87 spells · save DCs from Charisma Acolyte of the Skin overview
| Name | SP | Description | |
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| Abjuration 3 | |||
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Nightshield | 10 | Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th) and protection from magic missiles. |
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Resist Energy | 15 | Gives an ally an Enhancement bonus against an elemental damage type, reducing that type of damage taken by 10. |
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Shield | 10 | Grants a +4 shield bonus to Armor Class and protection from magic missiles. |
| Conjuration 2 | |||
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Grease | 6 | Covers the ground with a layer of slippery grease, forcing targets to make a Reflex save or fall. |
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Summon Monster I | 10 | This spell allows you to summon one of three different creatures: a celestial dog, a giant rat, or a brown spider. |
| Divination 3 | |||
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Detect Secret Doors | 10 | Allows you to find secret doors with a DC of 5 or less. |
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Master's Touch | 10 | Enchants the items currently equipped in the target's left and right hands to grant their wielder proficiency if the items are simple or martial weapons or shields. |
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See Invisibility | 15 | You can see invisible creatures and objects. |
| Enchantment 6 | |||
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Bane | 4 | Enemies are filled with fear and doubt, giving a -1 penalty on attack rolls and saves against fear on all affected targets. |
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Charm Person | 10 | Charms an enemy humanoid, which will fight as a trusted friend and ally. |
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Hypnotism | 10 | Dazes nearby enemies, causing them to stop and stare blankly for 6 seconds or until damaged. |
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Otto's Resistible Dance | 10 | At your touch, enemies feel an undeniable urge to dance and begin doing so, complete with foot shuffling and tapping. |
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Sleep | 10 | Induces a magical slumber, rendering them helpless until attacked. |
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Touch of Idiocy | 5 | Reduces an enemies mental faculties, giving a 1 to 6 penalty to Intelligence, Wisdom, and Charisma scores. |
| Illusion 1 | |||
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Color Spray | 10 | Dazes, Blinds, and Silences enemies in front of you. |
| Necromancy 4 | |||
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Cause Fear | 6 | An enemy becomes frightened. |
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Doom | 4 | A single enemy is filled with a feeling of horrible dread that causes it to become shaken, penalizing all saves, attack rolls, and skill rolls by -2. |
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False Life | 15 | Harnesses the power of unlife to grant a limited ability to avoid death, giving a bonus of 10 temporary hit points plus 1 additional one per caster level up to caster level 10. |
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Ray of Enfeeblement | 4 | A coruscating ray springs towards the target, inflicting a 1 to 6 point penalty to strength plus an additional 1 for every two caster levels up to caster level 8. |
| Transmutation 3 | |||
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Expeditious Retreat | 10 | Increases base run speed by 25%. |
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Jump | 10 | Gives an ally a +10 enhancement bonus on Jump checks. |
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Ooze Puppet | 15 | Telekinetically controls the actions of an enemy ooze, forcing it to change sides. |
| Name | SP | Description | |
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| Abjuration 2 | |||
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Dispel Magic | 15 | Removes ongoing spells that have been cast on a target. |
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Protection from Energy | 20 | Grants temporary immunity to a form of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) have been absorbed. |
| Conjuration 3 | |||
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Fog Cloud | 15 | A bank of fog billows out, obscuring sight and giving all creatures in the fog concealment (attackers have 20% miss chance). |
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Sleet Storm | 10 | Driving sleet blocks all sight (attackers are blinded) and causes the ground around the target to become icy, slowing targets within it by 50%. |
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Summon Monster III | 20 | This spell allows you to summon one of three different creatures: a hellhound, a winter wolf, or an air mephit. |
| Enchantment 2 | |||
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Silence Creature | 15 | Attempt to magically silence one enemy, who must succeed on a Will saving throw or be rendered unable to cast spells for 6 seconds, plus an additional second per caster level. |
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Suggestion | 20 | Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 30 + 2 seconds per caster level. |
| Illusion 2 | |||
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Blur | 15 | An ally's outline becomes slightly blurred, giving enemies a 20% miss chance when attacking. |
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Invisibility | 15 | An ally becomes invisible, vanishing from sight, even from darkvision. |
| Necromancy 4 | |||
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Command Undead | 15 | Control is granted over the enemy undead, forcing it to fight for you. |
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Ghoul Touch | 8 | This spell imbues your hand with negative energy, allowing you to paralyze any single living humanoid that you touch. |
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Ray of Exhaustion | 8 | A ray projects towards the target enemy, causing it to become immediately exhausted. |
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Scare | 10 | Casts Cause Fear on multiple targets. |
| Transmutation 1 | |||
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Water Breathing | 20 | Grants the ability to breathe water to you and your allies. |
| Name | SP | Description | |
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| Abjuration 2 | |||
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Banishment | 40 | A more powerful version of the dismissal spell. |
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Stoneskin | 25 | Wards an ally with damage reduction 10/adamantine. |
| Conjuration 2 | |||
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Dimension Door | 25 | Creates a magical portal that can transport you and your companions back to the entrance of your dungeon. |
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Summon Monster IV | 25 | This spell allows you to summon one of three different creatures: a fiendish monstrous spider, a greater ice mephit, or a lantern archon. |
| Enchantment 2 | |||
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Charm Monster | 25 | An enemy monster is charmed and will fight as a trusted friend and ally. |
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Deep Slumber | 20 | Induces a magical slumber to a group of enemies, rendering them helpless until attacked or for a duration of 20 seconds plus 2 per caster level. |
| Illusion 1 | |||
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Displacement | 20 | Your appearance becomes extremely blurred, giving enemies a 50% miss chance when attacking. |
| Necromancy 4 | |||
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Bestow Curse | 10 | The target is cursed, giving a -4 penalty to attack rolls, skill rolls and saves. |
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Contagion | 8 | Infects a living enemy with the chosen disease, which strikes immediately and deals damage every minute to one or more attributes. |
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Enervation | 25 | A black ray of crackling negative energy suppresses the life force of any living creature it strikes, giving an enemy 1 to 4 negative levels and applying a stacking Negative damage over time. |
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Fear | 20 | A cone of terror causes each living enemy in an area to become panicked. |
| Transmutation 2 | |||
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Dark Discorporation | 30 | You turn into a swarm of batlike shadows. |
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Haste | 20 | Quickens allies, causing them to attack 15% faster than normal. |
| Name | SP | Description | |
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| Abjuration 3 | |||
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Dismissal | 30 | Instantly forces an extraplanar enemy back to its proper plane. |
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Lesser Globe of Invulnerability | 25 | An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 3 and lower. |
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Protection from Elements | 30 | Grants temporary immunity to all forms of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) for each energy type has been absorbed. |
| Conjuration 3 | |||
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Evard's Black Tentacles | 30 | Conjures a zone filled with many rubbery black tentacles for 10 seconds. |
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Summon Monster VI | 35 | This spell allows you to summon one of three different creatures: a fiendish troll, a large water elemental, or an eladrin bralani. |
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Teleport | 30 | Teleports you to one of a variety of locations. |
| Divination 1 | |||
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True Seeing | 35 | You confer on the subject the ability to see things as they actually are. |
| Enchantment 2 | |||
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Hold Monster | 30 | An enemy becomes paralyzed and freezes in place. |
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Symbol of Persuasion | 35 | You scribe a potent rune of power in the air. |
| Necromancy 2 | |||
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Symbol of Fear | 35 | You scribe a potent rune of power in the air. |
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Waves of Fatigue | 20 | Waves of negative energy cause all living creatures to become fatigued. |
| Transmutation 1 | |||
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Flesh to Stone | 35 | Turns a single fleshy target into a mindless, inert statue. |
| Name | SP | Description | |
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| Abjuration 2 | |||
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Globe of Invulnerability | 35 | An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 4 and lower. |
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Protection from Elements, Mass | 40 | Grants temporary immunity to multiple targets to all forms of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) for each energy type has been absorbed. |
| Conjuration 2 | |||
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Greater Teleport | 40 | Teleports you and all nearby allies to one of a variety of locations. |
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Summon Monster VIII | 45 | This spell allows you to summon one of three different creatures: a bezekira, a greater air elemental, or an orthon. |
| Enchantment 3 | |||
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Hold Person, Mass | 40 | Casts Hold Person on multiple humanoids. |
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Mind Fog | 30 | Produces a bank of thin mist that weakens the mental resistance of those caught in it, giving a -10 penalty to Will saves. |
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Symbol of Stunning | 40 | You scribe a potent rune of power in the air. |
| Illusion 2 | |||
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Invisibility, Mass | 40 | Casts Invisibility on mulitple targets, causing them to vanish from sight, even from darkvision. |
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Shadow Walk | 30 | Transports you to the edge of the Material Plane where it borders the Plane of Shadow. |
| Necromancy 6 | |||
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Circle of Death | 35 | Rains dark energy into an area. |
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Control Undead | 40 | Control is granted over the enemy undead, forcing it to fight for you. |
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Create Undead | 35 | This evil spell allows you to create one of three types of undead: a wight priest, a dread wraith, or a mummy lord. |
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Finger of Death | 40 | Attempts to slay one living enemy. |
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Undeath to Death | 35 | Destroys undead creatures in the area. |
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Waves of Exhaustion | 40 | Waves of negative energy cause all living creatures to become exhausted. |
| Transmutation 1 | |||
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Tenser's Transformation | 35 | Causes the caster to become a virtual fighting machine - stronger, tougher, faster, and more skilled in combat. |
| Name | SP | Description | |
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| Abjuration 1 | |||
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Mordenkainen's Disjunction | 50 | A powerful force disrupts magical effects on the target, removing ongoing spells that have been cast on a target. |
| Conjuration 2 | |||
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Summon Monster IX | 50 | This spell allows you to summon one of three different creatures: a hezrou, an elder fire elemental, or an eladrin ghaele. |
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Trap the Soul | 45 | Forces a creature's life force and its material body into a gem on a failed Will save. |
| Enchantment 4 | |||
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Dominate Monster | 50 | Telepathically controls the actions of an enemy, causing it to change sides. |
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Hold Monster, Mass | 50 | Casts Hold Monster on multiple targets. |
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Mass Charm Monster | 45 | A group of enemy monsters are charmed and will fight as trusted friends and ally. |
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Power Word: Stun | 10 | A single word of power is uttered, causing your target to become stunned. |
| Evocation 1 | |||
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Arcane Tempest | 25 | You create a storm of arcane energy that rains shards of force energy upon your foes. |
| Necromancy 2 | |||
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Symbol of Death | 45 | You scribe a potent rune of power in the air. |
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Wail of the Banshee | 50 | You emit a terrible scream, creating a deadly area around yourself for 6 seconds. |