Vampire Spells
Table of Contents
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0-Level Vampire Blood Magic (Cantrips)
Abjur
- Resistance: Subject gains +1 on saving throws.
Conj
- Acid Splash: Orb deals 1d3 acid damage.
- Caltrops: Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).
Div
- Detect Magic: Detects spells and magic items within 60 ft.
- Read Magic: Read scrolls and spellbooks.
Ench
- Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
- Dancing Lights: Creates torches or other lights.
- Ray of Frost: Ray deals 1d3 cold damage.
Illus
- Ghost Sound: Figment sounds.
- Silent Portal: Negates sound from door or window.
Necro
- Touch of Fatigue: Touch attack fatigues target.
Trans
- Amanuensis: Copy nonmagical text.
- Launch Bolt: Launches a crossbow bolt up to 80 ft.
- Launch Item: Hurls Fine item up to Medium range.
- Mage Hand: 5-pound telekinesis.
- Mending: Makes minor repairs on an object.
- Message: Whispered conversation at distance.
- Open/Close: Opens or closes small or light things.
- Repair Minor Damage: Repairs 1 point of damage to any construct.
Univ
- Arcane Mark: Inscribes a personal rune (visible or invisible).
- Prestidigitation: Performs minor tricks.
1st-Level Vampire Blood Magic
Abjur
- Alarm: Wards an area for 2 hours/level.
- Deflect, Lesser: Gain a deflection bonus of +1/3 levels (max +5) against one attack.
- Dispel Ward: As dispel magic, but affects only wards.
- Ectoplasmic Armor: Gain armor bonus against incorporeal touch attacks.
- Hold Portal: Holds door shut.
- Ironguts: Subject gains +5 bonus on saving throws against poison.
- Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage.
- Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection from Evil:
- Protection from Good:
- Protection from Law:
- Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conj
- Benign Transposition: Two willing subjects switch places.
- Corrosive Grasp: 1 touch/level deals 1d8 acid damage.
- Grease: Makes 10-ft. square or one object slippery.
- Hail of Stone: Stones deal 1d4 points of damage/level to creatures in the area (max 5d4).
- Mage Armor: Gives subject +4 armor bonus.
- Mount: Summons riding horse for 2 hours/level.
- Obscuring Mist: Fog surrounds you.
- Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/2 levels beyond 1st (max 5d8).
- Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/2 levels beyond 1st (max 5d8).
- Stand: Subject stands up from prone.
- Summon Monster I: Calls extraplanar creature to fight for you.
- Summon Undead I: Summons undead to fight for you.
- Unseen Servant: Invisible force obeys your commands.
- Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through.
Div
- Appraising Touch: Gain +10 bonus on Appraise checks.
- Comprehend Languages: You understand all spoken and written languages.
- Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats.
- Detect Secret Doors: Reveals hidden doors within 60 ft.
- Detect Undead: Reveals undead within 60 ft.
- 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.
- Identify: Determines properties of magic item.
- Insightful Feint: Gain +10 on your next Bluff check to feint in combat.
- Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action.
- Instant Search: Make Search check at +2 as free action.
- Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level.
- Scholars Touch: You read books, faster!
- Sniper’s Shot: No range limit on next ranged sneak attack.
- Spontaneous Search: Instantly Search area as if having taken 10.
- Targeting Ray: You and allies are +1 to hit/3 levels against subject.
- True Strike: +20 on your next attack roll.
Ench
- Charm Person: Makes one person your friend.
- Distract: Subjects take –4 on Concentration, Listen, Search, and Spot.
- Distract Assailant: One creature is flat-footed for 1 round.
- Hypnotism: Fascinates 2d4 HD of creatures.
- Incite: Subjects can’t ready actions or delay.
- Inhibit: Subject delays until next round.
- Rouse: Awakens creatures in area.
- Shock and Awe: Flat-footed creatures get –10 on initiative.
- Sleep: Puts 4 HD of creatures into magical slumber.
- Whelm: Deal 1d6 nonlethal damage +1d6/2 levels above 1st (max 5d6).
Evoc
- Blood Wind: Subject uses natural weapons at range.
- Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
- Guiding Light: +2 on ranged attacks against creatures in illuminated area.
- Ice Dagger: Grenadelike weapon deals subject 1d4/level cold damage, plus area damage.
- Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
- Persistent Blade: Blade of force attacks subject, automatically flanks.
Illus
- Dead End: Removes spoor of one creature/level.
- Disguise Self: Changes your appearance.
- Magic Aura: Alters object’s magic aura.
- Net of Shadows: Ordinary shadows that provide concealment to all in the area.
- Serene Visage: Gain insight bonus on Bluff checks equal to half your level.
- Silent Image: Creates minor illusion of your design.
- Ventriloquism: Throws voice for 1 min./level.
Necro
- Backbiter: Weapon strikes wielder.
- Blade of Blood: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage.
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
- Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
- Spirit Worm: Subject takes 1 point Con damage every round for 1 round/level.
Trans
- Accelerated Movement: Balance, Climb, or Move Silently at normal speed with no penalty on skill check.
- Animate Rope: Makes a rope move at your command.
- Burning Rage: Subject takes 4 points of damage/round, gains attack bonus and DR.
- Cheat: Caster rerolls when determining the success of a game of chance.
- Cutting Hand: Your hand gains a +2 enhancement bonus and deals 1d6 damage.
- Ebon Eyes: Subject can see through magical darkness.
- Erase: Mundane or magical writing vanishes.
- Expeditious Retreat: Your speed increases by 30 ft.
- Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round.
- Feather Fall: Objects or creatures fall slowly.
- Fist of Stone: Gain +6 Str and natural slam attack.
- Jump: Subject gets bonus on Jump checks.
- 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 lb.
- Magic Weapon: Weapon gains +1 bonus.
- Nerveskitter: Subject gains +5 bonus on initiative checks.
- Portal Beacon: You grant others knowledge of a magic portal’s location.
- Ray of Clumsiness: Victim takes 1d6 Dexterity penalty +1/2 levels.
- Remove Scent: Hides touched creature’s scent.
- Repair Light Damage: “Cures” 1d8+1/level damage (maximum +5) to a construct.
- Scatterspray: Group of small objects flies apart in a burst.
- Shieldbearer: Shield floats near subject to offer protection.
- Slide: Move subject 5 feet.
- Spell Flower: Hold the charge on one touch spell per forelimb.
- Wings of the Sea: +30 ft. to subject’s swim speed.
Univ
- Familiar Pocket: Garment or container becomes extradimensional safe haven for your familiar.
2nd-Level Vampire Blood Magic
Abjur
- Arcane Lock: Magically locks a portal or chest.
- Obscure Object: Masks object against scrying.
- Protection from Arrows: Subject immune to most ranged attacks.
- Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Conj
- Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
- Fog Cloud: Fog obscures vision.
- Glitterdust: Blinds creatures, outlines invisible creatures.
- Summon Monster II: Calls extraplanar creature to fight for you.
- Summon Swarm: Summons swarm of bats, rats, or spiders.
Div
- Detect Thoughts: Allows “listening” to surface thoughts.
- Locate Object: Senses direction toward object (specific or type).
- See Invisibility: Reveals invisible creatures or objects.
Ench
- Daze Monster: Living creature of 6 HD or less loses next action.
- Hideous Laughter: Subject loses actions for 1 round/level.
- Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Evoc
- Darkness: 20-ft. radius of supernatural shadow.
- Gust of Wind: Blows away or knocks down smaller creatures.
Illus
- Blur: Attacks miss subject 20% of the time.
- Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
- Invisibility: Subject is invisible for 1 min./level or until it attacks.
- Magic Mouth: Speaks once when triggered.
- Minor Image: As silent image, plus some sound.
- Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
- Misdirection: Misleads divinations for one creature or object.
- Phantom Trap: Makes item seem trapped.
- Shadow Mask: Hides features and offers protection.
- Shadow Spray: targets suffer 2 Str dmg, dazed for 1 round, -2 against fear effects.
Necro
- Blindness/Deafness: Makes subject blinded or deafened.
- Command Undead: Undead creature obeys your commands.
- False Life: Gain 1d10 temporary hp +1/level (max +10).
- Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
- Scare: Panics creatures of less than 6 HD.
- Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Trans
- Alter Self: Assume form of a similar creature.
- 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.
- Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
- Fox’s Cunning: Subject gains +4 Int for 1 min./level.
- Knock: Opens locked or magically sealed door.
- Levitate: Subject moves up and down at your direction.
- Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
- Pyrotechnics: Turns fire into blinding light or choking smoke.
- Repair Moderate Damage: “Cures” 2d8 + 1/level damage (max imum+10) to a construct.
- Spider Climb: Grants ability to walk on walls and ceilings.
- Whispering Wind: Sends a short message 1 mile/level.
3rd-Level Vampire Blood Magic
Abjur
- Dispel Magic: Cancels magical spells and effects.
- Explosive Runes: Deals 6d6 damage when read.
- Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
- Magic Circle against Evil:
- Magic Circle against Good:
- Magic Circle against Law:
- Nondetection: Hides subject from divination, scrying.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Repelling Shield: Invisible disc gives +4 Shield bonus to AC, blocks magic missiles and repels attackers.
Conj
- Sepia Snake Sigil: Creates text symbol that immobilizes reader.
- Sleet Storm: Hampers vision and movement.
- Stinking Cloud: Nauseating vapors, 1 round/level.
- Summon Monster III: Calls extraplanar creature to fight for you.
Div
- Arcane Sight: Magical auras become visible to you.
- Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
- Tongues: Speak any language.
Ench
- Deep Slumber: Puts 10 HD of creatures to sleep.
- Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
- Hold Person: Paralyzes one humanoid for 1 round/level.
- Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
- Suggestion: Compels subject to follow stated course of action.
Evoc
- Tiny Hut: Creates shelter for ten creatures.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
Illus
- Displacement: Attacks miss subject 50%.
- Illusory Script: Only intended reader can decipher.
- Invisibility Sphere: Makes everyone within 10 ft. invisible.
- Major Image: As silent image, plus sound, smell and thermal effects.
Necro
- Gentle Repose: Preserves one corpse.
- Halt Undead: Immobilizes undead for 1 round/level.
- Ray of Exhaustion: Ray makes subject exhausted.
- Shivering Touch: Chill a target to the bone, reducing its dexterity.
- Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Trans
- Blink: You randomly vanish and reappear for 1 round/level.
- Fly: Subject flies at speed of 60 ft.
- Gaseous Form: Subject becomes insubstantial and can fly slowly.
- Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
- Keen Edge: Doubles normal weapon’s threat range.
- Magic Weapon, Greater: +1/four levels (max +5).
- Repair Serious Damage: “Cures” 3d8+1/level damage (maximum +15) to a construct.
- Secret Page: Changes one page to hide its real content.
- Shrink Item: Shrinks a chosen item.
- Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
4th-Level Vampire Blood Magic
Abjur
- Dimensional Anchor: Bars extradimensional movement.
- Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
- Remove Curse: Frees object or person from curse.
- Stoneskin: Ignore 10 points of damage per attack.
Conj
- Black Tentacles: Tentacles grapple all within 20 ft. spread.
- Dimension Door: Teleports you short distance.
- Minor Creation: Creates one cloth or wood object.
- Secure Shelter: Creates sturdy cottage.
- Solid Fog: Blocks vision and slows movement.
- Summon Monster IV: Calls extraplanar creature to fight for you.
Div
- Arcane Eye: Invisible floating eye moves 30 ft./round.
- Detect Scrying: Alerts you of magical eavesdropping.
- Locate Creature: Indicates direction to familiar creature.
- Scrying: Spies on subject from a distance.
Ench
- Charm Monster: Makes monster believe it is your ally.
- Confusion: Subjects behave oddly for 1 round/level.
- Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
- Geas, Lesser: Commands subject of 7 HD or less.
Evoc
- Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
- Resilient Sphere: Force globe protects but traps one subject.
- Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Illus
- 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.
- Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
- Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Necro
- Animate Dead: Creates undead skeletons and zombies.
- Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
- Enervation: Subject gains 1d4 negative levels.
- Fear: Subjects within cone flee for 1 round/level.
Trans
- Polymorph: Gives one willing subject a new form.
- Repair Critical Damage: “Cures” 4d8+1/level damage (maximum +20) to a construct.
- Stone Shape: Sculpts stone into any shape.
5th-Level Vampire Blood Magic
Abjur
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Conj
- Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
- Mage’s Faithful Hound: Phantom dog can guard, attack.
- Major Creation: As minor creation, plus stone and metal.
- Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
- Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
- Summon Monster V: Calls extraplanar creature to fight for you.
- Teleport: Instantly transports you as far as 100 miles/level.
- Wall of Stone: Creates a stone wall that can be shaped.
Div
- Contact Other Plane: Lets you ask question of extraplanar entity.
- Prying Eyes: 1d4 +1/level floating eyes scout for you.
- Telepathic Bond: Link lets allies communicate.
Ench
- Dominate Person: Controls humanoid telepathically.
- Feeblemind: Subject’s Int and Cha drop to 1.
- Hold Monster: As hold person, but any creature.
- Mind Fog: Subjects in fog get -10 to Wis and Will checks.
- Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
Evoc
- Cone of Cold: 1d6/level cold damage.
- Darkbolt: 2d8 dmg, dazed for 1 round (Will negates daze) 1 bolt every 2 caster levels.
- Sending: Delivers short message anywhere, instantly.
- Wall of Force: Wall is immune to damage.
Illus
- Dream: Sends message to anyone sleeping.
- False Vision: Fools scrying with an illusion.
- Mirage Arcana: As hallucinatory terrain, plus structures.
- Nightmare: Sends vision dealing 1d10 damage, fatigue.
- Persistent Image: As major image, but no concentration required.
- Seeming: Changes appearance of one person per two levels.
- Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Necro
- Blight: Withers one plant or deals 1d6/level damage to plant creature.
- Magic Jar: Enables possession of another creature.
- Symbol of Pain: Triggered rune wracks nearby creatures with pain.
- Waves of Fatigue: Several targets become fatigued.
Trans
- Baleful Polymorph Transforms subject into small animal.
- Fabricate: Transforms raw materials into finished items.
- Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
- Passwall: Creates passage through wood or stone wall.
- Telekinesis: Moves object, attacks creature, or hurls object or creature.
- Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
- Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Univ
- Permanency: Makes certain spells permanent.
6th-Level Vampire Blood Magic
Abjur
- Antimagic Field: Negates magic within 10 ft.
- Dispel Magic, Greater: As dispel magic, but +20 on check.
- Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
- Guards and Wards: Array of magic effects protect area.
- Repulsion: Creatures can’t approach you.
Conj
- Acid Fog: Fog deals acid damage.
- Planar Binding: As lesser planar binding, but up to 12 HD.
- Summon Monster VI: Calls extraplanar creature to fight for you.
- Wall of Iron: 30 hp/four levels; can topple onto foes.
Div
- Analyze Dweomer: Reveals magical aspects of subject.
- Legend Lore: Lets you learn tales about a person, place, or thing.
- True Seeing: Lets you see all things as they really are.
Ench
- Geas/Quest: As lesser geas, plus it affects any creature.
- Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
- Suggestion, Mass: As suggestion, plus one subject/level.
- Symbol of Persuasion: Triggered rune charms nearby creatures.
Evoc
- Contingency: Sets trigger condition for another spell.
- Freezing Sphere: Freezes water or deals cold damage.
Illus
- Mislead: Turns you invisible and creates illusory double.
- Permanent Image: Includes sight, sound, and smell.
- Programmed Image: As major image, plus triggered by event.
- Shadow Walk: Step into shadow to travel rapidly.
- Veil: Changes appearance of group of creatures.
Necro
- Circle of Death: Kills 1d4/level HD of creatures.
- Create Undead: Creates ghouls, ghasts, mummies, or mohrgs.
- Eyebite: Target becomes panicked, sickened, and comatose.
- Symbol of Fear: Triggered rune panics nearby creatures.
- Undeath to Death: Destroys 1d4/level HD of undead (max 20d4).
Trans
- 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.
- Control Water: Raises or lowers bodies of water.
- Disintegrate: Makes one creature or object vanish.
- 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.
- Move Earth: Digs trenches and build hills.
- Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level.
- Stone to Flesh: Restores petrified creature.
- Transformation: You gain combat bonuses.
7th-Level Vampire Blood Magic
Abjur
- Banishment: Banishes 2 HD/level of extraplanar creatures.
- Sequester: Subject is invisible to sight and scrying; renders creature comatose.
- Spell Turning: Reflect 1d4+6 spell levels back at caster.
Conj
- Instant Summons: Prepared object appears in your hand.
- Phase Door: Creates an invisible passage through wood or stone.
- Plane Shift: As many as eight subjects travel to another plane.
- Summon Monster VII: Calls extraplanar creature to fight for you.
- Teleport, Greater: As teleport, but no range limit and no off-target arrival.
- Teleport Object: As teleport, but affects a touched object.
Div
- Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
- Scrying, Greater: As scrying, but faster and longer.
- Vision: As legend lore, but quicker and strenuous.
Ench
- Hold Person, Mass: As hold person, but all within 30 ft.
- Insanity: Subject suffers continuous confusion.
- Power Word Blind: Blinds creature with 200 hp or less.
- Symbol of Stunning: Triggered rune stuns nearby creatures.
Evoc
- Forcecage: Cube or cage of force imprisons all inside.
- Mage’s Sword: Floating magic blade strikes opponents.
Illus
- Invisibility, Mass: As invisibility, but affects all in range.
- Project Image: Illusory double can talk and cast spells.
- Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
- Simulacrum: Creates partially real double of a creature.
Necro
- Control Undead: Undead don’t attack you while under your command.
- Finger of Death: Kills one subject.
- Symbol of Weakness: Triggered rune weakens nearby creatures.
- Waves of Exhaustion: Several targets become exhausted.
Trans
- Control Weather: Changes weather in local area.
- Ethereal Jaunt: You become ethereal for 1 round/level.
- Reverse Gravity: Objects and creatures fall upward.
- Statue: Subject can become a statue at will.
Univ
- Limited Wish: Alters reality—within spell limits.
8th-Level Vampire Blood Magic
Abjur
- Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
- Mind Blank: Subject is immune to mental/emotional magic and scrying.
- Protection from Spells: Confers +8 resistance bonus.
Conj
- Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
- Summon Monster VIII: Calls extraplanar creature to fight for you.
- Trap the Soul: Imprisons subject within gem.
Div
- Discern Location: Reveals exact location of creature or object.
- Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
- Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Ench
- Antipathy: Object or location affected by spell repels certain creatures.
- Binding: Utilizes an array of techniques to imprison a creature.
- Charm Monster, Mass: As charm monster, but all within 30 ft.
- Demand: As sending, plus you can send suggestion.
- Power Word Stun: Stuns creature with 150 hp or less.
- Symbol of Insanity: Triggered rune renders nearby creatures insane.
- Sympathy: Object or location attracts certain creatures.
Evoc
- Polar Ray: Ranged touch attack deals 1d6/level cold damage.
- Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.
Illus
- Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
- Screen: Illusion hides area from vision, scrying.
- Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
Necro
- Clone: Duplicate awakens when original dies.
- Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
- Horrid Wilting: Deals 1d6/level damage within 30 ft.
- Symbol of Death: Triggered rune slays nearby creatures.
Trans
- Iron Body: Your body becomes living iron.
- Polymorph Any Object: Changes any subject into anything else.
- Temporal Stasis: Puts subject into suspended animation.
9th-Level Vampire Blood Magic
Abjur
- Freedom: Releases creature from imprisonment.
- Imprisonment: Entombs subject beneath the earth.
- Mage’s Disjunction: Dispels magic, disenchants magic items.
Conj
- Gate: Connects two planes for travel or summoning.
- Refuge: Alters item to transport its possessor to you.
- Summon Monster IX: Calls extraplanar creature to fight for you.
- Teleportation Circle: Circle teleports any creature inside to designated spot.
Div
- Foresight: “Sixth sense” warns of impending danger.
Ench
- Dominate Monster: As dominate person, but any creature.
- Hold Monster, Mass: As hold monster, but all within 30 ft.
- Power Word Kill: Kills one creature with 100 hp or less.
Evoc
Illus
- Shades: As shadow conjuration, but up to 8th level and 80% real.
- Weird: As phantasmal killer, but affects all within 30 ft.
Necro
- Astral Projection: Projects you and companions onto Astral Plane.
- Energy Drain: Subject gains 2d4 negative levels.
- Soul Bind: Traps newly dead soul to prevent resurrection.
- Wail of the Banshee: Kills one creature/level.
Trans
- Etherealness: Travel to Ethereal Plane with companions.
- Shapechange: Transforms you into any creature, and change forms once per round.
- Time Stop: You act freely for 1d4+1 rounds.
Univ
- Wish: As limited wish, but with fewer limits.