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Chloromancer Spell List



0-Level Chloromancer Spells
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.
Cause a dying creature to stabilize.
Subject gains 1 temporary hp.

1st-Level Chloromancer Spells
Spell Name
Comp.
Description
Increase/decrease strength of natural winds.

Heals 2d6 + 1/level (max +10). 
Reduces effects of sun exposure and heat.
Turn a corpse into a clean skeleton.
Reveals presence of aberrations.
Detects kinds of animals or plants.
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 blurconcealment, 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.
Suppress disease, nausea, and the sickened condition.
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
Spell Name
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.
Subject is sickened and has –4 Dex.
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
Spell Name
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.

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
Spell Name
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
Spell Name
Comp.
Description
As air walk, but you may divide the duration among creatures touched.
M
Animal or tree gains human intellect.
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
Spell Name
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
Spell Name
Comp.
Description
One or more plants animate and fight for you.
Your staff becomes a treant on command.
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
Spell Name
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
Spell Name
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.