Cabalist

Cabalist

In the shuttered attics and lamp lit cellars the cabalist scrawls their incantations. Fetishes and curios both twisted and macabre adorn shelves and skittering horrors writhe in unseen corners. What evil bumps in the night the cabalist tames and makes their own. Shrieking be-tentacled monstrosities, demons and worse bend to their will, but the cabalist is never satisfied, always hunting for the next tomb of secrets.

Role: The cabalist is a practised user of arcane magic, and tends to employ that power to support his allies, shape and control battlefields and to warp the minds of their enemies. When in dire need the cabalist can bring into reality eldritch horrors to combat their enemies.

Alignment: Any

Hit Die: d6.

Class Skills: The cabalist’s class skills are Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int),Knowledge (planes) (Int) Knowledge (religion) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks Per Level: 4 + Int modifier.

Table: Cabalist

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+0

+0

+2

Hex, Cantrips

2nd

+1

+0

+0

+3

Hex

3rd

+1

+1

+1

+3

4th

+2

+1

+1

+4

Hex

5th

+2

+1

+1

+4

6th

+3

+2

+2

+5

Hex

7th

+3

+2

+2

+5

8th

+4

+2

+2

+6

Hex

9th

+4

+3

+3

+6

10th

+5

+3

+3

+7

Hex, Major Hex

11th

+5

+3

+3

+7

12th

+6/+1

+4

+4

+8

Hex

13th

+6/+1

+4

+4

+8

14th

+7/+2

+4

+4

+9

Hex

15th

+7/+2

+5

+5

+9

16th

+8/+3

+5

+5

+10

Hex

17th

+8/+3

+5

+5

+10

18th

+9/+4

+6

+6

+11

Hex, Grand Hex

19th

+9/+4

+6

+6

+11

20th

+10/+5

+6

+6

+12

Hex

Spells Per Day

Level

1st

2nd

3rd

4th

5th

6th

1st

1

2nd

2

3rd

3

4th

3

5th

4

6th

4

7th

4

1

8th

4

2

9th

5

3

10th

5

3

1

11th

5

4

2

12th

5

4

3

13th

5

4

3

1

14th

5

4

4

2

15th

5

5

4

3

16th

5

5

4

3

1

17th

5

5

4

4

2

18th

5

5

5

4

3

1

19th

5

5

5

4

3

2

20th

5

5

5

4

4

3

Class Features

The following are the class features of the cabalist.

Weapon and Armour Proficiencies: The cabalist is proficient with simple weapons. They are not proficient with any type of armour or shields. Armour interferes with the cabalist gestures, which can cause her spells with somatic components to fail.

Spells: a cabalist can cast spells from the cabalist spell list. The cabalist must choose and prepare their spells ahead of time.

To learn or cast a spell and cabalist must have an intelligence score equal to at least 10 + spell level. The Difficulty Class for saving throws against a cabalist’s spells is 10 + spell level + the cabalist’s Intelligence modifier.

a cabalist can cast only a certain number of spells per day given in the table above. The cabalist gains additional spells per day based on her Int score, according to table 1-3 in the core rule book.

a cabalist can know any number of spells. She can choose and prepare her spells after 8 hours rest by studying her spell book for one hour.

When casting summon spells, the cabalist must choose creatures with the infernal template regardless of their alignment. While these creatures may be opposed to the cabalist in alignment, they follow his orders by the sheer force of his will.

Spellbooks: a cabalist must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all cabalists can prepare from memory. A cabalist begins play with a spellbook containing all 0-level cabalist spells plus three 1st-level cabalist spells of his choice. The cabalist also selects a number of additional 1st-level cabalist spells equal to his Intelligence modifier to add to his spellbook. At each new cabalist level, he gains two new cabalist spells of any spell level or levels that he can cast (based on his new cabalist level) for his spellbook. At any time, a cabalist can also add spells found in other spellbooks to his own (see Arcane Spells).

a cabalist can learn spells from a wizard’s spellbook, just as a wizard can from a cabalist’s spellbook. The spells learned must be on the cabalist spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a cabalist’s spellbook, if the spells are also on the alchemist spell list. A cabalist cannot learn spells from an alchemist.

Cantrips: cabalists can prepare a number of cantrips, or 0th level spells, each day, as noted on the table above. These spells are prepared like any other spell but are not expended when cast. Cantrips of higher level due to metamagic feats are expended when cast as normal.

Hex: The cabalist can learn a number of magic tricks called hexes that grant powers or weaken their enemies. At first level the cabalist gains a hex of their choice, and an additional hex at 2nd level and every two levels afterwards. A cabalist can’t select a given hex more than once.

Unless otherwise noted a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the cabalist’s level + the cabalist’s Intelligence modifier.

Blight (Su): The cabalist can curse an animal, plant creature, or plot of land, causing it to wither and die. Blighting an area takes 1 round, during which time the cabalist and her familiar must be in contact with the target. If it’s used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. A cabalist can affect an area with a radius equal to her class level × 10 feet. Blighting a creature is a standard action that requires a melee touch attack. If used on a creature of the animal or plant type, the creature gains the following curse: Blight Hex—type curse; save Will negates; frequency 1/day; effect 1 Con damage. Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse. A cabalist can only have one blight in effect at a time. If another blight hex is made, the first immediately ends.

Chant (Su): a cabalist can chant as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, drive mad hex, evil eye hex, fortune hex, or misfortune hex caused by the cabalist has the duration of that hex extended by 1 round.

Charm (Su): a cabalist can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 1 step, as if the cabalist had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the cabalist’s Intelligence modifier. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.

Curio (Su): The cabalist gains Craft Wondrous Item as an item creation feat. The cabalist does not need to meet prerequisites of the feat. The cabalist gains a +4 insight bonus into a craft skill of her choice.

Disguise (Su): a cabalist can change her appearance for a number of hours equal to her class level, as if using disguise self. These hours do not need to be consecutive, but they must be spent in 1-hour increments.

Drive Mad (Su): The cabalist inflicts confusion on one target within 30 feet if the target fails a will save. The effect lasts 1 round at 1st level, increasing to a number of rounds equal to the cabalists intelligence modifier at level 10. A will save negates the effect. Whether or not the save is successful, the target can’t be affected by this hex again for 24 hours.

Evil Eye (Su): The cabalist can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (cabalist’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the cabalist’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Flight (Su): The cabalist grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the cabalist can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the cabalist.

Fortune (Su): The cabalist can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Healing (Su): a cabalist can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the cabalist’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

Misfortune (Su): The cabalist can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Mutated Summon (Su): The cabalist gains the Evolved Summoned Monster feat, applying the effect to Summon Aberration spells instead of summon monster spells. If you take this feat additional times you can select higher forms of evolutions instead of mutliple one point evolutions, choosing from the 2, 3, and 4 point evolution lists as appropriate. You must qualify for level restrictions for these evolutions as normal.

Warping Touch (Su): The cabalist can grant themselves or a willing touched target the benefit of a 1 point evolution. This lasts for 1 minute per cabalist level. At level 5 the cabalist grants a 2 point evolution instead, increasing to a 3 point evolution at level 10, and 4 point evolutions at 15. The cabalist can only affect a subject with this hex once per 24 hours. The cabalist can end the hex as a free action.

Slumber (Su): a cabalist can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the cabalist’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Tongues (Su): a cabalist with this hex can understand any spoken language for a number of minutes per day equal to her level, as comprehend languages. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 5th level, a cabalist can use this ability to speak any language, as per tongues.

Ward (Su): a cabalist can use this hex to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A cabalist knows when a warded creature is no longer protected. A cabalist can have only one ward active at a time. If the cabalist uses this ability again, the previous ward immediately ends. A cabalist cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.

Scar (Su): This hex curses a single target touched with horrible scars of the cabalist’s choosing, whether something as simple as a single letter on the target’s forehead or blotchy, burn-like scars on his body. The target may make a Will save to resist this hex. These scars do not interfere with the target’s senses or prevent it from using abilities, but may affect social interactions. The cabalist can user her hexes on the scarred target at a range of up to 1 mile, and she is considered to have a body part from the target for the purpose of scrying and similar divination spells. They persist through disguises and shapechanging. The cabalist can withdraw this hex from a target as a move action at any range. The number of supernatural scars the cabalist can maintain at once is equal to her Intelligence bonus; once she reaches this limit, she must remove the scar from a current victim in order to mark another. Effects that remove curses can remove the scar.

Prehensile Hair (Su): The cabalist can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small cabalist). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the cabalist’s elongated hair shrink away to nothing. Using her hair does not harm the cabalist’s head or neck, even if she lifts something heavy with it. The cabalist can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male cabalist with this hex can also manipulate his beard, moustache, or eyebrows.

Feral Speech (Su): This hex grants the cabalist the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The cabalist can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the cabalist in any way. At 12th level, the cabalist can use this hex to communicate with vermin.

Nails (Ex): The cabalist’s nails are long and sharp, and count as natural weapons that deal 1d3 points of damage (1d2 for a Small cabalist). These attacks are secondary attacks. If trimmed, the cabalist’s nails regrow to their normal size in 1d4 days.

Major Hex: Starting at 10th level, and every two levels thereafter, a cabalist can choose one of the following major hexes whenever she could select a new hex.

Agony (Su): With a quick incantation, a cabalist can place this hex on one creature within 60 feet, causing them to suffer intense pain. The target is nauseated for a number of rounds equal to the cabalist’s level. A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Eldritch Blessing (Su): The cabalist gains an evolution pool of 1 at level 10, increasing by 1 every two levels afterwards to a maximum of 6 at 20. At every level the cabalist can change what evolutions they have selected from the summoner eidolon evolution list. They must meet level requirements for evolutions they select. If any of their evolutions are visible or otherwise apparent, they suffer a -10 penalty on all charisma checks and charisma based skill checks. Choosing this hex is a chaotic act and moves the cabalist’s alignment towards chaos.

Scouting Eye (Su): a cabalist with this hex can create a magic sensor that she can see through. This functions as per the spell arcane eye. The cabalist can use this eye for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Major Healing (Su): By calling upon eerie powers, the cabalist’s touch can mend even the most terrible wounds of those she touches. This acts as cure serious wounds, using the cabalist’s caster level. Once a creature has benefited from the major healing hex, it cannot benefit from it again for 24 hours. At 15th level, this hex acts likecure critical wounds.

Nightmares (Su): Calling upon fell powers, a cabalist can place a hex on a creature within 60 feet that causes its sleep to be tormented by terrible nightmares. This functions as the spell nightmare each time the affected creature attempts to rest. A Will save negates this effect. If the save is failed, the target must make a new save each night or be unable to rest.

Retribution (Su): a cabalist can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target’s flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the cabalist’s Intelligence modifier. A Will save negates this effect.

Vision (Su): a cabalist with the vision hex can grant a glimpse of the future to a creature touched. Granting a vision takes 1 minute, during which time the cabalist and the target must remain in contact with one another. At the end of this time, the subject receives a brief image of the future, usually no more than 1 year from the time of the vision, subject to GM discretion. This is only one possible version of the future, making such visions unreliable at best. Most visions are slanted toward the alignment of the cabalist that granted them. For example, the visions granted by a chaotic evil cabalist often show scenes of death and destruction, while those of a neutral good cabalist tend to be of joyous events or occasions. A creature cannot be subject to another vision until the current vision has either come to pass or been prevented. A cabalist cannot use this ability on herself. Unwilling creatures receive a Will save to negate the vision.

Waxen Image (Su): The cabalist can spend a full-round action to create a crude and unnerving wax duplicate of a creature she can see within 30 feet. Once the image is complete, the subject must make a Will save. If the subject fails, the cabalist gains a small measure of control over the creature. Whenever she exercises this control, the creature receives a new Will save to end the effect. This effect occurs on the cabalist’s turn and does not impede the creature’s actions on its turn. The cabalist can use the waxen image a number of times equal to her Intelligence modifier before it melts. As a standard action, the cabalist can cause the subject to do any one of the following things: move up to the creature’s speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, she can spend one of her uses to simply torture the image, causing the creature to be both sickened and staggered on its turn. As soon as the creature has succeeded on a saving throw against this effect, it is immune to it for 24 hours. The is an enchantment (compulsion) effect.

Weather Control (Su): a cabalist with this hex can use control weather once per day, but creating the weather takes 1 full hour of chanting, and dancing.

Beast Eye (Su): The cabalist can project her senses into an animal within 100 feet, sensing whatever it senses. She cannot control the animal’s actions. She can project her senses from that animal to another within 100 feet of it as a standard action, and can continue to make these sensory leaps, potentially viewing things very far from her actual location. She may return her senses to her own body as a free action. Normal animals get no saving throw against this ability, but animal companions, paladin mounts, and similar unusual animals may resist with a Will save; the cabalist may use this ability on her own familiar as if it were an animal. If the cabalist has the coven hex, all other cabalistes within 10 feet of her who also have the coven hex can see through this animal at will, although the acting cabalist still controls the ability. The cabalist can use this ability for a number of minutes per day equal to her level. These minutes need not be consecutive, but they must be spent in 1-minute increments.

Hidden Home (Sp): The cabalist can conceal or disguise her home and the area around it as if using mirage arcana. Before using the hex, she must spend 1 day pacing out the border of an area that measures roughly 40,000 square feet (approximately 200 feet by 200 feet) to define her home territory. Thereafter, she can use the hex to change the appearance of that area as a standard action as long as she is within the area. The illusion persists until the cabalist changes or dismisses it. For the purpose of this ability, a cabalist can only have one “home” at a time.

Hoarfrost (Su): The target is rimed with a shell of frost needles that slowly work their way into its flesh (Fortitude negates). The target turns pale and blue, and takes 1 point of Constitution damage per minute until it dies, saves (once per minute), or is cured. Break enchantment, dispel magic, remove curse, and similar spells end the effect. If the target saves, it is immune to this hex for 1 day. This is a cold effect.

Ice Tomb (Su): A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for 1 day.

Infected Wounds (Su): The target’s wounds become infected (Fortitude negates). The target takes 1 point of Constitution damage per day. After the first day, the target may save once per day to cure the infection. This is a disease effect.

Speak in Dreams (Sp): The cabalist can contact a creature as if using dream. The cabalist can use this ability on a number of creatures per day equal to her Intelligence bonus, but can dream-speak to those creatures as often as desired throughout that time period.

Grand Hex: Starting at 18th level, and every two levels thereafter, a cabalist can choose one of the following grand hexes whenever she could select a new hex.

Death Curse (Su): This powerful hex seizes a creature’s heart, causing death within just a few moments. This hex has a range of 30 feet. The hexed creature receives a Will save to negate the effect. If this save is failed, the creature becomes fatigued the first round of the hex. On the second round of the hex, the creature becomes exhausted. On the third round, the creature dies unless it succeeds at a Fort save. Creatures that fail the first save but succeed at the second remain exhausted and take 4d6 points of damage + 1 point of damage per level of the cabalist. Slaying the cabalist that hexed the creature ends the effect, but any fatigue or exhaustion remains. Whether or not the saves are successful, a creature cannot be the target of this hex again for 1 day.

Eternal Slumber (Su): The cabalist can touch a creature, causing it to drift off into a permanent slumber. The creature receives a Will save to negate this effect. If the save fails, the creature falls asleep and cannot be woken. The effect can only be removed with a wish or similar magic, although slaying the cabalist ends the effect. The cabalist can use this ability to poison food or drink, causing those who ingest it to make a save or fall into an eternal slumber. She can only have one such dose of poison at any one time, and it loses its potency after 1 minute if not consumed. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Forced Reincarnation (Su): The cabalist causes a creature within 30 feet to die and be immediately reincarnated into a new body. A Will save negates this effect. Those that fail are slain and immediately brought back to life with the spell reincarnate. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Life Giver (Su): Once per day the cabalist can, as a full round action, touch a dead creature and bring it back to life. This functions as resurrection, but it does not require a material component.

Dire Prophecy (Su): The cabalist curses the target so he is doomed to die (Will negates). As long as the curse persists, the target takes a –4 penalty to his Armor Class and on attack rolls, saves, ability checks, and skill checks. While the curse persists, the cabalist may end it by bringing its full force upon her victim all at once. Doing so gives the victim a penalty equal to the cabalist’s caster level to his Armor Class or on any single attack roll, combat maneuver check, opposed ability or skill check, or saving throw. The cabalist must decide to apply this penalty before the roll to be modified is made. If the cabalist does not have line of sight to the target, the full force of the curse occurs when the GM considers it most appropriate, such as when the target is in mortal danger. A target can only have one dire prophecy upon him at a time. Whether or not the target’s save against the hex is successful, a creature cannot be the target of this hex for 1 day. This is a curse effect.

Summon Spirit (Sp): The cabalist calls forth the ghost of a humanoid creature with no more than 18 Hit Dice. The ghost has its own personality and desires, but is willing to bargain with the cabalist, as if she had cast greater planar ally. To seal an agreement with the cabalist, the ghost requires life energy equal to 1 temporary negative level (this is in addition to the standard payment for the ghost’s service). This negative level persists as long as the ghost remains in the service of the cabalist; the cabalist can end the agreement as a standard action, immediately removing the negative level.

Rend Dimensions (Sp): Once per day the cabalist can tear a hole in the fabric of reality as though casting a Gate spell, with some differences. While the ability to connect dimensions is unaffected, when calling creatures, the creatures affect must be either Aberrations, Undead, Demons, Qlippoth, Daemons, and Great Old Ones. Rules for calling them, controlling them etc. Are completely unchanged, although in all cases where payment is asked, livestock is the preferred payment. You don’t require a material component to use this hex.

Cabalist Spells

0-Level cabalist Spells — arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, stabilize, touch of fatigue.

1st-Level cabalist Spells — beguiling gift, cause fear, charm person, chill touch, command, comprehend languages, cure light wounds, dancing lantern, detect secret doors, enlarge person, hex vulnerability, hex ward, hypnotism, identify, ill omen, inflict light wounds, mage armour, magic missile, mask dweomer, mount, obscuring mist, ray of enfeeblement, reduce person, sleep, summon horror I, unseen servant.

2nd-Level cabalist Spells — alter self, augury, blindness/deafness, cure moderate wounds, daze monster, death knell, delay poison, detect thoughts, enthrall, false life, feast of ashes, fester, fog cloud, gentle repose, glide, glitterdust, hidden speech, hold person, inflict moderate wounds, invisibility, levitate, perceive cues, pox pustules, resist energy, scare, see invisibility, skin send, spectral hand, status, summon horror II, summon swarm, touch of idiocy, vomit swarm, web, zone of truth.

3rd-Level cabalist Spells — arcane sight, bestow curse, clairaudience/clairvoyance, cup of dust, deep slumber, dispel magic, fly, glyph of warding, guiding star, haste, heroism, hex glyph, locate object, nature’s exile, pain strike, rage, protection from energy, ray of exhaustion, remove blindness/deafness, remove curse, remove disease, screech, seek thoughts, sepia snake sigil, share senses, sleet storm, slow, speak with dead, stinking cloud, suggestion, summon horror III, tongues, twilight knife, vampiric touch, water walk.

4th-Level cabalist Spells — arcane eye, black tentacles, charm monster, confusion, crushing despair, cure serious wounds, death ward, detect scrying, dimension door, discern lies, divination, enervation, fear, geas (lesser), inflict serious wounds, invisibility (greater), locate creature, minor creation, moonstruck, neutralize poison, phantasmal killer, poison, scrying, secure shelter, sleepwalk, solid fog, spite, spell immunity, summon horror IV, stoneskin, threefold aspect, wandering star motes.

5th-Level cabalist Spells — baleful polymorph, banish seeming, blight, break enchantment, cloudkill, contact other plane, cure critical wounds, dominate person,feeblemind, hex glyph (greater), hold monster, inflict critical wounds, magic jar, major creation, mark of justice, mind fog, nightmare, overland flight, pain strike (mass), prying eyes, reincarnate, rest eternal, secret chest, spell resistance, suffocation, summon horror V, symbol of pain, symbol of sleep, telepathic bond, teleport, waves of fatigue.

6th-Level cabalist Spells — analyze dweomer, animate objects, cloak of dreams, cure light wounds (mass), dispel magic (greater), eyebite, fester (mass), find the path, flesh to stone, geas/quest, guards and wards, heroism (greater), inflict light wounds (mass), legend lore, raise dead, slay living, stone to flesh, suggestion (mass),summon horror VI, swarm skin, symbol of fear, symbol of persuasion, transformation, true seeing, unwilling shield.

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