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Thread: Thaumaturge [Base Class]

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    Default Re: Thaumaturge [Base Class]

    Thaumaturge Spell List

    1st Level
    Alarm: Wards an area for 2 hours/level.
    Comprehend Languages: You understand all spoken and written languages.
    Disguise Self: Changes your appearance.
    Endure Elements: Exist comfortably in hot or cold environments.
    Enlarge Person: Humanoid creature doubles in size.
    Entropic Shield: Ranged attacks against you have 20% miss chance.
    Expeditious Retreat: Your speed increases by 30 ft.
    Feather Fall: Objects or creatures fall slowly.
    Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
    Grease: Makes 10-ft. square or one object slippery.
    Identify: Determines properties of magic item.
    Jump: Subject gets bonus on Jump checks.
    Mage Armor: Gives subject +4 armor bonus.
    Magic Aura: Alters object’s magic aura.
    Obscuring Mist: Fog surrounds you.
    Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    Reduce Person: Humanoid creature halves in size.
    Shield: Invisible disc gives +4 to AC, blocks magic missiles.
    Silent Image: Creates minor illusion of your design.
    Sleep: Puts 4 HD of creatures into magical slumber.
    Summon Monster I: Calls extraplanar creature to fight for you.
    True Strike: +20 on your next attack roll.
    Unseen Servant: Invisible force obeys your commands.

    2nd Level
    Augury: Learns whether an action will be good or bad.
    Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
    Bull’s Strength: Subject gains +4 to Str for 1 min./level.
    Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
    Darkvision: See 60 ft. in total darkness.
    Detect Thoughts: Allows “listening” to surface thoughts.
    Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
    Fog Cloud: Fog obscures vision.
    Fox’s Cunning: Subject gains +4 Int for 1 min./level.
    Glitterdust: Blinds creatures, outlines invisible creatures.
    Invisibility: Subject is invisible for 1 min./level or until it attacks.
    Levitate: Subject moves up and down at your direction.
    Locate Object: Senses direction toward object (specific or type).
    Minor Image: As silent image, plus some sound.
    Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
    Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
    Protection from Arrows: Subject immune to most ranged attacks.
    Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
    See Invisibility: Reveals invisible creatures or objects.
    Silence: Negates sound in 20-ft. radius.
    Spider Climb: Grants ability to walk on walls and ceilings.
    Status: Monitors condition, position of allies.
    Summon Monster II: Calls extraplanar creature to fight for you.
    Summon Swarm: Summons swarm of bats, rats, or spiders.
    Undetectable Alignment: Conceals alignment for 24 hours.
    Web: Fills 20-ft.-radius spread with sticky spider webs.
    Zone of Truth: Subjects within range cannot lie.

    3rd Level
    Arcane Sight: Magical auras become visible to you.
    Blink: You randomly vanish and reappear for 1 round/level.
    Clairaudience/Clairavoyance: Hear or see at a distance for 1 min./level.
    Deep Slumber: Puts 10 HD of creatures to sleep.
    Dispel Magic: Cancels magical spells and effects.
    Explosive Runes: Deals 6d6 damage when read.
    Fly: Subject flies at speed of 60 ft.
    Gaseous Form: Subject becomes insubstantial and can fly slowly.
    Glyph of Warding: Inscription harms those who pass it.
    Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
    Hold Person: Paralyzes one humanoid for 1 round/level.
    Invisibility Sphere: Makes everyone within 10 ft. invisible.
    Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
    Major Image: As silent image, plus sound, smell and thermal effects.
    Nondetection: Hides subject from divination, scrying.
    Phantom Steed: Magic horse appears for 1 hour/level.
    Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
    Sepia Snake Sigil: Creates text symbol that immobilizes reader.
    Sleet Storm: Hampers vision and movement.
    Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
    Stinking Cloud: Nauseating vapors, 1 round/level.
    Summon Monster III: Calls extraplanar creature to fight for you.
    Tiny Hut: Creates shelter for ten creatures.
    Tongues: Speak any language.
    Water Breathing: Subjects can breathe underwater.
    Water Walk: Subject treads on water as if solid.

    4th Level
    Arcane Eye: Invisible floating eye moves 30 ft./round.
    Black Tentacles: Tentacles grapple all within 20 ft. spread.
    Detect Scrying: Alerts you of magical eavesdropping.
    Dimensional Anchor: Bars extradimensional movement.
    Dimension Door: Teleports you short distance.
    Discern Lies: Reveals deliberate falsehoods.
    Divination: Provides useful advice for specific proposed actions.
    Enlarge Person, Mass: Enlarges several creatures.
    Freedom of Movement: Subject moves normally despite impediments.
    Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
    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.
    Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
    Locate Creature: Indicates direction to familiar creature.
    Reduce Person, Mass: Reduces several creatures.
    Remove Curse: Frees object or person from curse.
    Resilient Sphere: Force globe protects but traps one subject.
    Scrying: Spies on subject from a distance.
    Secure Shelter: Creates sturdy cottage.
    Solid Fog: Blocks vision and slows movement.
    Stoneskin: Ignore 10 points of damage per attack.
    Summon Monster IV: Calls extraplanar creature to fight for you.
    Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
    Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
    Zone of Silence: Keeps eavesdroppers from overhearing conversations.

    5th Level
    Baleful Polymorph: Transforms subject into harmless animal.
    Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
    Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
    Contact Other Plane: Lets you ask question of extraplanar entity.
    Dismissal: Forces a creature to return to native plane.
    False Vision: Fools scrying with an illusion.
    Hold Monster: As hold person, but any creature.
    Insect Plague: Locust swarms attack creatures.
    Mage’s Faithful Hound: Phantom dog can guard, attack.
    Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
    Mind Fog: Subjects in fog get -10 to Wis and Will checks.
    Mirage Arcana: As hallucinatory terrain, plus structures.
    Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
    Passwall: Creates passage through wood or stone wall.
    Permanency: Makes certain spells permanent.
    Persistent Image: As major image, but no concentration required.
    Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
    Prying Eyes: 1d4 +1/level floating eyes scout for you.
    Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
    Seeming: Changes appearance of one person per two levels.
    Sending: Delivers short message anywhere, instantly.
    Summon Monster V: Calls extraplanar creature to fight for you.
    Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
    Telekinesis: Moves object, attacks creature, or hurls object or creature.
    Telepathic Bond: Link lets allies communicate.
    Teleport: Instantly transports you as far as 100 miles/level.
    Wall of Force: Wall is immune to damage.
    Wall of Stone: Creates a stone wall that can be shaped.

    6th Level
    Acid Fog: Fog deals acid damage.
    Antimagic Field: Negates magic within 10 ft.
    Analyze Dweomer: Reveals magical aspects of subject.
    Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
    Bull’s Strength, Mass: As bull’s strength, affects one subject/ level.
    Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
    Contingency: Sets trigger condition for another spell.
    Dispel Magic, Greater: As dispel magic, but +20 on check.
    Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
    Flesh to Stone: Turns subject creature into statue.
    Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.
    Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
    Guards and Wards: Array of magic effects protect area.
    Legend Lore: Lets you learn tales about a person, place, or thing.
    Mislead: Turns you invisible and creates illusory double.
    Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level.
    Permanent Image: Includes sight, sound, and smell.
    Planar Binding: As lesser planar binding, but up to 12 HD.
    Programmed Image: As major image, plus triggered by event.
    Repulsion: Creatures can’t approach you.
    Stone to Flesh: Restores petrified creature.
    Summon Monster VI: Calls extraplanar creature to fight for you.
    Transformation: You gain combat bonuses.
    True Seeing: Lets you see all things as they really are.
    Veil: Changes appearance of group of creatures.
    Wall of Iron: 30 hp/four levels; can topple onto foes.

    7th Level
    Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
    Banishment: Banishes 2 HD/level of extraplanar creatures.
    Ethereal Jaunt: You become ethereal for 1 round/level.
    Forcecage: Cube or cage of force imprisons all inside.
    Hold Person, Mass: As hold person, but all within 30 ft.
    Invisibility, Mass: As invisibility, but affects all in range.
    Limited Wish: Alters reality—within spell limits.
    Mage’s Magnificent Mansion: Door leads to extradimensional mansion.
    Mage’s Sword: Floating magic blade strikes opponents.
    Phase Door: Creates an invisible passage through wood or stone.
    Plane Shift: As many as eight subjects travel to another plane.
    Power Word Blind: Blinds creature with 200 hp or less.
    Prismatic Spray: Rays hit subjects with variety of effects.
    Project Image: Illusory double can talk and cast spells.
    Reverse Gravity: Objects and creatures fall upward.
    Scrying, Greater: As scrying, but faster and longer.
    Sequester: Subject is invisible to sight and scrying; renders creature comatose.
    Spell Turning: Reflect 1d4+6 spell levels back at caster.
    Statue: Subject can become a statue at will.
    Summon Monster VII: Calls extraplanar creature to fight for you.
    Symbol of Stunning: Triggered rune stuns nearby creatures.
    Teleport, Greater: As teleport, but no range limit and no off-target arrival.
    Vision: As legend lore, but quicker and strenuous.

    8th Level
    Binding: Utilizes an array of techniques to imprison a creature.
    Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
    Discern Location: Reveals exact location of creature or object.
    Incendiary Cloud: Cloud deals 4d6 fire damage/round.
    Iron Body: Your body becomes living iron.
    Maze: Traps subject in extradimensional maze.
    Mind Blank: Subject is immune to mental/emotional magic and scrying.
    Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
    Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
    Power Word Stun: Stuns creature with 150 hp or less.
    Prismatic Wall: Wall’s colors have array of effects.
    Protection from Spells: Confers +8 resistance bonus.
    Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
    Screen: Illusion hides area from vision, scrying.
    Summon Monster VIII: Calls extraplanar creature to fight for you.
    Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.
    Temporal Stasis: Puts subject into suspended animation.
    Trap the Soul: Imprisons subject within gem.

    9th Level
    Etherealness: Travel to Ethereal Plane with companions.
    Foresight: “Sixth sense” warns of impending danger.
    Freedom: Releases creature from imprisonment.
    Gate: Connects two planes for travel or summoning.
    Hold Monster, Mass: As hold monster, but all within 30 ft.
    Imprisonment: Entombs subject beneath the earth.
    Mage’s Disjunction: Dispels magic, disenchants magic items.
    Power Word Kill: Kills one creature with 100 hp or less.
    Prismatic Sphere: As prismatic wall, but surrounds on all sides.
    Summon Monster IX: Calls extraplanar creature to fight for you.
    Teleportation Circle: Circle teleports any creature inside to designated spot.
    Time Stop: You act freely for 1d4+1 rounds.
    Wish: As limited wish, but with fewer limits.

    Non-Core Spells

    Spells that are unmarked are from the Spell Compendium. Spells marked with a * are from Complete Mage. Spells marked with a ** are from Player’s Handbook II.

    1st level
    Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks of opportunity.
    Benign Transposition: Two willing subjects switch places.
    Buzzing Bee: Bee gives subject -10 penalty on Move Silently checks and hinders Concentration checks.
    Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats.
    Deflect, Lesser: Gain a deflection bonus of +1/3 levels (max +5) against one attack.
    Dispel Ward: As dispel magic, but affects only wards.
    Ebon Eyes: Subject can see through magical darkness.
    Ectoplasmic Armor: Gain armor bonus against incorporeal touch attacks.
    Expeditious Retreat, Swift: You gain +30 ft. bonus to speed for 1 round.
    Golem Strike: You can sneak attack constructs for 1 round.
    Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks for 1 round.
    Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
    Ironguts: Subject gets +5 bonus on saving throws against poison.
    Karmic Aura*: Any creature damaging you becomes fatigued for 3 rounds.
    Low-Light Vision: See twice as far as a human in poor illumination.
    Mage Hand, Greater: As mage hand, but medium range and up to 40 lbs.
    Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level.
    Nerveskitter: Subject gains +5 bonus to initiative checks.
    Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage.
    Remove Scent: Hide touched creature’s scent.
    Resinous Tar*: Sticky substance slows movement or renders objects difficult to drop.
    Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
    Slide: Move subject 5 ft.
    Sniper’s Shot: No range limit on next ranged sneak attack.
    True Casting*: +10 on your next spell penetration roll.
    Vigilant Slumber*: Set specific conditions under which you immediately wake up.
    Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through.
    Wings of the Sea: +30 ft. to subject’s swim speed.

    2nd level
    Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.
    Alarm, Greater: As alarm, and it works on coexistant planes.
    Allied Footsteps*: Subject knows direction and distance to your location.
    Animalistic Power**: Subject gains +2 bonus to Strength, Dexterity, and Constitution.
    Arcane Turmoil*: Targeted dispel magic on one subject and subject loses one spell.
    Attentive Alarm*: As alarm, plus learn type and number of creatures that triggered alarm.
    Baleful Transposition: Two subjects switch places.
    Blinding Color Surge**: Blind subject for 1 round, gain invisibility.
    Chain of Eyes: See through other creatures’ eyes.
    Cloud of Bewilderment: Generates a nauseating 10-ft. cube.
    Deflect**: Gain bonus to AC for one attack.
    Dimension Hop**: Teleport subject short distance.
    Discern Shapechanger: Penetrates disguises and identifies shapechanging creatures.
    Dispelling Touch**: Dispel one magical effect on touched subject.
    Dissonant Chant: Concentration checks more difficult within area of spell.
    Distracting Ray: Ray forces spellcaster to make Concentration check.
    Earthbind: Subject creature can’t fly.
    Ectoplasmic Feedback: Incorporeal attackers take 1d6 damage + 1/level.
    Ethereal Chamber: You trap ethereal subject in a chamber of force.
    Fins to Feet: Transforms tails and fins into legs and feet.
    Fly, Swift: Gain fly speed of 60 ft. for 1 round.
    Heart of Air*: Gain +10 on Jump checks +10 ft. to fly speed, use feather fall once.
    Insight of Good Fortune**: Subject rolls twice, takes best result.
    Force Ladder: Create an immobile ladder of force.
    Ghost Touch Armor: Armor works normally against incorporeal attacks.
    Heroics: Fighter gains one fighter bonus feat.
    Incendiary Slime*: Creates slippery substance like grease, but highly flammable.
    Inky Cloud: Obscures sight underwater beyond 5 ft.
    Ironthunder Horn: Intense vibrations trip those in area.
    Lively Step: You and allies gain +10 ft. increase to speed.
    Malevolent Miasma: Cloud of fog deals 1d4 nonlethal damage/level.
    Master’s Touch**: Subject gains immediate +4 bonus on a skill check.
    Mountain Stance: Subject becomes hard to move.
    Reflective Disguise: Viewers see you as their own race and gender.
    Scale Weakening: Subject’s natural armor weakens.
    Share Talents**: Subject gains +2 bonus on skill checks.
    Slide, Greater: Move subject 20 ft.
    Snake’s Swiftness: Subject immediately makes one attack.
    Speak to Allies: Subjects can converse at distance without moving lips.
    Sure Strike**: Gain +1 bonus/3 levels on next attack.
    Surefooted Stride: You can move over rubble as easily as you can over open ground.
    Swim: Subject gains swim speed, +8 bonus on Swim checks.
    Wall of Gloom: Shadow barrier obscures vision.
    Wings of Air: Subject’s flight maneuverability improves by one step.

    3rd level
    Air Breathing: Subject can breath air freely.
    Alter Fortune**: Cause one creature to reroll any die roll.
    Amorphous Form: Subject becomes puddle-like and can slip through cracks quickly.
    Anticipate Teleportation: Predict and delay the arrival of creatures teleporting into range by 1 round.
    Antidragon Aura: Allies gain bonus to AC and saves against dragons.
    Avoid Planar Effects: Provides temporary damage against overtly harmful planar traits.
    Bands of Steel: Metallic bands immobilize or entangle subject for 1 round/level.
    Caustic Smoke*: Cloud deals 1d6 acid damage/round, blinds creatures.
    Celerity, Lesser**: Take a move action immediately but be dazed for 1 round.
    Circle Dance: Indicates direction to known individual.
    Contagious Fog: 20-ft. radius cloud of fog inflicts disease.
    Deceptive Facade*: Disguise appearance of another creature or object.
    Deeper Darkvision: Subject can see 90 ft. in magical darkness.
    Dimension Step**: Allies can immediately teleport a distance equal to their speed.
    Dragonskin: You gain a bonus to natural armor plus energy resistance 10.
    Earthen Grace: Subject only takes nonlethal damage from stone and earth.
    Enduring Scrutiny*: Become aware when target performs designated action.
    Energy Aegis**: Subject gains resistance 20 against one energy type for one attack.
    Energy Vulnerability**: Subject gains vulnerability to the specified energy.
    False Gravity: Travel on solid surface as if that surface had its own gravity.
    Girallon’s Blessing: Subject gains one additional pair of arms.
    Halt**: Subject’s feet become stuck to ground.
    Hamatula Barbs: Subject grows barbs, which damage foes that attack subject in melee.
    Heart of Water*: Gain swim speed, ability to breath water, +5 on Escape Artist checks, freedom of movement once.
    Karmic Backlash*: Any creature damaging you becomes exhausted for 2 rounds.
    Luminous Assassin, Lesser**: Summons an assassin to attack the subject.
    Mage Armor, Greater: Gives subject +6 armor bonus.
    Mage Armor, Mass: As mage armor, but one creature/level.
    Nauseating Breath: Exhale a cone of nauseating gas.
    Ray of Dizziness: Subject can only take move or standard actions.
    Regroup**: Teleport nearby allies to your side.
    Repelling Shield*: Invisible disc gives +4 to AC, blocks magic missiles, pushes away attackers.
    Reverse Arrows: As protection from arrows, but negated arrows turn back upon their source.
    Scattering Trap**: Imbue one 5-ft. square/2 levels with teleport trap.
    Servant Horde: Create 2d6 unseen servants +1/level (max +15).
    Shadow Phase: Subject becomes partially incorporeal.
    Snake’s Swiftness, Mass: Allies each immediately make one attack.
    Sonorous Hum: Removes need to concentrate to maintain next spell cast.
    Spell Vulnerability: Reduces creature’s spell resistance by 1/caster level (max reduction 15).
    Spellcaster’s Bane*: Gain +2 on dispel, counterspell checks; recognize cast spell and caster level.
    Spiderskin: Subject gains increasing bonus to natural armor, saves against poison, and Hide checks.
    Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 minutes/level.
    Tenacious Dispelling*: As targeted dispel magic, but second consecutive casting is more potent.
    Tremorsense: Grants tremorsense to a range of 30 ft.
    Unluck: Subject remakes all rolls, uses worse result for 1 round/level.
    Viprgout: You spit forth celestial or fiendish vipers that attack your foes.
    Wall of Light: Creates wall of light, can dazzle creatures.
    Wraithstrike: Your melee weapons strike as touch attacks for 1 round.

    4th level
    Assay Spell Resistance: +10 bonus on next caster level check to defeat one creature’s spell resistance.
    Attune Form: Grant creature temporary protection against overtly damaging planar effects.
    Backlash: Subject takes damage if it uses spells against another creature.
    Baleful Blink**: Subject has 50% chance of failure on attacks and spells.
    Bright Worms**: Fiery worms damage enemies within 20-ft. spread.
    Call of Stone**: Subject slowly turns to stone.
    Caustic Mire*: Acidic sludge slows progress, deals damage.
    Condemnation**: Lower subject outsider’s spell resistance and stuns for 1 round.
    Corporeal Instability: Transform a creature into an amorphous mass.
    Darkvision, Mass: As darkvision, but affects one subject/level.
    Defenestrating Sphere: Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.
    Dispelling Screen: Targeted dispel magic on any creatures and unattended items, +10 max on caster level checks.
    Ethereal Mount: You conjure swift mounts on the Ethereal Plane.
    Explosive Rune Field**: Area is covered with runes that explode on contact with creatures.
    Flight of the Dragon: You grow dragon wings.
    Floating Disc, Greater: As floating disc, but you can ride it.
    Forceward: Creates a sphere of force that protects against force effects and keeps out incorporeal creatures.
    Forcewave: Bull rushes all creatures within 10 ft.
    Force Chest: Create 2-ft. cube chest made of force.
    Heart of Earth*: Gain temporary hit points; +8 to resist bull rush, overrun, and trip; use stoneskin once.
    Know Vulnerabilities: Determine subject’s vulnerabilities and resistances.
    Melf’s Slumber Arrows*: Your arrows cause the target to fall asleep for 1 hour.
    Mirror Image, Greater**: As mirror image, but gain an additional image each round.
    Mystic Surge**: Ally’s spell gains +2 DC and +1 caster level.
    Nightmare Terrain: Creates patch of illusory terrain that hinders foes and allows you to hide.
    Otiluke’s Suppressing Field*: Spells of a designated school or subtype are suppressed.
    Raise from the Deep: Creature or sunken ship made buoyant.
    Ray Deflection: Ray attacks are reflected away.
    Resistance, Greater: Subject gains +3 on saving throws.
    Resist Energy, Mass: Creatures ignore damage from specified energy type.
    Ruin Delver’s Fortune: Cast on another creature’s turn and gain one of several benefits.
    Spell Enhancer: Lets you cast another spell in the same round at +2 caster level.
    Stifle Spell**: Subject must concentrate or botch spell.
    Translocation: You and subject switch places and appear as each other.
    Treasure Scent: You detect valuable metals and gems.
    Wall of Chaos/Evil/Good/Law: Wall blocks creatures of opposite alignment.
    Wall of Sand: Swirling sand blocks ranged attacks, slows movement through.
    Wall of Water: Creates shapeable transparent wall of water.
    Wings of Air, Greater: Subject’s flight maneuverability improves by two steps.

    5th level
    Anticold Sphere: Sphere hedges out cold creatures and protects you from cold.
    Blink, Greater: Controlled blinking between Material and Ethereal Planes grants defenses for 1 round/level.
    Call Zelekhut: A zelekhut performs one duty for you.
    Celerity**: Take a standard action immediately, but be dazed for 1 round.
    Contingent Energy Resistance: Energy damage triggers a resist energy spell.
    Dimension Door, Greater: Short-range, multiple-use dimension door.
    Dimension Jumper*: Teleport up to 30 feet 1/round.
    Dimension Shuffle**: Teleport multiple creatures short distances within line of sight.
    Draconic Might: Gain +5 to Strength, Constitution, Charisma; +4 natural armor; immunity to magical sleep and paralysis effects.
    Dragon Ally, Lesser: Exchange services with a 9 HD dragon.
    Dragonsight: Gain low-light vision, darkvision, and blindsense.
    Duelward: +4 on Spellcraft checks, counterspell as an immediate action.
    Enlarge Person, Greater: Subject remains enlarged for 1 hour/level.
    Etherealness, Swift**: Subject momentarily becomes ethereal.
    Field of Resistance**: Zone provides spell resistance 11 + caster level.
    Fly, Mass: One creature/level flies at speed of 60 ft.
    Heart of Fire*: Gain +10 ft. to land speed; resistance to fire 10; use fire shield once.
    Hidden Lodge: Creates sturdy cottage camouflaged to blend into natural surroundings.
    Ironguard, Lesser: Subject becomes immune to non-magical metal.
    Indomitability: Subject can’t be reduced below 1 hp.
    Luminous Assassin**: As lesser luminous assassin, but the assassin is more powerful.
    Mana Flux**: Magic in area has 20% failure chance.
    Nightstalker’s Transformation: Gain +4 Dexterity, +3 luck bonus to AC, +5 luck bonus on Reflex saves, +3d6 sneak attack, and evasion.
    Phantasmal Thief: Creates an unseen force that steals from others.
    Planar Tolerance: Provide long-term protection against overtly damaging planar traits.
    Prismatic Ray: Ray of light blinds subject, deals random effect.
    Reduce Person, Greater: Subject remains reduced for 10 minutes/level.
    Refusal: Spellcasters and creatures with spell-like abilities are prevented from entering an area.
    Retributive Image*: Created illusion deals damage to those who disbelieve it.
    Spell Matrix, Lesser: Magical matrix stores a 3rd-level or lower spell to be cast later as a quickened spell.
    Surefooted Stride, Mass: As surefooted stride, but multiple subjects.
    Symbol of Spell Loss: Triggered rune absorbs spells yet to be cast.
    Unicorn Blood*: Gain immunity to poison, compulsion, charm effects, bestow temporary hp once.
    Viscid Glob: Ranged touch attack hurls 5-ft. diameter glob of glue at subject.
    Vulnerability: Reduces an opponent’s damage reduction.
    Wall of Dispel Magic: Creatures passing through a transparent wall become subjects of targeted dispel magic.
    Wall of Limbs: Whirling limbs deal 5d6 damage and grab creatures passing through.
    Xorn Movement: Touched creature swims through earth like a xorn.
    Zone of Respite: Prevents teleportation and similar effects from functioning in the area.

    6th level
    Anticipate Teleportation, Greater: Predict and delay the arrival of creatures teleporting into range by 3 rounds.
    Aura of Evasion: All within 10 ft. gain evasion against breath weapons.
    Chasing Perfection**: Subject gains +4 bonus to all abilities.
    Cloak of the Sea: Gain blur, freedom of movement, and water breathing while in water.
    Endless Slumber*: Subject falls asleep and is not easily roused.
    Extract Water Elemental: Pulls water from victim, forms water elemental.
    Fire Spiders: Swarm of Fine fire elementals deals fire damage in an area.
    Freezing Fog: Fog slows creatures, obscures vision, hinders movement.
    Illusory Pit: Creatures in area are knocked prone while believing they’re falling.
    Interplanar Telepathic Bond: Link lets allies communicate across planes.
    Karmic Retribution*: Any creature damaging you becomes stunned for 1 round.
    Mage’s Trusted Bloodhound*: Create a ferocious hound that tracks and attacks foes.
    Make Manifest: You case a creature on a coexistant plane to appear on your plane.
    Ooze Puppet: You telekinetically control an ooze.
    Prismatic Aura*: Shield of colors offers concealment and damages your attackers.
    Probe Thoughts: Read subject’s memories, one question/round.
    Reflective Disguise, Mass: Viewers see subjects as their own species and gender.
    Resistance, Superior: Subject gains +6 on saving throw.
    Ruby Ray of Reversal: Ray negates magical or mundane hazards.
    Smoky Confinement*: Subject is imprisoned within a Tiny receptacle.
    Steal Summoning*: Take control of another caster’s summoned monster.
    Stone Body: Your body becomes living stone.
    Subvert Planar Essence: Reduce subject’s damage reduction and spell resistance.
    Tactical Teleportation*: Teleport one creature/3 levels a short distance.
    Transcribe Symbol: Safely moves an untriggered magical symbol to another location.
    Wall of Gears: Creates wall of moving gears that deals 1d6 damage/2 levels to creatures within 10 ft.

    7th level
    Adamantine Wings*: Wings grant fly 60 ft., provide natural attacks.
    Animalistic Power, Mass**: As animalistic power, but multiple subjects.
    Antimagic Ray: Subject loses all magical powers.
    As the Frost**: Transform into a creatre of cold.
    Brilliant Aura: Allies’ weapons become brilliant energy, ignoring armor.
    Call Kolyarut: A kolyarut performs one duty for you.
    Choking Cobwebs*: Cobwebs provide concealment, slow movement, sicken creatures.
    Dispelling Screen, Greater: Targeted dispel magic on any creatures and unattended items, +20 max on caster level checks.
    Dragon Ally: As lesser dragon ally, but up to 15 HD.
    Elemental Body: You take on the qualities of a type of elemental.
    Energy Absorption*: Target gains resistance 10 to energy; can turn one energy attack to healing.
    Energy Immunity: Subject and equipment gain immunity to damage of specified energy type.
    Energy Transformation Field: Area absorbs energy to power a predetermined spell.
    Ghost Trap: Incorporeal creatures turn corporeal.
    Glass Strike: Turns subject into glass.
    Hide from Dragons: Dragons can’t perceive one subject/2 levels.
    Hiss of Sleep: You induce comatose slumber in subjects.
    Ironguard: Subject becomes immune to all metal.
    Luminous Assassin, Greater**: As luminous assassin, but the assassin is more powerful.
    Planar Bubble: Creates bubble around creature that emulates its native planar environment.
    Prismatic Eye: Orb produces individual prismatic rays as touch attacks.
    Spell Matrix: Stores up to two spells of 3rd-level or lower to be reduced lower.
    Stun Ray: Subject stunned 1d4+1 rounds.
    Submerge Ship: You control ship mentally while it travels under water.
    Synostodweomer: Channel a spell into positive energy to cure 1d8 damage/spell level.
    Transfix: Humanoids freeze in place until condition you specify is met.
    Unicorn Heart*: Gain speed 60 ft., +4 on Strength, Dexterity, and Constitution-based checks; use dimension door once.

    8th level
    Chain Dispel**: Dispel multiple magical effects in multiple creatures.
    Deadly Lahar*: Create a wave of molten volcanic rock that sticks to creatures.
    Fierce Pride of the Beastlands: Summon celestial lions and celestial dire lions to follow your commands.
    Ghostform: You assume incorporeal form and gain some incorporeal traits and bonuses.
    Invisibility, Superior: Subject is invisible to sight, hearing, and scent for 1 minute/level, and can attack.
    Make Manifest, Mass: As make manifest, but affecting all creatures in the area.
    [i]Mysterious Redirection[i]*: Attacks against you have 50% chance to strike adjacent target instead.
    Plane Shift, Greater: Plane shift accurately to your desired destination.
    Wall of Greater Dispel Magic: Creatures passing through a transparent wall become subjects of targeted greater dispel magic.

    9th level
    Absorption: You absorb spell energy to power spells of your own.
    Abyssal Army: Summons demons to fight for you.
    Awaken Construct: Construct gains human-like sentience.
    Call Marut: A marut performs one duty for you.
    Celerity, Greater: Take a full-round action immediately, but be dazed for 1 round.
    Dimension Jumper, Greater*: Teleport yourself up to 60 ft. once per round.
    Dragon Ally, Greater: As lesser dragon ally, but up to 21 HD.
    Effulgent Epuration: Creates one sphere/level to negate hostile magic.
    Eye of Power: As arcane eye, but you can cast spells of 3rd level or lower through it.
    Genius Loci*: Create a guardian spirit for a specific location.
    Heavenly Host: Summons archons to fight for you.
    Hellish Horde: Summons devils to fight for you.
    Hindsight: You see into the past.
    Instant Refuge: Teleport to a safe location of your choice.
    Magic Miasma: Solid fog reduces caster level by 4.
    Obedient Avalanche: Snowy avalanche crushes and buries your foes.
    Prismatic Deluge*: Call down a prismatic effect over a wide area.
    Reality Maelstrom: Hole in reality sends creatures and objects to another plane.
    Reaving Dispel: On a targeted dispel, steal spell power and effects for yourself.
    Replicate Casting: Duplicate observed spell or spell-like ability.
    Spell Matrix: Stores up to three spells of 3rd-level or lower to be reduced lower.
    Summon Elemental Monolith: Calls powerful elemental creature to fight for you.
    Summon Golem**: Summons a clay, flesh, iron, or stone golem from a small amount of like material.
    Unbinding: Frees everyone in range from spells that constrain or bind.
    Undermaster: You gain earth-related spell-like abilities.

    Homebrew Spells

    2nd level
    Instant Pitfall: Create a pit beneath a creature's feet.
    Phantom Caltrops: Illusionary caltrops injure creatures.
    Rary's Unbreakable Cipher: Ciphered text cannot be read by anyone except its intended recipient.

    3rd level
    Phantasmal Parasites: Subject believes it is infested with parasites, is sickened.
    Sleight of Gaze: Become difficult to notice.
    Tripwire: Wire of force trips creatures.
    Volant Escape: Change shape into a flock of birds.

    4th level
    Symbol of Summoning: Triggered rune summons creatures.

    5th level
    Calling the Epilithic Grove: Transform stone or soil into vegetation.
    Curse of Riverine Malice: Creatures begin sinking in body of water, summon water elementals.
    Immuring Octogram: Create magical prison with force walls, dispels magic, negates planar travel.
    Spell Proxy: Transfer spells affecting you to another creature.
    Suppuration of Hellish Wounds: Call an evil outsider through a wounded creature.
    Vampiric Mist: Cloud of fog deals 1d6 damage/round, heals you.

    6th level
    Fog of Fear: Mist creates frightening hallucinations.
    Prismatic Trap: Trap unleashes seven different effects on those who trigger it.
    True Recall: Remember the past with the benefit of true seeing.

    7th level
    Power Word Obey: Dominate creature with 150 or less hp.
    Power Word Silence: Silence a creature with 100 or less hp.
    Prismatic Armor: Armor of light grants multiple defenses.
    Smothering Dispel: As targeted dispel magic, counter subject's spellcasting.
    Timelock: Temporal rift prevents creatures caught in it from acting.

    8th level
    Pact of Dark Sorcery: Gain unholy power by bargaining with a fiend.
    Sovorian's Impregnable Bulwark: Gain multiple defenses, contingency.
    [i]Transmute Water to Fire: Turn water into liquid flame.
    Unseen Watchman: Creates invisible servitor that serves as a magical sensor with true seeing.

    9th level
    Wandering City: Teleport a city.
    Last edited by The Demented One; 2009-03-02 at 09:08 PM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.