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Bloodrager



Spell Level 1 | 2 | 3 | 4

Third Party Bloodrager Spells

The following table is arranged by class and level. An “F” or “M” appearing in the Comp. column denotes a focus or material component not normally included in a spell component pouch.

Order of Presentation: The spells (or formulae) are listed in alphabetical order by name, except when a spell’s name begins with “lesser,” “greater,” or “mass,” in which case it is alphabetized under the second word of the spell name.

Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a specific number of Hit Dice of creatures.

Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. The word “level” in the short spell descriptions that follow always refers to caster level.

Creatures and Characters: “Creature” and “character” are used synonymously in the short descriptions.

1st-Level Bloodrager Spells
Spell Name Comp. Description Source
Barbed Chains M Hellish chains attack and cause a target to become shaken. PRG:HA
Biting Words   Your voice becomes suffused with magic so that you can harm your opponents with but a word. PPC:MaTT
Blade Lash   Use your weapon like a whip to trip an opponent. PRG:ACG
Bloodbath F Cause yourself and enemies to bleed. PRG:HA
Blurred Movement   As blur, but only while you are moving. PRG:ACG
Bouncy Body   The target’s flesh becomes flexible and rubbery. PRG:MC
Break   Gives an object the broken condition. PRG:APG
Burning Hands   1d4/level fire damage (max 5d4). PRG:CRB
Cause Fear   One creature of 5 HD or less flees for 1d4 rounds. PRG:CRB
Celestial Healing   You anoint a wounded creature with the blood of a good outsider. PPC:AA
Cheetah’s Sprint   A wild surge of energy courses through your body and propels you into a sprint. PPC:HotW
Chill Touch   One touch/level deals 1d6 damage and possibly 1 Str damage. PRG:CRB
Color Spray   Knocks unconscious, blinds, and/or stuns weak creatures. PRG:CRB
Corrosive Touch   Touch attack deals 1d4 acid/level. PRG:UM
Desperate Weapon   Create an improvised weapon. PRG:UI
Ear-Piercing Scream   Deal sonic damage and daze target. PRG:UM
Endure Elements   Exist comfortably in hot or cold regions. PRG:CRB
Enlarge Person   Humanoid creature doubles in size. PRG:CRB
Expeditious Excavation   Moves 5-ft. cubes of earth. PRG:APG
Face of the Devourer   You transform the target’s face into a hideous shape, such as a half-melted visage with insect legs instead of teeth, seeping pits instead of eyes, and suckered tongues dangling from its misshapen mouth. PCS:ISG
Fear the Sun   Targets that fail the saving throw gain light blindness. If you cast this spell in the presence of bright light, any target that fails its save is blinded immediately, and dazzled starting at the beginning of its first turn. PPC:BoS
Feather Fall   Objects or creatures fall slowly. PRG:CRB
Firebelly   A magical fire warms your belly, granting you fire resistance 5 and as a standard action, you can breathe a 15-foot cone of flame that deals 1d4 fire damage (Ref half, SR applies). PCS:ISG
Flare Burst   As flare, but affects all creatures in 10 ft. PRG:APG
Frostbite   Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. PRG:UM
Guardian Armor   Teleport armor you are wearing off of you and onto an ally within range. PPC:AMH
Hydraulic Push   Wave of water bull rushes an enemy. PRG:APG
Ice Armor   You create a suit of armor made of ice which offers the same protection as a breastplate, except it has hardness 0 and 30 hit points. PCS:ISG
Icicle Dagger   Masterwork ice dagger deals +1 cold damage. PRG:UM
Infernal Healing   Touch a creature with devils blood, giving it fast healing 1. PCS:ISWG
Jump   Subject gets bonus on Acrobatics checks. PRG:CRB
Line in the Sand   Increase your attacks of opportunity per round. PRG:ACG
Long Arm   Your arms lengthen, giving you extra reach. PRG:ACG
Mage Armor   Gives subject +4 armor bonus. PRG:CRB
Magic Missile   1d4+1 damage; +1 missile per two levels above 1st (max 5). PRG:CRB
Magic Weapon   Weapon gains +1 bonus. PRG:CRB
Marid’s Mastery   If target and opponent are touching water +1 bonus on attack and damage rolls, otherwise -4. PRG:ARG
Mirror Strike   You may strike multiple opponents with a single attack. PRG:UC
Mount   Summons riding horse for 2 hours/level. PRG:CRB
Mudball   Range touch attack that cause the target to be blinded. PRG:ARG
Phantom Blood   Gain temporary hp if Con loss would knock you out or kill you. PRG:ACG
Protection from Chaos/Evil/Good/Law   +2 to AC and saves, plus additional protection against selected alignment. PRG:CRB
Ray of Enfeeblement   Ray causes 1d6 Str penalty + 1 per 2 levels. PRG:CRB
Ray of Sickening   Ray makes the subject sickened. PRG:UM
Reduce Person   Humanoid creature halves in size. PRG:CRB
Returning Weapon   Grants a weapon the returning special weapon quality. PRG:UC
Sense Fear   Perceive nearby creatures that are experiencing fear. PRG:HA
Shadow Trap   You pin the target’s shadow to its current location. PPC:BoS
Shadow Weapon   Create a quasi-real masterwork weapon. PRG:UM
Shield   Invisible disc gives +4 to AC, blocks magic missiles. PRG:CRB
Shield of Shards   This defensive spell must be cast on a shield you are currently wielding, and fractures the shield into two shards. You lose the shield bonus to AC but you can direct the shards to attack adjacent opponents. PPC:AMH
Shock Arrow   You create an arrow made of crackling electricity, which you may fire as a weapon or use as a glowing beacon. PCS:ISG
Shock Shield   A shield of force protects you until you dismiss it in an explosion of electricity. PRG:UC
Shocking Grasp   Touch delivers 1d6/level electricity damage (max 5d6). PRG:CRB
Snowball Throw a conjured ball of snow at a target. PRG:UW
Spiked Armor   The targeted suit of armor or shield sprouts thousands of tiny iron spikes like porcupine quills. PCS:ISWG
Stone Fist   Your unarmed strikes are lethal. PRG:APG
Stone Shield   A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your choice. PRG:ARG
Stone Throwing   The subject gains the rock throwing and rock catching abilities usable with solid, inflexible objects with hardness of at least 5. PPC:GHH
Strong Wings   The target’s wings grow more powerful, causing its fly speed to increase by +10 feet and its maneuverability to improve by one category (to a maximum of good). PRG:ARG
Sundering Shards   Sundered item explodes, dealing 1d6 damage to adjacent creatures. PRG:ACG
Tamer’s Lash Create a whip made of sound that damages foes and can frighten animals. PRG:UW
Thunderstomp   Trip one creature within range. PRG:ACG
Touch of Bloodletting   This spell causes existing wounds on a target to bleed profusely. PCS:ISG
Touch of Combustion   Touched target ignites in flame, suffering 1d6 fire damage and possibly catching on fire PRG:ARG
Touch of Gracelessness   Subject loses 1d6 + 1 Dex/two levels and is prone to falling down. PRG:APG
Touch of the Sea   Swim speed becomes 30 ft. PRG:APG
Tracking Mark   You treat the DCs of all Survival checks made to track a target as if 5 lower than normal, and gain a +5 bonus on Perception checks to notice the target if it is using Stealth or to recognize it if it is using Disguise. PCS:ISG
True Strike   Gain a +20 bonus on your next attack roll. PRG:CRB
Unerring Weapon   Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit. PRG:UC
Warding Weapon F The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity. PRG:UC
Wave Shield   Water blunts one incoming attack or fire effect. PRG:ACG
Web Bolt   You launch a ball of webbing at a target, which must make a save or be affected as if by a web spell occupying only the creature’s space. PRG:ARG
Windy Escape   You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly through you. You gain DR 10/magic against this attack and are immune to any poison, sneak attacks, or critical hit effect from that attack. PRG:ARG
Winter Feathers   The target’s feathers thicken and fluff up to ward against winter’s chill. The target suffers no harm from being in a cold environment, and can exist comfortably in conditions as low as –50 degrees Fahrenheit without having to make Fortitude saves. PRG:ARG

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2nd-Level Bloodrager Spells
Spell Name Comp. Description Source
Ablative Barrier F Surrounds the target with layers of force. PRG:UC
Acid Arrow   Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels. PRG:CRB
Adhesive Blood   Attackers’ weapons stick to your gluey blood. PRG:ACG
Animal Aspect   You gain some of the beneficial qualities of an animal. PRG:UC
Arcane Disruption   This spell makes it difficult for the subject to cast arcane spells, use spell-like abilities, and use some abilities granted by arcane spellcasting classes. PPC:ACO
Bear’s Endurance   Subject gains +4 to Con for 1 min./level. PRG:CRB
Blindness/Deafness   Makes subject blinded or deafened. PRG:CRB
Blood Armor   Your blood hardens when you are wounded, increasing your AC. PRG:ACG
Blood Blaze   Aura that makes injured creatures spray burning blood. PRG:ARG
Boiling Blood   Targets take fire damage; orcs get +2 Strength. PRG:UM
Bone Fists   The bones of your targets’ joints grow thick and sharp, protruding painfully through the skin at the knuckles, elbows, shoulders, spine, and knees. PPC:MaTT
Brow Gasher   Slashing weapon deals bleed damage to an opponent’s head. PRG:UC
Bullet Shield   You gain a +4 deflection bonus to AC against firearm attacks. PRG:UC
Bull’s Strength   Subject gains +4 to Str for 1 min./level. PRG:CRB
Burning Gaze   Inflict 1d6 fire damage to creature by looking at it. PRG:APG
Cat’s Grace   Subject gains +4 to Dex for 1 min./level. PRG:CRB
Certain Grip   You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD. PRG:UC
Daze Monster   Living creature of 6 HD or less loses its next action. PRG:CRB
Death from Below   Grant bonus to AC against larger creatures. PRG:ARG
Defensive Shock   Electricity damages your attackers. PRG:UM
Delay Pain   Ignore pain for 1 hour/level. PRG:UM
Disfiguring Touch   Target becomes disfigured. PRG:UM
Divine Trident   You make touch attacks with a spear-like bolt of electricity that deal 1d8 +1 per 2 caster levels (maximum +10)] electricity damage and might ignite combustible materials. PCh:GaM
Dust of Twilight   Black particles extinguish light sources within area. PRG:APG
Eagle’s Splendor   Subject gains +4 to Cha for 1 min./level. PRG:CRB
Elemental Touch   Gain energy damage touch attack. PRG:APG
Extreme Flexibility   Gain a bonus to AC, on Escape Artist checks, and when grappling. PRG:ACG
False Life   Gain 1d10 temporary hp + 1/level (max +10). PRG:CRB
Final Sacrifice   You disrupt the conjuring energies within a summoned creature, causing it to violently explode. PPC:MSH
Fire Breath   Exhale a cone of flame at will. PRG:APG
Flaming Sphere   Rolling ball of fire deals 3d6 fire damage. PRG:CRB
Force Sword   You create a longsword of pure force sized appropriately for you that you can wield or give to another creature. PPC:AA
Frigid Touch   Target takes cold damage and is staggered. PRG:UM
Ghoul Touch   Paralyzes one subject, which exudes stench that makes those nearby sickened. PRG:CRB
Glitterdust   Blinds creatures, outlines invisible creatures. PRG:CRB
Gust of Wind   Blows away or knocks down smaller creatures. PRG:CRB
Gusting Sphere   Ball of wind can bull rush creatures inflicting 1d6 nonlethal damage. PRG:ARG
Heckle   You shift the target’s attitude one category toward hostile regarding you and everyone within 30 feet of it at the time the spell is cast. PPC:AA
Imbue with Elemental Might   As imbue with spell ability except it transfers the use of elemental assault ability. PRG:ARG
Instant Weapon   You create a masterwork melee weapon sized appropriately for you from opaque force. As a force effect, it can strike and damage incorporeal creatures. PPC:MTT
Ironskin DF/M Your skin hardens and takes on the color and texture of rough iron. PRG:MC
Jealous Rage   You fill the target with a sense of entitled self-importance, making the subject unable to bear the indignity of another creature getting something that it doesn’t have. PPC:OO
Mindshock   You charge yourself with violent psychic energy so attacks you make with weapons, natural weapons, and unarmed strikes cause the target to recall pain suffered in the past. PPC:OO
Mirror Image   Creates decoy duplicates of you. PRG:CRB
Molten Orb   Molten metal splash weapon deals 2d6 fire damage plus ongoing damage. PRG:ACG
Perfect Placement   Affected creatures gain tactical knowledge and maximize their efficiency on the field of battle. PPC:AA
Pouncing Fury Make a full attack with your claws after a charge. PRG:UW
Protection from Arrows   Subject gains DR 10/magic against ranged attacks. PRG:CRB
Pyrotechnics   Turns fire into blinding light or thick smoke. PRG:CRB
Quick Change   Use change shape as a swift action and surprise foes. PRG:HA
Reaper’s Coterie DF Target touched weapon gains a +1 profane bonus on damage rolls each time it reduces a living creature to 0 or fewer hit points (max 1/2 caster lvl) for 1 rnd./lvl. PPC:MTT
Resist Energy   Ignores first 10 (or more) points of damage per attack from specified energy type. PRG:CRB
Scale Spikes DF/M When the target is affected by this spell, its scales grow jagged spikes. These spikes act like +1 armor spikes. The subject is automatically considered proficient with these scale spikes. PRG:MC
Scales of Deflection   Brilliant draconic iconography matching your draconic heritage. PPC:LoD
Scorching Ray   Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3). PRG:CRB
See Invisibility   Reveals invisible creatures or objects. PRG:CRB
Shatter   Sonic energy damages objects or crystalline creatures. PRG:CRB
Slipstream   Wave boosts creature’s speed. PRG:APG
Sonic Scream   Create a cone of damaging sound at will. PRG:ACG
Spider Climb   Grants ability to walk on walls and ceilings. PRG:CRB
Splinter Spell Resistance   You create an aura around the target weapon that weakens a foe’s spell resistance with each successful attack. PPC:AA
Steal Breath   You pull the breath from a creature’s lungs, dealing damage and leaving it unable to speak, use breath weapons, or cast spells with verbal components. PRG:ARG
Steal Size   Reduce one humanoid’s size by one size category (if it is larger than you) and you grow one size category. PCS:GHH
Stone Call   2d6 damage to all creatures in area. PRG:APG
Stone Discus   Flying discus deals bludgeoning or slashing damage. PRG:ACG
Symbol of Exsanguination M Triggered rune causes nearby creatures to bleed. PRG:HA
Touch of Idiocy   Subject takes 1d6 penalty to Int, Wis, and Cha. PRG:CRB
Tremor Blast   You create a minor earthquake that can trip creatures. PCS:ISG
Unshakable Chill   Target is afflicted with severe cold. PRG:UM
Vine Strike Enhance one of your natural or unarmed attacks with thorny vine growth. PRG:UW
Wild Instinct   This spell sharpens your senses, allowing you to perceive threats you would otherwise miss. PPC:HotW
Winged Sword   Target weapon grows small feathered wings and acts as if it had the throwing weapon special ability. PPC:AA
With the Wind Protect a target from being blown away by wind of less than windstorm force. PRG:UW

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3rd-Level Bloodrager Spells
Spell Name Comp. Description Source
Air Breathing   The transmuted creatures can breathe air freely. PRG:MC
Air Geyser   Blast of air deals 2d6 bludgeoning damage and knocks opponent upward. PRG:ACG
Animal Aspect, Greater   As animal aspect, but you gain two animal qualities. PRG:UC
Aqueous Orb   Creates rolling sphere of water. PRG:APG
Beast Shape I   You take the form and some of the powers of a Small or Medium animal. PRG:CRB
Blade Snare   This spell creates an invisible magic field that does not stop weapons (whether manufactured or natural) from moving toward you, but impedes their motion when they are retracted. PCS:ISG
Blood Biography   Learn about a creature with its blood. PRG:APG
Blood Salvation   You’re immune to any damaging area spells you cast. PPC:ACO
Blood Scent   Gain scent ability against injured creatures. PRG:ARG
Burrow   Target gains a burrow speed of 15. PRG:UM
Burst of Speed   You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are. PRG:UC
Chain of Perdition   Creates a floating chain of force. PRG:UC
Channel Vigor   You gain either a +4 competence bonus on Knowledge, Perception checks and ranged attack rolls, or, you gain the benefits of the haste spell, or, you gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks, or, you gain a +6 competence bonus on Fortitude saving throws and Concentration checks. PCh:GaM
Cloak of Winds   Creates a screen of wind around you. PRG:APG
Countless Eyes   Extra eyes give all-around vision. PRG:UM
Draconic Malice   You surround yourself with a palpable aura of draconic fear and dread. PPC:LoD
Draconic Reservoir   Subject can absorb energy damage and enhance melee attacks with it. PRG:APG
Earth Tremor Unleash a tremor that creates difficult terrain and can knock foes down and damage them. PRG:UW
Elemental Aura   Creates an aura of energy around you. PRG:APG
Eruptive Pustules   Acid boils burst when you are attacked. PRG:UM
Excruciating Deformation   Target takes Dex and Con damage. PRG:UM
Fey Form I Assume the form of a Small or Medium fey creature. PRG:UW
Find Fault   You instantly learn many of the target’s weaknesses. PPC:AA
Fire Trail   Trail of flame that follows your movements and deal 1d6+1 per CL (max +10). PRG:ARG
Fireball   1d6 damage per level, 20-ft. radius. PRG:CRB
Firestream   2d6 points of fire damage in a 20-ft. line, that can change each round. PRG:ARG
Flame Arrow   Arrows deal +1d6 fire damage. PRG:CRB
Fly   Subject flies at speed of 60 ft. PRG:CRB
Force Hook Charge   Hook of force drags you to the target. PRG:UM
Force Punch   Target takes force damage and is pushed away. PRG:UM
Fractions of Heal and Harm   Heal yourself when you cast your next damaging spell. PAP:SS
Gloomblind Bolts   Ranged touch attack that deals 4d6 negative energy, 1 bolt +1/four levels (max 3). PRG:ARG
Haste   One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. PRG:CRB
Heroism   Gives +2 bonus on attack rolls, saves, skill checks. PRG:CRB
Hold Person   Paralyzes one humanoid for 1 round/level. PRG:CRB
Hostile Levitation   Levitates the targeted creature up off the ground. PRG:UC
Howling Agony   Screaming pain limits the target’s actions. PRG:UM
Hydraulic Torrent   Creates torrent of water that bull rushes any creature in its path. PRG:APG
Keen Edge   Doubles normal weapon’s threat range. PRG:CRB
Lightning Bolt   Electricity deals 1d6/level damage. PRG:CRB
Locate Weakness   You roll damage twice when you roll damage for a critical hit and take the best damage. PRG:UC
Magic Weapon, Greater   Weapon gains +1 bonus/four levels (max +5). PRG:CRB
Monstrous Extremities   You change one of the extremities of the creature touched—arms or legs only—into another shape of approximately the same size and mass. You can choose a tentacle, a hoof, or a wing. PCS:ISG
Monstrous Physique I   Take the form and some of the powers of a Small or Medium monstrous humanoid. PRG:UM
Pack Empathy   Create an empathic bond with allies. PRG:UI
Pain Strike   Inflicts 1d6 nonlethal damage 1 round/level. PRG:APG
Paragon Surge   Gain +2 enhancement bonus to Dex and Int and gain one feat for which you meet the prerequisites. PRG:ARG
Phantom Steed   Magic horse appears for 1 hour/level. PRG:CRB
Protection from Energy   Absorbs 12 points/level of damage from one kind of energy. PRG:CRB
Psychic Leech   The target experiences feelings of ennui and lethargy, becoming fatigued for the spell’s duration. While the target is fatigued and is within the spell’s range, you gain a +2 enhancement bonus to Strength and Dexterity. PPC:OO
Pyrotechnic Eruption   Erupting flames burn a target several times. PRG:HA
Rage   Gives +2 to Str and Con, +1 on Will saves, –2 to AC. PRG:CRB
Raging Rubble DF Swarm of stones damaging (1d6) and distracting anything within it. PRG:ARG
Ray of Exhaustion   Ray makes subject exhausted. PRG:CRB
Resinous Skin   You gain DR 5/piercing and +4 to CMD against disarm attempts. PRG:UC
Runic Overload   Cause magical runes to explode. PCS:GHH
Silver Darts   Cone of silver darts deals 1d6 piercing damage/level, less against armored targets. PRG:ACG
Sky Swim   Target gains ability to ‘swim’ through air; if already has a swim speed, can move through air at that speed otherwise must make Swim checks to move. PC:FoB
Sleet Storm   Hampers vision and movement. PRG:CRB
Stinking Cloud   Nauseating vapors, 1 round/level. PRG:CRB
Tail Strike   You grow a draconic tail (clothing and armor adjust as necessary), or if you already have a tail, it takes on a draconic appearance. PPC:LoD
Temporary Graft F Graft a body part onto yourself to gain one of several benefits. PRG:HA
Thunderstomp, Greater   Trip multiple creatures within range. PRG:ACG
Trial of Fire and Acid   The target creature is covered in burning acid that deals 1d6 points of acid damage and 1d6 points of fire damage each round. PRG:MC
Twilight Knife   Floating knife attacks with you. PRG:APG
Undead Anatomy I   Take the form and some of the powers of a Small or Medium undead. PRG:UM
Vampiric Touch   Touch deals 1d6 damage per two levels; caster gains damage as temporary hp. PRG:CRB
Vermin Shape I[ACG:O]   Take the form and some of the powers of a Small or Medium vermin. PRG:UM
Versatile Weapon   Weapon bypasses some DR. PRG:APG
Vision of Hell   Illusory hellscape makes creatures shaken. PRG:UM
Water Breathing   Subjects can breathe underwater. PRG:CRB
Waves of Blood   A cone of blood pushes creatures, sickens them, and makes the ground slick. PRG:HA
Wind Wall   Deflects arrows, smaller creatures, and gases. PRG:CRB

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4th-Level Bloodrager Spells
Spell Name Comp. Description Source
Absorbing Inhalation   Inhale a gas removing it from the area without harm and use it as a breath weapon. PRG:ARG
Ball Lightning   Flying balls of lightning deal 3d6 electricity damage each. PRG:APG
Banishing Blade   You imbue a weapon with the ability to bull rush a creature. PPC:AA
Baphomet’s Blessing   Flying balls of lightning deal 3d6 electricity damage each. PRG:APG
Beast Shape II   You take the form and some of the powers of a Tiny or Large animal. PRG:CRB
Bestow Curse   –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action. PRG:CRB
Black Tentacles   Tentacles grapple all creatures within a 20-ft. spread. PRG:CRB
Break, Greater   Break all nearby objects. PRG:UI
Calcific Touch   Touch attack slows target, 1d4 Dex damage. PRG:APG
Caustic Blood   Any time you take piercing or slashing damage, a spray of acidic blood spurts from your body in a 10-foot line, in the direction of the opponent who inflicted the wound, dealing 1d6 points of acid damage per caster level (maximum 15d6, Reflex half). This damages the first creature or object it touches, with no splash damage. PCS:ISG
Celestial Healing, Greater   As celestial healing, except the target gains fast healing 4 and the target radiates the aura of a good cleric. PPC:AA
Confusion   Subjects behave oddly for 1 round/level. PRG:CRB
Contagion   Infects subject with chosen disease. PRG:CRB
Controlled Fireball   As fireball, but secretly deals less damage to your allies. PRG:UI
Crushing Despair   Subjects take –2 on attack rolls, damage rolls, saves, and checks. PRG:CRB
Detonate M Inflicts 1d8/level energy damage to all creatures within 15 ft. PRG:APG
Dimensional Blade   For one round attacks made with a held melee weapon are melee touch attacks that ignore all armor. Bludgeoning weapons deal half damage and are treated as slashing weapons. PPC:MTT
Dragon’s Breath   Gives you a dragon’s breath weapon. PRG:APG
Earth Glide   Gain the ability to pass through stone, dirt and earth. PRG:ARG
Elemental Body I   Turns you into a Small elemental. PRG:CRB
Enervation   Subject gains 1d4 negative levels. PRG:CRB
Enlarge Person, Mass   1 humanoid creature/level doubles in size. PRG:CRB
False Life, Greater   Gain 2d10 temporary hp + 1/level. PRG:UM
Fear   Subjects within cone flee for 1 round/level. PRG:CRB
Fire Shield   Creatures attacking you take fire damage; you’re protected from heat or cold. PRG:CRB
Firefall   Causes fire to burst up, dealing 2d6 fire damage. PRG:APG
Flaming Sphere, Greater   Rolling ball of fire deals 6d6 fire damage and ignites targets. PRG:ACG
Flash Forward   At end of charge, alter time and return to your original position before you charged. PPC:MaTT
Ghost Wolf F Conjure a Large, quasi-real, wolf-like creature made of black smoke that radiates fear and functions as phantom steed, and which can make attacks. PCS:Orcs
Hellmouth Lash   Transform your tongue into an energy whip dealing 1d8 points of damage/2 caster levels (max 5d8). PRG:ARG
Hollow Heroism   Provide a heroism effect that you can reverse at any time. PRG:UI
Horrific Doubles   Call forth disturbing mirror images. PRG:HA
Ice Storm   Hail deals 5d6 damage in cylinder 40 ft. across. PRG:CRB
Irregular Size   Curse a creature so one set of its limbs shrivels in size. PPC:MaTT
Mask From Divination   You lock a mask on the target’s face, after which it adheres tightly to the target for the spell’s duration and cannot be removed by physical force. While afixed it is protected as by nondetection, and it also foils divination spells that attempt to gather information about the creature, even if they don’t target it. PPC:AA
Masochistic Shadow   You animate the target’s shadow with semi-living energies drawn from the Shadow Plane. PPC:BoS
Monstrous Physique II   Take the form and some of the powers of a Tiny or Large monstrous humanoid. PRG:UM
Moonstruck   Subject is enraged and confused. PRG:APG
Pellet Blast M Creates an explosion of conjured metal pellets. PRG:UC
Phantasmal Killer   Fearsome illusion kills subject or deals 3d6 damage. PRG:CRB
Reduce Person, Mass   As reduce person, but affects 1 humanoid creature/level. PRG:CRB
Ride the Waves   Target can breathe water and swim. PRG:UM
River of Wind   A stream of wind causes nonlethal damage and can knock down or push creatures. PRG:APG
Sadomasochism   When you are dealt damage, your attacker must roll damage for the attack twice and take the higher roll, but the attacker must also succeed at a Will saving throw or become demoralized for 1 round. PCS:ISG
Scale Spikes, Greater DF/M As scale spikes, except that the spikes growing out of the scales have an enhancement bonus on attack and damage rolls equal to +1 for every 4 caster levels (maximum +5). This bonus does not allow the spikes to bypass damage reduction aside from magic. PRG:MC
Shocking Image   As mirror image, but the duplicates emit electrical damage when destroyed. PRG:UC
Shout   Deafens all within cone and deals 5d6 sonic damage. PRG:CRB
Spellsword   You can hide a rod or staff in an extradimensional space within a target weapon. PPC:AA
Stoneskin M Grants DR 10/adamantine. PRG:CRB
Tail Current Create a current in water to enhance or impede swimming. PRG:UW
Tailwind Create a current of wind to enhance or impede flight. PRG:UW
Telekinetic Charge   Launches an ally through the air. PRG:UC
Touch of Slime   Touch infests a target with green slime. PRG:UM
Vermin Shape I[ACG]   Take the form and some of the powers of a Small or Medium vermin. PRG:UM
Vermin Shape II[ACG:O]   As vermin shape, but Tiny or Large. Note: This spell does not normally appear on the bloodrager spell list but there is some confusion due to it now appearing there in the spell list for bloodragers (and Vermin Shape I has moved to 3rd level instead of 4th level as per ACG? Awaiting Paizo response and will update when more clear. Until then consult your GM whether or not VS2 is available at all and if VS1 is 3rd or 4th level.) PRG:UM
Vitriolic Mist   As fire shield, except acid damage. PRG:UM
Volcanic Storm   Hot rocks deal 5d6 damage. PRG:UM
Wall of Bone M Create a vertical wall of skeletal arms that attaches itself to any solid surface. PPC:MaTT
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. PRG:CRB
Wall of Ice   Ice plane creates wall or hemisphere creates dome. PRG:CRB
Wall of Sound   Sonic wall deflects and damages creatures. PRG:UM
Warp Metal   Cause metal to bend and warp, permanently destroying its straightness, form, and strength. PPC:MaTT
Wreath of Blades F Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity. PRG:UC

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