New Arcane Spells

New spells are described on the New Spell Descriptions page.

Bard Spells

0-Level Bard Spells
Sea Legs: You ignore violent motion while casting spells.

1st-Level Bard Spells
Bewilder: Target becomes shaken and must delay.
Flash/Bang: Create a small explosion to distract your enemies.
Mark of Thalassos: Glyph grants bonuses to Bluff,
Diplomacy, and Intimidate checks against aquatic creatures.

2nd-Level Bard Spells
Freeze: Icy sheath solidifies and encapsulates target.

3rd-Level Bard Spells
Horrors of the Deep: Target suffers drowning sensation
and suffers escalating nonlethal damage.
Liquid Form: You transform into living water.
Tezum’s Glyph: Glyph provides blindsight while
underwater.

5th-Level Bard Spells
Shrieking Glyph: Subject produces sonic cones of
discordant noise.

Sorcerer/Wizard Spells

0-Level Sorcerer/Wizard Spells
Universal
Sea Legs: You ignore violent motion while casting spells.

1st-Level Sorcerer/Wizard Spells
Abjuration
Mark of Thalassos: Subjects granted bonuses to Bluff,
Diplomacy, and Intimidate checks against aquatic creatures.
Waterskin: Extends length of time water-dwelling creatures
can stay out of water.
Conjuration
Ink Cloud: Cloud of ink obscures you.
Divination
Locate Water: Detects direction and distance to bodies
of water.
Seeing Stones: Empowers ioun stones to provide all-around vision.
Enchantment
Bewilder: Target becomes shaken and must delay.
Evocation
Force Armor: Gain +8 armor bonus to AC for 1 round.
Illusion
Flash/Bang: Create a small explosion to distract your enemies.
Transmutation
Aspect of the Dolphin: You gain swim speed and a Swim
check bonus.
Full Lung: You can hold your breath longer.
Subvert Minion: Take control of one summoned creature.

2nd-Level Sorcerer/Wizard Spells
Abjuration
Defending Glyph: Orbiting glyph absorbs damage.
Conjuration
Saltburst: Deals 2d4 damage (2d8 to plant and water creatures)
within 10 ft.
Stunning Bolt: Ray deals 1d6 nonlethal/caster level (max. 10d6)
Enchantment
Part Crowd: Move through crowds at normal speed.
Evocation
Elemental Glyphs: Swirling glyphs deal energy damage as
ranged touch attacks.
Riptide: Generates a tide-like wave of force.
Transmutation
Bulwark of Blades: Orbiting blades take attacks of
opportunity, make ranged attacks.
Defy Depth: Protect creatures from cold water and depth
pressure damage in deep seas.
Tempest: Roiling water in area hampers movement and
hinders Swim checks.
Water Hammer: Globes of freezing water damage targets

3rd-Level Sorcerer/Wizard Spells
Conjuration
Barnacle Armor: Barnacles grow to provide protection.
Puddle Jump: You teleport between bodies of water.
Divination
Ocularum: Inscribed glyph allows you to scry on area from afar.
Evocation
Watery Sphere: Rolling globe of water quenches fire and
ensnares creatures.
Necromancy
Starvation: Creatures within 30 ft. become sickened.
Transmutation
Freeze: Icy sheath solidifies and encapsulates target.
Ioun Storm: Burnt-out ioun stones become construct swarm.
Land Walker: Water-breathing subjects breathe air and
survive out of water.
Liquid Form: You transform into living water.
Scrivener Glyph: Thrown glyph rewrites mundane and
magical writing into its own form.
Tezum’s Glyph: Glyph provides blindsight while underwater.

4th-Level Sorcerer/Wizard Spells
Abjuration
Dispelling Glyph: Protective glyphs intercept and dispel
incoming magics.
Nal-Vaskin’s Glyph: Protective glyph damages melee attackers.
Enchantment
Touch of Callimachus: Touched subject becomes more
susceptible your spells.
Evocation
Wall of Water: Creates an opaque wall of water.
Illusion
Shadow Blade: Create a blade of semi-solid shadow.
Necromancy
Horrors of the Deep: Target suffers drowning sensation
and suffers escalating nonlethal damage.
Transmutation
Dive: Target creature gains darkvision, bonus on Swim checks,
and ability to breathe underwater.
Ray of Rot: Ray deals 3d6+1 per caster level to wooden creature
or object.
Shape Water: You shape water into useful solid objects.

5th-Level Sorcerer/Wizard Spells
Evocation
Shrieking Glyph: Subject produces sonic cones of discordant noise.
Necromancy
Strangle: 4d6 nonlethal or target suffocates.

6th-Level Sorcerer/Wizard Spells
Transmutation
Animate Water: Water becomes construct under your control.
Calm the Waves: Area of rough water becomes calm.

7th-Level Sorcerer/Wizard Spells
Enchantment
Pirate’s Booty: Safeguard the location of a single treasure chest.
Evocation
Crushing Depths: Waves of pressurized water deals 1d6/
level damage and knocks enemies prone.
Transmutation
Animate Glyphs: Your glyphs animate and deal energy damage.

8th-Level Sorcerer/Wizard Spells
Evocation
Vice of the Deep: 1d6/caster level and deafen all within 30 ft.
Transmutation
Tidal Wave: Creates massive tidal wave that floods area,
damaging creatures and dragging them to sea.

New Arcane Spells

Avast! karlprosek