Index of Spells by Class - Arc

Archivist

Archivist Spells

0-Level Archivist Spells

Abjur
  • Dawn: Swift, Awaken sleeping and unconscious creatures.
  • Minor Energy Ward: Grant 5 points of energy resistance.
  • Resistance: Subject gains +1 on saving throws.
Conj
Div
Ench
  • Daze: Humanoid creature of 4 HD or less loses next action.
  • Vengeful Mount: Makes an animal more difficult to ride or handle.
Evoc
Illu
Necr
Tran

1st-Level Archivist Spells

Abjur
Conj
Div
Ench
  • Animal Messenger: Sends a Tiny animal to a specific place.
  • Bane: Enemies take -1 on attack rolls and saves against fear.
  • Beastland Ferocity: Subject fights without penalty while disabled or dying.
  • Bless: Allies gain +1 on attack rolls and saves against fear.
  • Calm Animals: Calms (2d4 + level) HD of animals.
  • Charm Animal: Makes one animal your friend.
  • Command: One subject obeys selected command for 1 round.
  • Drug Resistance: Subject is immune to addiction.
  • Enrage Animal: Animal rages like barbarian, not fatigued.
  • Enrage Animals: Render normal animals hostile, and vicious.
  • Guilt: A non-good creature is forced to think about some evil deed it performed, denying it any actions except to defend itself.
  • Heartache: Subject helpless for 1 round.
  • Hypnotism: Fascinates 2d4 HD of creatures.
  • Incite: Subject can't ready actions or delay.
  • Inhibit: Subject delays until next round.
  • Ray of Hope: Subject gains +2 bonus on attacks, saves, and checks.
  • Sacrificial Skill: Caster gains +5 bonus on Knowledge (religion) checks made during sacrifice.
  • Sign: Your initiative check result improves, and you know enemies' initiative check results.
  • Sleep: Puts 4 HD of creatures into magical slumber.
  • Sorrow: Subject takes -3 penalty on attacks, saves, and checks.
  • Stupor: One helpless subject is put in a state that allows him to be moved but take no other actions.
  • Vision of Heaven: Evil creature is dazed for 1 round.
Evoc
Illu
Necr
Tran

2nd-Level Archivist Spells

Abjur
Conj
Div
Ench
  • Addiction: Subject becomes addicted to a drug.
  • Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
  • Animal Trance: Fascinates 2d6 HD of animals.
  • Calm Emotions: Calms creatures, negating emotion effects.
  • Divine Protection: Allies gain a +1 morale bonus to their Armor Class and on saving throws.
  • Elation: Allies gain +2 to Strength and Dexterity, +5 ft. of speed.
  • Enthrall: Captivates all within 100 ft. + 10 ft./level.
  • Hold Animal: Paralyzes one animal for 1 round/level.
  • Hold Person: Paralyzes one humanoid for 1 round/level.
  • Lastai's Caress: Intense feelings of good leave evil subject cowering, frightened, nauseated, or shaken.
  • Sap Strength: Subject becomes exhausted.
  • Stay the Hand: Change subject creature's attitude to helpful for 1 round.
  • Train Animal: Affected animal gains additional tricks equal to 1/2 caster level for 1 hour/level.
  • Wave of Grief: Cone imposes -3 penalty on attacks, checks, and saves.
  • Yoke of Mercy: Target deals nonlethal damage.
  • Zone of Truth: Subjects within range cannot lie.
Evoc
  • Alicorn Lance: Gain a unicorn's horn that can be a ranged touch attack to strike a foe once as a free action for 3d6 force damage.
  • Binding Winds: Sound cannot penetrate to or from target and -2 on ranged attacks.
  • ConsecrateM: Fills area with positive energy, making undead weaker.
  • Darkness: 20-ft. radius of supernatural shadow.
  • DesecrateM: Fills area with negative energy, making undead stronger.
  • Flame Blade: Touch attack deals 1d8 +1/two levels damage.
  • Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
  • Frost Breath: Icy breath deals 1d4 damage/2 levels.
  • Gust of Wind: Blows away or knocks down smaller creatures.
  • Hand of Divinity: Gives +2 sacred or profane bonus on saving throws to worshiper of your patron.
  • Heartfire: Passions of targets ignite as real fire upon the target.
  • Knife Spray: Cone of droplets, 1d6 and +1/level damage (max +5).
  • Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders.
  • Local Tremor: Light tremor shakes in a 30-ft. line.
  • Moonbeam: Creates a cone of moonlight that causes lycanthropes to assume animal form, penetrates darkness spells of equal or lower level.
  • Nature's Favor: Target animal gains +1/3 caster levels (max +5) luck bonus on attack and damage rolls.
  • Numbing Sphere: Creates rolling ball of intense cold that deals 1d6 cold damage plus 1d4 Dex damage, lasts 1 round/level.
  • Pressure Sphere: Water pressure deals 4d6 damage to submerged targets.
  • Saltray: Ranged touch attack deals 1d6/2 levels (max 5d6) slashing damage. If cast near an ocean, a second ray is cast.
  • Scimitar of Sand: Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated.
  • Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
  • Shatter: Sonic vibration damages objects or crystalline creatures.
  • Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
  • Spiritual Weapon: Magic weapon attacks on its own.
  • Splinterbolt: Ranged Attack that deals 4d6 piercing damage per bolt (3-6:1, 7-10: 2, 11+: 3). Threatens 18-20, x3. +4 damage, cold iron in forest.
  • Sun Bolt: Ray deals 2d6 damage, more against undead, and might blind target.
  • Veil of Shadow: Darkness grants you concealment.
  • Vile Darkbolt: Deals 1d8 damage/2 levels and stuns 1 round.
  • Winter's Embrace: Subject takes 1d8 damage/round; can cause fatigue.
  • Zone of Natural PurityM: Aberrations in area become weaker, fey and plants become stronger.
Illu
Necr
Tran
Univ

3rd-Level Archivist Spells

Abjur
Conj
Div
Ench
  • Awaken Sin: Subject faces its sins, takes 1d6 nonlethal damage/level (10d6 max).
  • Dominate Animal: Subject animal obeys silent mental commands.
  • Heart's Ease: Removes fear, despair, confusion, insanity, and some mind-influencing effects; restores 2d4 points of temporary Wisdom damage.
  • Hesitate: Force subject to lose actions.
  • Insignia of Blessing: Bearers of special insignia gain +1 bonus on attack rolls and saves against fear.
  • Inspired Aim: Allies within 40 ft. gain +2 insight bonus on ranged attack rolls.
  • Masochism: For every 10 hp damage you take, you gain +1 on attacks, saves, and checks.
  • Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
  • Sadism: For every 10 hp damage you deal, you gain +1 on attacks, saves, and checks.
Evoc
Illu
Necr
Tran

4th-Level Archivist Spells

Abjur
Conj
Div
Ench
  • Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
  • Sword of Conscience: Evil creature confesses crimes, takes Wisdom damage.
Evoc
Illu
  • Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
  • Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
  • Skull of Secrets: Intangible skull stores message and can be triggered to breathe fire.
Necr
  • Animate LegionM: Creates skeletons or zombies.
  • Black Mulching: See Text
  • Blight: Withers one plant or deals 1d6/level damage to plant creature.
  • Blood of the Martyr: Take Damage and Heal another at least 20 HP.
  • Consumptive Field: Draw life from all creatures in 30-ft. radius with -1 or fewer hit points that fail save.
  • Create Spirit IdolXP: Keeps a fallen elf away from Dolurrh and allows necromancers to call on his wisdom in the future.
  • Death Ward: Grants immunity to death spells and negative energy effects.
  • Delay Death: Losing hit points doesn't kill subject.
  • Favor of the Martyr: Subject gains Endurance plus immunity to nonlethal damage, charm and compulsion effects, pain attacks, and other adverse conditions, subject can function at -1 to -9 hp.
  • Frostburn: Touch deals 3d12 frostburn damage +1/level (max +20).
  • Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
  • Last BreathM: Returns to life a creature that has been dead no longer than 1 round. As raise dead, except to 0 hp. You take 1d4 damage/HD of creature.
  • Miasma of Entropy: Rot all natural materials in 30-ft. cone-shaped burst.
  • Necrotic DominationF: Completely control encysted subject.
  • Negative Energy Aura: 10-ft. radius surrounding you deals 2 points of damage/round.
  • Poison: Touch deals 1d10 Con damage, repeats in 1 min.
  • Pronouncement Of Fate: Imposes a -4 penalty on an offender's attacks, damage, saves, and checks; target loses actions.
  • Shadow ArrowM: Masterwork arrow or bolt deals 1d6 points of Strength damage.
  • Stop Heart: Touched living humanoid drops to -8 hitpoints.
  • Thalassemia: Turns blood to seawater, dealing 1d6/level damage.
  • Wrack: Renders creature helpless with pain.
Tran
Univ

5th-Level Archivist Spells

Abjur
Conj
Div
Ench
  • Chaav's Laugh: Good creatures gain +2 on attacks and saves versus fear and gain 1d8+1/level temporary hit points, while evil creatures save or suffer -2 on attacks and saves versus fear.
  • Confusion: For 1 round/level, subject will attack caster 10%, act normally 10%, babble 30%, flee 20%, attack nearest creature 30%.
  • Feeblemind: Subjects Int and Cha drop to 1.
  • Greater Command: As command, but affects one subject/level.
  • Morality Undone: Subject becomes evil.
  • Sleep Mote: Dust devil of magic sand puts foes to sleep.
  • Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.
Evoc
  • Blistering Radiance: Dazzles sighted creatures and causes 2d6 fire damage/round.
  • Boreal Wind: Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.
  • Call Avalanche: Avalanche of ice and snow falls from the sky, burying subjects.
  • Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
  • Crown of Flame: Aura burns evil outsiders, undead, and fey for 2d6 points of damage/round.
  • Dancing Web: 1d6 points/level of nonlethal damage and if save fails, evil creatures are entangled (half speed, -2 att, -4 Dex, Concentration DC 15 + level).
  • Dawn Shroud: In addition to acting as a daylight* spell, the light is harmful to oozes and undead.
  • Dragon Breath: You choose a dragon type and mimic its breath weapon.
  • Flame Strike: Smite foes with divine fire (1d6/level damage).
  • Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.
  • HallowM: Designates location as holy.
  • Memory Rot: Spores deal 1d6 Int drain to target, plus 1 Int/round.
  • Moon Path: Grants sanctuary to 1 creature/level and bridges gaps.
  • Parboil: Flash-heats air dealing 6d6 fire and 2d4 Intelligence damage to one or more creatures.
  • Sirine's GraceM: Grants +4 to Cha and Dex. Adds Cha Modifier deflection bonus to AC. +8 to Perform checks. 1d4 Int touch attack.
  • Spiritual Cavalry: Horsemen of force attack enemies.
  • Stalwart PactXP: You gain combat bonuses automatically when reduced to half hit points or lower.
  • UnhallowM: Designates location as unholy.
  • Wall of ColdfireM: Deals 2d4 of cold damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 frostburn damage +1/level.
  • Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
  • Wind Tunnel: Ranged weapons gain +10 bonus and double range increment.
Illu
Necr
Tran

6th-Level Archivist Spells

Abjur
Conj
Div
  • Find the Path: Shows most direct way to a location.
  • Glimpse Of The Prophecy: 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.
  • Stone Tell: Talk to natural or worked stone.
Ench
Evoc
Illu
Necr
Tran

7th-Level Archivist Spells

Abjur
Conj
Div
Ench
Evoc
Illu
Necr
Tran

8th-Level Archivist Spells

Abjur
Conj
Div
Ench
Evoc
  • Depthsurge: Water slam deals 2d6 + 1/level damage to all within 20-ft. radius, pushes targets back, sinks ships.
  • Earthquake: Intense tremor shakes 5-ft./level radius.
  • Fire Storm: Deals 1d6/level fire damage.
  • Illusion Purge: Dispels illusions within 5 ft./level.
  • Leonal's Roar: Kills, paralyzes, weakens, or dazes nongood subjects, and deals 2d6 points of sonic damage.
  • Red Tide: Sicken or Nauseate subjects in area for 1 minute. 3d6 temporary Strength damage poison to Fortitude save failure.
  • Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  • Whirlwind: Cyclone deals damage and can pick up creatures.
Illu
  • Screen: Illusion hides area from vision, scrying.
Necr
Tran

9th-Level Archivist Spells

Abjur
Conj
Div
  • Foresight: Sixth sense warns of impending danger.
Ench
  • AnathemaF: Break the divine link between your god and lower-ranked members of your faith.
  • End to Strife: Any attack made within 80 feet of caster causes attacker to take 1d6 points of lethal or nonlethal damage/caster level (max 20d6).
  • Spread of Savagery: Creatures within 10 ft./level become hostile and savage.
  • SympathyM: Object or location attracts certain creatures.
Evoc
  • Greater Whirlwind: As whirlwind, but larger and more destructive.
  • Implosion: Kills one creature/round.
  • Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
  • MiracleXP: Requests a deity's intercession.
  • Moonfire: Cone of moonlight deals 1d8 damage/two levels (max 10d8, magical auras glow blue for 1 round/level, illuminates as full mune, negates electricity for 1 round/level.
  • Quagmire Vortex: Muddy "whirlpool" causes death and destruction in a swamp.
  • Rain of Black Tulips: Black tulips fall from the sky; evil creatures take 5d6 damage per round and are nauseated.
  • Were-Doom: 1d4 creatures infected with lycanthropy.
Illu
  • Shadow Landscape: Makes natural terrain more dangerous, creates guardians that you command.
Necr
Tran