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Arcane Spells

Simplex Spells

Conjuration

Free Hand: Invisible hand that can move up to 5 lb of objects, trigger traps, etc. lasts up to 1 minute +1 minute per 2 CL

Divination

Detect Magic: Detect magical auras and if a thing is magical by focusing on it.

Evocation

Energy Bolt: Selected energy type deals 1d4 and +1d4 per 2 CL (Max 5d4) damage

Illusion

Distract: Subject takes -1 on attack rolls and AC for 1 + 1 round per 3 levels

Far Whisper: Whisper a short conversation at a distance

Throw Noise: Creates a noise up to 30 feet away. Noise must be generated by the caster

Thaumaturgy

Touch of Fatigue: Touch fatigues target for 1 round per CL

Transmutation

Zephyr: Create a small wind for various minor effects.

Level 1 Spells

Abjuration

Arcane Armor: Gain at least +1 armor enhancement bonus for a time.

Energy Warding, Minor: Gain small amount of specific energy resistance for a short time

Shield: Gain +4 Shield Enhancement bonus and some force resistance for a time

Compulsion

Calm: Remove fear and protect from fear on a single target.

Charm: Targets become friendly and are easier to manipulate, for a time

Sleep: Put at least 2 HD of creatures to sleep in an area

Stifle: Subject becomes stifled with emotion, unable to act unless directly threatened.

Conjuration

Conjure Tool: Conjure a temporary mundane tool for a time

Orb of Energy, Lesser: Throw a ball of energy at your foe for at least 1d8 energy damage

Divination

Combat Foresight: Gain at least +1 insight bonus to attack and reflex saves

Discern Location: With the use of a map, place a magical marker at your current location, it moves with you, for a time.

Identify: Divine the magical properties of all objects in an area.

Evocation

Darkness: Make area around yourself dark; impenetrable by most light sources

Energy Spray: 15 ft. cone of at least 1d4 energy damage

Flash Bang: 15 ft. radius temporary stun and blind.

Magic Missile, Lesser: Fire unerring missiles at your foe

Palm Burst: Melee touch for at least 1d10 energy damage

Sonic Lance: Deals at least 1d6 sonic damage, temporarily deafens, does extra damage to materials

Illusion

Conceal Object: Make a Large or smaller object blend into its surroundings for a time

Figment, Minor: With concentration, create a small sized figment that performs dictated actions.

Illusory Disguise: Create an illusory costume that grants bonuses to disguise for a time

Reflexive Decoy: Create a short lived decoy and get away from danger

Shadow Shape: Shape shadows around yourself, gain bonuses to conceal skill and partial concealment

Warped Light: Change the lights around you to create disorienting effects

Thaumaturgy

Harming Touch: Melee Touch deals 1d8 + 1d8 per HD negative damage to foe

Soul Bolster: Gain Temporary health based on CL and PMA. Also gain immunity to fear.

Soul Burn: Deal damage to foe based on CL and PMA. Also fear opponent

Vivum Pulse: Lightning fast spell heals allies in sight and gives a minor fortitude bonus for a round.

Transmutation

Control rope or chain: Makes ropes or chains move and perform simple actions

Double Time: Gain a 30 ft. bonus to ground speed

Enhance Weapon: Imbue your weapon with at least +1 enhancement bonus to attack and damage for a time

Mend: Repair object touched for at least 1d6

Slow Fall: Subjects drop slowly for a time

Level 2 Spells

Abjuration

Bronze Skin: Touched creature gains 6/- damage reduction for a while.

Counterspell: Cancel out an enemy spell caster's spell

Energy Flux: Immediate action that redirects some energy damage safely away from you

Interdiction: Intercept an attack on a nearby ally.

Invisibility Retort: Reveal most invisible creatures within a radius around the caster

Secure: Use magic to secure a door or container.

Signal Scramble, lesser: Obscure non-living things from scrying

Compulsion

Lesser Command: Direct an action of subject, so long as it isn't dangerous or deadly

Hold Humanoid: Hold a humanoid creature in its square for a time

Conjuration

Summon Inferentity Mk. I: Summon a chosen Inferentity for a time

Tagging Hand: Create a floating hand to deliver touch spells for a brief time

Divination

Night Sight: Gain dark vision 60 ft. for some time

Polyglot: Speak, understand, read, and write any language, for a long time

Scan: Learn important information about a target

Thought Probe: Passively pick up on surface thoughts, or detect surface thoughts from specified person

Evocation

Energy Imbuement: Swiftly apply energy damage to a weapon, for a short time.

Mote: Concentration spell; Deal at least 1d6 energy damage a round for several rounds

Illusion

Fairy Flame: Mark an invisible target as well as instill bad luck for a time.

Hallucination, lesser: Fool opponent with an environmental illusion that will force them to think the world is different than it is

Invisibility: Become invisible while not performing directly offensive actions, for a time. Mark an invisible target as well as instill bad luck for a time

Reflections: Create illusory body doubles to mislead your foes

Thaumaturgy

Blindness: Subjects that fail their saves become permanently blind.

Bloom: Gain immunity to several conditions while in the area, as well as a bonus against poison and disease.

Thaumic Pulse: Subject at range is hit with at least 1d10 positive or negative energy.

Transmutation

Liquefaction: Renders terrain difficult to pass, for a short time

Level 3 Spells

Abjuration

Channeled Ward: Put a regenerative warding on allies for a brief time.

Lesser Dispel Magic: Instantly remove magic effects from willing target, save for unwilling.

Energy Warding: Grant a moderate amount of resistance to one energy type to yourself and nearby allies.

Hand's Off!!: Throw a single flanking foe back, gain attack of opportunity against them

Shared Pain: Take half of incoming damage for a selected target

Compulsion

Blind Rage: Force a subject to engage in melee combat with bonuses.

Forced March: Force a creature to walk in a specified direction, for a time

Hopelessness: Fill a subject's mind with hopelessness and break their morale

Conjuration

Conjure Fine Tool: Summon a well-made tool that gives bonuses to a task.

Divination

Discerning Eyes: See magic as colors based on the power and function and identify spells instantly.

Evocation

Energy Burst: Deal at least 1d6 points of selected energy damage in a radial area.

Energy line: Deal at least 1d6 points of a selected energy damage to all subjects in a line

Magic Missile, Moderate: Unerring missile swarm deals 1d6 force damage per missile, divided evenly among visible targets in range

Palm Toss: Throw subject into the air and knock them prone

Illusion

Figment: Make a medium or large sized illusion perform actions dictated by the caster.

Flickering Form: Your character flickers in and out of visibility making it hard to track them

Illusory Fireball: Detonate a fireball that only hurts creatures who believe it is real.

Silver Shroud: Make party members indistinguishable from each-other

Thaumaturgy

Animate Object: Temporarily breathe life into an object, said object will fight for you.

Revitalize: Restore fatigue and exhaustion, give immunities and temporary HP

Siphon Shield:

Siphon Tether: Create a link that pulls HP from one target, and gives it to another

Transmutation

Enlarge Monster: Make a touched creature larger, they gain combat bonuses as well as some penalties

Haste: Gain an extra attack, movement bonuses, as well as minor AC and Attack bonuses, for a time

Keened Edge: Increase the critical threat range of a weapon for a while.

Greater Mending: Repair large amounts of damage to objects, cannot mend imbued/magical items at 0 hp.

Reduce Monster: Make a touched creature smaller, they gain some bonuses and penalties

Slow: Reduce the speeds, AC, Attack, and reflex of foes; limits targets to 1 attack per round

Tremor Spike: Create a line of spiking ground to deal damage to foes

Level 4 Spells

Abjuration

Banishment: Send summoned creatures back to where they came from with a caster level check

Lesser Counterspell Snare: Bait an enemy into wasting a counterspell on a harmless spell matrix.

Mystic Weave: Create a personal veil that protects against entropic damage

Null Strike: Disable magical effects on critical hits

Privacy Field: Create an area that only participants can hear each other

Steel Skin: Gain 15/- damage reduction for a short time

Universal Energy Warding, minor: Gain a small amount of broad energy resistance for a short time

Compulsion

Grief: Give a target a false memory that applies a penalty to will saves and causes other effects.

Paranoia: Forces foe into thinking they are being attacked by someone behind them

Conjuration

Erromand's Adamant Plate: Call a sheet of adamantium to defend against attacks and spells.

Frost Wall: Create a barrier of Ice that blocks line of sight and line of effect

Orb of Energy: Ranged touch attack deals at least 1d6 damage of a selected energy type. Not subject to spell resistance

Summon Inferentity Mk. II: Summon a chosen Inferentity for a time

Trick Step: Instantly close distance and make creatures flat-footed.

Divination

Spying Eye: Invisible floating eye expands caster's vision

Evocation

Energy Cloak: Deal retaliation damage with selected energy type. Take half damage from selected type

Scoria Spray: 30 ft. cone deals heat and bludgeoning damage; obscures vision

Illusion

Improved Hallucination: Fool opponent with an environmental illusion that will greatly alter their behavior

Invisibility, Greater: Invisibility that lasts through offensive actions

Thaumaturgy

Blood Circle: Create an area where wounded enemies take more damage, and allies are healed; for a sacrifice.

Infection: Give a subject a disease

Transmutation

Air Lash: Affected weapons gain more reach for a short time.

Gravity Wave: Push targets in a specified direction, up to 15 ft

Martial Reversal: Give a 50% chance for a subject's weapon to strike them instead.

Shape Shelter: Create a shelter out of the natural surroundings

Level 5 Spells

Abjuration

Break Curse: Break most non-item-based curses on a subject.

Interposing Ward: Quickly place a ward on a creature that is not the caster.

Missile Bulwark: Protection from all missile spells and ranged weaponry

Ray Reversal: Send Rays and Orbs back at the caster

Compulsion

Bestow Curse: Apply a non-wound affliction to a creature as a curse.

Stay Your Hand: Force subject to be unable to use martial combat for a short time

Conjuration

Giant Boulder: Summon a large stone above a creature's head.

Wall of Fire: Create of wall of fire that deals heat damage to creatures on one side, and not the other.

Divination

Sky Eyes: Create a small swarm of eyes to gather intelligence.

Evocation

Area Denial: Turn squares into traps that deal energy damage

Bulwark of Force: Create a very sturdy wall of force the breaks line of effect, but not line of sight.

Energy Chain: Deal at least 1d10 energy damage to selected targets in an area

Illusion

Thoughtless Figment: Up to a huge sized figment and requires no concentration.

Thaumaturgy

Thaumic Chain Bolt: Deal at least 1d10 positive or negative damage to selected targets in an area

Transmutation

Complete Repair: Very large repair to objects, can repair broken magical items

Flight: Gain 60 ft. (Average) fly speed for a time.

Lockjoint: Fuse a target's joints for a brief time

Level 6 Spells

Abjuration

Greater Dispel Magic: Instantly remove a large amount of magic effects from willing target, save for unwilling

Energy Flux, Grand: Quickly redirect a large amount of incoming energy damage into another square

Entropic Reversal: Reduce entropic damage for allies within 30 ft

Compulsion

Greater Command: Direct an action of subject, so long as it isn't dangerous or deadly

Doubt: Attack a creature's sense of competency and give them penalties to their skill checks.

Divination

Pure Vision: Gain immunity to most illusions, ignore any kind of concealing effect; for a time

Evocation

Greater Magic Missile: Fire up to 4 large missiles for moderate damage

Illusion

Glamour, Mass: Disguise up to 8 subjects as similarly sized creatures; for a time

Invisibility, Superior: Gain nearly perfect invisibility for a brief time

Thaumaturgy

Cancerous Tumors: This spell injects extra positive energy into a target wreaking havoc on their health

Vivum Torrent: Very swift healing spell heals for at least 1d6 positive energy and gives minor luck bonus to fortitude.

Transmutation

Disintegrate: Deal immense amounts of entropic damage to a target

Mass Keened Edge: Increase the critical threat range of all allies' weapons for a short time.

Martial Reversal, mass: Subjects have a 50% chance for their weapons to strike themselves rather than their opponents

Spell Strike: Plant a spell, or scroll, into a weapon that can trigger as an immediate action on hit.

Level 7 Spells

Abjuration

Adamant Barrier: Apply a powerful ward to a touched creature.

Disarcana Corpum: Turn user's magic effects against them

Dispelling Burst: As Greater Dispel but in an area.

Let Go of Me!: Terminate a grapple, throw and damage the grappler

Compulsion

Epiphany: Plant an intrusive thought that the subject believes is their own profound realization.

Inner Focus: Become immune to fear, stifle, and figments. Distractions are less effective for the duration.

Conjuration

Chaos Orb: Orb does large amount of mixed damage types

Greater Orb of Energy: Throw orbs of energy at the same, or multiple, targets.

Summon Inferentity Mk. III: Summon a chosen Inferentity for a time

Divination

Communion: Speak with a greater attendant for insight and information

Evocation

Deflagration: Greatly burn a foe with fire, ignite nearby foes as well

Rime Deposition: Freeze the water in the air around a subject, deals damage and locks target in place

Saline Encasement: Form a damaging crust of salt on your foe dealing upfront damage, and damage over time

Illusion

False Continuity: Make an area continue to look, sound, and smell as it did when the spell was cast.

Thaumaturgy

Judgement: Expose a target's soul to the judgement of a god or the dead

Vivify: Revive a very recently deceased person to half hp

Transmutation

Terraphage: Use the ground to crush and entrap opponents

Level 8 Spells

Abjuration

Anti-Magic Ray: Disable the casting of supernatural abilities, spell-like abilities and spells in general, for a time.

Counterspell Snare: Bait counterspells and punish anyone who tries to unravel the lure.

Compulsion

Weight of Inevitability: Force enemies to feel certain their efforts will fail.

Conjuration

Voiding Sphere: Conjure a deadly sphere that pulls all creatures in

Divination

Contingency: Prepare a spell to go off with a pre-determined trigger

Evocation

Crystal Halo: Create a halo of crystal shards that does several things

Illusion

Emerald Parallax: Create a coronet of crystalline lenses that misdirect enemies and bend their choices.

Thaumaturgy

Black Flames: Engulf a target with black flames of death.

White Flame: Persistent buff provides large health bonus to target, and doubles damage against undead for said target

Transmutation

Disintegration Ray: Deal immense amounts of entropic damage to a target

Flesh to Bomb: Prime a target to explode after three rounds for immense damage

Level 9 Spells

Abjuration

Mystic Mire: Make magic users ill and spells harder to cast.

Siddel's Disarming Disjunction: Disable all current magic effects on a creature and disenchant random equipment, permanently

Mass Universal Energy Ward: As an immediate action grant many energy resistances at once to allies

Compulsion

Creeping Doubt: Instill long lasting penalties on a target that accumulate over time.

Conjuration

Summon Inferentity Mk. IV: Summon a chosen Inferentity for a time

Divination

Malteo's Vicarious Vagrants: Create three flying eyes that have a multitude of effects

Illusion

Counterfeit World: Replace an entire area's perceived environment with a complete and persistent false world.

Illusory Spell: Mimic an 8th level spell or lower and fool the target into thinking they are affected

Perfect Mirror: Create a perfect mirror image of yourself that is indistinguishable. It gains an initiative and can cast up to 4th level spells.

Thaumaturgy

Cerebrum Crepitus: Cause the target's brain to rapidly grow tumors, instantly killing them

Radia's Reconstitution: Reform even after being obliterated.

Reaving Maelstrom: Negative energy aura drains the life of enemies, heals allies

Transmutation

Energy Emulsion: Temporarily become an energy aspect of an element