LevelNineWizardSpells

Antipathy/Sympathy (Enchantment)

Type Frequency Target Attack Hit Miss
Close spell At-Will Quick Action One enemy within faraway range Int + Level vs MD 6d10 psychic damage and the target must either engage someone of your choice or stay away from someone of your choice (hard save ends). 3d10 psychic damage
  • Epic Feat: Raise the save difficulty to 18+.

Feeblemind (Enchantment)

Type Frequency Target Attack Hit Miss
Ranged spell Daily One enemy within faraway range Int + Level vs MD The target is reduced to minimal intelligence and instinctual behavior (hard save 16+ ends). The target can still physically defend itself and fight, and it recognizes friend from foe, but it can’t speak, cast spells, or use any advanced tactics. This is effectively a stronger version of the hampered condition. dazed (hard save ends)
  • Epic Feat: If you hit the target, you also inflict confused on the target.

Foresight (Divination)

Type Frequency Target
Close quick spell Daily Yourself or an ally within nearby range

Effect: The target rolls a number of d20s equal to your Inteligence bonus. They can substitute any of those rolls once for a d20 roll by any creature in the battle.

  • Epic Feat: The target treats all foes as vulnerable.

Maze (Conjuration)

Type Frequency Target Attack Hit Miss
Ranged spell Daily One enemy within faraway range Int + Level vs MD The target is removed from the battlefield and teleported to a labyrinth-like demiplane, where it has to search for the exit. At the end of each turn, it makes a normal save (11+). If it succeeds, it immediately rolls another save that turn, otherwise it starts saving again at the end of its next turn. It needs three successes to escape from the maze. Enemies whose MD is higher than yours only need two successes. Minotaurs always succeed at their save against this spell. The target loses its next move action.
  • Epic Feat: Enemies now need four successes to escape the maze (three if their MD is higher than yours).

Power Word Kill (Necromancy)

Type Frequency Target Attack Hit Miss
Ranged spell Daily One enemy within faraway range Int + Level vs MD The target takes 100 ongoing necrotic damage. If it rolls a natural 5 or less on its save, increase the ongoing damage by 50. 50 ongoing necrotic damage
  • Epic Feat: On a natural 5 or less on the save, increase the ongoing damage by 100.
  • Prismatic Spray (Evocation)

Type Frequency Target Attack Hit Miss
Ranged spell Daily One random nearby enemy per point of Intelligence modifiere Int + Level vs PD Roll 1d8 and consult table below to see results Roll 1d8 to determine the ray color, but the target takes half damage and ignores any non-damage effect.
  1. Red. The target takes 2d8 x 10 ongoing fire damage.
  2. Orange. The target takes 3d8 x 10 acid damage.
  3. Yellow. The target takes 3d8 x 10 lightning damage.
  4. Green. The target takes 2d8 x 10 ongoing poison damage. If it fails a save while it has 150 hp or fewer, it dies.
  5. Blue. The target takes 3d8 x 10 cold damage.
  6. Indigo. The target is hampered (save ends). After the third failed save, it is permanently turned into stone.
  7. Violet. The target is blinded (treat as weakened, -4 to attacks and defenses). If it fails its save three times, it is transported to another plane of existence of the GM’s choosing. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
  8. The target is struck by two rays. Roll twice more, rerolling any 8s.
  • Epic Feat: The first target you roll to hit is chosen by you, while the rest are random.

Twisted Nightmare (Illusion)

Type Frequency Target Attack Hit Miss
Ranged spell Daily One nearby enemy with 750 hp or fewer Int + Level vs MD The target is confused (save ends). It takes a penalty to the save equal to the escalation die. Whenever the target hits its own ally, it takes psychic damage equal to half the damage it dealt. Whenever the target takes damage, increase the damage of its attacks by its level until the end of the battle (even after the spell ends). You can repeat the attack against the target once during your next turn as a quick action.
  • Epic Feat: If you hit the foe, it suffers -4 to its defenses until it saves against the confusion.