<=1r/l)+1r 1r C G

Summon a greater elemental to follow your commands.

Summon Monster VI C N N 1r/l* 1r C G

Calls extraplanar creature to fight for you.

Summon Nature's Ally VI C N N 1r/l* 1r C G

Calls creature to fight.

Sun Scepter C! N N 1r/l* 1a 0f G

Scepter of light deals 2d6 points of bludgeoning damage and has the axiomatic, disruption, and flaming burst abilities. You hit with a melee touch attack.

Suppress Glyph T W- Y 1m/l 1a 100f 5m

You notice but doo not trigger magical writing traps.

Symbol of Fear (M) N W- Y x 10m 0f G

Triggered rune panics nearby creatures.

Symbol of Persuasion (M) En W- Y x 10m 0f G

Triggered rune acts as charm monster on nearby creatures.

Symbol of Thirst (M) En W- Y x 10m 0f G

Triggered rune overwhelms nearby creatures with thirst.

Teleport C N&W- M ! 1a P&T 4h

Instantly transports you as far as 100 miles/level.

Semimonthly Temporary Soul Binding (M) C W- N 1d/l# 2m T G

As Temporary Soul Binding, except 1 day/level.

Thousand Needles C- F~ Y 1m/l 1a M 30m

Subject takes 2d6 damage and -4 penalty on attacks, saves, and checks.

Tidal Surge Ev Y ! 1a M G

Wave of water deals 1d8/two levels damage and bull rushes.

Tortoise (AC) Shell T N Y 10m/l 1a T 1h

Creature gains +6 natural armor, +1/three levels above 11th.

Touch of Adamantine T W- Y 1m/l 1a T 30m

Weapon gains the properties of an adamantime weapon.

Transport via Plants C N N 1r 1a U 4h

Move instantly from one plant to another of the same kind.

Triadspell T N N ! 1a P P

Cast a prepared spell three times.

Undeath to Death (M) N W- Y ! 1a M G

Destroys 1d4 HD/level undead (max 20d4).

Veil I W- Y;* C+1h/l* 1a L 12h

Changes appearance of group of creatures.

Vengeance Halo A+ N|R½ N 1m/l 1a C 30m

Any creature that slays the spell's recipient takes 1d6/level (max 20d6) damage.

Vigorous Circle C W- Y 10r+1r/l (<=40r) 1a 20f G

As vigor, mass lesser, but grants fast healing 3.

Visage of The Deity T-+ N N 1r/l 1a P G

As visage of the deity, lesser, but you become celestial or fiendish.

Whirl of Fangs Ev Y 1m/l* 1a C P

Passing through wall deals 12d4 damage.

Wind Walk T N&W- M 1h/l*;x 1a T 24h

You and your allies turn vaporous and travel fast.

Word of Recall C N|W- M ! 1a U G

Teleports you back to designated place.

Zealot Pact (XP) Ev W- Y P#, then 1r/l 10m T G

You automatically gain combat bonuses when you attack someone of opposite alignment.