So time to show all that I have made.
Blend into Shadows
Illusion (Shadow)
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 minute/ level
You draw shado to your self giving you the fallowing ability. In any conditions other than full daylight, you can disappear into the shadows, giving it you nine-tenths concealment. Artificial illumination, even a light or continual flame spell. Does not negate this ability. A daylight spell, however, will.
Death Beam
Necromancy [Evil] (Death)
Level: Sor/Wiz 9
Components: V, S, XP
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Rectangle 5 feet wide and up to close range long
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
A black beam comes out of you outstretched hand. All living targets in the area must make a Fortitude save or die. If they are successful, they instead sustain 6d6 points of damage +2 points per caster level (+40 max). Of course they all might die from damage even if they succeed at their saving throws.
XP Cost: 1,000 XP
Fire Dart
Evocation (Fire)
Level: Sor/Wiz 1, Wuj 1-(Fire)
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Casting Time: 1 action
Target: One Creature
Duration: Instantaneous
Saving throw: None
Spell Resistance: Yes
One fire dart shoots from your palm at your target. You must succeed at a ranged touch attack to hit your target. The dart deals a total of 1d4 points of fire damage per caster level (maximum 5d4-fire damage).
Forceball
Evocation (Force)
Level: Sor/Wiz 5, FM 4
Components: V, S, M
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft, radius spread
Casting Time: 1 action
Saving Throw: Reflex half
Spell Resistance: Yes
As fireball, except what’s noted above and what’s next. It does 1d4 points of force damage per caster level (Max 15d4). This does not set things on fire like fireball.
Material Component: A glass ball worth 10 gp.
Force Field
Conjuration (Creation) [Force]
Level: Sor/Wiz 2, FM 2
Components: V, S, M
Range: Touch
Casting Time: 1 action
Target: Creature toughed
Duration: One minute/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
An invisible but tangible field of force a kin to Mage armor surrounds the subject of force field, providing a protective cover that can takes damage for the creature. The field has HP of 5/level (Max 50 HP) and DR 1/level (Maz 10 DR). All damage that the creature would take is delt to the shield, when the shileds HP is gone the Shield is gone.
Material Component: A glass ball worth 10 gp.
Force Spikes
Evocation (Force)
Level: Sor/Wiz 3, FM 3
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft, radius spread
Casting Time: 1 action
Duration: 10 rounds +1 round/2 levels
Saving Throw: Reflex partial
Spell Resistance: No
As Spike Stones but the damage is 1d4+1 force damage. Creatures that fly, or other typs of movemt are not effected by this spell.
Force Spikes is a magic trap that can’t be disabled with the Disable Device skill.
Note: Magic traps such as Force Spikes are hard to detect. A rougou (only) can use the Search skill to find the Focre Spike. The DC is 25 + spell level, DC 28 for force spikes.
Force Dart
Evocation (Force)
Level: Sor/Wiz 2, FM 2
Components: V, S, M
Range: Medium (100 ft. + 10 ft./level)
Target: One Creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You throw a dart made of force at your target. You must succed at a ranged touch attack to hit your target. The needle deals a total of 1d4 points of force damage per two caster levels (maximum 10d4-force damage)
Material Component: A glass dart worth 1 gp.
Gather Knowledge
Divination
Level: Brd 0, Sor/Wiz 0
Components: S, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
Saving Throw: No
Spell Resistance: No
This cantrip gives the caster a glimpse into some into a bit of knowledge. The caster gains a +2 insight bonus to his next Gather Information or Knowledge check.
Focus: A book.
Greater Force Field
Conjuration (Creation) [Force]
Level: Sor/Wiz 4, FM 4
As Force field but has 10 HP per caster level (Max 150) and DR 1 per caster level (max 15)
Material Component: A glass ball worth 100 gp.
Greater Mage Armor
Conjuration (Creation) [Force]
Level: Sor/Wiz 4, FM 4
As Mage Armor but that AC bonus is +6.
Greater Static Shock
Evocation [Electricity]
Level: Brd 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 9 + 1 round/caster level
Saving Throw: Fortitude negates (see below)
Spell Resistance: Yes
Now can you stand the shock.
You form a static charge on the target. Every round of the spell’s duration, a blue arc strikes the target. Each arc inflicts 2d6 points of electricity damage that is negated by a successful Fortitude save, if the target of this spell is in metal armor he takes a –4 to his Fortitude save.
Focus: A copper coin.
Greater Shadow Wings
Conjuration (Shadow)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 15 minutes/ level
You summon massive, translucent wings that have a raven like look to them. With these wings, the caster can fly at triple his normal land speed, with perfect maneuverability. The caster can carry his normal light load if he goes higher than this he loses the ability to fly.
Hand Of Fate
Transmutation [Chaos]
Level: Clr 3, Sor/Wiz 3
Casting Time: 1 action
Range: Touch
Duration: 1 min/level
Target: Creature touched
Components: V, S,
Saving Throw: Will negates
Spell Resistance: Yes
The subject becomes better or worse. The spell grants an enhancement bonus to a stat rolled at random (1d6, 1 Str, 2 Dex, 2 Con, 4 Int, 5 Wis, 6 Cha). Then roll a d6 on a 1-3 the is a negative penetaly, on 4-6 it’s a postive bonus ether way its Equal to 2d6+2.
Immolation
Evocation [Fire]
Level: Sor/Wiz 5
Casting Time: 1 action
Range: Personal
Duration: One round per level
Target: Self
Components: V,S
Saving Throw: None
Spell Resistance: No
This spell covers the caster’s entire body in a layer of fire. The target of this spell takes 1 points of damage/caster level (maximum 15 points of damage) per round this spell is in effect. The next time anyone strikes the target in melee with a medium or smaller sized weapon, the attacker suffers 1d4 points of fire damage per caster level (maximum 15d4). The person (or thing) taking the damage must make a Reflex save for half damage from this spell. The spell also increases the damage of the casters unarmed attacks by half the damage the caster recives from the spell rounded down. The damage to the caster may be adverted in a few ways, one is to have or cast a resistance ability but this is a flawed wrout because it impeads the flame, for each point of damage averted in this way a like amount of dice of damage is taken off the fire also fisibly dims, if all the damage to the caster is stoped in this way the fire goes out ending the spell. The spellls damaging side effect can also be negated by casting ice spells at the caster negating a equal amount of damage and redusing the damage of the spell.
Justice
Evocation (lawful)
Level: Clr 3
Range: Medium (100 ft. + 10 ft./level)
Targets: 1 Creature/2 levels
As Righteous Bolt but can hit more targets. No target can be more than 30 ft. from each other.
Lesser Static Shock
Evocation [Electricity]
Level: Brd 2, Sor/Wiz 2
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 + 1round/2 caster levels
Saving Throw: Fortitude negates (see below)
Spell Resistance: Yes
Ready for a shock.
You form a static charge on the target. Every round of the spell’s duration, a red arc strikes the target. Each arc inflicts 1d4 points of electricity damage that is negated by a successful Fortitude save, if the target of this spell is in metal armor he takes a –4 to his Fortitude save.
Focus: A copper coin.
Lesser Shadow Wings
Conjuration (Shadow)
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 5 minutes/ level
You summon massive, translucent wings that have a raven like look to them. With these wings, the caster can fly at half his normal land speed, with poor maneuverability. The caster can carry his normal light load if he goes higher than this he loses the ability to fly.
Mind Ripper
Necromancy [Evil]
Level: Sor/Wiz 4
Components: V, S, F
Range: Close (25 ft. + 5ft./2 levels)
Effect: Ray
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
A black ray springs from your hand. You must succeed at a ranged touch attack to strike a target. The subject suffers a –1d6-enhancement penalty to Intelligence, with an additional –1 per two caster levels (maximum additional penalty of –10). The subject also takes 2 points of damage per –1 enhancement penalty (this damage heals at the normal rate, it does not come back when this spell ends). As the subject's Intelligence drops they expiriance the following effects. at 10 the creature is unable to cast spells, at 4 he can't use Intelligence-based skills, at 2 or less the subject can't even communicate coherently. Still the creature knows who its friends are and can follow them and even protect them. This spell can not bring to targets Intelligence under 1.
Focus: A glass skull that’s worth at least 10 gp.
Natures Insight
Divination
Level: Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
Saving Throw: No
Spell Resistance: No
This cantrip gives the caster a glimpse into a peach of natures lore. The caster gains a +2 insight bonus to his next Knowledge (nature) or Wilderness Lore check.
Righteous Bolt
Evocation (lawful)
Level: Clr 2
Components: V, S, DF
Range: Close (25 ft. + 5 ft./2 levels)
Casting Time: 1 action
Target: One Creature
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
This spell invokes the righteousness of law to launch a bolt of law at the target. You must succeed at a ranged touch attack to hit your target. Dealing 1d4 points of lawful damage/2 levels (Max 5d4 points of lawful damage) to none lawful targets. This spell does 1d8 points of lawful damage/2 levels (Max 5d8 points of lawful damage) to chaotic targets.
Static Cling
Evocation [Electricity]
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude negates (see below)
Spell Resistance: Yes
You form a small static charge on the target. Every round of the spell’s duration, it arcs and strikes the target. Each arc inflicts 1 point of electricity damage that is negated by a successful Fortitude save, if the target of this spell is in metal armor he takes a –4 to his Fortitude save.
Focus: A copper coin.
Static Shock
Evocation [Electricity]
Level: Brd 4, Sor/Wiz 4
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 5 + 1 round/caster level
Saving Throw: Fortitude negates (see below)
Spell Resistance: Yes
Your going to get a shock out of this.
You form a static charge on the target. Every round of the spell’s duration, a green arc strikes the target. Each arc inflicts 1d8 points of electricity damage that is negated by a successful Fortitude save, if the target of this spell is in metal armor he takes a –4 to his Fortitude save.
Focus: A copper coin.
Sweet Talk
Illusion (Phantasm) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: S, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
Saving Throw: No
Spell Resistance: No
This cantrip gives the caster a sweet nice and pleasant speaking tone. The caster gains a +2 competence bonus to his next Diplomacy check.
Focus: A scroll that has nothing on it.
Zap
Evocation (Fire, Electricity)
Level: Sor/Wiz 0, Wuj 0-(Fire)
Components: V, S
Casting Time: 1 action
Range: Close (25-ft. +5 ft./2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You release a small, thin, orange colored beam. You must make a ranged touch attack to deal damage to a target. The spell deals 1 point of electricity and 1 point of fire damage.
So there they all are.
Blend into Shadows
Illusion (Shadow)
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 minute/ level
You draw shado to your self giving you the fallowing ability. In any conditions other than full daylight, you can disappear into the shadows, giving it you nine-tenths concealment. Artificial illumination, even a light or continual flame spell. Does not negate this ability. A daylight spell, however, will.
Death Beam
Necromancy [Evil] (Death)
Level: Sor/Wiz 9
Components: V, S, XP
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Rectangle 5 feet wide and up to close range long
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
A black beam comes out of you outstretched hand. All living targets in the area must make a Fortitude save or die. If they are successful, they instead sustain 6d6 points of damage +2 points per caster level (+40 max). Of course they all might die from damage even if they succeed at their saving throws.
XP Cost: 1,000 XP
Fire Dart
Evocation (Fire)
Level: Sor/Wiz 1, Wuj 1-(Fire)
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Casting Time: 1 action
Target: One Creature
Duration: Instantaneous
Saving throw: None
Spell Resistance: Yes
One fire dart shoots from your palm at your target. You must succeed at a ranged touch attack to hit your target. The dart deals a total of 1d4 points of fire damage per caster level (maximum 5d4-fire damage).
Forceball
Evocation (Force)
Level: Sor/Wiz 5, FM 4
Components: V, S, M
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft, radius spread
Casting Time: 1 action
Saving Throw: Reflex half
Spell Resistance: Yes
As fireball, except what’s noted above and what’s next. It does 1d4 points of force damage per caster level (Max 15d4). This does not set things on fire like fireball.
Material Component: A glass ball worth 10 gp.
Force Field
Conjuration (Creation) [Force]
Level: Sor/Wiz 2, FM 2
Components: V, S, M
Range: Touch
Casting Time: 1 action
Target: Creature toughed
Duration: One minute/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
An invisible but tangible field of force a kin to Mage armor surrounds the subject of force field, providing a protective cover that can takes damage for the creature. The field has HP of 5/level (Max 50 HP) and DR 1/level (Maz 10 DR). All damage that the creature would take is delt to the shield, when the shileds HP is gone the Shield is gone.
Material Component: A glass ball worth 10 gp.
Force Spikes
Evocation (Force)
Level: Sor/Wiz 3, FM 3
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft, radius spread
Casting Time: 1 action
Duration: 10 rounds +1 round/2 levels
Saving Throw: Reflex partial
Spell Resistance: No
As Spike Stones but the damage is 1d4+1 force damage. Creatures that fly, or other typs of movemt are not effected by this spell.
Force Spikes is a magic trap that can’t be disabled with the Disable Device skill.
Note: Magic traps such as Force Spikes are hard to detect. A rougou (only) can use the Search skill to find the Focre Spike. The DC is 25 + spell level, DC 28 for force spikes.
Force Dart
Evocation (Force)
Level: Sor/Wiz 2, FM 2
Components: V, S, M
Range: Medium (100 ft. + 10 ft./level)
Target: One Creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You throw a dart made of force at your target. You must succed at a ranged touch attack to hit your target. The needle deals a total of 1d4 points of force damage per two caster levels (maximum 10d4-force damage)
Material Component: A glass dart worth 1 gp.
Gather Knowledge
Divination
Level: Brd 0, Sor/Wiz 0
Components: S, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
Saving Throw: No
Spell Resistance: No
This cantrip gives the caster a glimpse into some into a bit of knowledge. The caster gains a +2 insight bonus to his next Gather Information or Knowledge check.
Focus: A book.
Greater Force Field
Conjuration (Creation) [Force]
Level: Sor/Wiz 4, FM 4
As Force field but has 10 HP per caster level (Max 150) and DR 1 per caster level (max 15)
Material Component: A glass ball worth 100 gp.
Greater Mage Armor
Conjuration (Creation) [Force]
Level: Sor/Wiz 4, FM 4
As Mage Armor but that AC bonus is +6.
Greater Static Shock
Evocation [Electricity]
Level: Brd 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 9 + 1 round/caster level
Saving Throw: Fortitude negates (see below)
Spell Resistance: Yes
Now can you stand the shock.
You form a static charge on the target. Every round of the spell’s duration, a blue arc strikes the target. Each arc inflicts 2d6 points of electricity damage that is negated by a successful Fortitude save, if the target of this spell is in metal armor he takes a –4 to his Fortitude save.
Focus: A copper coin.
Greater Shadow Wings
Conjuration (Shadow)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 15 minutes/ level
You summon massive, translucent wings that have a raven like look to them. With these wings, the caster can fly at triple his normal land speed, with perfect maneuverability. The caster can carry his normal light load if he goes higher than this he loses the ability to fly.
Hand Of Fate
Transmutation [Chaos]
Level: Clr 3, Sor/Wiz 3
Casting Time: 1 action
Range: Touch
Duration: 1 min/level
Target: Creature touched
Components: V, S,
Saving Throw: Will negates
Spell Resistance: Yes
The subject becomes better or worse. The spell grants an enhancement bonus to a stat rolled at random (1d6, 1 Str, 2 Dex, 2 Con, 4 Int, 5 Wis, 6 Cha). Then roll a d6 on a 1-3 the is a negative penetaly, on 4-6 it’s a postive bonus ether way its Equal to 2d6+2.
Immolation
Evocation [Fire]
Level: Sor/Wiz 5
Casting Time: 1 action
Range: Personal
Duration: One round per level
Target: Self
Components: V,S
Saving Throw: None
Spell Resistance: No
This spell covers the caster’s entire body in a layer of fire. The target of this spell takes 1 points of damage/caster level (maximum 15 points of damage) per round this spell is in effect. The next time anyone strikes the target in melee with a medium or smaller sized weapon, the attacker suffers 1d4 points of fire damage per caster level (maximum 15d4). The person (or thing) taking the damage must make a Reflex save for half damage from this spell. The spell also increases the damage of the casters unarmed attacks by half the damage the caster recives from the spell rounded down. The damage to the caster may be adverted in a few ways, one is to have or cast a resistance ability but this is a flawed wrout because it impeads the flame, for each point of damage averted in this way a like amount of dice of damage is taken off the fire also fisibly dims, if all the damage to the caster is stoped in this way the fire goes out ending the spell. The spellls damaging side effect can also be negated by casting ice spells at the caster negating a equal amount of damage and redusing the damage of the spell.
Justice
Evocation (lawful)
Level: Clr 3
Range: Medium (100 ft. + 10 ft./level)
Targets: 1 Creature/2 levels
As Righteous Bolt but can hit more targets. No target can be more than 30 ft. from each other.
Lesser Static Shock
Evocation [Electricity]
Level: Brd 2, Sor/Wiz 2
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 + 1round/2 caster levels
Saving Throw: Fortitude negates (see below)
Spell Resistance: Yes
Ready for a shock.
You form a static charge on the target. Every round of the spell’s duration, a red arc strikes the target. Each arc inflicts 1d4 points of electricity damage that is negated by a successful Fortitude save, if the target of this spell is in metal armor he takes a –4 to his Fortitude save.
Focus: A copper coin.
Lesser Shadow Wings
Conjuration (Shadow)
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 5 minutes/ level
You summon massive, translucent wings that have a raven like look to them. With these wings, the caster can fly at half his normal land speed, with poor maneuverability. The caster can carry his normal light load if he goes higher than this he loses the ability to fly.
Mind Ripper
Necromancy [Evil]
Level: Sor/Wiz 4
Components: V, S, F
Range: Close (25 ft. + 5ft./2 levels)
Effect: Ray
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
A black ray springs from your hand. You must succeed at a ranged touch attack to strike a target. The subject suffers a –1d6-enhancement penalty to Intelligence, with an additional –1 per two caster levels (maximum additional penalty of –10). The subject also takes 2 points of damage per –1 enhancement penalty (this damage heals at the normal rate, it does not come back when this spell ends). As the subject's Intelligence drops they expiriance the following effects. at 10 the creature is unable to cast spells, at 4 he can't use Intelligence-based skills, at 2 or less the subject can't even communicate coherently. Still the creature knows who its friends are and can follow them and even protect them. This spell can not bring to targets Intelligence under 1.
Focus: A glass skull that’s worth at least 10 gp.
Natures Insight
Divination
Level: Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
Saving Throw: No
Spell Resistance: No
This cantrip gives the caster a glimpse into a peach of natures lore. The caster gains a +2 insight bonus to his next Knowledge (nature) or Wilderness Lore check.
Righteous Bolt
Evocation (lawful)
Level: Clr 2
Components: V, S, DF
Range: Close (25 ft. + 5 ft./2 levels)
Casting Time: 1 action
Target: One Creature
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
This spell invokes the righteousness of law to launch a bolt of law at the target. You must succeed at a ranged touch attack to hit your target. Dealing 1d4 points of lawful damage/2 levels (Max 5d4 points of lawful damage) to none lawful targets. This spell does 1d8 points of lawful damage/2 levels (Max 5d8 points of lawful damage) to chaotic targets.
Static Cling
Evocation [Electricity]
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude negates (see below)
Spell Resistance: Yes
You form a small static charge on the target. Every round of the spell’s duration, it arcs and strikes the target. Each arc inflicts 1 point of electricity damage that is negated by a successful Fortitude save, if the target of this spell is in metal armor he takes a –4 to his Fortitude save.
Focus: A copper coin.
Static Shock
Evocation [Electricity]
Level: Brd 4, Sor/Wiz 4
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 5 + 1 round/caster level
Saving Throw: Fortitude negates (see below)
Spell Resistance: Yes
Your going to get a shock out of this.
You form a static charge on the target. Every round of the spell’s duration, a green arc strikes the target. Each arc inflicts 1d8 points of electricity damage that is negated by a successful Fortitude save, if the target of this spell is in metal armor he takes a –4 to his Fortitude save.
Focus: A copper coin.
Sweet Talk
Illusion (Phantasm) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: S, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
Saving Throw: No
Spell Resistance: No
This cantrip gives the caster a sweet nice and pleasant speaking tone. The caster gains a +2 competence bonus to his next Diplomacy check.
Focus: A scroll that has nothing on it.
Zap
Evocation (Fire, Electricity)
Level: Sor/Wiz 0, Wuj 0-(Fire)
Components: V, S
Casting Time: 1 action
Range: Close (25-ft. +5 ft./2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You release a small, thin, orange colored beam. You must make a ranged touch attack to deal damage to a target. The spell deals 1 point of electricity and 1 point of fire damage.
So there they all are.