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NEW ASSASSIN SPELLS
1st Level
Bloodletting : Your light weapon creates bleeding wound that deals an extra ld6
damage per round.
Catsfeet: Reroll a Balance, Climb, Jump, or Move Silently check with +5 bonus.
Critical Strike : Ignore miss chance from conceal- ment; deliver sneak attack
against foe with concealment.
Reaving Aura: All creatures below 0 hit points within 10 feet of you take 1
point of damage.
Vigilant Slumber : Set specific conditions under which you immediately wake up.
2nd Level
Animate Weapon : A weapon animates and fights for you.
Near Horizon : Remove increment-based penalties on ranged attacks.
Summon Weapon : Create normal, nonmagical weapon.
3rd Level
Enduring Scrutiny : Become aware when target performs designated action.
Nightmare Terrain: Create patch of illusory terrain hinders foes and allows you to hide.
Pall of Twilight : Veil of shadow impedes sight and sound.
Rusted Blade: Touched weapon delivers filth fever.
Toxic Tongue : Generate small amount of poison that you can spit or place on a weapon.
Vital Strike : Your next attack deals sneak attack damage.
4th Level
Deathsight : Make death attack without spending in observation.
Mordenkainen's Trusted Bloodhound : Create a ferocious hound that tracks and attacks foes.
Unseen Strike : Invisibility effect triggered to activate the instant you successfully
attack someone.
NEW BARD SPELLS
1st Level
Catsfeet: Reroll a Balance, Climb, Jump, or Move Silently check with +5 bonus.
Combined Talent: Allows one subject to use the skill ranks of a second subject in place of her
own
Guided Path: Find nearest establishment of designated type.
Immediate Assistance : Allow subject to reroll a skill check.
Resinous Tar: Sticky substance slows movement or renders object difficult to drop.
S u m m on Component : Create a noncostly component.
Vigilant Slumber : Set specific conditions under which you immediately wake up.
2nd Level
Bothersome Babble: Subject's speech becomes incoherent;
second casting makes speech painful.
Cacophonous Alarm: First creature to trigger alarm affected by sound burst spell.
Caterwaul: Horrible wail renders creatures nauseated or sickened for 1 round.
Deafening Blast: Permanently deafen all targets in 20-foot- radius spread.
Deceptive Facade: Disguise appearance of another creature or object.
Doublespeak : Subjects' speech is masked from listeners.
False Lie: Subject seems to be lying, both to Sense Motive and divinations, even when she is
not.
Magic Savant: Gain +4 bonus on Use Magic Device; take 10 on check if you have 10 ranks.
Mask of the Ideal: Gain +4 bonus on skill checks, checks to influence enchanted or
conjured creatures.
Painful Echoes : Deal ld4 sonic damage per round and sicken targets.
Summon Weapon : Create normal, nonmagical light weapon.
Torrent of Tears: Subject is temporarily blinded and emo- tionally distraught.
3rd Level
Enduring Scrutiny : Become aware when target performs designated action.
Nightmare Terrain: Create patch of illusory terrain that hinders foes and allows
you to hide.
Otto's Imperative Ambulation : Subject must move at least 10 feet each round.
4th Level
Battlecry: Gain bonus on attack, save; bardic music effects extended.
Interminable Echo : Illusory sound applies -10 penalty on Listen checks, deals 2d6 damage each
round.
Lingering Chorus : Magic voices maintain your bardic music.
Melf's Slumber Arrows : Your arrows cause the subject to fall asleep for 1 hour.
Resounding Thunder : Lasting sound deals 4d6 sonic damage per round, deafens
creatures within area.
5th Level
Channeled Sonic Blast: Deal sonic damage in cone; area and damage increase based on
casting time.
Combined Talent: Allows one subject to use the skill ranks
Dimension Jumper: Teleport yourself up to 30 feet once per round.
Discordant Malediction : Subject takes sonic damage each time she casts a spell with a verbal
component.
Endless Slumber : Subject falls asleep and is not easily roused.
Fever Dream : Illusory vision fatigues or exhausts target, makes spellcasting
difficult
6th Level
Resonating Agony : Subject nauseated or sickened for 1round/level
NEW CLERIC SPELLS
1st Level
Reaving Aura: All creatures below 0 hit points within 10 feet of you take 1 point of
damage.
4th Level
Seed of UndeathM : Subject that dies before spell expires rises as a zombie under
your command.
7th Level
Necrotic Curse: Cure spells in area deal damage, living beings don't heal with
rest.
Seed of Undeath, Greater : As seed of undeath, but affects an area.
NEW DRUID SPELLS
1st Level
Climbing Tree: Temporarily grow a tall tree for use as a ladder.
2nd Level Blackrot: Deal damage to plant creatures, or use wooden weapon to sicken
foes.
Heart of Air: Gain +10 on Jump checks, +10 ft. to fly speed, feather fall once.
3rd Level
Heart of Water: Gain swim speed, ability to breathe water, +5 on Escape Artist checks, freedom of
movement once.
Prickling Torment : Target is sickened, takes damage when- ever it acts.
Rusted Blade: Touched weapon delivers filth fever.
Unicorn Horn : You grow a horn that functions as a natural
weapon.
4th Level
Heart of Earth : Gain temporary hit points; +8 to resist bull
rush, overrun, and trip; use stoneskin once.
5th Level
Heart of Fire: Gain +10 ft. to land speed, resistance to fire 10, use fire shield once.
Unicorn Blood: Gain immunity to poison, compulsion charm effects; bestow
temporary hp once.
6th Level
Storm of Fire and Ice: Storm provides concealment, slows
movement, deals cold and fire damage.
7th Level
Great Worm of the Earth: Enormous wormlike maw
attempts to
swallow target.
Unicorn Heart: Gain speed 60 ft., +4 on Str-, Dex-, and Con-
based checks; use dimension door once.
8th Level
Deadly Lahar: Create a wave of molten volcanic rock that
sticks to creatures.
9th Level
Towering Thunderhead : Clouds provide concealment,
block ranged attacks, empower sonic or electricity
spells.
NEW HEXBLADE SPELLS
1st Level
Bloodletting : Your light weapon creates bleeding wound
that deals an extra ld6 damage per round.
Catsfeet: Reroll a Balance, Climb, Jump, or Move Silently
check with +5 bonus.
Death's Call: Scream deals 1 point of damage/level (more
to swarms), fatigues all within 10 feet. Evoc
Dawnburst : Illuminate all creatures in 10-foot
check with +5 bonus.
Karmic Aura: Any creature damaging you becomes fatigued
for 3 rounds.
Reaving Aura: All creatures below 0 hit points within 10 Summon
Component : Create a noncostly spell
feet of you take 1 point of damage.
2nd Level
Animate Weapon : Weapon animates and fight for you.
Arcane Turmoil : Targeted dispel magic on one subject, and
subject loses one spell.
Bothersome Babble: Subject's speech becomes incoherent;
second casting makes speech painful.
Karmic Backlash : Any creature damaging you becomes
exhausted for 2 rounds.
3rd Level
Hood of the Cobra: You appear serpentine to target, and
can deliver illusory poison bites.
Nightmare Terrain: Create patch of illusory terrain that
hinders foes and allows you to hide.
Phantasmal Strangler : Nightmare grapples and strangles
one foe.
4th Level
Finger of Agony: Deals 3d6 damage per round and nauseates
or sickens target.
Horrid Sickness : Subjects are nauseated or sickened.
Karmic Retribution : Any creature damaging you becomes
stunned for 1 round.
Unseen Strike : Invisibility effect triggered to activate the
instant you successfully attack someone.
NEW PALADIN SPELL
3rd Level
Enduring Scrutiny : Become aware when target performs
designated action.
NEW RANGER SPELLS
1st Level
Climbing Tree: Temporarily grow a tall tree for use as a
ladder.
2nd Level
Near Horizon : Remove increment-based penalties on ranged
attacks.
NEW SORCERER/WIZARD SPELLS
1st Level
Abjur Karmic Aura: Any creature damaging you becomes
fatigued for 3 rounds.
Evoc Dawnburst : Illuminate all creatures in 10-foot
radius; deal damage to light-sensitive creatures.
Jet of Steam : 30-foot line of steam deals ld4 fire
damage/level (max. 5d4).
Conj Resinous Tar: Sticky substance slows movement or
renders object difficult to drop.
Summon Component : Create a noncostly spell
component.
Div True Casting : +10 on your next spell penetration
roll.
Animate Weapon : Weapon animates and fight for you. Vigilant Slumber : Set
specific conditions under which you immediately wake up.
Necro Death's Call: Scream deals 1 point of damage/level
(more to swarms), fatigues all within 10 feet.
second casting makes speech painful.
Reaving Aura: All creatures below 0 hit points
within 10 feet of you take 1 point of damage.
2nd Level
Abjur 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.
Conj Incendiary Slime : Create slippery substance like
grease, but highly flammable.
Div Allied Footsteps : Subject knows direction and
distance to your location.
Ench Torrent of Tears: Subject is temporarily blinded and
emotionally distraught.
Evoc Luminous Swarm: Target takes ld6 damage/round,
has 20% miss chance on attacks.
Necro Escalating Enfeeblement : As ray of enfeeblement, but
greater effect against already weakened target.
Trans Boiling Blood : Deal 2d6 fire damage per round;
second casting sickens target.
Crystalline Memories : Read subject's surface
thoughts, deal hit point and Int damage.
Heart of Air: Gain +10 on Jump checks, +10 ft. to fly
speed, use feather fall once.
3rd Level
Abjur Karmic Backlash : Any creature damaging you
becomes exhausted for 2 rounds.
Repelling Shield : Invisible disc gives +4 to AC,
blocks magic missiles, pushes away attackers.
Tenacious Dispelling : As targeted dispel magic, but
second consecutive casting is more potent.
Conj Caustic Smoke: Cloud deals ld6 acid damage/round,
blinds creatures.
Div Enduring Scrutiny : Become aware when target
performs designated action.
Spellcaster's Bane: Gain +2 on dispel, counterspell
checks; recognize cast spell and caster level.
Ench Bothersome Babble: Subject's speech becomes
incoherent; second casting makes speech
painful.
Evoc Ghost Lantern : Generate light that only you and 5th Level
companions can see.
Illus Deceptive Facade: Disguise appearance of another
creature or object.
Hood of the Cobra: You appear serpentine to target,
and can deliver illusory poison bites.
Mask of the Ideal: Gain +4 bonus on skill checks,
checks to influence enchanted or conjured creatures.
Pall of Twilight : Veil of shadow impedes sight and
sound.
Phantasmal Strangler : Nightmare grapples and
strangles one foe.
Necro Prickling Torment: Target is sickened, takes damage
whenever it acts.
Trans Animate Weapon : A weapon animates and fights Necro
for you.
Heart of Water: Gain swim speed, ability to breathe
water, +5 on Escape Artist checks, freedom of
movement once.
Shape of the Hellspawned Stalker: You take the
form of a hell hound .
Unicorn Horn : You grow a horn that functions as w
a natural weapon.
4th Level
Abjur Otiluke's Suppressing Field: Spells of a designated
school or subtype are suppressed.
Conj Caustic Mire : Acidic sludge slows progress, deals
damage.
Ench Melf's Slumber Arrows : Your arrows cause the
target to fall asleep for 1 hour.
Vecna's Malevolent Whisper : Reduces living
creature with 10 hp or lower to - 9 hp.
Evoc Incendiary Surge: Cone of fire deals ld6/level
damage, ld8/level damage on consecutive
casting.
Illus Nightmare Terrain: Create patch of illusory terrain
that hinders foes and allows you to hide.
Necro Finger of Agony : Deals 3d6 damage per round and
nauseates or sickens target.
Horrid Sickness : Subjects are nauseated or
sickened.
Seed of UndeathM : Subject that dies before spell
expires rises as a zombie under your command.
Touch of Years: Target loses 3 points of Str, Dex, and
Con; second casting blinds and deafens.
Trans Aspect of the Icy Hunter : You take the form of a
winter wolf.
Heart of Earth : Gain temporary hit points; +8 to
resist bull rush, overrun, and trip; use stoneskin
once.
Rebirth of Iron: Completely restores any metal item
destroyed by rust, even if reduced to powder.
Rusted Blade: Touched weapon delivers filth
fever.
5th Level
Conj Dimension Jumper: Teleport up to 30 feet 1/round.
Fire and Brimstone : Subject takes fire damage,
might be sickened.
Evoc Channeled Sonic Blast: Deal sonic damage in cone;
area and damage increase based on casting time.
Coat of Arms : Surround yourself with blades of
force.
Resounding Thunder : Lasting sound deals 4d6
sonic damage per round, deafens creatures within
area.
Illus Fever Dream : Illusory vision fatigues or exhausts
target, makes spellcasting difficult.
Retributive Image : Created illusion deals damage
to those who disbelieve it.
Necro Channeled Lifetheft : Fatigue, exhaust, and deal
damage to target, depending on casting time.
Cryptwarden's Grasp: Bestow mummy rot with
your touch.
Touch of Vecna: Deal negative energy damage and
paralysis with your touch.
Trans Flaying Tendrils : You grow mind flayer tentacles,
Form of the Threefold Beast: You take the form of
a chimera.
Heart of Fire: Gain +10 ft. to land speed, resistance
to fire 10, use fire shield once.
Lightning Leap: Transform into bolt of lightning,
damaging foes and transporting yourself.
Unicorn Blood: Gain immunity to poison, compulsion,
charm effects; bestow temporary hp once.
Univ Arcane Fusion : Cast two spells you know without
expending additional slots. (Sorcerer only.)
6th Level
Abjur Karmic Retribution : Any creature damaging you
becomes stunned for 1 round.
Prismatic Aura: Shield of colors offers concealment
and damages your attackers.
Conj Familiar Refuge: Safely teleport self to familiar or
familiar to self as a swift action.
Mordenkainen's Trusted Bloodhound : Create a
ferocious hound that tracks and attacks foes.
Steal Summoning : Take control of another caster's
summoned monster.
Tactical Teleportation : Teleport one creature/3
levels a short distance.
Ench Endless Slumber : Subject falls asleep and is not
easily roused.
Evoc Lingering Flames: Eruption of fire deals ld6 damage
per caster level each round for 3 rounds.
Storm of Fire and Ice: Storm provides concealment,
slows movement, deals cold and fire damage.
Trans Smoky ConfinementF Subject is imprisoned within
a Tiny receptacle.
Univ Rary's Arcane Conversion: Instantly lose a prepared
wizard spell and replace it with another spell from
your spellbook. (Wizard only.)
7th Level
Abjur Energy Absorption : Target gains resistance 10 to
energy; can turn one energy attack into healing.
Conj Choking Cobwebs: Cobwebs provide concealment,
slow movement, sicken creatures.
Necro Necrotic Curse: Cure spells in area deal damage,
living beings don't heal with rest.
Retributive Enervation : Any living creature that
strikes you in melee gains a negative level.
Seed of Undeath, Greater : As seed of undeath, but
affects an area.
Trans Adamantine Wings : Wings grant fly 60 ft., provide
natural attacks.
Unicorn Heart : Gain speed 60, +4 on Str-, Dex-, and
Con-based checks; use dimension door once.
8th Level
Abjur Mysterious Redirection : Attacks against you have
50% chance to strike adjacent target instead.
Conj Deadly Lahar: Create a wave of molten volcanic rock
that sticks to creatures.
Evoc Prismatic Bow: Creates bow that allows seven 5th Level
attacks, each with a different prismatic effect. Fire Fire
Necro Touch of the Graveborn: Melee touch attack deals
10d6 damage or controls undead creature.
Trans Dreaded Form of the Eye Tyrant: You take the
form of a beholder.
Unyielding Form of Inevitable Death : You take
the form of a marut.
Univ Arcane Fusion, Greater: Cast two spells without
expending additional slots. (Sorcerer only.)
9th Level
Conj Dimensio n Jumper, Greater: Teleport yourself up
to 60 feet once per round.
Genius LociM : Create a guardian spirit for a specific
location.
Towering Thunderhead : Cloud s provide
concealment, block ranged attacks, empower
sonic or electricity spells.
Evoc Deadly Sunstroke : Creatures take ld6 fire damage/
level and become fatigued.
Lash of Force: Whip of force strikes for 5d6 damage;
can become a 15d6 line attack.
Prismatic Deluge : Call down a prismatic effect over
a wide area.
NEW WU JEN SPELLS
1st Level
Water Jet of Steam : 30-foot line of steam deals ld4 fire 9th Level
damage/level (max. 5d4).
Wood Climbing Tree: Temporarily grow a tall tree for use
as a ladder.
2nd Level
Air Heart of Air: Gain +10 on Jump checks, +10 ft. to fly
speed, use feather fall once.
Water Torrent of Tears: Subject is temporarily blinded and
emotionally distraught.
Wood Blackrot: Deal damage to plant creatures, or use
wooden weapon to sicken foes.
3rd Level
All Elemental Eye: See through a designated object.
Metal Rebirth of Iron: Completely restores any metal item
destroyed by rust, even if reduced to powder.
Water Heart of Water: Gain swim speed, ability to breathe
water, +5 on Escape Artist checks, freedom of
movement once.
4th Level
Earth Heart of Earth: Gain temporary hit points; +8 to
resist bull rush, overrun, and trip; use stoneskin
once.
Metal Rain of Spines : Spines rain down on area, dealing
6d6 damage and pinning creatures to ground.
Rusted Blade: Touched weapon delivers filth
fever.
Storm of Needles : A deluge of needles deals ld4
damage/level (max. 15d4) in 30-ft. cone.
5th Level
Fire Fire and Brimstone : Subject takes fire damage,
might be sickened.
Heart of Fire: Gain +10 ft. to land speed, resistance
to fire 10, use fire shield once.
6th Level
Fire Lingering Flames: Eruption of fire deals ld6 damage
per caster level each round for 3 rounds.
Univ Arcane Fusion, Greater: Cast two spells without
Storm of Fire and Ice: Storm provides concealment,
slows movement, deals cold and fire damage.
Water Storm of Fire and Ice: Storm provides concealment,
slows movement, deals cold and fire damage.
7th Level
Earth Great Worm of the Earth : Enormous wormlike
maw attempts to swallow target.
Metal Adamantine Wings : Wings grant fly 60 ft., provide
natural attacks.
Energy Absorption : Target gains resistance 10 to energy;
can turn one energy attack into healing.
8th Level
Earth Deadly Lahar: Create a wave of molten volcanic rock
that sticks to creatures.
Fire Deadly Lahar: Create a wave of molten volcanic rock
that sticks to creatures.
Mysterious Redirection : Attacks against you have 50%
chance to strike adjacent target instead.
9th Level
Fire Deadly Sunstroke : Creatures take ld6 fire damage/
level and become fatigued.
Wood Arboreal Transformation: Transform your foe into
a tree, which temporarily animates and serves
you.
Transcend Mortality : You are nigh-unkillable for a brief
period, but die immediately afterward.