Spell Name
|
Comp.
|
Description
|
Creates 2 gallons/level of pure water.
| ||
Detects spells and magic items within 60 ft.
| ||
Detects poison in one creature or object.
| ||
Dazzles one creature (–1 penalty on attack rolls).
| ||
+1 on one attack roll, saving throw, or skill check.
| ||
You discern north.
| ||
Object shines like a torch.
| ||
Makes minor repairs on an object.
| ||
Purifies 1 cu. ft./level of food or water.
| ||
Read scrolls and spellbooks.
| ||
Subject gains +1 bonus on saving throws.
| ||
Ignites flammable objects.
| ||
Subject gains 1 temporary hp.
|
1st-Level Chloromancer Spells
Comp.
|
Description
| |
Increase/decrease strength of natural winds.
| ||
Heals 2d6 + 1/level (max +10).
| ||
Reduces effects of sun exposure and heat.
| ||
Reveals presence of aberrations.
| ||
Reveals natural or primitive traps.
| ||
Detect and identify diseases.
| ||
Exist comfortably in hot or cold regions.
| ||
Plants entangle everyone in 40-ft. radius.
| ||
Moves 5-ft. cubes of earth.
| ||
Outlines subjects with light, canceling blur, concealment, and the like.
| ||
Ignore movement penalty in difficult terrain.
| ||
As flare, but all creatures within 10 ft.
| ||
2d4 berries each cure 1 hp (max 8 hp/24 hours).
| ||
Wave of water bull rushes an enemy.
| ||
Gain +2 Perception and low-light vision.
| ||
Three stones gain +1 on attack rolls, deal 1d6+1 damage.
| ||
Fog surrounds you.
| ||
One subject/level leaves no tracks.
| ||
Ray makes the subject sickened.
| ||
Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.
| ||
Summons creature to fight.
| ||
1d6/level (max 5d6) acid damage, touch or thrown. Redirect 50% of damage to heal.
|
2nd-Level Chloromancer Spells
Comp.
|
Description
| |
Hastens targeted poison's onset.
| ||
Grants +2 (or higher) enhancement to natural armor.
| ||
Creates a shelter around a campfire.
| ||
You gain a +4 competence bonus on Acrobatics and Climb checks and toCMD.
| ||
You hurl a tiny ball of negative energy, destroying plant life either in a line 60 feet long or a 10-foot-radius spread.
| ||
Stops poison from harming subject for 1 hour/level.
| ||
Creates a magical sensor high above you.
| ||
As endure elements, but you may divide the duration among creatures touched.
| ||
A target starves with an insatiable hunger.
| ||
Fog obscures vision.
| ||
Plants in a forested area become helpful instead of hindering you and your allies.
| ||
You take no falling damage, move 60 ft./round while falling.
| ||
Blows away or knocks down smaller creatures.
| ||
M
|
Make a normal item into a masterwork one.
| |
+1 on damage rolls with each hit (max +5).
| ||
Dispels magical ability penalty or repair 1d4 ability damage.
| ||
Target takes a -4 penalty against poison.
| ||
Ignores 10 or more points of damage per attack from specified energy type.
| ||
Subject understands chosen language.
| ||
Turns stone to clay, or dirt to sand or mud.
| ||
Reduces effects of multiple conditions on target.
| ||
2d6 damage to all creatures in area.
| ||
Summons creature to fight.
| ||
You look exactly like a tree for 1 hour/level.
| ||
Bends wood.
| ||
Nearby plants aid you in combat.
| ||
Wraps target in thorny vines that deal negative energy damage over a period of time and increases nearby allies base stats.
| ||
Reshapes wooden objects to suit you.
|
3rd-Level Chloromancer Spells
Comp.
|
Description
| |
Creates rolling sphere of water.
| ||
Heals 4d6 + 1/level (max +15).
| ||
Target gains a burrow speed of 15.
| ||
Burst deals 3d6 damage and 1d6 acid.
| ||
Calls down lightning bolts (3d6 per bolt) from sky.
| ||
Creates screen of strong wind around you.
| ||
Infects subject with chosen disease.
| ||
Causes a creature to become dehydrated.
| ||
60-ft. radius of bright light.
| ||
As delay poison, but you may divide the duration among creatures touched.
| ||
Reduces size or blights the growth of normal plants.
| ||
As feather step, but multiple creatures.
| ||
Hides all traces of your campsite.
| ||
Creates torrent of water that bull rushes any creature in its path.
| ||
Walk across water on moving lily pads.
| ||
You and your gear merge with stone.
| ||
Gives subject –10 on Survival checks.
| ||
Immunizes subject against poison, detoxifies venom in or on subject.
| ||
Grows vegetation, improves crops.
| ||
Touch deals 1d3 Con damage 1/round for 6 rounds.
| ||
Absorbs 12 points/level of damage from one kind of energy.
| ||
Extinguishes fires.
| ||
Cures all diseases affecting subject.
| ||
As resist energy, but you may divide the duration among creatures touched.
| ||
Ruin*
|
Deals 1d6/level (max 15d6) acid damage, creates a cone of acid behind target.
| |
As share language, but you may divide the duration among creatures touched.
| ||
You can talk to plants and plant creatures.
| ||
Sculpts stone into any shape.
| ||
Summons creature to fight.
| ||
Subjects can breathe underwater.
| ||
Deflects arrows, smaller creatures, and gases.
|
4th-Level Chloromancer Spells
Comp.
|
Description
| |
You become immune to diseases and toxins, absorb one, and then spread it to others.
| ||
Subject treads on air as if solid (climb or descend at 45-degree angle).
| ||
Keeps animated plants at bay.
| ||
Tree branches attack opponents.
| ||
Heals 6d6 + 1/level (max +20).
| ||
Wasp swarm defends or carries you.
| ||
Sways the actions of plant creatures.
| ||
Raises or lowers bodies of water.
| ||
Cancels one magical spell or effect.
| ||
Sonic sense gives you blindsight 40 ft.
| ||
Subject moves normally despite impediments to movement.
| ||
Creates trees and a small spring.
| ||
Protects from environmental effects.
| ||
Subject is enraged and confused.
| ||
target's attacks carry filth fever.
| ||
As protection from energy, but you may divide the duration among creatures touched.
| ||
Covers target in spores, causes melee attackers to be healed.
| ||
Target can breathe water and swim.
| ||
Creates wind that causes nonlethal damage and can knock down or push creatures.
| ||
Your touch corrodes iron and alloys.
| ||
F
|
Spies on subject from a distance.
| |
Creatures in area take 1d8 damage, may also be slowed.
| ||
Summons creature to fight.
| ||
Your attackers take 1d6 +1 damage/level.
| ||
Removes polymorph effects.
|
5th-Level Chloromancer Spells
Comp.
|
Description
| |
As air walk, but you may divide the duration among creatures touched.
| ||
M
| ||
Transforms subject into harmless animal.
| ||
Heals 8d6 + 1/level.
| ||
As call lightning, but 5d6 damage per bolt.
| ||
Learn about terrain for 1 mile/level.
| ||
Infect a subject with a magical disease.
| ||
Changes wind direction and speed.
| ||
Grants bonuses against death spells and negative energy.
| ||
Wind walls selectively block attacks.
| ||
1d6/level bludgeoning damage to all foes in a 30 ft. radius of the caster, allies in this area gain Barkskin for 2d6 rounds.
| ||
M
|
Dead creature cannot be revived.
| |
M
|
Grants DR 10/adamantine.
| |
Summons creature to fight.
| ||
Transforms two 10-ft. cubes per level.
| ||
Transforms two 10-ft. cubes per level.
| ||
Step from one tree to another far away.
| ||
Thorns damage anyone who tries to pass.
|
6th-Level Chloromancer Spells
Comp.
|
Description
| |
10-ft.-radius field hedges out living creatures.
| ||
As dispel magic, but with multiple targets.
| ||
You become an incorporeal creature of dust for a short period of time.
| ||
Infect a subject with a highly contagious disease.
| ||
Shows most direct way to a location.
| ||
Heals 2d6 + 1/level, 1 subject per level.
| ||
Magic wood is as strong as steel.
| ||
Oak becomes treant guardian.
| ||
Digs trenches and builds hills.
| ||
Cloud infects creatures like contagion.
| ||
Pushes away wooden objects.
| ||
Hot wind does 4d6 damage, fatigues those damaged, and knocks creaturesprone.
| ||
M
|
As stoneskin, but you may divide the duration among creatures touched.
| |
Talk to natural or worked stone.
| ||
Summons creature to fight.
| ||
Move instantly from one plant to another of the same kind.
| ||
Creates a stone wall that can be shaped.
|
7th-Level Chloromancer Spells
Comp.
|
Description
| |
One or more plants animate and fight for you.
| ||
Changes weather in local area.
| ||
Swarms of centipedes attack at your command.
| ||
Heals 4d6 + 1/level, 1 subject per level.
| ||
Creates 5-ft.-thick earthen barrier.
| ||
Winds block vision and deal 3d6 damage.
| ||
Transforms Large trees into arboreal catapults of the same size.
| ||
Summons creature to fight.
| ||
Metal within 40 ft. becomes wood.
| ||
M
|
Lets you see all things as they really are.
| |
Deals 1d6/level negative energy damage.
| ||
Creates a whirlpool in water.
| ||
Heals 10 points/level damage, all diseases, mental conditions and applies fast healing 5 for 1 round / 2 levels
| ||
You and your allies turn vaporous and travel fast.
|
8th-Level Chloromancer Spells
Comp.
|
Description
| |
Mist causes Wisdom damage and rage.
| ||
Controls actions of one or more plant creatures.
| ||
1d8 damage/level (max 20d8) to targets.
| ||
Heals 6d6 + 1/level, 1 subject per level.
| ||
Intense tremor shakes 80-ft.-radius.
| ||
Deals 10 damage/level to one subject.
| ||
Pushes away metal and stone.
| ||
Objects and creatures fall upward.
| ||
Summons creature to fight.
| ||
Blinds all within 10 ft., deals 6d6 damage.
| ||
Vines burst to life in a radius around a target with a variety of effects.
| ||
Teleports you back to designated place.
|
9th-Level Chloromancer Spells
Comp.
|
Description
| |
Object or location affected by spell repels certain creatures.
| ||
20d6 damage to target creature.
| ||
Heals 8d6 + 1/level, 1 subject per level.
| ||
“Sixth sense” warns of impending danger.
| ||
Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
| ||
Creates 1d4+2 shambling mounds to fight for you.
| ||
As siege of trees, but can transform Huge and Gargantuan trees into arboreal catapults of the same size.
| ||
Storm rains acid, lightning, and hail.
| ||
Summons creature to fight.
| ||
Huge wave damages and sweeps up all in its path.
| ||
You can fly and attack with wind.
| ||
Earth or water moves you across distances and damages things not of the natural world.
|