Index of Spells by Theme Group - Ranged Touch

DescriptionSpells that deal damage by Ranged Touch attacks. This is a list of spells useful for Arcane Tricksters or Rogues with a level in Sor/Wiz and wands.
Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Acid Arrow
Conjuration [Acid] 1 standard action SRD
None - No Duskblade 2, Slime 2, Sor/Wiz 2, Wmg 2 V, S, M, F
1 round + 1 round/3 levels Long General
Effect: One arrow of acid

Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.

A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.

Acid Dart
Conjuration (Creation) [Acid] 1 standard action seankreynolds.com
None - Yes Sor/Wiz 0 V, S
Instant Close General
Effect: Dart of acid

Energy bolt deals 1d3 acid damage.

You fire a small dart made of acid at the target, requiring a successful ranged touch attack. The spell deals 1d3 acid damage and no splash damage.

Acid Splash
Conjuration (Creation) [Acid] 1 standard action SRD
None - No Duskblade 0, Sor/Wiz 0, Wmg 0 V, S
Instant Close General
Effect: One missile of acid

Orb deals 1d3 acid damage.

You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.

Alicorn Lance
    Silver March Web
  Arc 2, Clr 2, Drd 2  
    General

Gain a unicorn's horn that can be a ranged touch attack to strike a foe once as a free action for 3d6 force damage.

Arcane Bolt
    Spellbook Archive
  Sor/Wiz 1  
    General

Launch force bolts (1 + 1/two levels above 1st) at targets for 1d6 + 1 each.

Black Lightning
Evocation [Electricity] [Negative] [Death] [Evil] 1 standard action seankreynolds.com
Reflex half - Yes Sor/Wiz 2 V, S, M
Instant Close General
Target: One creature

Ray that deals 1d6/2 levels (Max 10d6) damage, half of which is Electrical energy and the other half is Negative energy.

You launch crackling black lightning at the target creature, dealing 1d6 points of damage per 2 caster levels (maximum 10d6). Half the damage is electricity damage, but the rest is evil energy from the lower planes which is not affected by resistance to electricity (evil creatures, creatures native to evil planes, and creatures immune to death effects are not affected by the profane energy).

Blinding Spittle
    SPC
  Arc 2, Drd 2  
    General

Ranged touch attack makes subject blind.

Bolt of Glory
Evocation [Positive] [Good] 1 standard action SRD
None - Yes Arc 6, Clr 6, Exalted Arcanist 6, Glory 6 V, S, DF
Instant Close General
Effect: Ray

Positive energy ray deals extra damage to evil outsiders and undead.

You must succeed on a ranged touch attack with the ray to strike a target. A creature struck takes varying damage, depending on its nature or its home plane of existence and your level:

Creature's Origin/Nature Value Max Damage
Material Plane, Elemental Plane, neutral outsider 1d12/2 levels 7d12
Negative Energy Plane, evil outsider, undead creature 1d12/level 15d12
Positive Energy Plane, good outsider --
Vile Darkbolt
    Book of Vile Darkness
  Arc 2, Clr 2, Sor/Wiz 2, VDarkness 2  
    General

Deals 1d8 damage/2 levels and stuns 1 round.

Defenestrating Sphere (F)
    SPC
  Sor/Wiz 4  
    General

Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.

Disintegrate
Transmutation 1 standard action SRD
Fortitude partial (object) - Yes Arc 7, Destruction 7, Duskblade 5, Shu 7, Sor/Wiz 6, Wmg 6, Wuj 7 V, S, M/DF
Instant Medium General
Effect: Ray

Makes one creature or object vanish.

A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected.

When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.

Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.

Greater Disrupt Undead
    SPC
  Sor/Wiz 3  
    General

As disrupt undead, but damage increases per caster level.

Electric Jolt
    SPC
  Sor/Wiz 0  
    General

Ray deals 1d3 electricity damage.

Electric Spark
Transmutation [Electricity] 1 standard action seankreynolds.com
None - Yes Sor/Wiz 0 V, S
Instant Close General
Effect: Spark of electricity

Ray deals 1d3 electricity damage.

You cause a spark of electricity to arc from you to the target, requiring a successful ranged touch attack. The spell deals 1d3 electricity damagee.

Fire Flash
Evocation [Fire] 1 standard action seankreynolds.com
None - Yes Sor/Wiz 0 V, S
Instant Close General
Effect: Flame in your palm

Energy missile deals 1d3 fire damage.

You cause a tiny flame to appear in your hand, which does not harm you or your equipment. It immediately leaps to a target of your choice within range, requiring a successful ranged touch attack. The spell deals 1d3 fire damage, but cannot set a target on fire. It momentarily provides light equal to a candle.

Flesh Ripper
    Book of Vile Darkness
  Arc 3, Clr 3, MH 3  
    General

Black claw deals 1d8 damage/level and critical hits deal bleeding wounds.

Geyser
    Dragon 334
  Arc 3, Drd 3, Sor/Wiz 2  
    General

Creates a line of water that deals 1d6 nonlethal damage +1d6/2 additional levels.

Hailstones
    SPC
  Sor/Wiz 3  
    General

Frigid globes deal 5d6 cold damage.

Ice Dagger
    SPC
  Sor/Wiz 1  
    General

Splash weapon deals target 1d4 cold damage per level, plus area damage.

Ice Knife
    SPC
  Asn 2, Sor/Wiz 2, Wmg 2, Wuj 2  
    General

Ranged attack, 1d8 points of cold damage and 2 cold Dexterity damage.

Kaupaer's Quickblast
    Magic Books of Faerun
  Sor/Wiz 1  
    General

Quickened spell deals 1 fire, cold or electricity damage/level to target.

Lantern Light
    Book of Exalted Deeds
  Arc 1, Clr 1, Pal 1, Sor/Wiz 1, Vassal of Bahamut 1  
    General

Ranged touch attack deals 1d6 points of damage.

Lucent Lance
    SPC
  Arc 6, Clr 6, Sor/Wiz 5  
    General

Ray uses ambient light to deal varied amounts of damage and dazzle target.

Mark of Earth
    BoEM
  Sor/Wiz 2  
    6 hours

Subject gains +2 to Str. They can perform a ranged touch attack that deals 5d6 damage that ends the spell.

Mystic Lash
    Magic of Faerun
  Arc 3, Clr 3  
    General

Ranged touch attack deals 1d8 +1/2 levels electricity, plus stunning.

Negative Energy Ray
    Tome and Blood
  Sor/Wiz 1  
    General

Ranged touch, 1d6 negative energy damage; 1d6/two levels above 1st (max 5d6).

Orb of Acid
    Complete Arcane
  Sor/Wiz 4, Wmg 4  
    General

Ranged touch, 1d6/level (max 15d6) points of acid damage.

Greater Orb of Acid
Conjuration (Creation) [Acid] 1 standard action ATB
Fortitude partial - No Sor/Wiz 8, Wmg 8 V, S
Instant Close General
Effect: One orb of Acid.

Orb deals 1d6/level (max 25d6) acid damage, may sicken subject for 1d6 + 1 rounds.

An orb of acid, greater about 3 inches across shoots from your palm at its target, dealing 1d6 points of acid damage per caster level (maximum 25d6). You must succeed on a ranged touch attack to hit your target.

A creature struck by the orb takes damage and becomes sickened by the acid's noxious fumes for 1d6 + 1 round. A successful Fortitude save negates the sickened effect but does not reduce the damage.

Lesser Orb of Acid
    Complete Arcane
  Sor/Wiz 1, Wmg 1  
    General

Ranged touch, 1d8 or more acid damage.

Orb of Cold
    Complete Arcane
  Sor/Wiz 4, Wmg 4  
    General

Ranged touch, 1d6/level (max 15d6) points of cold damage.

Lesser Orb of Cold
    Complete Arcane
  Sor/Wiz 1, Wmg 1  
    General

Ranged touch, 1d8 or more cold damage.

Orb of Electricity
    Complete Arcane
  Sor/Wiz 4, Wmg 4  
    General

Ranged touch, 1d6/level (max 15d6) points of electricity damage.

Lesser Orb of Electricity
    Complete Arcane
  Sor/Wiz 1, Wmg 1  
    General

Ranged touch, 1d8 or more electricity damage.

Orb of Fire
    Complete Arcane
  Sor/Wiz 4, Wmg 4  
    General

Ranged touch, 1d6/level (max 15d6) points of fire damage.

Lesser Orb of Fire
    Complete Arcane
  Sor/Wiz 1, Wmg 1  
    General

Ranged touch, 1d8 or more fire damage.

Orb of Force
    Complete Arcane
  Sor/Wiz 4, Wmg 4  
    General

Globes of force deal 1d6/level (max 10d6) damage.

Orb of Negative Energy
Necromancy [Negative] 1 standard action ATB
None - No Sor/Wiz 4, Wmg 4 V, S
Instant Medium General
Effect: One orb of negative energy

Globes of negative energy deal 1d6/level damage (max 10d6).

You create a globe of negative energy 3 inches across, which streaks from your palm toward your target. You must succeed on a ranged touch attack to hit the target. The orb deals a total of 1d6 points of damage per caster level (maximum 10d6).

Orb of Sound
    Complete Arcane
  Sor/Wiz 4, Wmg 4  
    General

Ranged touch, 1d4/level (max 15d4) points of sonic damage.

Lesser Orb of Sound
    Complete Arcane
  Sor/Wiz 1, Wmg 1  
    General

Ranged touch, 1d6 or more sonic damage.

Orbs of Various Energy
Conjuration (Creation) [Acid] [Cold] [Electricity] [Fire] [Force] [Sonic] [Negative] 1 standard action ATB
None - No Sor/Wiz 6, Wmg 6 V, S
Instant Close General
Effect: 7 orbs of energy.

7 orbs deal 1d6/level (max 20d6) of damage dice divided evenly amoung the five elemental energies, force, and negative energy.

You create 7 orbs of energy, one for each of the primary energies, a force orb, and a negative energy orb. You may deal 1d6 damage per caster level (max 20d6) divided any way you want amoung the seven orbs, with no orb having more than 1 die of damage more than any other die.

Thus an 11th level wizard could do 2d6 damage with each Acid, Cold, Fire, and Electricity and 1d6 with each negative energy, sonic, and force. None of his orbs could have 3d6 until 15th level.

If the negative energy orb is directed at an undead or other creature powered by negative energy, it is healed instead of damaged.

Polar Ray
Evocation [Cold] 1 standard action SRD
None - Yes Cold 8, Duskblade 5, Sor/Wiz 8, Wmg 8 V, S, F/DF
Instant Close General
Effect: Ray

Ranged touch attack deals 1d6/level cold damage.

A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6).

Prismatic Ray
    SPC
  Sor/Wiz 5, Wmg 5  
    General

Blind target with 6 HD or less and deal random effect.

Quillfire
    Magic of Faerun
  Arc 3, Drd 3  
    General

Your hand sprouts poisonous quills useful for melee or ranged attacks.

Rainbow Beam (M)
    Dragon 322
  Sor/Wiz 2  
    General

Ray does a random type of damage.

Ray of Frost
Evocation [Cold] 1 standard action SRD
None - Yes Duskblade 0, Sor/Wiz 0, Wmg 0, Wuj 0 V, S
Instant Close General
Effect: Ray

Ray deals 1d3 cold damage.

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Saltray
    Far Corners of the World
  Arc 2, Drd 2, Sor/Wiz 2  
    General

Ranged touch attack deals 1d6/2 levels (max 5d6) slashing damage. If cast near an ocean, a second ray is cast.

Scorching Ray
Evocation [Fire] 1 standard action SRD
None - Yes Adp 2, Arc 2, Duskblade 2, Sor/Wiz 2, Wmg 2 V, S
Instant Close General
Effect: One or more rays

Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).

You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.

The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.

Searing Light
Evocation 1 standard action SRD
None - Yes Arc 3, Clr 3, Exalted Arcanist 3, Glory 3, HotD 3, KotC 3, Shu 3, Sun 3, Vassal of Bahamut 3 V, S
Instant Medium General
Effect: Ray

Ray deals 1d8/two levels damage, more against undead.

Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).

Snilloc's Snowball
    Unapproachable East
  Sor/Wiz 1  
    General

Touch attack (melee or ranged) deals 1d6 cold damage +1/level.

Sonic Ray
Evocation [Sonic] 1 standard action seankreynolds.com
None - Yes Sor/Wiz 0 V, S
Instant Close General
Effect: Ray of sound

Ray deals 1d3 sonic damage.

You cause an invisible ray of sound to strike the target, requiring a successful ranged touch attack. The spell deals 1d3 sonic damage.

Stars of Arvandor
    Book of Exalted Deeds
  Arc 4, Clr 4, Drd 4, Rgr 4, Sor/Wiz 3  
    General

Tiny starbursts each deal 1d8 damage (half nonlethal), or 1d8 letal damage to evil creatures.

Viscid Glob
    SPC
  Sor/Wiz 5  
    6 hours

Ranged touch attack hurls 5-ft.-diameter glob of glue at target.