Daily

Acid Arrow

Ranged spell
Daily
Target: 
One nearby or far away creature
Attack: 
Intelligence + Level vs. PD
Hit: 
4d10 acid damage, and 5 ongoing acid damage.
Miss: 
5 ongoing acid damage, and you regain the spell during your next quick rest.
3rd Level Spell: 
5d10 damage, and 10 ongoing damage; 10 ongoing on a miss.
5th Level Spell: 
8d10 damage, and 15 ongoing damage; 15 ongoing on a miss.
7th Level Spell: 
3d4 x 10 damage, and 25 ongoing damage; 25 ongoing on a miss.
9th Level Spell: 
5d4 x 10 damage, and 40 ongoing damage; 40 ongoing on a miss.

Bless

Ranged spell
Daily
Action: 
Quick action to cast
Effect: 

You can cast this spell for power or for broad effect.

Cast for Power: 

One nearby ally gains a +2 attack bonus until the end of the battle.

Cast for Broad Effect: 

Choose up to three nearby creatures (including you); each target gains a +1 attack bonus until the end of the battle.

3rd Level Spell: 
Each target also gains 1d10 temporary hit points per point of the attack bonus.
5th Level Spell: 
Each target also gains 2d10 temporary hit points instead of 1d10 per point of the attack bonus.
7th Level Spell: 
All attack bonuses granted by the spell increase by +1.
9th Level Spell: 
Each target also gains 3d10 temporary hit points instead of 2d10 per point of the attack bonus.

Blink

Close-quarters spell
Daily
Target: 
You or one nearby ally
Effect: 

For the rest of the battle (or for five minutes), the target gains resist damage 16+. Enemies who can see invisible creatures ignore this resistance.

Whenever the target uses a move action, there is a 50% chance that it can teleport somewhere nearby instead of physically moving.

9th Level Spell: 
75% chance.

Blur

Ranged spell
Daily
Target: 
You or one nearby ally
Effect: 

For the rest of the battle (or for five minutes), attacks against the target miss 20% of the time.

3rd Level Spell: 
The spell is now a quick action to cast.
5th Level Spell: 
Miss 25% of the time.
7th Level Spell: 
Miss 30% of the time, and you can now target 1d2 creatures with the spell.
9th Level Spell: 
Miss 30% of the time, and you can now target two creatures with the spell.

Breath of the Black

Close-quarters spell
Daily
Target: 
One nearby enemy; breath weapon
Attack: 
Charisma + Level vs. MD
Hit: 
10d6 + Charisma acid damage, and 20 ongoing acid damage.
Miss: 
10 ongoing acid damage.
7th Level Spell: 
10d10 damage, and 40 ongoing damage; 20 ongoing on a miss.
9th Level Spell: 
2d6 x 10 damage, and 60 ongoing damage; 30 ongoing on a miss.
Epic Feat: 

Double the spell's ongoing damage on a miss.

Breath Weapon: 

For the rest of the battle, roll a d20 at the start of each of your turns; on a 16+, you can use breath of the black that turn if you wish.

Breath of the Blue

Close-quarters spell
Daily
Target: 
One nearby enemy; breath spell
Attack: 
Charisma + Level vs. PD
Hit: 
10d12 + Charisma lightning damage, and at the start of the target's next turn, 1d6 of its nearby allies take 20 lightning damage.
Miss: 
Half damage, and no damage to the target's allies.
9th Level Spell: 
2d10 x 10 damage; 25 lightning damage to nearby allies.
Epic Feat: 

You can now target a far away enemy with the spell (no attack penalty).

Breath Weapon: 

For the rest of the battle, roll a d20 at the start of each of your turns; on a 16+, you can use breath of the blue this turn if you wish.

Breath of the Void

Close-quarters spell
Daily
Target: 
One nearby enemy; breath spell
Attack: 
Charisma + Level vs. MD
Hit: 
2d12 x 10 + Charisma negative energy damage, and the target moves down 2d6 points in initiative order, to a minimum of 1.
Miss: 
Half damage.
Breath Weapon: 

For the rest of the battle, roll a d20 at the start of each of your turns; on a 16+, you can use breath of the void this turn if you wish.

Breath of the White

Close-quarters spell
Daily
Target: 
1d2 nearby enemies in a group; breath weapon
Attack: 
Charisma + Level vs. PD
Hit: 
3d6 + Charisma cold damage.
Miss: 
Half damage.
3rd Level Spell: 
5d6 damage.
5th Level Spell: 
4d10 damage.
7th Level Spell: 
6d12 damage.
9th Level Spell: 
10d12 damage.
Breath Weapon: 

For the rest of the battle, roll a d20 at the start of each of your turns. On a 16+, you can use breath of the white dragon that turn if you wish.

Calling the Blood

Close-quarters spell
Daily
Effect: 

Randomly select an icon (preferably a sorcerous one). You gain some surprising or bizarre magical effect associated with the power of that icon to assist you. The effect is entirely up to the GM, though the immediate impact of the spell should always be favorable for you. The long-term consequences of randomly invoking the power of an icon that may be an enemy might not be favorable for you, and should be played for narrative interest by the GM, particularly if the impact of the spell was huge for you. Since this is a daily spell, sizeable impact is fine, but don't award any extra effect for empowered casting, especially since the spell can be cast effectively out of combat.

Epic Feat: 

Randomly choose twice, then choose the single result you prefer.

Cause Fear

Ranged spell
Daily
Target: 
One nearby enemy with 75 hp or fewer
Attack: 
Wisdom + Level vs. MD
Hit: 
The target is weakened until the end of its next turn. On its next turn, if it's unengaged, it does not attack and moves away from you. If it's engaged, the target attempts to disengage as its first action, and moves away if it succeeds. If it fails, it moves away as its second action (drawing opportunity attacks). In either case, it will not attack unless it has no options for escape.
Miss: 
The target hates you for having tried to scare it, and it wants to hurt you most of all, but it won't be any stupider than usual in pursuing that goal.
5th Level Spell: 
Target with 120 hp or fewer.
7th Level Spell: 
Target with 190 hp or fewer.
9th Level Spell: 
Target with 300 hp or fewer.

Charm Person

Ranged spell
Daily
Special: 

This spell cannot be cast during combat or on a target that has rolled initiative to fight.

On a miss, the spell is not detectible by most others unless you miss by 4+ or roll a natural 1, in which case the target and its allies knows what you tried to do and will usually be angry about it.

Target: 
One nearby creature with 40 hp or fewer
Attack: 
Intelligence + Level vs. MD
Hit: 
The target believes you are their friend until you or your allies take hostile action against them. (Attacking their normal allies is okay.) If you or your allies attack the target or order the target to attack its normal allies, the target can roll a normal save to break the charm effect during its turn each round.
3rd Level Spell: 
Target with 64 hp or fewer.
5th Level Spell: 
Target with 96 hp or fewer.
7th Level Spell: 
Target with 160 hp or fewer.
9th Level Spell: 
Target with 266 hp or fewer.

Charm Person

Ranged spell
Daily
Special: 

This spell cannot be cast during combat or on a target that has rolled initiative to fight.

Target: 
One nearby creature with 40 hp or fewer
Attack: 
Charisma + Level vs. MD
Hit: 
The target believes you are their friend until you or your allies take hostile action against them. (Attacking their normal allies is okay.) If you or your allies attack the target or order the target to attack its normal allies, the target can roll a nor
Miss: 
On a miss, the spell is not detectible by most others unless you miss by 4+ or roll a natural 1, in which case the target and its allies knows what you tried to do and will usually be angry about it.
3rd Level Spell: 
Target with 64 hp or fewer
5th Level Spell: 
Target with 96 hp or fewer
7th Level Spell: 
Target with 160 hp or fewer
9th Level Spell: 
Target with 266 hp or fewer

Circle of Protection

Close-quarters spell
Daily
Action: 
Quick action to cast
Effect: 

Choose a defense: AC, PD, or MD. For the rest of the battle while you are conscious, you and each ally near you gains a +1 bonus to that defense. Each enemy that misses you or one of your nearby allies with an attack against the defense you chose is hampered until the end of its next turn.

9th Level Spell: 
Attacks against the chosen defense cannot score critical hits.
Epic Feat: 

The spell is now (recharge 16+) after battle instead of daily.

Confusion

Ranged spell
Daily
Target: 
One nearby enemy with 100 hp or fewer
Attack: 
Intelligence + Level vs. MD
Hit: 
The target is confused (save ends).
Miss: 
If you miss all targets, you regain this spell during your next quick rest.
5th Level Spell: 
Target with 160 hp or fewer, and the target can be far away.
7th Level Spell: 
Target with 250 hp or fewer, or two targets each with 125 hp or fewer.
9th Level Spell: 
Target with 500 hp or fewer, or two targets each with 250 hp or fewer.
Adventurer Feat: 

On a miss against all targets with this spell, you can choose to daze those targets (save ends). If you do, you do not regain the spell.

Champion Feat: 

Each failed save against the spell deals 6d10 psychic damage to the target.

Epic Feat: 

The save against confused is now a difficult save (16+).

Crisis of Faith

Close-quarters spell
Daily
Action: 
Quick action to cast
Effect: 

For the rest of this battle, all enemies near you with 100 hp or fewer take a penalty to their Mental Defense equal to your Charisma modifier. Whenever one of those enemies misses with an attack roll, it takes holy damage equal to double your level.

7th Level Spell: 
160 hp or fewer.
9th Level Spell: 
250 hp or fewer.

Cure Wounds

Ranged spell
Daily
Action: 
Quick action to cast
Effect: 

You or a nearby ally can heal using a free recovery.

3rd Level Spell: 
The target can also roll a save against each save ends effect.
5th Level Spell: 
This spell is now recharge 16+ after battle instead of daily.
7th Level Spell: 
The target can heal using two free recoveries instead of one.
9th Level Spell: 
This spell is now recharge 11+ instead.

Denial

Ranged spell
Daily
Target: 
1d4 nearby enemies in a group
Attack: 
Intelligence + Level vs. MD
Hit: 
9d10 psychic damage, and the target is hampered until the end of your next turn.
Miss: 
Half damage.
7th Level Spell: 
3d4 x 10 damage.
9th Level Spell: 
3d6 x 10 damage.
Champion Feat: 

When you roll a natural even miss with the spell, the target is also hampered until the end of your next turn.

Epic Feat: 

Increase the number of targets to 1d4 + 1.

Dimension Door

Close-quarters spell
Daily
Action: 
Move action to cast
Target: 
You
Effect: 

You teleport somewhere nearby that you can see.

7th Level Spell: 
Your destination can now be far away, but not so far that it is out of range of enemy attacks that can hit far away targets.
9th Level Spell: 
You can take one ally who is next to you along with you as you teleport.

Discombobulate

Ranged spell
Daily
Target: 
One nearby creature with 100 hp or fewer
Attack: 
Charisma + Level vs. MD
Hit: 
The target is confused until it rolls two successful saves.
Miss: 
The target is dazed until the end of your next turn.
7th Level Spell: 
Target with 140 hp or fewer.
9th Level Spell: 
Target with 240 hp or fewer.

Disguise Self (1st Level Utility)

Close-quarters spell
Daily
Effect: 

This spell provides you with an effective magical disguise that lasts about ten minutes, making the skill check to avoid unmasking one step easier: easy if it would have been a normal task, normal if it would have been a hard task, and hard if it would have been a ridiculously hard task. The spell only affects your general appearance, not your size. It can be used to hide your features behind the generic features of another person or race. Using it to impersonate a specific creature makes it less effective as a disguise (-2 to -5 penalty).

3rd Level Spell: 
The spell lasts for 1 hour.
5th Level Spell: 
The spell also provides smell; +2 bonus to any checks.
7th Level Spell: 
The spell also handles correct-sounding vocal patterns and rough mannerisms; +4 bonus to any checks.
9th Level Spell: 
You can now target an ally with the spell; you can also now use it on up to two creatures at once.

Disintegrate

Ranged spell
Daily
Target: 
One nearby enemy
Attack: 
Intelligence + Level vs. PD
Hit: 
4d8 x 10 damage, and the target is vulnerable (hard save ends, 16+). In addition, if the target drops to 0 hp from this attack, or drops to 0 hp before it saves against the vulnerable effect of this attack, it is gone, dusted, nothing remaining.
Miss: 
Half damage.
Epic Feat: 

You can now target a far away creature with the spell.

Divine Endurance

Ranged spell
Daily
Action: 
Quick action to cast
Effect: 

You can cast this spell for power or for broad effect.

Cast for Power: 

One nearby ally gains 40 temporary hit points.

Cast for Broad Effect: 

Choose up to three nearby creatures (including you); each target gains 20 temporary hit points.

5th Level Spell: 
Temporary hp = 60/30.
7th Level Spell: 
Temporary hp = 80/40.
9th Level Spell: 
Temporary hp = 100/50.

Dragon's Leap

Ranged spell
Daily
Action: 
Quick action to cast
Target: 
You; breath weapon
Effect: 

You can fly at the rate you normally move until the end of your turn. (So if you don't land or find someplace to hang from, you'll fall.)

5th Level Spell: 
You can now fly until the end of your next turn.
7th Level Spell: 
You can now fly twice as fast as you normally move on the ground. You also gain a +5 bonus to disengage checks.
9th Level Spell: 
The spell is now recharge 16+ after battle instead of daily.
Breath Weapon: 

For the rest of the battle, roll a d20 at the start of each of your turns; on a 16+, you can use dragon's leap this turn if you wish. (Yeah, we know it's not actually a breath weapon, but it works as part of the draconic sorcerer package.)

Feather Fall (1st Level Utility)

Close-quarters spell
Daily
Action: 
Free action to cast
Effect: 

When you cast this spell, it arrests your fall, letting you glide down the ground over a round or two.

3rd Level Spell: 
You can now target a nearby ally with the spell.
5th Level Spell: 
You can now target up to two nearby creatures with the spell.
7th Level Spell: 
You can now target up to five nearby creatures with the spell.
9th Level Spell: 
You gain some control over where a target falls, like a quickly gliding feather.

Fireball

Ranged spell
Daily
Special: 

When you cast this spell, you can choose to cast it recklessly.

Target: 
1d3 nearby enemies in a group. If you cast recklessly, you can target 1d3 additional enemies, but then your allies engaged with the target may also take damage (see below).
Attack: 
Intelligence + Level vs. PD
Hit: 
10d10 fire damage.
Miss: 
Half damage. (Reckless Miss: Your allies engaged with the target take one-fourth damage.)
7th Level Spell: 
12d10 damage
9th Level Spell: 
20d10 damage
Champion Feat: 

Casting the spell recklessly increases the number of additional targets to 1d4 instead of 1d3.

Epic Feat: 

Increase the number of targets to 1d3 + 1 instead of 1d3.

Flight

Ranged spell
Daily
Target: 
You or one nearby ally
Effect: 

The target can fly until the end of the battle (or for five minutes). Your speed doesn't increase appreciably but you can move in three-dimensions.

9th Level Spell: 
When you cast the spell, you can choose one: the effect lasts for an hour OR you can target 1d4 + 1 creatures for the normal duration.

Force Salvo

Ranged spell
Daily
Special: 

The spell creates a number of force bolts equal to 1 + your Intelligence modifier. You must target a different creature with each bolt; any extras can't be used.

Target: 
One or more nearby or far away enemies (see below)
Attack: 
Intelligence + Level vs. PD
Hit: 
4d10 force damage.
5th Level Spell: 
7d10 damage.
7th Level Spell: 
10d12 damage.
9th Level Spell: 
3d6 x 10 damage.
Adventurer Feat: 

You can now target a specific creature with more than one bolt. Once you hit that target, you must target a different creature, and so on. (Roll your attack after each bolt before picking a target for the next bolt.)

Champion Feat: 

On a miss, a bolt now deals miss damage equal to your level.

Epic Feat: 

Increase the number of bolts by 1.

Hammer of Faith

Close-quarters spell
Daily
Effect: 

Until the end of the battle, your basic melee attacks use d12s as their base weapon damage dice.

3rd Level Spell: 
The spell now requires only a quick action to cast.
5th Level Spell: 
You deal half damage on misses with basic melee attacks this battle.
7th Level Spell: 
Once during the battle, you can reroll a basic melee attack.
9th Level Spell: 
For the rest of the battle, change any of your basic melee attack damage dice rolls that are less than the escalation die to the escalation die value.

Haste

Ranged spell
Daily
Target: 
You or one nearby ally
Effect: 

On the target's next turn (not this one, if you cast it on yourself), the target gains an additional standard action.

In addition, at the start of each of the target's turns this battle, if the escalation die is even, roll a d20 and add the escalation die; on a 16+, the target gains an additional standard action that turn.

9th Level Spell: 
The roll for additional standard actions is now 11+ instead of 16+.

Hold Monster

Ranged spell
Daily
Target: 
One nearby enemy with 60 hp or fewer
Attack: 
Intelligence + Level vs. MD
Hit: 
The target cannot move or use move actions (hard save ends, 16+).
Miss: 
The target is dazed until the end of your next turn.
5th Level Spell: 
Target with 100 hp or fewer.
7th Level Spell: 
Target with 160 hp or fewer.
9th Level Spell: 
Target with 250 hp or fewer.
Adventurer Feat: 

If the spell misses all targets, you regain the spell during your next quick rest.

Champion Feat: 

The spell can target up to 2 nearby enemies whose total hit points don't exceed the limit.

Epic Feat: 

Increase the limit by +50 hp.

Hold Portal (1st Level Utility)

Ranged spell
Daily
Effect: 

You cast this spell on a door. For ten minutes, adventurer-tier creatures can't get through the door. Champion-tier creatures can batter it down; each attempt requires a DC 20 Intelligence skill check (including an applicable background) by the caster to resist the battering and keep the spell going. Epic-tier creatures can walk right through.

3rd Level Spell: 
The spell now lasts for an hour. Adventurer-tier creatures are stymied. Champion-tier creatures can batter the door down or destroy it after three failed DC 20 skill checks by the spellcaster. Epic creatures notice that the now-busted door had magic on it
5th Level Spell: 
Champion-tier creatures take a few minutes to force the door open. Epic creatures can force it open after one failed DC 25 skill check by the spellcaster.
7th Level Spell: 
Champion-tier creatures are stymied for up to an hour by the door. Epic tier creatures get through after three failed DC 25 skill checks by the spellcaster.
9th Level Spell: 
Champion-tier creatures can't enter. Epic-tier creatures can't get through for an hour.

Inspire Legends

Close-quarters spell
Daily
Special: 

Escalation die must be 4+.

Target: 
You and all nearby allies.
Effect: 

Each target can roll a d20 for each of its expended daily, recharge, and per battle powers and spells other than inspire legends. If the roll is 11+, the character regains the use of that power or spell.

Invisibility

Ranged spell
Daily
Target: 
You or one nearby ally
Effect: 

Until the end of the battle (or for five minutes out of combat), the target becomes invisible until it attacks or uses some ridiculously flashy action.

High Arcana: The duration out of combat is 1 hour instead.

7th Level Spell: 
You can now target 1d3 nearby allies (including you) with the spell.
9th Level Spell: 
Creatures made invisible by the spell have a 25% chance of remaining invisible the first time (and first time only) they attack or get flashy.

Invisibility Purge

Ranged spell
Daily
Target: 
Any nearby enemies who are invisible, whether you know they are there or not
Attack: 
Intelligence + Level vs. MD, rolled by GM
Hit: 
The target turns visible and cannot become invisible again this battle.
Miss: 
If there are one or more invisible creatures nearby, you become aware of their presence. Not where they are, or who they are, but that there are invisible creatures present.
9th Level Spell: 
The spell also affects far away targets that you could normally see.

Judgment

Ranged Spell
Daily
Target: 
All nearby staggered enemies
Attack: 
Wisdom + Level vs. MD
Hit: 
5d10 + Wisdom holy damage
Miss: 
Holy damage equal to your level
5th Level Spell: 
8d10 damage.
7th Level Spell: 
2d6 x 10 damage.
9th Level Spell: 
2d10 x 10 damage.
Champion Feat: 

The spell now deals half damage on a miss.

Epic Feat: 

The spell is now recharge 16+ after battle instead of daily.

Levitate (3rd Level Utility)

Ranged spell
Daily
Effect: 

Until the end of the battle, you can use a move action to rise straight up into the air or descend straight down. The spell itself won't move you horizontally. The up-or-down movement is about half as fast as your normal movement. While levitating, you take a –2 penalty to your attacks and are vulnerable to attacks against you.

5th Level Spell: 
You can now cast the spell on a nearby willing ally instead of yourself.
7th Level Spell: 
You can now cast the spell as a quick action, and the spell can now affect two targets.
9th Level Spell: 
The spell can now affect five targets.

Lightning Bolt

Close-quarters spell
Daily
Target: 
1d3 + 1 nearby enemies in a group or in a (rough) line
Attack: 
Intelligence + Level vs. PD
Hit: 
7d8 lightning damage.
Miss: 
Half damage.
5th Level Spell: 
10d10 damage.
7th Level Spell: 
2d8 x 10 damage.
9th Level Spell: 
3d8 x 10 damage.
Champion Feat: 

A natural even hit also deals 10 ongoing lightning damage.

Epic Feat: 

A natural even hit now deals 20 ongoing lightning damage (hard save ends, 16+).

Message (3rd Level Utility)

Close-quarters spell
Daily
Action: 
Quick action to cast
Effect: 

You send a one to two sentence message to another person you know and have touched in the last week. Sending a message to a person you can see is always easy. Sending a message to a person you can't see requires a skill check using Intelligence against the highest-tier environment that you or the sender are occupying.

The maximum distance you can send a message depends on the spell's level.

3rd Level Spell: 
Across half a city, at most.
5th Level Spell: 
Across the entire city and a bit into the countryside.
7th Level Spell: 
Between cities near to each other.
9th Level Spell: 
From any city to any other city, or across a sea.

Meteor Swarm

Ranged spell
Daily
Special: 

You summon a meteor swarm. If you're underground, you get the ur-dark stalactite equivalent! Nothing more happens this round, but roll 1d3 + 1 to determine how many meteors you have summoned.

At the start of your next turn, even if you are unconscious or dead or have left the area, the meteors arrive one per turn at the start of each of your turns and slam into the combat area.

Target: 
You can make an attack with each meteor against 1d4 enemies in a group. Alternatively, use the spell to level an area with high impact property damage.
Attack: 
Intelligence + Level vs. PD
Hit: 
4d4 x 10 damage of the energy type of your choice (cold, fire, lightning). Any allies engaged with the enemies you are targeting take one-fourth damage from each meteor that impacts the area.
Miss: 
Half damage.
Epic Feat: 

Each meteor now deals 5d4 x 10 damage.

Mighty Healing

Ranged spell
Daily
Effect: 

You can cast this spell for power or for broad effect.

Cast for Power: 

One nearby ally can heal using a single recovery and regain double the usual number of hit points.

Cast for Broad Effect: 

Choose up to three nearby creatures (including you); each target can heal using a recovery.

5th Level Spell: 
The spell can now target far away allies.
7th Level Spell: 
Power equals triple the usual hp for one recovery; broad equals 150% the usual hp per recovery.
9th Level Spell: 
Recoveries provided by the spell are now free.
Champion Feat: 

This spell is now a close-quarters spell.

Overworld Travel

Close-quarters spell
Daily
Special: 

You must cast this spell outdoors. It enables you and a group of nearby allies to travel to most any location in the world that you can name.

Travel takes between an hour and a day, depending on distance and the amount of effort the exerted.

The destination can be in the overworld or in the land. It can't be in the underworld.

Prayer for Readiness

Target: 
Up to 5 allies
Effect: 

You utter a powerful prayer upon your comrades, giving each a special blessing. At any point later this battle, each blessed ally can acknowledge the blessing by saying 'thank you' to your god, gods, or pantheon as a free action to reroll a d20 roll. That ally must take the reroll result.

Note that you are giving the blessing and don't receive it yourself.

Epic Feat: 

This spell is now a quick action to cast.

Sanctuary

Close-quarters spell
Daily
Effect: 

Choose yourself or a nearby ally. Enemies with 100 hp or fewer cannot attack the chosen target until that creature attacks or the escalation die reaches 6+.

7th Level Spell: 
160 hp or fewer.
9th Level Spell: 
250 hp or fewer.

Scrying (7th Level Utility)

Ranged spell
Daily
Effect: 

You can use this spell to get information you shouldn't be able to get, peering in on other people's lives for a short period of time, usually no more than ten minutes at a time. Some areas may be warded at the GM's discretion. You must have touched the person you wish to spy on in the last month, or, at 9th level, within the last a year.

Scrying as a single standard action won't yield much. Concentrating on the spell for a while with props like a scrying pool or a crystal ball will work better.

Shield of Faith

Ranged spell
Daily
Action: 
Quick action to cast
Effect: 

You can cast this spell for power or for broad effect.

Cast for Power: 

One nearby ally gains a +2 bonus to AC this battle.

Cast for Broad Effect: 

Choose up to three nearby creatures (including you); each target gains a +1 bonus to AC this battle.

3rd Level Spell: 
The bonus also applies to PD.
5th Level Spell: 
The bonus increases by +1 while the target is staggered.
7th Level Spell: 
The bonus also applies to MD.
9th Level Spell: 
The bonus when cast for power increases to +4. The bonus when cast for broad effect increases to +2.

Silver Flame

Close-quarters spell
Daily
Action: 
Quick action to cast
Effect: 

Roll your relationship dice that you have with a sorcerous heroic icon.

For each 6 you roll, you gain one 7th level or lower spell from any spellcasting class that you can cast this battle. For each 5 you roll, you gain one 5th level or lower spell from any spellcasting class that you can cast this battle.

If the escalation die is 5+, you can swap the escalation die for one or your rolls. If you get no successes, you regain the spell after this battle.

You can acquire one of the new spells the same round you cast this spell. Then select and acquire any other gained spells at the start of your next turn.

You can use your Charisma as the ability score that provides the acquired spells' attack bonuses and damage bonuses (if any). Other ability score references remain unchanged.

As you might expect, each 5 you roll also invokes an icon-related complication or obligation in the tradition of rolling 5s on relationship checks.

Sleep

Ranged spell
Daily
Target: 
Before making the attack, roll 3d20 + 45 to determine the maximum number of hit points of enemies you can target with the spell. The spell can affect multiple enemies. You must target nearby enemies with the current lowest hit points first, and you don't get to choose the exact targets (except in the case of ties). If adding a creature would exceed the spell's hit point maximum, that enemy can't be a target.
Attack: 
Intelligence + Level vs. MD
Hit: 
The target falls unconscious (hard save ends, 16+; it also ends if the target takes 10+ damage).
Miss: 
The target is dazed until the end of your next turn.
5th Level Spell: 
Targets 5d20 + 50 max hp.
7th Level Spell: 
Targets 7d20 + 100 max hp.
9th Level Spell: 
Targets 9d10 + 200 max hp.

Song of Aid

Bardic song
Daily
Action: 
Quick action each turn; 11+ to sustain
Opening & Sustained Effect: 

You or a nearby ally gains 3d6 temporary hit points.

Final Verse: 

One target that gained temporary hit points can also heal using a recovery.

5th Level Spell: 
5d6 tempory hit points; sustain the song on a 9+.
7th Level Spell: 
7d6 temporary hit points, and the recovery from the final verse is free.
9th Level Spell: 
9d8 temporary hit points; sustain the song on a 7+.

Song of Blood & Legends

Bardic song
Daily
Action: 
Standard action each turn; 16+ to sustain
Opening & Sustained Effect: 

Each nearby ally who hits at least one enemy with an attack during their turn can heal using a recovery.

Final Verse: 

One nearby ally can make a basic attack as a free action and heal using a recovery if the attack hits at least one target.

9th Level Spell: 
The recovery granted by the final verse attack is free.

Song of Destinies

Bardic song
Daily
Action: 
Quick action each turn; 11+ to sustain
Opening & Sustained Effect: 

Later this turn, you can add 1 to the natural result of one ally's d20 roll. Then, afterwards, you can subtract 1 from the natural result of an enemy's d20 roll.

Final Verse: 

The GM chooses an icon relevant to the situation; you choose the PC who will make an icon relationship check. That player makes the check and joins the GM in a duet of improvisation as to how the icon relationship roll has some impact on the current battle.

Song of Magic

Bardic song
Daily
Action: 
Quick action each turn; 16+ to sustain
Opening & Sustained Effect: 

Until the start of your next turn, you and your nearby allies who cast spells that are normally expended by being cast can roll a d20 after casting the spell. On a 16+, the spell is not expended.

Final Verse: 

All spells you and your allies cast before the start of your next turn gain a +2 attack bonus.

7th Level Spell: 
Gain a bonus to song of magic's sustain check equal to the escalation die.
9th Level Spell: 
Rolls to retain expended spells gain a bonus equal to the escalation die.

Song of Spilt Blood

Bardic song
Daily
Action: 
Quick action each turn; 6+ to sustain
Opening & Sustained Effect: 

Any attack against you takes a penalty equal to the number of your allies in the battle who have more hit points than you.

Final Verse: 

Final Verse: The effect ends immediately, and you or one ally of your choice can heal using a recovery.

3rd Level Spell: 
Sustain the song on a 4+
5th Level Spell: 
Add +5 hp to the recovery
7th Level Spell: 
Add +10 hp to the recovery
9th Level Spell: 
Add +15 hp to the recovery

Song of Thunder

Bardic song
Daily
Action: 
Standard action each turn; 11+ to sustain
Attack: 
Charisma + Level vs. PD
Hit: 
5d6 + Charisma thunder damage
Miss: 
Opening & Sustained Effect: 

Make the following attack against 1d4 + 1 nearby enemies.

Final Verse: 

Make the attack again, but this time it deals half damage on a miss.

5th Level Spell: 
7d6 damage.
7th Level Spell: 
9d8 damage.
9th Level Spell: 
10d12 damage.
Champion Feat: 

The number of targets increases to 2d4.

Epic Feat: 

Two of the targets can now be far away instead of nearby.

Song of Victory

Bardic song
Daily
Action: 
Quick action each turn; 16+ to sustain
Opening & Sustained Effect: 

Each nearby enemy that has fewer hit points than you is dazed until the end of your next turn.

Final Verse: 

Each nearby enemy takes 5d6 + Charisma psychic damage.

9th Level Spell: 
7d6 damage.

Soundburst

Ranged spell
Daily
Target: 
1d4 nearby enemies in a group
Attack: 
Charisma + Level vs. PD
Hit: 
5d6 + Charisma thunder damage, and the target is dazed until end of your next turn.
Miss: 
Half damage, and deal thunder damage equal to your level to each of your allies engaged with the target.
3rd Level Spell: 
6d8 damage
5th Level Spell: 
8d10 damage
7th Level Spell: 
2d6 x 10 damage
9th Level Spell: 
3d6 x 10 damage
Adventurer Feat: 

On a natural even hit, the dazed effect is now save ends.

Champion Feat: 

The spell is now recharge 16+ after battle instead of daily.

Epic Feat: 

You can now target 1d4 + 1 enemies in a group with the spell.

Speak with Item (3rd Level Utility)

Close-quarters spell
Daily
Action: 
Quick action to cast
Effect: 

Speak briefly, mind-to-mind, with a magic item you are touching that is owned by you or one of your allies. The item's owner gets a free power recharge roll if that item's power has been expended.

5th Level Spell: 
You no longer need to be touching the item; it only has to be nearby.
7th Level Spell: 
The item's owner gains a +2 bonus to the item recharge roll.
9th Level Spell: 
If the item recharge roll fails, you keep this spell, but the item won't talk to you until after your next full heal-up.

Sphere of Radiance

Close-quarters spell
Daily
Target: 
Up to two nearby enemies
Attack: 
Wisdom + Level vs. MD
Hit: 
7d8 + Charisma holy damage.
Miss: 
Half damage.
Effect: 

You or one nearby ally can heal using a free recovery. Then make the following attack.

7th Level Spell: 
8d12 damage.
9th Level Spell: 
2d8 x 10 damage.

Spiky Bastard

Daily
Action: 
Quick action
Effect: 

You go all-out to hurt anyone who tries to get a piece of you. For the rest of the battle, while you're conscious, using at least one bladed weapon, and are not staggered or stunned, you deal 10 damage to each enemy that makes a melee attack against you and rolls a natural odd attack roll. The damage hits the enemy before their attack damages you.

Champion Feat: 

Spiky bastard damage now applies when you are staggered, though obviously not while you are unconscious.

Epic Feat: 

If the escalation die is 3+, the damage increases to 15 instead of 10.

Stolen Faces

Ranged spell
Daily
Action: 
Free action to cast, before initiative is rolled
Effect: 

You steal the once-per-battle racial powers of your allies this battle, but you don't get the advantage of your allies' feats or items that improve those powers.

Each ally you steal a racial power from can roll an easy save (6+). Success means they get to use their power also this battle. Failure means they can't; you took it fully.

You can't steal racial powers you already possess.

9th Level Spell: 
You get to use your allies' powers as if you also had any of their feats that improve those powers.

Strength of the Gods

Ranged spell
Daily
Action: 
Quick action to cast
Effect: 

You can cast this spell for power or for broad effect.

Cast for Power: 

One nearby ally deals +2d8 damage with melee attacks this battle.

Cast for Broad Effect: 

Choose up to three nearby creatures (including you); each target deals +1d8 damage with melee attacks this battle.

5th Level Spell: 
Power +4d6, Broad +2d6.
7th Level Spell: 
Power +4d10, Broad +2d10.
9th Level Spell: 
Power +6d10, Broad +3d10.

Teleport

Ranged spell
Daily
Effect: 

You and up to 4 allies next to you can teleport to any location in the world, underworld, or overworld that you have previously visited.

When you teleport, roll a d20. If you roll a 1, you miss your desired location and arrive somewhere else altogether. Otherwise, you and your allies arrive at the desired location at the start of your next turn.

Any effects of spells or items cast before teleporting are dispelled and no longer function on arrival.

Epic Feat: 

Your allies don't need to be next to you before you cast the spell, just nearby. Alternately, if they are all next to you when you cast the spell, you can teleport to a location known to one of your allies.

Teleport Shield

Close-quarters spell
Daily
Special: 

Always: For the rest of the battle, once per round when an enemy moves to engage you, you can make the following attack against it as a free action before it has the chance to attack in melee.

Attack: 
Intelligence + Level vs. PD
Hit: 
Teleport the enemy somewhere nearby you can see. You can place them in combat with one of your allies, but you can't place them in a dangerous location. (It's a defensive tool).
5th Level Spell: 
The teleported enemy also takes 4d10 damage.
7th Level Spell: 
6d10 damage.
9th Level Spell: 
10d10 damage.
Champion Feat: 

When your teleport shield attack misses, the spell's attack is not expended that round.

Epic Feat: 

You can now teleport the enemy somewhere far away that you can see; other restrictions still apply.

The Elven Shadows

Ranged spell
Daily
Special: 

Once you cast this spell in a battle, you can cast it at-will for the rest of that battle.

Target: 
One nearby enemy
Attack: 
Charisma + Level vs. MD
Hit: 
8d6 + Charisma psychic damage, and if the natural attack roll is even, you can teleport to a nearby location you can see.
Miss: 
Damage equal to your level.
7th Level Spell: 
9d10 damage.
9th Level Spell: 
10d12 damage.
Epic Feat: 

Once per battle, the teleport from a hit with the elven shadows can be to a far away location you can see.

Touch of Evil

Close-quarters spell
Daily
Special: 

If you are fighting one or more demons, roll an easy save (6+) at the start of each of your turns. Failure means that you are confused that turn.

Action: 
Quick action to cast
Target: 
You
Effect: 

You gain a random demon-style power for the rest of the battle, similar to the abilities demons possess but not identical.

Roll a d8 to see which power you gain:

Roll (d8) Power Description
1 Resist energy 16+ When an attack that deals energy damage targets you, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.
2 Infernal battery Until the end of the battle, you can use a quick action once each round to make recharge rolls for your expended recharge spells. Each time you do so, you take damage equal to half the natural result of your recharge roll.
3 Backlash The first time you are staggered this battle, the enemy who staggered you becomes confused (save ends).
4 Spell frenzy You enter a spell frenzy (see Infernal Heritage talent). If you were already in a spell frenzy, you now roll 3d20 for each attack and take damage equal to triple the target's level for each roll that misses.
5 Fear aura Enemies engaged with you that have fewer hit points than double your current hit points are dazed. They cannot use the escalation die.
6 Teleport 1d3 + 1 times this battle As a move action, you can teleport anywhere you can see nearby.
7 Demonic speed You can take an extra standard action each turn that the escalation die is even. You lose 2d10 hit points each time you use the extra action.
8 Eye of the demon Choose any two features you want. For the rest of this day, all your icon relationships disappear and are replaced by an identical number of conflicted points with a villainous icon (preferably one that is demonic).

Transfer Enchantment

Ranged spell
Daily
Special: 

You or an ally you are next to must be suffering from a condition caused by an enemy for you to cast this spell.

Target: 
One nearby enemy
Attack: 
Intelligence + Level vs. MD
Hit: 
2d6 x 10 psychic damage, and you can transfer one condition caused by your enemies from you or the ally you are next to over to the target. If timing is required, interpret the transferred condition as if you had caused it with this spell.
Miss: 
Half damage.
9th Level Spell: 
2d10 x 10 damage; if the spell misses, you regain it during your next quick rest.

Turn Undead

Close-quarters spell
Daily
Target: 
1d4 nearby undead creatures, each with 55 hp or fewer.
Attack: 
Wisdom + Charisma + Level vs. MD
Effect: 


Hit: 
The target is dazed until the end of your next turn.

Hit by 4+: 1d10 x your level holy damage, and the target is dazed until end of your next turn.

Hit by 8+: Against non-mooks, holy damage equal to half the target's maximum hit points, and the target is dazed (save ends). Against mooks, the +8 result now deals 4d10 x your level holy damage.

Hit by 12+ or Natural 20: Against non-mooks, the target is destroyed. Against mooks, the +12 result now deals 4d20 x your level holy damage

3rd Level Spell: 
Target with 90 hp or fewer.
5th Level Spell: 
Target with 150 hp or fewer.
7th Level Spell: 
Target with 240 hp or fewer.
9th Level Spell: 
Target with 400 hp or fewer.
Adventurer Feat: 

You can expend your daily use of turn undead to gain an additional use of heal in one battle.

Champion Feat: 

You can choose to target either demons or undead with the spell (but not both with the same casting).

Epic Feat: 

Increase the targeting limit by 100 hp.

Unearthly Glamour

Ranged spell
Daily
Effect: 

You gain a +5 bonus to all Charisma skill checks for the next five minutes. If you fail a Charisma skill check during this time, however, anyone you were attempting to convince or influence with the check is freaked out or disgusted by the supernatural glamour attached to you and has extremely negative reactions to you.

7th Level Spell: 
The effect lasts for 1 hour.
9th Level Spell: 
The effect lasts for 2 hours.

Water Breathing (5th Level Utility)

Close-quarters spell
Daily
Action: 
Quick action to cast
Effect: 

You can breathe underwater for the rest of the battle (or about five minutes). You become aware a couple of rounds ahead of when the magic of the spell is about to end.

7th Level Spell: 
You and 1d4 + 2 nearby allies can breathe underwater this battle.
9th Level Spell: 
The spell affects you and 1d6 + 2 nearby allies for 4d6 hours.

Wild Heal

Ranged spell
Daily
Target: 
Two random nearby allies. Choose the targets randomly from all nearby allies (including you) who are damaged.
Effect: 

Each target can heal using a recovery.

5th Level Spell: 
Add +5 hp to the recovery
7th Level Spell: 
Add +15 hp to the recovery
9th Level Spell: 
Add + 25 hp to the recovery
Adventurer Feat: 

The spell is now recharge 16+ after battle instead of daily.

Champion Feat: 

Add a third random target.

Epic Feat: 

The recoveries the targets use are now free.

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