Generated: October 15, 2025 at 21:25
π 348 Total Spells
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This spell will cause a globe of acid to hover before the caster, firing an arrow of acid at their current combat target once for every three levels of the caster.
This spell will fill a room with acidic fog. The fog will remain in the room and harm anybody that enters the room, including the caster.
This spell will scorch the caster's enemy with acid whenever the caster is struck in melee by his/her opponents. In addition, Acid-Sheath will give 50% elemental resistance towards earth-based attacks.
This spell will enhance the cleric and his/her group with moderate bonuses. It is not accumulative with BLESS or SPELL-PRAYER spells.
The subject can tread on air as if walking on solid ground, effectively giving them the ability to fly.
This powerful shape changing spell will turn everyone in the caster's group into a random animal type.
This spell will harness evil necromancy magic and bring life into a corpse, creating either a zombie, ghoul, giant skeleton or mummy (dependent on caster level). The corpse will do the bidding of its master until destroyed. See important info about CHARMEEs via the helpfile system.
This spell increases the character's strength by 6, but only for the purpose of calculating how much weight he can carry.
This powerful spell will suck up all the magical flow in the area and channel it into the ethereal plane. This effectively makes the room completely a dead-magic area for a short time.
This spell conjures forth a large ball of rolling water that advances on its target, engulfing them within. Creatures who are engulfed will take 2d6 water damage per round unless they succeed at a reflex save. On a successful save the spell does no damage that round, except for creatures of a fire subtype, who take 2d6 damage on a successful reflex save and 4d6 on a failed one. The spell will cancel any fire effects the creature is under, such as fire shield, continual flame and others. The spell will not do any damage to creatures who can breathe water or do not need to breathe. It will also not do damage to creatures who are of size huge or larger. This spell will also remove any walls of fire in the room. Note that the damaging aspect of this spell will only proc if the caster is in combat, and will automatically target the person the caster is fighting.
Augury will inform the caster of what objects load in the room, including objects that don't load 100% of the time and/or load on mobs that spawn in the room.
This spell encases the power of lightning into a ball and directs it toward a target, causing serious damage.
This spell will instantly, without fail, dismiss an ally of the target. This spell also has a chance to continue to dismiss allies of the target and will work whether the ally is extraplanar or not.
This spell will conjure forth a green longsword of pure energy. The blade does not attack in a traditional sense. Instead, it will attempt to trip any who make a successful melee attack against you, once per round. If the trip is successful, the creature will be immune to the banishing blade effects for 4 rounds. If the trip is successful and the attacker is a mob that has been brought forth from various summoning spells, it must make a willpower save or be banished and dismissed from the mob's owner. A successful will save will still stagger the mob for 1 round, and the mob will not be vulnerable to banishment for another 4 rounds. Note that the banishing affects will not work at all on mobs of a greater level than that of the banishing blade wielder.
This powerful protective spell magically hardens the target's skin to the texture of bark.
This spell turns the cleric into a fighting machine. This spell will bestow haste, hitroll-bonus and damroll-bonus to the cleric. The caster will be unable to cast while under the effect of this spell.
You bestow the subject with the ability to use a any type of weapon he is not proficient in as if he were proficient with that weapon. The weapon can be of any type, including an exotic weapon.
This viscous cloud will severely hamper movement and ability to react normally while inside of it, effectively forcing a victim to be unable to perform any action for a round if a fortitude save is failed. This spell will not work on victims above 13th level.
This spell conjures forth large black tentacles from the ground which wrap themselves around any non-group members in the room, applying the entangle effect with no saving throw allowed. It also deals 1d6+4 force/crushing damage per round. Note that to receive experience from a creature dying from this effect, you or another group member in your room must be fighting the creature when it dies.
This spell creates massive spinning blades in the room, indiscriminately damaging everyone in the area for the duration. Be careful around your allies (and yourself) with this powerful spell!
This powerful invocation will create a powerful black blade of disaster created by destructive magic. This sword will fight for and serve its master until destroyed. It is important to view the CHARMEE help file.
Bless on a victim will improve the victims saving throw versus spells by 1, and furthermore improve the hitroll by 2. Bless on an item currently has no defined action. It is only possible to bless non-evil items, and the object blessed may weigh no more than five pounds per level of caster.
This 'force of nature' spell does serious earth damage to the victim. This spell will only do damage to plants.
You blast your enemies with blinding rays of sunlight. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit. If a ray hits, it explodes into powerful motes of light, and the target must save or be blinded for 1 round. If the target has light blindness, light sensitivity, or is otherwise vulnerable to bright light, it instead must save or be blinded for 1d4 rounds and take 1d4 points of damage per two caster levels (maximum 5d4). Any creature blinded by a ray sheds light as a sunrod for the duration of its blindness.
Blindness will blind a victim failing its saving throw. A blinded person will have -4 penalties to hitroll and AC.
The blur spell (or affect) gives a 20% chance that any damaging attack will be completely avoided.
This spell will remove fear when cast. It will not protect against a fear or shaken affect.
This is a damaging fire spell.
This spell summons forth a bolt of lightning using the 'forces of nature' to strike the victim. Harsh weather benefits this spell creating more powerful lightning bolts.
This spells summons a powerful natural lightning storm, creating bolts of lightning that strike everyone in the area.
You imbue your blood with corrosive acid. Any time you take piercing or slashing damage, a spray of acidic blood spurts from your body in the direction of the opponent who inflicted the wound, dealing 1d6 points of acid damage per caster level (maximum 15d6, Reflex half). After it contacts a creature or object, your acidic blood continues to burn that creature for 1 round, dealing 1d6 points of acid damage per 2 caster levels (maximum 7d6). A second successful Reflex save negates this additional damage.
Arcs of lightning fly from the caster's fingertips towards the first target then jumps to the next target and so on.
This spell will increase your target's charisma.
This spell, if effective, will make the victim your follower.
This will echant the victim into following you and joining your cause. Unlike the base charm spell, this spell will work on targets that are over level 8.
This spell does cold damage and also can sap an opponent's strength
This spell cause a wave of negative energy to burst from the caster causing 1d6 damage for each arcane caster level of the caster (max of 20) to each non-grouped living entity in the room. Examples of non-living entities include (but are not limited to) undead and constructs.
This spell will allow you to view the location of the target. A non-detection spell will protect the target from this spell.
The caster invokes a massive magical fist that slams into the opponent doing damage and possibly causing a 'WAIT-STATE' to the victim.
This spell will clone the target. See help file on 'CHARMEE' for important info about summoned creatures. This spell requires 'some sacrificial entrails' to work correctly.
This spell conjures a large cloud of poisonous gas that follows the caster. It forms and will pulse out for (Magic-Level / 4) total pulses shortly after casting. Every time, it will affect all non-grouped targets in the room. Be very careful when using this spell, that the caster should know whether the cloud has dissipated before moving or not.
This spell will chill the caster's enemy with cold whenever the caster is struck in melee by his/her opponents. In addition, Cold-Shield will give 50% elemental resistance towards Fire-based attacks.
A flare of overwhelming brilliant colors flahes in the opponents eyes causing damage and possibly stunning them. The stun effect won't work on monster's higher than a certain level
This will cast the protection from arrows spell on all group members. See PROTECTION FROM ARROWS for more info.
This spell will give all group members damage reduction equal to the caster level of the caster against fire, cold, acid, electric, and sonic energy types.
This spell will cast resist energy on all group members. See SPELL RESIST ENERGY.
This spell will cast 'spider climb' on all group members in the same room as the caster.
This spell will blast a narrow cone of cold directly into the target doing serious damage.
This 'force of nature' spell will inflict the victim with one of these disease: Blinding Sickness Cackle Fever Filth Fever Mindfire Red Ache Shakes Slimy Doom Each disease has a different effect.
This spell will create a magical flame that can be used as a light.
This spell is similar to the CHARM-PERSON spell, except that it will only function on living plants. The caster is able to command plant creatures to do anything they are physically capable of doing. The plant is able to understand the commands, regardless of what language the caster speaks.
Casting this spell on a charmed mob that was obtained via a summon-type spell will attempt to wrest control of that creature from it's master. To succeed, the creature must fail a will saving throw, and then an opposed spellcraft skill check with the creature's master must succeed as well.
This spell will cause acid to stream from your fingertips, causing 1d4 acid damage per level to a maximum of 8d4 damage. There is no saving throw to reduce the damage.
This spell instantly creates a fresh loaf of waybread for consumption.
This spell instantly creates a fresh water in an appropriate container.
The cast summons a mass of centipede swarms. The swarms will follow the caster, attacking any creatures in the area until they dissipate.
This spell will increase your target's intelligence.
This spell will cure a person blinded by the "blindness" spell, it can not remove blindness caused by for example cursed items.
This strong healing spell will cure critical wounds.
This healing spell will cure light wounds.
This healing spell will cure moderate wounds.
This fairly strong healing spell will cure serious wounds.
Invisible bands of force encircle vital areas of the target. The bands resist crushing forces and impacts without interfering with movement. The target gains DR 2/piercing or slashing.
This spell conjures a dancing weapon of force, whose type is based on the caster's alignment. This weapon will attack the caster's foe every round. It will use the caster's base attack bonus (BAB) + the highest of their charisma and intelligence bonuses against the enemy's armor class. If the caster has multiple attacks from their BAB, then the weapon will attack multiple times, accordingly. Upon hit the weapon will deal the normal weapon damage, plus the caster's arcane spellcasting level / 3 (max of 5). The weapon can score critical hits, though the threat range and critical multiplier are unaffected by any feats or effects the caster has. Attacks can be negated with spell resistance, and the damage type done is force damage.
This spell will create an area of pitch blackness. This will make the area artificially dark, even if the area is lit.
This spell will fill the room with artificial daylight.
This spell will daze (stun) a monster for 1-3 rounds.
This spell can deafen the target.
This powerful ward will protect the target from negative energy and death effects.
This spell will put a magical sleep enchantment on a victim. They will be unable to wake from this sleep unless attacked. Note that this spell is not effective against victims over the level of 15.
This powerful offensive spell will direct powerful negative energy towards the victim causing serious damage.
This spell will let you see the magical aura surrounding magical objects.
Cast on food or drinks (drink containers) you will be able to sense if it is poisoned. Cast on a person you will be able to see if that person is poisoned.
This spell locks down the victim from magical travel and teleportation spell usage.
This spell will instantly without fail dismiss an extraplanar ally of the target. The caster has to make sure to target the master of the extraplanar follower in order to be effective.
This spell will directly attack the soul of the evil victim. If an evil caster attempts to use this spell it will backfire.
This spell will directly attack the soul of the good victim. If a good caster attempts to use this spell it will backfire.
Dispel magic will attempt to dispel an affection from a target. Dispel magic casted on oneself will dispel all affects.
Displacement spell (or affect) will give the target 50% chance to avoid damage.
This spell gives the target a +1 luck bonus to attack and damage rolls. This bonus increases for every three divine caster levels to a maximum of +3/+3 at level 9.
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. You gain a +1 luck bonus on attack rolls, weapon damage rolls, and strength ability score for every three caster levels you have (maximum +6). You also gain 1 temporary hit point per caster level. Whenever you make a full-attack action, you can make an additional attack at your full base attack bonus, plus any appropriate modifiers. This additional attack is not cumulative with similar effects, such as haste or weapons with the speed special ability.
This spell is a more powerful version of CHARM-PERSON. If effective this spell will make the victim your loyal follower.
Invoking this spell causes the target to become shaken for the duration. This is a fear-based affect.
Once you've trained the 'es dragon knight' skill, you will have access to the dragon knight epic spell. This spell will summon a fierce young red dragon to do your bidding. Epic Spells have a fairly long cooldown before you are able to use them again. Keep in mind follower restrictions, see help CHARMEE
This spell creates a powerful localized earthquake striking the foes of the caster with earth damage.
Armor you wear no longer reduces your speed. You also reduce the armorβs armor check penalty by 1 + 1 per five caster levels (maximum 5).
This spell opens a portal to an elemental plane and summons elementals from it. When the spell is complete, 2d4 elementals appear, ready to do the bidding of the caster.
This spell can be cast to enchant a non-magical weapon or piece of armor. The power of the enchantment increases as the spellcasting level of the caster increases. See Also: SPELLS AFFECT
This spell will increase the constitution of the target by 4.
This spell will give 10% resistance to elemental-type damage.
This spell, in addition to doing damage, will also drain some of the life force of the victim and give it to the caster (xp).
This spell will create a sphere of pure energy around an opponent zapping the life out of them.
This powerful enchantment will seriously cripple all victims in the area by drastically reducing their strength, dexterity and constitution.
This spell will enlarge the target one size class.
Epic Mage Armor is the most powerful magical armor-class enhancement spell available. In addition it makes the recipient's dexterity increase by a significant amount. Cleric's do not have access to this epic spell. Epic Mage Armor has a long cooldown before re-using it.
This powerful warding spell will absorb massive sized damage for a moderate total amount. This epic spell is not available to clerics and has a fairly long cooldown time.
This spell will improve your eidolon's strength, dexterity, constitution and armor class by 4 each. It uses a special eidolon bonus type and will stack with most other bonus types. This spell can only be cast upon your eidolon.
This spell will give a boost to your moves and help you retreat
This spells afflicts the target with a terrible necromantic disease.
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. The light is too dim to have any special effect on undead or dark- dwelling creatures vulnerable to light. The faerie fire does not cause any harm to the objects or creatures thus outlined. ***NOTE*** Drow innate faerie fire ability duplicates this spell.
This spell will reveal all invisible creatures in the room.
This spell divines a faithful hound. He performs like other summoned creatures, with the exception that he will warn his master of aggressive beasts nearby.
This spell imbues the target with artificial necromantic life, making the target's hitpoints higher temporarily.
This spell, if effective, will reduce the victim's intelligence and wisdom to 3.
This spell causes immense negative energy damage on a fail saving throw. If the save is successful, the creature will take significantly less damage. Damage can be negated entirely if affected by a death ward spell or affect.
When you attack using your smite evil class ability, there is a 20% chance per hit to wreathe your target in flames that impede its movement. If the target fails the save they are considered entangled for a number of rounds equal to the caster's divine spellcasting level.
The fire seeds spell creates acorn grenades or holly berry bombs. These items are very volatile, and will explode when thrown, causing fire damage to the victim.
This spell will scorch the caster's enemy with fire whenever the caster is struck in melee by his/her opponents. In addition, Fire-Shield will give 50% elemental resistance towards cold-based attacks.
When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The flames will damage any creature in the area.
This is a damaging fire spell.
This spell transmutes the magical energy in the area into firey whips that severely damage the target.
This spell manifests a magical flaming blade that automatically slashes the target.
This spells call down a pillar of divine fire upon the victim.
This spell creates a sphere of pure fire that fills the area with harmful flames.
This spell will grant the target the ability to fly...
This spell will remove the web spell, and any grappling effect on the target. In addition, it will make the target immune to stun and also paralysis effects.
A huge perfectly shaped sphere launched from the caster is aimed at the victim to cause serious cold-based damage.
You become incorporeal, during which you take 1/2 damage from all sources except spells, unless the weapon is a ghost touch weapon or your opponent is incorporeal as well. You also gain the ability to levitate. You are unable to attack foes affected by a wall of wind. Likewise, you deal 1/2 non-spell/spell-like damage to foes who are not incorporeal unless you are wielding a ghost touch weapon.
This powerful conjuration spell will create a temporary portal to different planes of existence. In order to create a portal to the prime-material plane, you will need to be _off_ of it.
This spell will conjure forth a specified kind of genie as well as bestow the caster with certain benefits based on the type of genie conjured. If no kind is specified, the choice will be random. You may only benefit from an summon one kind of genie at a time. The different kinds are: djinni - summons a djinni which casts lightning bolt and wind wall and also bestows resist 20 to air and electric damage and +2 to dex. efreeti - summons an efreeti which casts fireball and bestows resist 20 to fire damage, +2 to int and offers 1d6 fire damage on your melee attacks. marid - summons a marid which casts cure critic, water breathe and water walk. Also bestows resist 20 to water and cold damage and +2 to con plus lets you breathe and walk on water. shaitan - summons a shaitan which casts stone skin. Also bestows resist 20 on earth and acid damage and +2 to strength. All bonuses are of type inherent.
This spell conjures forth a large ghostly wolf that can be used as a mount as well as a combatant. The wolf is able to walk to water at caster level 12 and able to fly at caster level 15. The wolf also has an aura of fear, and during combat will occasionally use this power to inflict the shaken status on any enemies who fail their will save.
The gird allies spell will encapsulate all conjured allies in the same room as you in a protective, invisible dome. This includes the conjured beings of any group members in the same room as you. To be clear, this spell affects 'charmies' only, and not player characters. The AC bonus is of type deflection, at a bonus of 1 + (1 per 6 caster levels).
This spell causes a cloud of glittering golden dust to appear and fall upon all enemies in the area. This has a double affect. Any invisible enemies will become visible, and any enemies who fail a willpower save will be blinded for the duration of the spell.
The goodberry spell will magically create a handful of goodberries. The berries will have the normal affect of food when eaten, but are also known to cure a small amount of hit points when eaten. Eating magical food has it's limitations, however, and you are only able to eat so many in a day.
This spell will increase the dexterity of the target by: 2 + (Cast-Level / 5)
You inspire the target with the power to seize a grand destiny. The target gains a +4 competence bonus to any attack roll, caster level check, saving throw, or skill check. These bonuses remain dormant until the affected person uses the granddestiny command, after which the bonuses will be active and the duration is shortened to 3 rounds.
This spell creates an instantaneous disembodied huge hand, which will squeeze the life out of the victim. This spell has a chance to also GRAPPLE the opponent.
This spell will give a penalty to your victim's moves and make it very challenging to retreat.
This spell will harness evil necromancy magic and bring life into a corpse, creating either a ghost, spectre, banshee or wight... (dependent on caster level). The corpse will do the bidding of its master until destroyed. See important info about CHARMEEs via the helpfile system.
This spell conjures forth huge black tentacles from the ground which wrap themselves around any non-group members in the room, applying the entangle effect with no saving throw allowed. It also deals 4d6+13 force/crushing damage per round. Note that to receive experience from a creature dying from this effect, you or another group member in your room must be fighting the creature when it dies.
This spell is similar to DISPEL-MAGIC except it can strip the target of 2-4 affects.
This spell will improve your eidolon's strength, dexterity, constitution and armor class by 6 each. It uses a special eidolon bonus type and will stack with most other bonus types. This spell can only be cast upon your eidolon.
This spell will give you a +4 bonus to your skills, hitroll and saving-throws, and also makes you immune to fear. You will also gain temporary hit points equal to the spellcaster's caster level. These bonuses are of type 'morale'. This spell does not stack with deathly-heroism.
This spell creates a reactive magical defense which will reflect the next three successful attacks against the caster back on the attacker. The damage reflected is the amount of damage the shielded would have received after all modifiers (resistances, damage reduction, etc.).
This spell will enhance the natural attacks of the target, increasing hitroll bonus. This spell only works on animals.
Greater magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls per four caster levels (maximum +5). An enhancement bonus does not stack with a masterwork weaponβs +1 bonus on attack rolls.
This is a more powerful version of MIRROR-IMAGE that the caster can only use on him/herself.
This spell draws upon power from other planes of existence and infuses it in the target, offering them fast healing 4 for the duration. As a side effect of this healing, the target is also treated as of the type 'outsider' for the duration.
This spell will heal 10d5 +25 + caster level (Max 30) points of damage. It will only work on your eidolon.
This powerful spell will do devastating internal damage to one target. Epic Spells have a fairly long cooldown before you are able to use them again.
This spell is a more powerful version of 'SPELL-MANTLE' except it can only be cast on the caster.
This spell functions exactly the same as heal, but will affect ever member of the group.
This spell works like the SUMMON spell, except it targets the whole group of the caster.
This spell designates an area as a holy site. This has three major effects: 1) the site or structure is protected by a magic circle against evil 2) corpses cannot be animated in the area 3) evil beings are unable to enter the area
This spell will attempt to paralyze all the undead in the area... This spell will not be effective against undead over the level of 11.
This powerful divine spell does heavy holy damage to a single victim.
Haste speeds the target up, effectively adding an extra attack. If the target is affected by the slow spell, it will be dispelled.
This is the most powerful healing spell, it heals a large amount of hit-points based on the divine-level of the caster. In addition this spell also cures blindness. See Also: HEAL-SKILL If you are looking for help on the skill heal, type help HEAL-SKILL
This paladin-only spell will heal the paladin's mount for a substantial amount.
This spell surrounds the caster in 2 or more floating weapons that block incoming attacks. At the start of each turn one of these weapons will launch at the caster's current foe. If it hits on a ranged touch attack, it deals 2d4 damage + the caster's charisma bonus of force damage. At caster level 10, the caster gets 3 weapons, at 14, 4, and at level 18, the maximum of 5.
Hellball is a spell that creates a huge ball of energy which damages heavily everything in the area. Epic Spells have a fairly long cooldown before you are able to use them again.
This spell will cause the victim to become overcome with uncontrollable laughter, effectively paralyzing the victim for 1-4 rounds.
This powerful spell will hold an animal in place effectively paralyzed until the spell runs out.
This spell will paralyze any living creature that fails its willpower save. Unlike the hold person spell, there is no limit to what level the target is.
This spell will paralyze a target for a short amount of time. Hold Person will not work on targets above 11th level.
This spell will wreath all party members with holy protection, offering a +4 deflection bonus to AC, +4 sacred bonus to all saving throws, 25 spell resistance against spells cast by evil enemies and a chance to blind evil outsiders and any undead when damaged by said enemy.
You create a shimmering javelin of holy energy to hurl at an enemy as a ranged touched attack. The javelin deals 1d6 points of damage to an evil creature on a successful attack; it dissipates harmlessly against creatures of any other alignment. Each round the target takes another 1d6 points of damage. For every 4 caster levels you have, the javelin remains in the creature for an additional round (to a maximum of 5 rounds at 18th level). While the creature remains impaled, it takes a β2 penalty on attack rolls and skill checks. The holy javelin glows like a torch, and this light clearly indicates the impaled creatureβs location, cancelling any invisibility. Since this light is not a light effect, just the glow of a conjured javelin, darkness spells always suppress it, even if they are lower level.
This spell gives the caster a +5 bonus to diplomacy skill checks and also allows the rolling of 2 d20s for a diplomacy skill check, taking the highest result of the two rolls.
This spell does damage and can also possibly deafen the victim.
This spell sucks out all the moisture in the area, seriously damaging creatures that are dependent on liquid.
This spell creates a reactive magical defense which will reflect the next successful attack against the caster back on the attacker. The damage reflected is the amount of damage the shielded would have received after all modifiers (resistances, damage reduction, etc.).
The caster chooses one ability score and the target gains a +2 racial bonus to that ability score. The ability scores being: strength, constitution, dexterity, intelligence, wisdom and charisma.
This spell tosses a magical dagger of ice at the opponent doing damage.
This spell will pummel all non-grouped targets in the area with massive stones of magical ice causing serious harm to all affected. See AREA-AFFECT for a warning about area-affect type spells.
This spell can be used to divine detailed information about the target object or victim.
This spell causes energy to become agitated in the victim's body and will continue to damage the victim based on caster level.
This spell conjures a cloud of white-hot smoke shot that follows the caster. It forms and will pulse out for (Magic-Level / 4) total pulses shortly after casting. Every time, it will affect all non-grouped targets in the room. Be very careful when using this spell, that the caster should know whether the cloud has dissipated before moving or not.
Allows the caster to detect the heat given off by objects giving them the ability to have much better vision in dark conditions.
The caster summons swarms of locusts to attack everyone in the area.
This spell creates an unshakable hand of magical force that interposes itself upon the victim, interfering with all the target's attacks. The effect is -4 to the target's hitroll. There is no saving throw for this spell, but it is resistable via magic resistance.
This spell removes invisibility from everyone in the room except the caster and their party members.
Makes everyone in the group invisible to everyone except those who have the "detect invisibility" spell. Attacking while invisible will immediately break the spell.
This spells increases the fortitude save of the recipient.
This spell absorbs the first 30 points of incoming damage, for 30 * level-of-caster total damage. The spell maxes out at 350 points of damage.
This spell will give the target a +10 to their acrobatics skill checks.
This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20. The spell can only take effect on piercing or slashing weapons. Multiple effects that increase a weaponβs threat range (such as the keen special weapon property and the Improved Critical feat) donβt stack.
This spell will improve your eidolon's strength, dexterity, constitution and armor class by 2 each. It uses a special eidolon bonus type and will stack with most other bonus types. This spell can only be cast upon your eidolon.
This spell invokes a storm of missiles to strike a single target.
This spell will heal 2d5 +5 + caster level (Max 10) points of damage. It will only work on your eidolon.
This spell will heal the fatigue effect on a character as well as any lingering affect from the chill touch spell.
This spell will heal the fatigue effect on a character as well as any lingering affect from the chill touch spell. It will only work on your eidolon.
You surround yourself with a positive energy field that damages undead opponents. Each time an undead creature damages you with a melee attack, that creature takes an amount of positive energy damage equal to half the damage it dealt to you. This damage is calculated after applying your damage reduction, resistances, and other defenses. Once this spell has dealt 5 points of damage per caster level (maximum 50), it is discharged.
This spell will fire a deadly bolt of lightning directly at your target.
Invoking this litany strengthens your defenses. Any enhancement bonus your armor has is doubled and you are immune to fear. While subject to this spell, the target cannot be the target of another spell that has the word βlitanyβ in the title.
Calling down a litany of anathema, you make an evil more susceptible to the attacks of good creatures. If the target is evil, it takes double damage from attacks made by creatures with a good aura (from a class feature or as a creature with the good subtype). If the target also has the evil subtype or an aura of evil; when it is hit with attacks made by creatures with a good aura, it is also dazzled for 1d4 rounds. While subject to this spell, the target cannot be the target of another spell that has the word βlitanyβ in the title.
This spell will magically locate the location(s) of the target creature the caster specifies.
If possible you will know exactly where an object is, or the name of the person using it. If more than one object by the same name exists, you will get a listing of several objects. The maximum number of objects you can simultaneously locate is your level divided by 2.
This spells increases the armor class of the recipient.
This spell creates a magical shield which acts as armoring. This spell will also block the magic-missile spell
This spell will enhance the natural attacks of the target, increasing hitroll bonus. This spell only works on animals.
This spell fires a relatively weak magical missile at the casters opponent.
This spell creates a magical stone.
You imbue the target's armor and shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).
This spell increases the strength of all present group members by 6, but only for the purpose of calculating how much weight they can carry.
This spell will increase the group's charisma.
This spell functions as charm monster, but affects all non group members in the room.
This spell will increase the group's intelligence.
This spell will cure light wounds for the whole group.
This spell will cure moderate wounds for the whole group.
This spell acts just like CURE-SERIOUS spell, except healing everyone in your group.
This spell functions like the DOMINATE-PERSON spell, except it targets everyone in the same area.
This spell will increase the group's endurance.
This spell will enhance the physical attributes of everyone in the caster's group. It will increase strength, dexterity and constitution.
This spell imbues the targets with artificial necromantic life, making the targets' hitpoints higher temporarily, as per the false life spell.
This spell will grant the fly-enchantment to all the caster's group members.
This spell will increase the group's dexterity.
Haste speeds the target up, effectively adding an extra attack. If the target is affected by the slow spell, it will be dispelled.
This spell will paralyze a target for a short amount of time. Hold Person will not work on targets above 11th level.
This spell is as 'human potential', where the caster chooses one ability score and the target gains a +2 racial bonus to that ability score. However this spell offers that bonus to all members of the group in the same room as the caster. The ability scores being: strength, constitution, dexterity, intelligence, wisdom and charisma.
This spell will show the basic stats of all items worn by the target, to the target. It will only include enhancement bonuses and stat bonuses, and will not show all item details.
This spell will cast reduce person on all group members, causing their size to decrease by one, so medium becomes small, small becomes tiny, etc. Decreasing size will bestow a +1 bonus to AC and attack rolls, will decrease damage dice size for natural attacks, such as when wild-shaped, will reduce combat maneuver bonus and defense, make it easier to sneak and hide, add a penalty to damage modifiers, and will require one to wield smaller weapons which will deal less damage.
This spell will increase the group's strength.
This spell will increase the group's wisdom.
The cast can invoke a swarm of massive fiery meteors to fall from the sky and strike everything in the immediate area.
This spell will make the target immune to most mind-affecting spells such as: Most fear affects Most stun affects Most paralysis affects Some fatigue affects Feeblemind Touch of Idiocy Mind Fog
This spell fogs the victim's mind with illusional magic, making the victim very vulnerable to will-based attacks.
The caster with this powerful globe of invulnerability will be able to deflect all harmful spells that are 1st or 2nd circle.
This spell creates between 4-8 images of the caster on the target. When being attacked, there is a ( 1 / images + 1 ) chance in getting struck, otherwise the image gets struck and vanishes.
This spell invokes a powerful storm of missiles to strike a single target.
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on the target. This will deal 2d10 light damage per round for five rounds, or 1d10 light damage on a successful reflex saving throw.
In order to acquire this epic spell you need to acquire the epic skill called 'es mummy dust' This powerful epic spell will summon a Mummy Lord to do your bidding. Note that epic spells don't require memorizing, but they have a long cool-down time.
This spells shoots out a ray of damaging negative energy towards the victim.
This spell causes the victim to experience their worst nightmare inflicting damage to their mind and possible FATIGUE to the target.
Upon casting this spell, a large cloud of sight-obscuring mist will follow the target, effectively giving the target 20% concealment rate.
This spell allows the caster to travel across the world to various destinations. Type 'flightlist' to see the available destinations. Once cast the caster will begin to fly to the destination. The travel time will depend on the distance between your start point and the destination. Note that this spell can only be used when on the world/wilderness map. Please ensure you've checked your destination before casting, and that you're on the world map, or the spell will be wasted. Also note that this spell will only bring yourself, not any companions. Please note that the travel times are not accurate 'geographically' at this time. We will be fixing this in the future, but for now the travel times are a poor approximation of geographical locations. Eg. You might cast the spell in Palanthas to the Palanthas Gate location, and the travel time will be 3 minutes while travelling to Sanction Gate from within Palanthas might only be 4 minutes.
This spell summons a loyal phantom steed - a mountable pet. See the CHARMEE help file for important info.
This spell draws upon power from other planes of existence and infuses it in the target, offering them fast healing 1 for the duration. As a side effect of this healing, the target is also treated as of the type 'outsider' for the duration.
This spell calls upon the assistance of an outsider with the same alignment as the caster. The result is an enchantment that offers a +2 morale bonus to perception skill checks, initiative rolls and the ability to detect alignment. While under this effect, the caster can use the 'planarsoul' command to dispel this effect and replace it with a new one that lasts 1 round per remaining hour on the planar soul effect. This new effect offers the following benefits: +2 sacred bonus to AC, +4 sacred bonus to strength, +15 resistance to fire and acid, +5 sacred bonus on intimidate skill checks, fast healing 2, and any critical hits made while under this 'planar soul surge' effect are automatically confirmed.
This spell will transport the caster to another plane of existence. Usage of the spell requires the destination plane as an argument. Available planes: Astral: cast 'plane shift' astral Ethereal: cast 'plane shift' ethereal Elemental: cast 'plane shift' elemental Prime: cast 'plane shift' prime
Casting poison on food or drink (containers) will poison it. Eating poisoned food/drinks will poison the consumer. Being afflicted with a poison affect will reduce your attack rolls and armor class by 2, as well as reduce your health and move regeneration by 75%. See Also: SPELL-REMOVE-POISON APPLYPOISON
This spell creates a 2-way portal between the caster and the target. This spell will not work in some areas of the world and will not work to travel between planes, the GATE spell must be used for travel between planes.
This instant cast spell that is hard to resist will blind the victim for a significant amount of time.
This powerful evocation with a single word can kill weak or weakened victim instantly.
This spell will instantly silence the target, making them unable to speak or cast spells.
This powerful spell will instantly stun an opponent with no saving throw. It lasts a very short amount of time though.
This spell will enhance the cleric and his/her group with high bonuses. It is not accumulative with BLESS or AID spells.
This spell creates an unpassable wall to stop movement from the room. This wall can cast spells to defend itself if attacked.
This powerful spell, in addition to doing physical damage, will do a random negative effect if a will save is failed: Stun = 2-8 Rounds Paralysis = 1-6 Rounds Blindness = 25 Rounds Slowness = Magic-Level Rounds
This spell produces flame completely under the control of the caster which is then sent to harm the caster's foe.
This spell surrounds the target with a shield of energy that will repel up to three ranged attacks before dissipating. This is only effective against physical ranged attacks made by a bow or other missile weapon.
This spell will give the target damage reduction equal to the caster level of the caster against fire, cold, acid, electric, and sonic energy types.
This spell will give the recipient a +10 to their Magic-Resistance rating. It will also give a bonus of +1 to their Will Saving-Throw.
This spell will heal (caster level * 10) + 20 points of damage. It will only work on your eidolon.
Rainbow pattern is a powerful illusion that has a chance to stun the onlooking victim. This spell is not effective against victims level 13 or higher.
This spells shoots out a ray of draining negative energy towards the victim, sapping a chunk of their physical strength.
This powerful illusion will instantly stop the battle occuring in the room. In addition, the caster and all group members will be instantly hidden and sneaking and have a +15 bonus to those respective skills for 6 rounds.
This spell will immediately cure some wounds and also give the target a doubled regeneration effect.
This spell will heal 6d5 +15 + caster level (Max 20) points of damage. It will only work on your eidolon.
The caster can remove a curse on any object or person in the area.
This powerful cleansing spell can remove any magical or unnatural disease from the victim - with the exception of LYCANTHROPY and VAMPIRISM.
This spell will remove the SCARE spell and/or fear effects on the target.
This spell will remove any and all paralysis affects from the target.
Will remove the affects of poison from a victim or an object.
This spell will enable the target to ignore the first 3 points of damage from energy-like attacks. (type 'affects' to see the bonus)
This spell will give +1 to all saving throws for the duration.
This spell will remove any and all detrimental affects from the target that apply a negative modifier to one of the primary ability scores (strength, dexterity, intelligence, etc.). Unlike lesser restoration, it will work on affects that apply poison, curse, disease, fear or stun.
This spell will remove any and all detrimental affects from the target that apply a negative modifier to one of the primary ability scores (strength, dexterity, intelligence, etc.). Unlike lesser restoration, it will work on affects that apply poison, curse, disease, fear or stun. This spell will only work on your eidolon.
Infusing the target with a surge of furious divine energy, you enhance a creatureβs ability to hit an opponent based on the number of times it has already hit that opponent with a successful attack. Each time the subject successfully strikes an opponent with a successful melee attack, the subject gains a cumulative +1 morale bonus on attack rolls (maximum +4 bonus) and gains 2 hit points. If an attack misses, the attack bonus resets to +1.
This spell upon its first casting will inscribe a magical divine rune in the current location of the caster. Upon the second casting of this spell, the caster will be teleported directly to the location of the divine rune.
The sanctuary spell will protect the target from all damage, reducing incoming damage by 50%.
This spell creates a terrifying illusion that can cause fear in the victim. Note that this spell will not work on powerful opponents.
This powerful illusion can cause CONFUSION to the victim.
This spell will direct a ray of scorching heat towards a victim.
Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).
Allows the caster to sense the presence of a player or monster in the room which is hiding. The true identity will remain hidden however. Invisible persons are also considered hidden.
This spell creates a shield of shadowy phantasmal magic. This spell will drastically increase the target's AC, give 12 Damage-Resistance and 100% resistance to negative energy damage.
This spell allows the caster's group to meld with the shadow plane, allowing them to travel at incredible speeds.
This spell creates 1d4+2 shambling mounds. The creatures willingly aid you in combat or battle. The shamblers have resistance to fire as normal shambling mounds only if the terrain is rainy, marshy, or damp.
This spells creates a dagger which will serve the caster. Note, please read the help file on CHARMEE.
This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).
You create a magical barrier that protects a targetβs vital areas. When the target is struck by a critical hit or a sneak attack, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
This spell charges the caster's body with massive electric power and upon the caster's grasping a target, releases all the electric charge against the opponent. This is a touch spell, and requires a successful touch attack roll to land. If the opponent is wearing or holding any metal, the touch attack roll has a +3 bonus. See Also: TOUCH-SPELLS
This spell wil silence the target, preventing them from speaking or cast spells.
This spell will put a magical sleep enchantment on a victim. They will be unable to wake from this sleep unless attacked. Note that this spell is not effective against powerful targets.
This spell will slow down the victim, effectively reducing their number of attacks by 1. This can't reduce a victim's attacks below 1. If the victim is affected by haste, this spell will dispel it.
This spell will protect the target from two hostile spells, then fall.
This powerful abjuration has the ability to turn the next offensive spell directed at the target and reflecting it at the offender.
This spell allows the caster to enchant a staff with a spell that they are otherwise able to cast. It is not possible to use this spell on a staff that is already magically enchanted and has remaining charges. The caster must hold the staff in their hands, and specify the name of the spell they would like to enchant the staff with. Adventurers have thus far determined spellstaff to work with the following spells: barkskin, cure light wounds, endurance, strength
This spell gives the target the ability to scale surfaces like a spider, granting a +30 bonus to climb checks. It also offers a +8 bonus to stealth when not outdoors, or if in a forest, offering the ability to scale walls or trees in order to hide from above.
This spell summons earthen spikes that trap the area... Anyone who enters the room will suffer minor damage.
This spell conjures a spiritual weapon, whose type is based on the caster's alignment. This weapon will attack the caster's foe every round. It will use the caster's base attack bonus (BAB) + their wisdom bonus against the enemy's armor class. If the caster has multiple attacks from their BAB, then the weapon will attack multiple times, accordingly. Upon hit the weapon will deal the normal weapon damage, plus the caster's divine spellcasting level / 3 (max of 5). The weapon can score critical hits, though the threat range and critical multiplier are unaffected by any feats or effects the caster has. Attacks can be negated with spell resistance, and the damage type done is force damage.
This spell will create a magical spring in the area that will heal those that drink from it.
This spell will cause everyone under level 10 to become nauseated if they fail a fortitude save.
This spell absorbs the first 10 points of incoming damage, for 10 * level-of-caster total damage. The spell maxes out at 165 points of damage.
This spell creates a storm of lightning and ice that follows the caster. After 6 seconds the electric storm aspect of the spell primes and fires a lightning blast. 6 seconds later, the ice storm aspect of the spell primes and creates an ice storm.
You are closely surrounded by a barely visible magical field. The field provides a +1 deflection bonus to AC and a +1 resistance bonus on saves. Any creature that strikes you with a melee attack is stunned for 1 round (Will negates). Once the field has stunned an opponent, the spell is discharged.
Will summon a person of the name spoken. It is not possible to summon someone of three or more levels above yourself. If you attempt to summon a monster, it will get a saving throw.
This summons a swarm that harms everyone in the area.
The target weapon ignites into flame that does not hurt the weapon or the wielder, but damages those hit by the weapon. When the weaponβs wielder hits with this weapon, it deals an additional 1d6 points of fire damage. This damage is not multiplied in the case of a critical hit.
This spell does light damage, creates artificial daylight in the area and can also blind the victims.
This powerful divination will light up the room like the SPELL-DAYLIGHT and in addition do heavy damage to everyone in the room and possibly blind all the victims.
With this spell the caster creates necromantic symbols in the air causing damage to those whom view it.
Tactical acumen grants you and your allies a mastery of battlefield tactics. Whenever you would gain a bonus on attack rolls or to AC due to battlefield position, such as flanking or concealment/invisibility you gain an additional +1 insight bonus. This bonus increases by +1 for every five caster levels above 5th you possess (maximum +4).
This spell sends out a wave of telekinetic force directly into the target causing damage and with a possibility of knocking down the target.
This spell will teleport the caster to the target, it will work nearly in any location on the prime material plane.
This spell will do little damage, but can also have up to 3 additional negative effects on whoever is struck by it: Deafness = 10 Rounds, Saving Fortitude Stun = 4 Rounds, Saving Will Knockdown = 1 Rounds, Saving Reflex
This spell will manipulate time allowing the caster to cast non-offensive spells with amazing efficiency for a very short period of time. This spell can be helpful in buffing up the caster or group members quickly.
This will cause 1d6 penalty to intelligence, wisdom and charisma to a victim.
This spell turns the caster into a vicious fighting machine giving him/her the BAB of an equal level warrior. That comes with all the benefits, such as bonus to hitroll and number of attacks. This spell creates such a physical transformation, that the caster is completely unable to cast while under its affect.
This spell allows the caster to truly become one with nature. A druid will actually enter into the plant and is able to travel great distances and come out from another plant of the same type. If no other plant of the same type is found, the caster will be ejected from the plant.
This spell enables you to see invisible items and players like the detect-invisibility spell, in addition this spell allows you to see hidden players/mobiles.
This spell will cause the target to strike true. It will last one blow before wearing off.
This spell cause a wave of holy energy to burst from the caster causing 1d6 damage for each arcane caster level (divine for clerics) of the caster (max of 20) to any non-grouped undead entities in the room.
An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.
This spell designates an area as an unholy site. This has three major effects: 1) the site or structure is protected by a magic circle against good 2) animated corpses are more powerful within the area 3) good beings are unable to enter the area
This spell will attempt to drain life from the victim to the caster.
You surround yourself with a veil of positive energy, making it harder for undead creatures to harm you. When under the effect of this spell, you gain a +2 sacred bonus to AC and a+2 sacred bonus on saves. Both of these bonuses apply only against attacks or effects created by undead creatures.
This necromantic spell replicates the terrible wail of the undead banshee. This spell does internal damage using sound and has such a terrifying sound that it can also induce fear in its victims.
The caster calls upon the elements to create a roaring wall of fire, which fills the area, burning anyone who tries walking through it. The wall deals double damage to undead creatures.
This spell will cloud vision in the immediate area.
This spell creates a magical wall of force blocking off all exits from the area until destroyed.
The caster calls upon the elements to create a wall of thorns, which fills the area, hurting anyone who tries walking through it. The wall can be burned away with magical fire.
This spell conjures forth a blade of magical force. The blade does not inflict damage against enemies, but instead serves as a protective ward, deflecting attacks and improving the caster's ability to concentrate. This translates into a +2 circumstance bonus to armor class and +6 bonus to their concentration skill.
This spell will grant the target the ability to breathe underwater...
Enable yourself and others to traverse over water as if it was solid ground.
This spell sends out necromantic waves of fatigue towards the area causing the FATIGUE effect to strike against those whom do not resist. This spell gets NO saving throw.
This spell sends out necromantic waves of fatigue towards the area causing the FATIGUE effect to strike against those whom do not resist.
You transform a single weapon into an awe-inspiring instrument. The weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no Saving Throw. This is a mind-affecting fear effect.
This spell makes a bludgeoning weapon have greater impact, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20. The spell can only take effect on bludgeoning weapons, including fighting unarmed. Multiple effects that increase a weaponβs threat range (such as the keen special weapon property and the Improved Critical feat) donβt stack.
This spell will entangle a victim in magical web, effectively leaving the victim in a GRAPPLED state.
This powerful illusion creates a terrible nightmare in the mind of the victim which rends and tears up the victim's mind doing terrible damage, draining the victim of strength and stunning the victim.
Whirlwind is the ability for its performer to spin in a whirl lashing out at between 1-4 opponents in the immediate area. This skill will continue dependent on the user's proficiency.
The target is surrounded by a wall of swirling wind. This wall will have a 30% chance to blow aside any ranged attacks, and will prevent or disrupt the following effects: wall of fog, stinking cloud, billowing cloud, obscuring mist, summon swarm, cloudkill, acid fog, incendiary cloud, insect plague, poison breath.
This spell will increase your wisdom.
This spell will create a magical disembodied eye that you can control to safely explore without risk to the caster. This spell will continue until the eye is destroyed or the caster returns to his/her own body (by typing 'return').
This spell will only have an effect against a victim of opposite alignment of the caster. (Good vs Evil / Evil vs Good) Effects: 1) Deafness, 10 Rounds, Saving-Fortitude 2) Stun, 4 Rounds, Saving-Will 3) Paralysis, 1 Round, Saving-Reflex 4) Blindness, 10 Rounds, Saving-Fortitude
The caster will be transferred back to his/her hometown sanctuary.
For more information and to experience these spells in action,
visit Chronicles of Krynn MUD