0% found this document useful (0 votes)
235 views

The Short Concise Spell List

The document provides a summary of spells available to clerics organized by spell level. It lists the spell name, class, range, duration, cast time, saving throw, and effect for each spell. Many spells can heal targets, detect things, turn or command undead, create elemental effects, or protect against harmful magic and conditions. Higher level spells have greater power, such as summoning undead, altering weather, healing ability drain, and dealing massive damage.

Uploaded by

higherdepths
Copyright
© Attribution Non-Commercial (BY-NC)
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
235 views

The Short Concise Spell List

The document provides a summary of spells available to clerics organized by spell level. It lists the spell name, class, range, duration, cast time, saving throw, and effect for each spell. Many spells can heal targets, detect things, turn or command undead, create elemental effects, or protect against harmful magic and conditions. Higher level spells have greater power, such as summoning undead, altering weather, healing ability drain, and dealing massive damage.

Uploaded by

higherdepths
Copyright
© Attribution Non-Commercial (BY-NC)
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 10

The Short Concise Spell List

Level- Spell- Class- Range- Duration- Cast Time- Save- Effect Cleric 0- Create WaterC- 50ft- Perm- CT 1 rnd- SV noCreate 2 gallons of water. 0- Detect AlignmentC- 150x10 ft- 10 min/lvl- CT 1- SV noConcentrate for 1 round in direction and sense alignment specified in range. 0- Detect MagicC- 50x10-ft- 1 min/lvl- CT 1 rnd- SV noConcentrate for 1 round in direction to sense magic in varying degrees of strength. Passes through thin barriers. 0- Detect PoisonC- 50ft- 10 min/lvl- CT 1- SV noDetect whether one target has been poisoned/is poisonous. 0- Endure ElementsC- Person- 24 hours- CT- 1 rnd- SV noIgnore intense weather conditions. 0- First AidC- Touch- Perm- CT 1 rnd- SV noStabilizes dying character. 0- Ghost SoundsC- 150 ft- 1 rnd/lvl- CT 1- SV Int negCreate any type of sound up no louder than 4 humans. 0- LightC- 150ft- 10 min/lvl- CT 1- SV noLight a 30ft radius. 0- Purify Food and DrinkC- 10 ft- Perm- CT 1 rnd- SV noMake food eatable. 1- BlessC- 50 ft- 1 min/lvl- CT 1 rnd- SV no+1 hit/+1 save VS fear. Opposite is Bane. 1- Bless WaterTouch- Perm- CT 1 minCreate holy/unholy water. 1- CommandC- 25ft- 1 rnd- CT 1 rnd- SV Chr negOne word command, 1 creature/2lvls. Can reverse magical effects like Sleep. 1- Cure WoundsC- Touch- Perm- CT 1 rnd- SV Wis dmgHeal for 1d8/3 lvls (max 4d8). Hurt undead, get Wis save. 1- Detect Secret DoorsC- 60ft- 1 min/lvl- CT 1 rnd- SV noConcentrate for 1 round in direction to sense secret doors. Longer concentrate more info of doors gained. Passes through thin barriers. 1- Detect UndeadC- 150ftx10ft- 1 min/lvl- CT 1 rnd- SV noConcentrate for 1 round in direction to sense undead. Passes through thin barriers. 1- Invisibility to UneadC- Touch- 10 min/lvl - CT 1 rnd- SV Int negInvisible until ends/attack/cast buff/attack spell. Those attacking suffer -8 at roll. Intelligent undead get save. 1- Obscuring MistC- 1 min/lvl- CT 1 rnd- SV noStationary mist 25x20x10 ft obscures vision up to 5 ft, including special vision. Strong wind disperses. 1- Protection From AlignmentC- Touch- 3 rnd/lvl- CT 3 rnd/lvl- SV no+2 AC/Saves against chosen alignment. Protects against possession as well. 1- Remove FearC- Touch- Special- CT 1 rnd- SV no+4 to save effects. If already Feared get another save at +1. 1- Resist ElementsC- Touch- 1 min/lvl- CT 1 rnd- SV no+2 save against specified element. 1- SanctuaryC- Touch- 1rnd lvl- CT 1 rnd- SV specialWarded character cant attack or cast offensive spells or ends. Attackers must make Wis save or cant attack warded char. 1- Sound BurstC- 50ft- Instant- CT 1 rnd- SV Wis20 ft radius take 1d8 dmg. Save or be stunned 1 rnd. 2- AidC- Touch- 1 rnd/lvl- CT 1 rnd- SV noTarget 1d8 temp HP, +1 hit/save VS fear. 2- AugeryC- Person- Instant- CT 1- SV noFind out if particular actions have good/bad consequences. 70 + 1%/lvl chance for answer. Events up to 30 min seen. 2- ConsecrateC- 50ft- 2 hrs/lvl- CT 3- SV noHoly land- +3 Turn undead/+1 VS fear. Undead suffer -1 to all rolls. Opposite is Bane. 2- DarknessC- 50ft- 10 min/lvl- CT 1- SV no- 20 ft radius darkness. Cancels out light spells of lower level. Special sight abilities dont work. Opposite is Daylight. 2- Delay PoisonC- Touch- 1 hr/lvl- CT 1 rnd- SV Con negCannot be affected by poison during spell duration. 2- Detect TrapsC- 50x10ft- 10 min/lvl- CT 1- SV noEither mundane/magical. 2- Hold PersonC- 50ft- 1rnd/lvl- CT- 1- SV Wis negHold person physically in place. Can do mental shit. 2- Locate ObjectC- 450 ft- 10 min/lvl- CT 1 rnd- SV noLocate object (direction) that caster has specified and seen before. Can be general terms (IE stairs, gold, etc).

2- Remove ParalysisC- Touch- Special- CT 1 rnd- SV noRemoves magical or non magical paralysis. 2- SilenceC- 450ft- 1 min/lvl- CT 1 rnd- SVSpecial15ft radius- all silent. Cast on target, moves with them- get Dex save- if successful spell casts right next to them. 2- Speak with DeadC- Touch- 1 min/lvl- Ct 10 min- SV noSpeak with dead. Target can give answers to things it knew in life. 2- Spiritual WeaponC- 50ft- 1 rnd/lvl- CT 1 rnd- SV noMagical weapon of deity. Caster directed. Must stay in 50ft. Uses casters attack roll. 1d8 dmg. Can hit incorporeal or creatures only damaged by magical weapons. 3- Animate DeadC- 50 ft- Perm- 25ft radius- CT- 1 rnd- SV NoAnimate 2HD/lvl undead (Skeleton/Zombie). Preserve Dead is opposite. 3- Create Food/WaterC- 50 ft- Perm- CT 10 min- SV noFood for 3 people/1 horse for 1 day/lvl. Opposite is Spoil Food/Water. 3- Dispel MagicC- 150 ft- 1d6 rnd- CT 1 rnd- SV noSuppresses magic for 1d6 rounds in 60ft radius. 3- PrayerC- 50ft radius- 1 rnd/lvl- CT 1 rnd- SV no+1 to all rolls. Enemies suffer -1. 3- Remove Blindness/Deafness/Curse/DiseaseC- Touch- Perm- CT 1 rnd- SV noSpecify which one you are removing. One effect per casting.

4- Air/Water WalkC- Touch- 10 min/lvl- CT 1- SV- Wis negAir- move, climb at move. Water- At normal speed, 1 inch above water. 4- Command WaterC- 450ft- 10 min/lvl- CT 1 rnd- SV noRaise/lower water 2ft/lvl. Up to 10ft long/lvl. Can create a whirlpool in large bodies of water. 4- Discern LiesC- 50ft- 1 rnd/lvl- CT 1 rnd- SV Chr negConcentrate for 1 rnd and know if someone is lying. Does not reveal the truth, evasions, or unintentional inaccuracies. 4- DismissalC- 50ft- Instant- CT 1- SV Chr negForce creature back to home plane of existence. 4- DivinationC- Unlimited- Instant- CT 10 min- SV noAsk a question about a specific event to deity. Answer can be simple phrase, few words, to cryptic. 4- Freedom of MovementC- Touch- 10 min/lvl- CT 1 rnd- SV noUnhindered by magical/nonmagical stuff including water/fluids. Move as norm. 4- HallowC- Touch- 1 year- CT 1 day- SV no150ft radius+3AC/saves against evil. +3 to turn undead checks. Bodies in area cannot be turned into undead. 4- Healing CircleC- 20ft sphere- Perm- CT 1 rnd- SV special2d8 HP regained in area. Opposite is Harming Sphere- successful Wis save neg. 4- Neutralize PoisonC- Touch- Perm- CT 1 rnd- SV Con negStops poison and temp effects (but not ones that have already happened). Can be used on poisonous creatures.

4- RestorationC- Touch- Perm- CT 1 hour- SV noRestores 1 level lost by level drain (not death). Restores ability scores affected by temporary drain, but not perm. 4- TonguesC- Touch- 1 min/lvl- CT 1 rnd- SV noWhen you speak all understand you, regardless of language. You understand all languages in return. 5- AtonementC- Touch- CT 1 hr + 1hr/lvl- SV noRepent for terrible deed done unknowingly/compulsed. Can be used on willfully evil chars. Get save and both gods become involved. Nasty. 5- CommuneC- Unlimited- Special- CT 10 min- SV noContact diety and ask yes/no question/lvl. Use too much and piss of diety. 5- Death WardC- Touch- 10 min/lvl- CT 1 rnd- SV noImmune to death spells. 5- Dispel AlignmentC- Touch- 1 rnd/lvl- CT 1- SV no+4 AC against specified alignment. Successful touch attack on extraplanar/summoned dismisses. 5- Ethereal JauntC- Personal- 1 rnd/lvl- CT 1 rnd- SV noEnter ethereal plane. Pass through solid objects of physical world. World is shades of grey. Nasty shit here. 5- Flame StrikeC- 150 ft- Instant- CT 1 rnd- SV Dex halfHoly fire- no resistances. 1d6 dmg/lvl in 10ft radius. 5- Insect PlagueC- 450ft- 1 min/lvl- CT 1 rnd- SV special180ft thick cloud of insects. While in area take 1 dmg. 2 HD or less make Wis save or flee in absolute terror.

5- Raise DeadC- Touch- Perm- CT 1 min- SV noBring humanoid back to life if raised within 1day/lvl of death. Raised target loses 1 Con perm. Suffer death sickness, 12 hr. 5- ScryingC- Unlimited- 1 rnd/lvl- CT 10 minSV noYou think hard about someone and can watch them as if there. Pervert. They may notice your presence. Not good. 5- True SeeingC- Touch- 1 rnd/lvl- CT 1 rnd- SV noSee things as truly are. 6- BanishmentC- 50ft- Perm- CT 1 rnd- SV- Chr neg25ft radius. Forces creatures back to home plane. 2HD/lvl affected. Creature save -2. 6- Blade Barrier150ft- 3 rnd/lvl- CT 1 rnd- SV Dex neg (initial)30x60x5ft wall of blades. 12d6 dmg to those passing through. Dex avoids damage when first appears. 6- Create UndeadC- 50ft- Perm- CT 1 hr- SV noCreate one undead. Not immediately under control. Roll d12- 1-5) ghoul; 6-8) shadow; 9-10) ghast; 11) wright; 12) wraith. 6- Find the PathC- Touch- 10 min/lvl- CT 3 rnd- SV noFind the most direct route in area to specified location. May take through difficult terrain. 6- GeasC- 10 ft- Special- CT 1 rnd- SV Chr negGive target a task. If they are hindered/stop working towards all stats are halved until they start again. Lasts until task is completed or dispelled with Remove Curse. 6- HealC- Touch- Perm- CT 1 rnd- SV noHeals target of bad stuff except level drain and perm ability drain.

7- Control WeatherC- 2 miles- 4d12 hours- CT 10 minSV noChange/alter weather. Appropriate to region. Double all info for druids. 7- Greater RestorationC- Touch- Perm- CT 1 rnd- SV noRestores lost ability scores and levels. Removes curses and other bad shit. Does not restore levels lost to death. 7- RegenerateC- Touch- Perm- CT 3 rnds- SV noRegrow lost limbs and broken bones in 2d10 minutes. Also cures 1d8+1/lvl HP. 7- ResurrectionC- Touch- Perm- CT 1 hr- SV noAs Raise dead, but no ill effects. 8- Create Greater UndeadC- 50ft- Perm- CT 1 hr- SV noCreate one higher undead. Not immediately under control. Roll d101-5) mummy; 6-8; specter; 9) vampire; 10) ghost. 8- Discern LocationC- Unlimited- Instant- CT 10 min- SV noKnow exactly where someone is. Circumvents normal protection from scrying. Opposite is Hide Location. 8- EarthquakeC- 450 ft- 1 rnd- CT 10 min- SV50ft area suffers violent shakes. Dex save or fall down. -10 to all actions if successful. movement. Fissures open up. Dex save or fall in (1-6 chance die). Buildings break and collapse (8d6 dmg). 8- Fire StormC- 150ft- Instant- CT 1 rnd- SV Dex half- 10ft cubes/lvl1d6 dmg/lvl- Doesnt hurt natural vegetation, ground, or plant creatures unless so desired. 8- Holy AuraC- Touch- 1 rnd/lvl- CT 1 rnd- Save specialTarget blinds evil creatures in 25 radius (Wis save), +4 AC, and immune to possession mind spells.

8- Mass HealC- 50ft- CT 1 rnd- SV noAs heal but in 25ft radius. 9- AntipathyC- 50ft- 2 hr/lvl- CT 1 hr- SV Chr negRepel specific type of creature (IEZombie, Trolls, etc). Sympathy is opposite. 9- Astral ProjectionC- Touch- Until canceled- CT 30 minSV noBodies helpless in suspended animation. Must stay w/ caster or become lost. If body killed- dead. Astrally killed, wake up in body, take 3d6 dmg. 9- GateC- 50ft- Special- CT 2 rnd- SV noCall forth a powerful entity or travel to their domain. 5% chance creature says fuck you. 5% chance wrong thing comes out. Not necessarily friendly, may squash you. 9- Mind BlankC- 25ft- 1 day- CT 1 rnd- SV noProtects against all forms of scrying. 9- Word of RecallC- Unlimited- Instant- CT 1 rnd- SV noTeleport to designated sanctuary without error. Can also transport objects and add people 50 lbs/lvl

Druid 0- Create WaterD- 50ft- Perm- CT 1 rnd- SV noCreate 2 gallons of water. 0- Detect Animals/NatureD- 150x10ft- 1 min/lvl- CT 1 rnd- SV noConcentrate for 1 round in direction to natural animals/nature in varying degrees of strength. Passes through thin barriers. 0- Endure ElementsD- Person- 24 hours- CT- 1 rnd- SV noIgnore intense weather conditions. 0- First AidD- Touch- Perm- CT 1 rnd- SV noStabilizes dying character. 0- Ghost SoundsD- 150 ft- 1 rnd/lvl- CT 1- SV Int negCreate any type of sound up no louder than 4 humans. 0- Know DirectionD- Instant- CT 1 rnd- SV noImmediately know where North is. 0- LightD- 150ft- 10 min/lvl- CT 1- SV noLight a 30ft radius. 0- Purify Food and DrinkD- 10 ft- Perm- CT 1 rnd- SV noMake food eatable. 1- AlarmD- 50ft- 2 hrs/lvl- CT- 1 rnd- SV NoSmall creature warns caster of stuff, mentally or audibly. 1- Animal FriendshipD- 50ft- Perm (exceptions)- CT 1 minSV Chr negLoyal companion, knows 1d6 tricks. Will leave if mistreated/away from home too long. 1- Calm AnimalsD- 50ft- 1 min/lvl- CT 1 rnd- SV Chr neg25ft radius, 2d4+ caster lvl HD creatures affected. Normal first- no save. Magical gets save. Become docile. Threat ends.

1- Detect Pits and SnaresD- 50x10ft- 10 min/lvl- CT 1- SV noConcentrate for 1 round in direction to sense pits, snares, primitive traps w/ natural materials. 1- EntangleD- 450ft- 1 min/lvl- CT 1 rnd- SV Dex neg25ft radius- Each round creature must make dex save or become entangled by plants. -2 attack/-4 dex no move if fail. Break free w/ Str check. 1- Faerie FireD- 150ft- 1 min/lvl- CT 1 rnd- 10x10ft areaOutlines invisible/blurred targets. +1 to attack against them. 1- Good BerriesD- Touch- 1 day/lvl- CT 1 rnd- SV no2d4 berries enhanced. When eaten as if was full meal. Also heals 1d4 HP. Cant eat more than 4 berries a day. 1- Invisibility to AnimalsD- Touch- 10 min/lvl - CT 1 rnd- SV Int negInvisible until ends/attack/cast buff/attack spell. Those attacking suffer -8 at roll. 1- Magic StonesD- Touch- CT 1 rnd- SV noUp to 3 stones- +1 attack- 1d6+1 dmg. Against undead doubled. 1- Pass Without a TraceD- Touch- 10 min/lvl- CT 1 rnd- SV noTarget leaves no trace when walking in nature. Non-magical tracking impossible. 2- Animal MessengerD- 50ft- 1 day/lvl- CT 1 rnd- SV noActs like messenger. Tamed animals immune. 2- BarkskinD- Touch- 10 min/lvl- CT 1 rnd- SV noEither +4 AC (skin turns to bark) or turn into a tree (give off magical presence). 2- Charm AnimalD- 50ft- 1 hr/lvl- CT 1 rnd- SV Chr negMakes target enamored with caster. Will not harm self.

2- Delay PoisonD- Touch- 1 hr/lvl- CT 1 rnd- SV Con negCannot be affected by poison during spell duration. 2- Heat MetalD- 50ft- 7 rnd- CT 1 rnd- SV noneHeats metal in 20ft radius. Holding metal causes agony and 2d4 dmg each round held/worn. Opposite is Chill Metal. 2- Hold AnimalD- 50ft- 1rnd/lvl- CT- 1- SV Wis negHold animal physically in place. Can do mental shit. 2- Produce FlameD- Personal- 1 min/lvl- CT 1 rnd- SV noAppears in casters hand, no harm. Light as torch. Used as weapon1d4+1 dmg. Can be thrown 50ft. 2- Speak with AnimalsD- Personal- 1 min/lvl- Ct 1 rnd- SV noSpeak with animals. 2- Warp WoodD- 50 ft- Perm- CT 1 rnd- SV- no1x1x1ft can be affected. Warps and weakens. Weapons are useless. Magical wood/weapons not affected. Opposite is Strengthen Wood. 3- Call LightningD- 450ft- 10 min/lvl- CT 10 min- SV Dex half- In cloudy area. Roll Wisdom to succeed- each bolt (1/lvl) 1d10 dmg. Can do other things between bolts. 3- Meld Into StoneD- Personal- 10 min/lvl- CT 1 rnd- SV noMelds into stone to hide. Can cast personal spells and is aware of time. If stone badly damaged caster takes 5d6 dmg. 3- Neutralize PoisonD- Touch- Perm- CT 1 rnd- SV Con negStops poison and temp effects (but not ones that have already happened). Can be used on poisonous creatures.

3- Plant GrowthD- 450ft- CT 3 rnds- SV noPlants grow and thicken in 100ft radius, reduce movement to 10ft. 3- Protection From ElementsD- Touch- 10 min/lvl- CT 1 rnd- SV noSpecify elemental type, absorbs 12 dmg/lvl from that type. Only absorbs damage, not other affects. 3- PyrotechnicsD- 150ft- CT 1 rd- SV noTurn fire into fireworks (blinds for 1d4 rnds) or choking smoke until out of it. 3- Shape Stone/WoodD- Touch- 1 rnd/cubic foot- CT rndSV no10ft x 1ft/lvl area. Shape as Druid sees fit. 3- Speak With PlantsD- Personal- 1 min/lvl- CT 1 rnd- SV noGet feelings and speak in primal way with plants. 3- Water BreathingD- Touch- 2 hrs/lvl- CT 1 rnd- SV noAny # creatures touched- duration divided evenly. 4- Antiplant ShellD- Person- 1 min/lvl- CT 1 rnd- SV noMobile 20ft sphere repells plant creatures and animated plants. 4- Control PlantsD- 50ft- 1 min/lvl- CT 1- SV Chr negBasic control over plants. Plant creatures get save. 4- Dispel MagicD- 150 ft- 1d6 rnd- CT 1 rnd- SV noSuppresses magic for 1d6 rounds in 60ft radius. 4- Freedom of MovementD- Touch- 10 min/lvl- CT 1 rnd- SV noUnhindered by magical/nonmagical stuff including water/fluids. Move as norm.

4-QuenchD- 150ft- Special- CT 1 rnd- SV specialExtinguish nonmagical fire in 50x50ft. Magical fire effects get save. Fail suppressed 1d4 rnds. 4- Repel VerminD- 20ft sphere- 10 min/lvl- CT 1 rndSV specialVermin with HD of caster flee from effect. + to make Wis save and take 1d6 dmg. 4- Sleet StormD- 450ft- 1 rnd/lvl- CT 1 rnd- SV DexHeavy sleet and ice pelt 50x50x20ft area. Obscures vision. Must make save or move . 4- Summon AnimalsD- 50ft- 1 rnd/lvl- CT 1 rnd- SV noSummon animal equal to HD of caster. (IE Caster 6HD- 1 6 HD creature or 6 1 HD creatures, etc). 5- Animal GrowthD- 150ft- 1 min/lvl- CT 1 rnd- SV noMax 8 animals in 25ft radius doubles in size, HD, attack, save, up dmg die one type. 5- AwakenD- Touch- Perm- CT 1 day- SV Wis negGives tree/animal human-like sentience. Wis based roll for animalsHD as mod. 5- Commune w/ NatureD- CT 10 minNature gives you three facts in 100ft radius. 5- Control WindD- 50ft- 10 min/lvl- CT 1 rnd- SV no100ft sphere. Change direction or force. Discuss with GM. 5- Death WardD- Touch- 10 min/lvl- CT 1 rnd- SV noImmune to death spells. 5- Ice StormD- 150ft- 1 rnd/lvl- CT 1- SV no50x10ft line- 5d6 damage, movement while in area.

5- Insect PlagueD- 450ft- 1 min/lvl- CT 1 rnd- SV special180ft thick cloud of insects. While in area take 1 dmg. 2 HD or less make Wis save or flee in absolute terror. 5- Transmute Mud and RockW- 150ft- Instant- CT 1 rnd- SV specialCan alter mud/rock in a 10x10x10ft area. Cannot alter extensively worked rock (structures/some walls, etc) If used on roof, causes 8d6 dmg- Dex SV half. 5- Wall of FireD- 50 ft- 1 rnd/lvl- CT 1 rnd- SV no10ft thick x 10ft/lvl long- Those in when cast take immediate 25 dmg. Going through, Dex sv or 2d6 dmg. Move . 5- Wall of ThornsD- 150 ft- 10 min/lvl- CT 1 rnd- SV noLine or around caster. 2d4 dmg (10ft), 3d4 when going through. 6- Antilife ShellD- Person- 1 min/lvl- CT 1 rnd- SV noMobile 20ft sphere that keeps out living things. 6- Fire SeedsD- Special- 1 min/lvl or used- CT 1 rnd per seed- SV Dex halfUp to four acorns altered- thrown at target in 50ft- 4d8 fire dmg (ignites combustibles) or Eight Holly BerriesMust be placed on ground- ignite for 2d8 dmg in 5ft radius. Must be in 200 ft to command to burst (ignites combustibles). 6- Repel WoodD- 150x120x10ft- 1 rnd/lvl- CT 1 rndSV noWood that is not fixed down or weighs more than 500 lbs is pushed along path of spell. Move 40ft/rnd. 6- Summon ElementalD- 50ft- 10 min /lvl- CT 10 min- SV noA 12 HD Elemental appears and obeys caster.

6- Wall of StoneD- 50ft- Perm- CT 1 rnd- SV noAdjoin to other stone- 2ft thick- 1000 square feet to change. 7- Change StaffD- Touch- 1 hr/lvl- CT 1 min-SV noSpecial staff change into Treant-like creature. If killed, staff destroyed. Otherwise can be used again. 7- Creeping DoomD- 150 ft- 1 min/lvl- CT 1 rnd- SV no25x25 square. Creepy crawlies move and bite for 1hp dmg, then die. If in area you are killed. That many die. Move 10ft. More 150ft away from origin, disappear. 7- Fire StormD- 150ft- Instant- CT 1 rnd- SV Dex half10ft cubes/lvl- 1d6 dmg/lvl- Doesnt hurt natural vegetation, ground, or plant creatures unless so desired. 7- Control WeatherD- 2 miles- 4d12 hours- CT 10 minSV noChange/alter weather. Appropriate to region. Double all info for druids. 8- Animal ShapesD- 50ft- 1 hr/lvl- CT 1 rnd- SV no1 willing creature/lvl in 25ft radius change to small/med creature. Gear melds, dmg changes, gain natural abilities. Keep ability scores. 8- Command PlantsD- 150ft- 2d6/lvl min- CT 1 rnd- SV Wis neg (Magical only)Command plants in 50ft radius to do something for you in epic fashion. 8- Finger of DeathD- 50ft- Perm- CT 1 rnd- SV Chr partialTarget pointed at dies horrible. Successful save 3d6 +1/lvl dmg. 8- Repel Metal/Stone- D150x120x10ft- 1 rnd/lvl- CT 1 rnd- SV no- Metal and rock that is not fixed down or weighs more than 500 lbs is pushed along path of spell. Move 40ft/rnd

8- SunburstD- 50 ft- Instant- CT 1 rnd- SV Dex3d6 dmg and blinded for 1d4 min. Dex save not blinded and dmg. Creatures that take dmg from sun, dmg doubled. Undead extra d6 dmg. 9- AntipathyD- 50ft- 2 hr/lvl- CT 1 hr- SV Chr negRepel specific type of creature (IEZombie, Trolls, etc). Sympathy is opposite. 9- EarthquakeD- 450 ft- 1 rnd- CT 10 min- SV50ft area suffers violent shakes. Dex save or fall down. -10 to all actions if successful. movement. Fissures open up. Dex save or fall in (1-6 chance die). Buildings break and collapse (8d6 dmg). 9- HealD- Touch- Perm- CT 1 rnd- SV noHeals target of bad stuff except level drain and perm ability drain. 9- Shape ChangeD- Personal- 10 Min/lvl- CT 1 rndSV noCaster can assume the shape of any creature the caster knows. From a gnat to a dragon, etc. 9- Storm of VengenceD- 450ft- Up to 10 rnds- CT 2 rndsSV special750ft radius, 300ft tall. Druid must concentrate each round or spell ends. Targets Con sv or become deafened (1d4 min). Rnd 2- Acid rain, 1d6 dmg, no save. Rnd 3- Call 6 bolts lightningone or multiple targets. 10d6 dmg (Dex save dmg)- Rnd 4- Hailstones in area- 5d6 dmg- no save- Rnd 5-10Violent rain/wind- move - no missile weapons, no spells cast.

Wizard 0- Arcane MarkW- Touch- Perm- CT 1 rnd- SV noLeave visible/invisible message up to lvl x2 characters. 0- Detect MagicW- 50x10-ft- 1 min/lvl- CT 1 rnd- SV noConcentrate for 1 round in direction to sense magic in varying degrees of strength. Passes through thin barriers. 0- Detect PoisonW- 50ft- 10 min/lvl- CT 1- SV noDetect whether one target has been poisoned/is poisonous. 0- Endure ElementsW- Person- 24 hours- CT- 1 rnd- SV noIgnore intense weather conditions. 0- LightW- 150ft- 10 min/lvl- CT 1- SV noLight a 30ft radius. 0- Mage HandW- 25 ft- Concentration- CT- 1 rndSV noLift something 5 lbs 15 ft any direction/rnd. 0- MendingW- Touch- Perm- CT 1 rnd- SV noAble to fix breaks in mundane noncomplex items. 0- MessageW- 25ft- CT 1 rnd- SV noCaster can whisper to target in sight as if at ear. 0- PrestidigitationW- 10ft- 1 hr (if alteration)- CT 1 rndSV noDo cool little creative stuff. 0- Ray of FrostW- 25ft- Instant- CT 1 rnd- SV Dex neg move1d3 dmg. Save or movement. 1- Alter SizeW- 50ft- 1 min/lvl- CT 1 rnd- SV Con negChange creature 50%. Items change too (incl. dmg). 1- Burning HandsW- 5ft- Inst- CT 1 rnd- SV no5x10ft cone flames. 1d4+1/lvl dmg.

1- Change SelfW- Personal- 10 min/lvl- CT 1 rnd- SV Int neg1ft taller/shorter- No race changedoesnt alter touch/sound. 1- Charm PersonW- 50ft- 1 hr/lvl- CT 1 rnd- SV Chr negMakes target enamored with caster. Will not harm self. 1- Comprehend LanguagesW- 10 min/lvl- CT 1- SV noCan read/understand language but not speak/write or know slang/references. 1- Dancing LightsW- 150ft- 1 min- CT 1 rnd- SV noCreate up to for lights, move 100ft. Keep 20ft of one another or disappear. 1- DazeW- 25ft- 1 rnd- CT 1 rnd- SV Int negCreature with 4HD/less take no actions for 1 rnd. 1- EraseW- 50ft- Perm- CT 1 rnd- SV noMundane writing automatically erased. Magical must make Int check to be erased. Up to 1 magical scroll or 2 pages in book. 1- Feather FallW- 150ft- 1 rnd/lvl- CT 1 rnd- SV no50ft area. Creatures fall 50ft/rnd. Take no falling damage if land before spell ends. If land after, dmg for distance after. 1- Floating DiskW- 10ft- 1 hr/lvl- CT 1 rnd- SV no3 ft in diameter disk, always level w/ ground, 3 ft above. Moves as caster. Holds up to 1,000 lbs or 2 ft liquid. 50ft away from caster, vanishes. 1- Hold PortalW- 50ft- Till opened- CT 1- SV noAs if locked- knock spell or battering will open. 1- IdentifyW- 5ft- 1 rnd/lvl- CT 10 min- SV noOne feature of magic object revealed per round. 1- JumpW- Touch- 1 min/lvl- CT 1 rnd- SV noDouble your jumping ability.

1- Magic MissileW- 150ft- Instant- CT 1 rnd- SV no1d4+1 dmg, extra missile every 3 level. 1- Protection From AlignmentW- Touch- 3 rnd/lvl- CT 3 rnd/lvl- SV no+2 AC/Saves against chosen alignment. Protects against possession as well. 1- Read MagicW- Personal- 10 min/lvl- CT 1 rnd- SV noAble to read magical writing. 1- ShieldW- Touch- 1 min/lvl- CT 1rnd- SV no+4 AC, immune to Magic Missile. 1- Shocking GraspW- Touch- Instant- CT 1 rnd- SV no1d8 +1/level dmg. 1- SleepW- 150ft, 30ft radius- 1 min/lvl- CT 1 rnd- SV no2d4 HD creatures affected. 5HD+ not affected. 1- Spider ClimbW- Touch- 2 rnd/lvl- CT 1 rnd- SV noClimb like spider. Hands and feet must be uncovered. 1- SummonW- 50 ft- 2 rnds/lvl- CT 2 rnds- SV noRoll Int save to successfully summon creature. Roll of 1- Caster and it merge to form terrible monster. Form strange and weird, be creative. Roll: d4- # attacks; d6- Add # to 11= AC; d8 bonus to attack/saves; d10 Form1) Giant Eyeball; 2) Orc; 3) Giant Rat; 4) Ball of puss; 5) Gnoll; 6) Bugbear; 7) Ghoul; 8) Harpy; 9) Werewolf; 10) Horse turned inside out; d12 Add # + 10 for HP; d20 If rolls is 15 higherhas special ability. Make it up. 2- Acid ArrowW- 450ft- 1+1 rnd/lvl- CT 1 rnd- SV noRoll hit, 2d4 damage. Unless neutralized extra dmg. 2- Alter SelfW- Personal- 10 min/lvl- CT 1 rnd- SV noAs Change Self, but gain race special abilities. No supernatural ones.

2- BlurW- Touch- 1 min/lvl- CT 1 rndBecome out of focus- +2 AC. 2- Continual FlameW- 5ft- Perm- CT 1- SV noHeatless torch. Need stick. Can be covered/hidden. 2- DarknessW- 50ft- 10 min/lvl- CT 1 rnd- SV no20 ft radius darkness. Cancels out light spells of lower level. Special sight abilities dont work. Opposite is Daylight. 2- Detect ThoughtsW- 50x10ft 10 min/lvl- CT 1 rnd- SV noConcentrate for 1 round in direction to sense thoughts/absence of. Second rnd detect intelligence. Passes through thin barriers. 2- Enhance AttributeW- Touch- 1 hr/lvl- CT 1 rnd- SV- Con negAdd +4 to attribute. Opposite is Weaken Attribute. 2- Fog CloudW- 150ft- 10 min/lvl- CT 1 rnd- SV no50x20x20 fog. Conceals anyone further than 5ft. 2- InvisibilityW- Touch- Permanent- CT 1 rnd- SV noInvisible until attack/cast buff/attack spell. Those attacking suffer -8 at roll. 2- KnockW- 50ft- Permanent- CT 1 rnd- SV noUnlocks even magical doors. Up to two types of prevention. Opposite is Lock. 2- LevitateW- 50ft- 10 min/lvl- CT 1 rnd- SV noAble to float vertical 20 ft/rnd. 2- Locate ObjectW- 450 ft- 10 min/lvl- CT 1 rnd- SV noLocate object (direction) that caster has specified and seen before. Can be general terms (IE stairs, gold, etc). 2- Magic MouthW- Touch- Perm- CT 1 rnd- SV no-

Detailed or general command. When fulfilled mouth opens on object and speaks up to 30 words. 2- Mirror ImageW- 5ft around caster- 3 rnd/lvl- CT 1 rnd- SV no1d4+1 exact copies. Roll random for hit. 2- Protection from ArrowsW- Touch- 10 min/lvl- CT 1 rnd- SV noIgnore normal arrows. Large missiles are still a danger. 2- Pyrotechnics- W- 150ft- CT 1 rdSV no- Turn fire into fireworks (blinds for 1d4 rnds) or choking smoke until out of it. 2- Rope TrickW- Touch- 1 hr + 1 min/lvl- CT 1 rndSV noRope slithers into air. Up to three targets can climb up into a small safe pocket dimension. Rope can be pulled up. 2- ScareW- 50ft- 1 rnd/lvl- CT 1 rnd- SV Chr neg5HD or less roll save or flee in terror. Success -1 to all rolls. 2- See InvisibilityW- As norm vision- 10 min/lvl- CT 1 rnd- SV noYou see invisible things. 2- ShatterW- 50ft- Instant- CT 1 rnd- SV Con negGlass and brittle objects of up to 1lbs must make save or shatter in 25 ft radius. Glass creatures take 1d6 dmg. 2- WebW- 50 ft- Perm- CT 1 rnd- SV Dex20x20x10 area- Roll dex. Fail -2 to attacks, -4 dex. Success move. 3- BlinkW- 1 rnd/lvl- CT 1 rndAttackers -10, target spells (and caster) 50% fail. Caster -2 attacks. 3- Clairaudience/ClairvoyanceW- Place known- 1 min/lvl- CT 1 rndSV no-

Can hear/see area. 10ft see in natural dark. Cant penetrate magical dark. Spell can be blocked. 3- Dispel MagicW- 150 ft- 1d6 rnd- CT 1 rnd- SV noSuppresses magic for 1d6 rounds in 60ft radius. 3- Explosive RunesW- Touch- Perm until triggered- CT 1 min- SV- SpecialScribe runes on object, when read explode for 6d6 dmg. No save. In 10ft radius, dex save for dmg. Caster read- no worries. Object fine after explosion. 3- FireballW- 450ft- Instant- CT 1 rnd- SV Dex halfFire blast 1d6 dmg/lvl. 3- FlyW- Touch- 10 min/lvl- CT 1 rnd- SV noAscend 45ft, Dive 180 ft, and move 90ft rnd. 3- Gaseous FormW- Touch- 1 min/lvl- CT 1 rnd- SV noTurn into fog- immune to nonmagical attacks- move 10ft rnd- Can be blown about by stiff winds. 3- Gust of WindW- 150 ft- 1 rnd- CT 1 rnd- SV Str negSnuff small/fan large flames, knock over small creatures. 3- Hallucinatory TerrainW- 150ft- Special- CT 10 min- SV In negChange terrain to what caster desires in 10x10ft radius/lvl. Persists till successful save. 3- HasteW- 50ft- 1 rnd/lvl- CT 1 rnd- SV ConDouble movement/attacks/rnd- Con save or age 1 year. Opposite is Slow. 3- Hold PersonW- 50ft- 1rnd/lvl- CT- 1- SV Wis negHold person physically in place. Can do mental shit. 3- Invisibility SphereW- Touch- Permanent- CT 1 rnd- SV no-

All in 10ft radius invisible until attack/cast buff/attack spell. Those attacking suffer -8 at roll. 3- Lightning BoltW- 100ft 5x60ft- Instant- CT 1 rndSV- Dex halfD1d6 dmg/lvl. 3- Stinking CloudW- 30ft- 1 rnd/lvl- CT 1 rnd- SV Con neg20x20x20 cloud- fail save sickened 1d4 rnds. 3- SuggestionW- 50ft 1 hr/lvl- CT 1 rnd- SV Chr negSuggest something reasonable for target to do. Out of character/dangerous automatically breaks spell. 3- TonguesW- Touch- 1 min/lvl- CT 1 rnd- SV noWhen you speak all understand you, regardless of language. You understand all languages in return. 3- Water BreathingW- Touch- 2 hrs/lvl- CT 1 rnd- SV noAny # creatures touched- duration divided evenly. 4- Arcane EyeW- Unlimited- 1 min/lvl- CT 1 min- SV noInvisible eye sends caster info. Move 30 ft round. 4- Charm MonsterW- 50ft- 1 hr/lvl- CT 1 rnd- SV Chr negMakes target enamored with caster. Will not harm self. 4- ConfusionW- 150 ft- 1 rnd/lvl- CT 1 rnd- VS Wis neg1) Do nothing; 2) Attack self; 3) Attack friend; 4) Normal 4- Detect ScryingW- Unlimited- 1 day- CT 1- SV noDetect if someone is spying and being a pervert through magical means on you or other. 4- Dimension DoorW- 450ft- Instant- CT 1 rnd- SV noCaster is transported up to 450ft. Cannot act till next round.

4- FearW- 50ft- 1 rnd/lvl- CT 1 rnd- SV Chr neg25 ft radius. Flee in terror and cower. -2 to all actions. 4- Fire ShieldW- Touch- 1 rnd/lvl- CT 1 rnd- SV noTargets that hit char do normal damage but also take 1d6 +1/lvl dmg. Gives off light of torch. Opposite is Chill Shield. 4- Ice StormW- 150ft- 1 rnd/lvl- CT 1- SV no50x10ft line- 5d6 damage, movement while in area. 4- Minor Globe of InvulnerabilityW- Personal- 1/rnd lvl- CT 1 rnd- SV no1-3 spells not effective. Can cast own. 4- Phantasmal KillerW- 1 rnd/lvl/Target save or dead- CT 1 rnd- SV Wis negCaster summons terrible horror of target. When touched target must make Wis save or die. 4- PolymorphW- 50ft- 10 min/lvl or perm- CT 1rndSV Wis negTransform into natural creatures up to size categories larger/smaller. Gain special abilities. 4- ScryingW- Unlimited- 1 rnd/lvl- CT 10 minSV noYou think hard about someone and can watch them as if there. Pervert. They may notice your presence. Not good. 4- Wall of FireW- 50 ft- 1 rnd/lvl- CT 1 rnd- SV noLine or around caster. 2d4 dmg (10ft), 3d4 when going through. 4- Wall of IceW- 50 ft- 1 rnd/lvl CT 1 rnd- SV noLine or around caster. No vision. 1d6 dmg through. Str check -2 to break. 5- Animate DeadW- 50 ft- Perm- 25ft radius- CT- 1 rnd- SV noAnimate 2HD/lvl undead (Skeleton/Zombie). Preserve Dead is opposite.

5- Bind ElementalW- 50 ft- 10min/lvl- CT 10 min- SV noSummon elemental, 1d12 HD) to caster to do bidding. Caster must concentrate, if fail/lost Elemental throttles caster. 5- CloudkillW- 150ft- 1 min/lvl- CT 1 rnd SV- Con (special)20x30x20- 3HD/less dead. 4-5 save or die. 6+ save or 1d10 dmg. 5- Cone of ColdW- 5x50ft cone- Instant- CT 1 rnd- SV Dex half1d6/lvl ice damage. 5- Faithful HoundW- 50ft- 1 hr/lvl- CT 2 rnd- SV noGuards and paces- howls in alarm- -2 attack/morale. Bite is magical- 3d6 dmg. AC 18. Once howls- 1 rnd/lvl. 5- FeeblemindW- 150 ft- Perm until dispelled- CT 1 rnd- SV Chr negReduce character to blathering idiot. Int becomes is now a 1d4. 5- Hold MonsterW- 50ft- 1rnd/lvl- CT- 1- SV Wis negHold monster physically in place. Can do mental shit. 5- PasswallW- 50ft- 1 hr/lvl- CT 1 rnd- SV noPass through wall 5ft wide, 8ft tall, 10ft deep. 5- PermanencyW- Touch- Perm- CT 2+Spell lvl/daysSV noMake spell effect on item permanent. Use GM discretion on what spells can be made perm. 5- TelekinesisW- 100 ft- 1 rnd/lvl- CT 1 rnd- SV specialLift 25lbs/lvl at 20ft rnd- Creatures make Chr save -4 to avoid. 5- Telepathic BondW- 30ft- 1 hr- CT 1 rnd- SV no1 target every 3/lvl. Must all be in range. 5- Transmute Mud and RockW- 150ft- Instant- CT 1 rnd- SV special-

Can alter mud/rock in a 10x10x10ft area. Cannot alter extensively worked rock (structures/some walls, etc) If used on roof, causes 8d6 dmg- Dex SV half. 5- Wall of StoneW- 50ft- Perm- CT 1 rnd- SV noAdjoin to other stone- 2ft thick- 1000 square feet to change. 6- Antimagic ShellW- Person- 1 min/lvl- CT 1 rnd- SV no20ft mobile sphere nullifies magic. Magical creatures lose magical/supernatural abilities, but still function. 6- Chain LightningW- 450ft- Instant- CT 1 rnd- SV Dex half1d6/lvl dmg- Arcs to target in 50ft. Each target 1 die dmg less until 0. Target can be hit more than once. 6- Control WeatherW- 2 miles- 4d12 hours- CT 10 minSV noChange/alter weather. Appropriate to region. Double all info for druids. 6- DisintigrateW- 150ft- Instant- CT 1 rnd- SV Chr partialMake save or die leaving inorganic matter only. Successful save take 5d6 dmg. 6- GeasW- 10 ft- Special- CT 1 rnd- SV Chr negGive target a task. If they are hindered/stop working towards all stats are halved until they start again. Lasts until task is completed or dispelled with Remove Curse. 6- Globe of InvulnerabilityW- Personal- 1 rnd/lvl- CT 1 rnd- SV no1-4 spells not affective against caster. Can cast own spells through globe. 6- Mass SuggestionW- 50 ft- 1 hr/lvl- CT 1 rnd- SV Chr negAs suggestion but all in 25ft radius. 6- TeleportTouch- Instant- CT 1 rnd- SV no-

Teleport self, objects and add people 50 lbs/lvl to location that one concentrates hard on. Roll d6 1-6 chance for mishap. Reroll, if 1 again bad mishap. 7- Finger of DeathW- 50ft- Perm- CT 1 rnd- SV Chr partialTarget pointed at dies horrible. Successful save 3d6 +1/lvl dmg. 7- Mass InvisibilityW- 50ft- Perm until dispelled- CT 1SV noAs Invisibility but 50ft radius. Breaks if individual moves more than 180ft from group. 7- Power Word, StunW- 50ft- Special- CT 1 rnd- SV none25ft radius- 35 HP or less stunned for 2d4 rnds, 36-70 HP 1d4 rnds. 7- VanishW- Touch- Instant- CT 1 rnd- SV noAs teleport, but only objects. 8- AntipathyW- 50ft- 2 hr/lvl- CT 1 hr- SV Chr negRepel specific type of creature (IEZombie, Trolls, etc). Sympathy is opposite. 8- BindingW- 50ft- Perm- CT 1 min- SV Chr neg (mod x2 for each HD above caster)Bound in Anipathy (spell) chains. Each assistant (up to 4) gives +1 to roll. 8- CloneW- Touch- Perm- CT- 1 hour (special)- SV no5,000 gp in materials needed and skin of creature. 2d4 months grown in vat. Stats as creature at time skin taken. 8- Incendiary CloudW- 150ft- 1 rnd/2 lvl- CT 1 rnd- SV Dex halfCloud of smoke w/ white hot embers fills a 20x30x30ft area. 3d6 dmg/rnd. Vision obscured past 5ft. 8- Mass Charm PersonW- 50ft- 1 day/lvl- CT 1 rnd- SV Chr negAs Charm person but up to 2x caster HD targets in 50ft radius.

8- Mind BlankW- 25ft- 1 day- CT 1 rnd- SV noProtects against all forms of scrying. 8- Power Word, BlindW- 50ft- special- CT 1 rnd- SV noTargets 40 HP/under blind 2d days; 50-80 HP blind 1d4 days. Higher not affected. 9- Astral ProjectionW- Touch- Until canceled- CT 30 minSV noBodies helpless in suspended animation. Must stay w/ caster or become lost. If body killed- dead. Astrally killed, wake up in body, take 3d6 dmg. 9- DisjunctionW- 50ft- Instant- CT 1- SV specialEnds 25x25ft area. Magic items get save or destroyed. Artifacts have a 1%/lvl to be destroyed (destruction attracts attention of higher entity). 9- GateW- 50ft- Special- CT 2 rnd- SV noCall forth a powerful entity or travel to their domain. 5% chance creature says fuck you. 5% chance wrong thing comes out. Not necessarily friendly, may squash you. 9- Meteor SwarmW- 450ft- Instant- CT 1 rnd- SV Dex halfSmall meteors fly at target from caster. Can do 4 for 10d6 dmg or 8 for 5d6 and explode in 10ft radius. 9- Power Word, KillW- 50ft- Instant- CT 1 rnd- SV noTarget one creature. 50 HP or less, dies instantly. Over 50 HP not affected.

9- Shape ChangeW- Personal- 10 Min/lvl- CT 1 rndSV noCaster can assume the shape of any creature the caster knows. From a gnat to a dragon, etc. 9- WishW- Unlimited- Instant- CT 1 rndMake up something good. Dont be greedy. When done roll Con save, fail- cannot cast spells again for 2d4 weeks. Success 1d4 weeks.

You might also like