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The Short Concise Spell List

Level- Spell- Class- Range- Duration- Cast Time- Save- Effect

Cleric 1- Command- 1- Sanctuary-


0- Create Water- C- 25ft- 1 rnd- CT 1 rnd- SV Chr neg- C- Touch- 1rnd lvl- CT 1 rnd- SV
C- 50ft- Perm- CT 1 rnd- SV no- One word command, 1 creature/2lvls. special-
Create 2 gallons of water. Can reverse magical effects like Warded character cant attack or cast
Sleep. offensive spells or ends. Attackers
0- Detect Alignment- must make Wis save or cant attack
C- 150x10 ft- 10 min/lvl- CT 1- SV no- 1- Cure Wounds- warded char.
Concentrate for 1 round in direction C- Touch- Perm- CT 1 rnd- SV Wis
and sense alignment specified in dmg- 1- Sound Burst-
range. Heal for 1d8/3 lvls (max 4d8). Hurt C- 50ft- Instant- CT 1 rnd- SV Wis-
undead, get Wis save. 20 ft radius take 1d8 dmg. Save or be
0- Detect Magic- stunned 1 rnd.
C- 50x10-ft- 1 min/lvl- CT 1 rnd- SV 1- Detect Secret Doors-
no- C- 60ft- 1 min/lvl- CT 1 rnd- SV no- 2- Aid-
Concentrate for 1 round in direction to Concentrate for 1 round in direction C- Touch- 1 rnd/lvl- CT 1 rnd- SV no-
sense magic in varying degrees of to sense secret doors. Longer Target 1d8 temp HP, +1 hit/save VS
strength. Passes through thin barriers. concentrate more info of doors gained. fear.
Passes through thin barriers.
0- Detect Poison- 2- Augery-
C- 50ft- 10 min/lvl- CT 1- SV no- 1- Detect Undead- C- Person- Instant- CT 1- SV no-
Detect whether one target has been C- 150ftx10ft- 1 min/lvl- CT 1 rnd- SV Find out if particular actions have
poisoned/is poisonous. no- good/bad consequences. 70 + 1%/lvl
Concentrate for 1 round in direction to chance for answer. Events up to 30
0- Endure Elements- sense undead. Passes through thin min seen.
C- Person- 24 hours- CT- 1 rnd- SV barriers.
no- 2- Consecrate-
Ignore intense weather conditions. 1- Invisibility to Unead- C- 50ft- 2 hrs/lvl- CT 3- SV no-
C- Touch- 10 min/lvl - CT 1 rnd- SV Holy land- +3 Turn undead/+1 VS
0- First Aid- Int neg- fear. Undead suffer -1 to all rolls.
C- Touch- Perm- CT 1 rnd- SV no- Invisible until ends/attack/cast Opposite is Bane.
Stabilizes dying character. buff/attack spell. Those attacking
suffer -8 at roll. Intelligent undead get 2- Darkness-
0- Ghost Sounds- save. C- 50ft- 10 min/lvl- CT 1- SV no- 20 ft
C- 150 ft- 1 rnd/lvl- CT 1- SV Int neg- radius darkness.
Create any type of sound up no louder 1- Obscuring Mist- Cancels out light spells of lower level.
than 4 humans. C- 1 min/lvl- CT 1 rnd- SV no- Special sight abilities dont work.
Stationary mist 25x20x10 ft obscures Opposite is Daylight.
0- Light- vision up to 5 ft, including special
C- 150ft- 10 min/lvl- CT 1- SV no- vision. Strong wind disperses. 2- Delay Poison-
Light a 30ft radius. C- Touch- 1 hr/lvl- CT 1 rnd- SV Con
1- Protection From Alignment- neg-
0- Purify Food and Drink- C- Touch- 3 rnd/lvl- CT 3 rnd/lvl- SV Cannot be affected by poison during
C- 10 ft- Perm- CT 1 rnd- SV no- no- spell duration.
Make food eatable. +2 AC/Saves against chosen
alignment. Protects against possession 2- Detect Traps-
1- Bless- as well. C- 50x10ft- 10 min/lvl- CT 1- SV no-
C- 50 ft- 1 min/lvl- CT 1 rnd- SV no- Either mundane/magical.
+1 hit/+1 save VS fear. Opposite is 1- Remove Fear-
Bane. C- Touch- Special- CT 1 rnd- SV no- 2- Hold Person-
+4 to save effects. If already Feared C- 50ft- 1rnd/lvl- CT- 1- SV Wis neg-
1- Bless Water- get another save at +1. Hold person physically in place. Can
Touch- Perm- CT 1 min- do mental shit.
Create holy/unholy water. 1- Resist Elements-
C- Touch- 1 min/lvl- CT 1 rnd- SV no- 2- Locate Object-
+2 save against specified element. C- 450 ft- 10 min/lvl- CT 1 rnd- SV
no-
Locate object (direction) that caster
has specified and seen before. Can be
general terms (IE stairs, gold, etc).
4- Air/Water Walk- 4- Restoration-
2- Remove Paralysis- C- Touch- 10 min/lvl- CT 1- SV- Wis C- Touch- Perm- CT 1 hour- SV no-
C- Touch- Special- CT 1 rnd- SV no- neg- Restores 1 level lost by level drain
Removes magical or non magical Air- move, climb at move. (not death). Restores ability scores
paralysis. Water- At normal speed, 1 inch above affected by temporary drain, but not
water. perm.
2- Silence-
C- 450ft- 1 min/lvl- CT 1 rnd- SV- 4- Command Water- 4- Tongues-
Special- C- 450ft- 10 min/lvl- CT 1 rnd- SV no- C- Touch- 1 min/lvl- CT 1 rnd- SV no-
15ft radius- all silent. Cast on target, Raise/lower water 2ft/lvl. Up to 10ft When you speak all understand you,
moves with them- get Dex save- if long/lvl. Can create a whirlpool in regardless of language. You
successful spell casts right next to large bodies of water. understand all languages in return.
them.
4- Discern Lies- 5- Atonement-
2- Speak with Dead- C- 50ft- 1 rnd/lvl- CT 1 rnd- SV Chr C- Touch- CT 1 hr + 1hr/lvl- SV no-
C- Touch- 1 min/lvl- Ct 10 min- SV neg- Repent for terrible deed done
no- Concentrate for 1 rnd and know if unknowingly/compulsed. Can be used
Speak with dead. Target can give someone is lying. Does not reveal the on willfully evil chars. Get save and
answers to things it knew in life. truth, evasions, or unintentional both gods become involved. Nasty.
inaccuracies.
2- Spiritual Weapon- 5- Commune-
C- 50ft- 1 rnd/lvl- CT 1 rnd- SV no- 4- Dismissal- C- Unlimited- Special- CT 10 min- SV
Magical weapon of deity. Caster C- 50ft- Instant- CT 1- SV Chr neg- no-
directed. Must stay in 50ft. Uses Force creature back to home plane of Contact diety and ask yes/no
casters attack roll. 1d8 dmg. Can hit existence. question/lvl. Use too much and piss
incorporeal or creatures only damaged of diety.
by magical weapons. 4- Divination-
C- Unlimited- Instant- CT 10 min- SV 5- Death Ward-
3- Animate Dead- no- C- Touch- 10 min/lvl- CT 1 rnd- SV
C- 50 ft- Perm- 25ft radius- CT- 1 Ask a question about a specific event no-
rnd- SV No- to deity. Answer can be simple Immune to death spells.
Animate 2HD/lvl undead phrase, few words, to cryptic.
(Skeleton/Zombie). Preserve Dead is 5- Dispel Alignment-
opposite. 4- Freedom of Movement- C- Touch- 1 rnd/lvl- CT 1- SV no-
C- Touch- 10 min/lvl- CT 1 rnd- SV +4 AC against specified alignment.
3- Create Food/Water- no- Successful touch attack on
C- 50 ft- Perm- CT 10 min- SV no- Unhindered by magical/nonmagical extraplanar/summoned dismisses.
Food for 3 people/1 horse for 1 stuff including water/fluids. Move as
day/lvl. Opposite is Spoil norm. 5- Ethereal Jaunt-
Food/Water. C- Personal- 1 rnd/lvl- CT 1 rnd- SV
4- Hallow- no-
3- Dispel Magic- C- Touch- 1 year- CT 1 day- SV no- Enter ethereal plane. Pass through
C- 150 ft- 1d6 rnd- CT 1 rnd- SV no- 150ft radius- solid objects of physical world. World
Suppresses magic for 1d6 rounds in +3AC/saves against evil. +3 to turn is shades of grey. Nasty shit here.
60ft radius. undead checks. Bodies in area cannot
be turned into undead. 5- Flame Strike-
3- Prayer- C- 150 ft- Instant- CT 1 rnd- SV Dex
C- 50ft radius- 1 rnd/lvl- CT 1 rnd- SV 4- Healing Circle- half-
no- C- 20ft sphere- Perm- CT 1 rnd- SV Holy fire- no resistances. 1d6 dmg/lvl
+1 to all rolls. Enemies suffer -1. special- in 10ft radius.
2d8 HP regained in area. Opposite is
3- Remove Harming Sphere- successful Wis 5- Insect Plague-
Blindness/Deafness/Curse/Disease- save neg. C- 450ft- 1 min/lvl- CT 1 rnd- SV
C- Touch- Perm- CT 1 rnd- SV no- special-
Specify which one you are removing. 4- Neutralize Poison- 180ft thick cloud of insects. While in
One effect per casting. C- Touch- Perm- CT 1 rnd- SV Con area take 1 dmg. 2 HD or less make
neg- Wis save or flee in absolute terror.
Stops poison and temp effects (but not
ones that have already happened).
Can be used on poisonous creatures.
5- Raise Dead- 7- Control Weather- 8- Mass Heal-
C- Touch- Perm- CT 1 min- SV no- C- 2 miles- 4d12 hours- CT 10 min- C- 50ft- CT 1 rnd- SV no-
Bring humanoid back to life if raised SV no- As heal but in 25ft radius.
within 1day/lvl of death. Raised target Change/alter weather. Appropriate to
loses 1 Con perm. Suffer death region. Double all info for druids. 9- Antipathy-
sickness, 12 hr. C- 50ft- 2 hr/lvl- CT 1 hr- SV Chr neg-
7- Greater Restoration- Repel specific type of creature (IE-
5- Scrying- C- Touch- Perm- CT 1 rnd- SV no- Zombie, Trolls, etc). Sympathy is
C- Unlimited- 1 rnd/lvl- CT 10 min- Restores lost ability scores and levels. opposite.
SV no- Removes curses and other bad shit.
You think hard about someone and Does not restore levels lost to death. 9- Astral Projection-
can watch them as if there. Pervert. C- Touch- Until canceled- CT 30 min-
They may notice your presence. Not 7- Regenerate- SV no-
good. C- Touch- Perm- CT 3 rnds- SV no- Bodies helpless in suspended
Regrow lost limbs and broken bones animation. Must stay w/ caster or
5- True Seeing- in 2d10 minutes. Also cures 1d8+1/lvl become lost. If body killed- dead.
C- Touch- 1 rnd/lvl- CT 1 rnd- SV no- HP. Astrally killed, wake up in body, take
See things as truly are. 3d6 dmg.
7- Resurrection-
6- Banishment- C- Touch- Perm- CT 1 hr- SV no- 9- Gate-
C- 50ft- Perm- CT 1 rnd- SV- Chr As Raise dead, but no ill effects. C- 50ft- Special- CT 2 rnd- SV no-
neg- Call forth a powerful entity or travel to
25ft radius. Forces creatures back to 8- Create Greater Undead- their domain. 5% chance creature
home plane. 2HD/lvl affected. C- 50ft- Perm- CT 1 hr- SV no- says fuck you. 5% chance wrong
Creature save -2. Create one higher undead. Not thing comes out. Not necessarily
immediately under control. Roll d10- friendly, may squash you.
6- Blade Barrier- 1-5) mummy; 6-8; specter; 9)
150ft- 3 rnd/lvl- CT 1 rnd- SV Dex vampire; 10) ghost. 9- Mind Blank-
neg (initial)- C- 25ft- 1 day- CT 1 rnd- SV no-
30x60x5ft wall of blades. 12d6 dmg 8- Discern Location- Protects against all forms of scrying.
to those passing through. Dex avoids C- Unlimited- Instant- CT 10 min- SV
damage when first appears. no- 9- Word of Recall-
Know exactly where someone is. C- Unlimited- Instant- CT 1 rnd- SV
6- Create Undead- Circumvents normal protection from no-
C- 50ft- Perm- CT 1 hr- SV no- scrying. Opposite is Hide Location. Teleport to designated sanctuary
Create one undead. Not immediately without error. Can also transport
under control. Roll d12- 1-5) ghoul; 8- Earthquake- objects and add people 50 lbs/lvl
6-8) shadow; 9-10) ghast; 11) wright; C- 450 ft- 1 rnd- CT 10 min- SV-
12) wraith. 50ft area suffers violent shakes. Dex
save or fall down. -10 to all actions if
6- Find the Path- successful. movement. Fissures
C- Touch- 10 min/lvl- CT 3 rnd- SV open up. Dex save or fall in (1-6
no- chance die). Buildings break and
Find the most direct route in area to collapse (8d6 dmg).
specified location. May take through
difficult terrain. 8- Fire Storm-
C- 150ft- Instant- CT 1 rnd- SV Dex
6- Geas- half- 10ft cubes/lvl-
C- 10 ft- Special- CT 1 rnd- SV Chr 1d6 dmg/lvl- Doesnt hurt natural
neg- vegetation, ground, or plant creatures
Give target a task. If they are unless so desired.
hindered/stop working towards all
stats are halved until they start again. 8- Holy Aura-
Lasts until task is completed or C- Touch- 1 rnd/lvl- CT 1 rnd- Save
dispelled with Remove Curse. special-
Target blinds evil creatures in 25
6- Heal- radius (Wis save), +4 AC, and
C- Touch- Perm- CT 1 rnd- SV no- immune to possession mind spells.
Heals target of bad stuff except level
drain and perm ability drain.
Druid 1- Detect Pits and Snares- 2- Delay Poison-
0- Create Water- D- 50x10ft- 10 min/lvl- CT 1- SV no- D- Touch- 1 hr/lvl- CT 1 rnd- SV Con
D- 50ft- Perm- CT 1 rnd- SV no- Concentrate for 1 round in direction to neg-
Create 2 gallons of water. sense pits, snares, primitive traps w/ Cannot be affected by poison during
natural materials. spell duration.
0- Detect Animals/Nature-
D- 150x10ft- 1 min/lvl- CT 1 rnd- SV 1- Entangle- 2- Heat Metal-
no- D- 450ft- 1 min/lvl- CT 1 rnd- SV Dex D- 50ft- 7 rnd- CT 1 rnd- SV none-
Concentrate for 1 round in direction to neg- Heats metal in 20ft radius. Holding
natural animals/nature in varying 25ft radius- Each round creature must metal causes agony and 2d4 dmg each
degrees of strength. Passes through make dex save or become entangled round held/worn. Opposite is Chill
thin barriers. by plants. -2 attack/-4 dex no move if Metal.
fail. Break free w/ Str check.
0- Endure Elements- 2- Hold Animal-
D- Person- 24 hours- CT- 1 rnd- SV 1- Faerie Fire- D- 50ft- 1rnd/lvl- CT- 1- SV Wis neg-
no- D- 150ft- 1 min/lvl- CT 1 rnd- 10x10ft Hold animal physically in place. Can
Ignore intense weather conditions. area- do mental shit.
Outlines invisible/blurred targets. +1
0- First Aid- to attack against them. 2- Produce Flame-
D- Touch- Perm- CT 1 rnd- SV no- D- Personal- 1 min/lvl- CT 1 rnd- SV
Stabilizes dying character. 1- Good Berries- no-
D- Touch- 1 day/lvl- CT 1 rnd- SV no- Appears in casters hand, no harm.
0- Ghost Sounds- 2d4 berries enhanced. When eaten as Light as torch. Used as weapon-
D- 150 ft- 1 rnd/lvl- CT 1- SV Int neg- if was full meal. Also heals 1d4 HP. 1d4+1 dmg. Can be thrown 50ft.
Create any type of sound up no louder Cant eat more than 4 berries a day.
than 4 humans. 2- Speak with Animals-
1- Invisibility to Animals- D- Personal- 1 min/lvl- Ct 1 rnd- SV
0- Know Direction- D- Touch- 10 min/lvl - CT 1 rnd- SV no-
D- Instant- CT 1 rnd- SV no- Int neg- Speak with animals.
Immediately know where North is. Invisible until ends/attack/cast
buff/attack spell. Those attacking 2- Warp Wood-
0- Light- suffer -8 at roll. D- 50 ft- Perm- CT 1 rnd- SV- no-
D- 150ft- 10 min/lvl- CT 1- SV no- 1x1x1ft can be affected. Warps and
Light a 30ft radius. 1- Magic Stones- weakens. Weapons are useless.
D- Touch- CT 1 rnd- SV no- Magical wood/weapons not affected.
0- Purify Food and Drink- Up to 3 stones- +1 attack- 1d6+1 dmg. Opposite is Strengthen Wood.
D- 10 ft- Perm- CT 1 rnd- SV no- Against undead doubled.
Make food eatable. 3- Call Lightning-
1- Pass Without a Trace- D- 450ft- 10 min/lvl- CT 10 min- SV
1- Alarm- D- Touch- 10 min/lvl- CT 1 rnd- SV Dex half- In cloudy area.
D- 50ft- 2 hrs/lvl- CT- 1 rnd- SV No- no- Roll Wisdom to succeed- each bolt
Small creature warns caster of stuff, Target leaves no trace when walking (1/lvl) 1d10 dmg. Can do other things
mentally or audibly. in nature. Non-magical tracking between bolts.
impossible.
1- Animal Friendship- 3- Meld Into Stone-
D- 50ft- Perm (exceptions)- CT 1 min- 2- Animal Messenger- D- Personal- 10 min/lvl- CT 1 rnd- SV
SV Chr neg- D- 50ft- 1 day/lvl- CT 1 rnd- SV no- no-
Loyal companion, knows 1d6 tricks. Acts like messenger. Tamed animals Melds into stone to hide. Can cast
Will leave if mistreated/away from immune. personal spells and is aware of time.
home too long. If stone badly damaged caster takes
2- Barkskin- 5d6 dmg.
1- Calm Animals- D- Touch- 10 min/lvl- CT 1 rnd- SV
D- 50ft- 1 min/lvl- CT 1 rnd- SV Chr no- 3- Neutralize Poison-
neg- Either +4 AC (skin turns to bark) or D- Touch- Perm- CT 1 rnd- SV Con
25ft radius, 2d4+ caster lvl HD turn into a tree (give off magical neg-
creatures affected. Normal first- no presence). Stops poison and temp effects (but not
save. Magical gets save. Become ones that have already happened).
docile. Threat ends. 2- Charm Animal- Can be used on poisonous creatures.
D- 50ft- 1 hr/lvl- CT 1 rnd- SV Chr
neg-
Makes target enamored with caster.
Will not harm self.
3- Plant Growth- 4-Quench- 5- Insect Plague-
D- 450ft- CT 3 rnds- SV no- D- 150ft- Special- CT 1 rnd- SV D- 450ft- 1 min/lvl- CT 1 rnd- SV
Plants grow and thicken in 100ft special- special-
radius, reduce movement to 10ft. Extinguish nonmagical fire in 50x50ft. 180ft thick cloud of insects. While in
Magical fire effects get save. Fail area take 1 dmg. 2 HD or less make
3- Protection From Elements- suppressed 1d4 rnds. Wis save or flee in absolute terror.
D- Touch- 10 min/lvl- CT 1 rnd- SV
no- 4- Repel Vermin- 5- Transmute Mud and Rock-
Specify elemental type, absorbs 12 D- 20ft sphere- 10 min/lvl- CT 1 rnd- W- 150ft- Instant- CT 1 rnd- SV
dmg/lvl from that type. Only absorbs SV special- special-
damage, not other affects. Vermin with HD of caster flee from Can alter mud/rock in a 10x10x10ft
effect. + to make Wis save and area. Cannot alter extensively worked
3- Pyrotechnics- take 1d6 dmg. rock (structures/some walls, etc) If
D- 150ft- CT 1 rd- SV no- used on roof, causes 8d6 dmg- Dex
Turn fire into fireworks (blinds for 4- Sleet Storm- SV half.
1d4 rnds) or choking smoke until out D- 450ft- 1 rnd/lvl- CT 1 rnd- SV Dex-
of it. Heavy sleet and ice pelt 50x50x20ft 5- Wall of Fire-
area. Obscures vision. Must make D- 50 ft- 1 rnd/lvl- CT 1 rnd- SV no-
3- Shape Stone/Wood- save or move . 10ft thick x 10ft/lvl long- Those in
D- Touch- 1 rnd/cubic foot- CT rnd- when cast take immediate 25 dmg.
SV no- 4- Summon Animals- Going through, Dex sv or 2d6 dmg.
10ft x 1ft/lvl area. Shape as Druid D- 50ft- 1 rnd/lvl- CT 1 rnd- SV no- Move .
sees fit. Summon animal equal to HD of
caster. (IE Caster 6HD- 1 6 HD 5- Wall of Thorns-
3- Speak With Plants- creature or 6 1 HD creatures, etc). D- 150 ft- 10 min/lvl- CT 1 rnd- SV
D- Personal- 1 min/lvl- CT 1 rnd- SV no-
no- 5- Animal Growth- Line or around caster. 2d4 dmg (10ft),
Get feelings and speak in primal way D- 150ft- 1 min/lvl- CT 1 rnd- SV no- 3d4 when going through.
with plants. Max 8 animals in 25ft radius doubles
in size, HD, attack, save, up dmg die 6- Antilife Shell-
3- Water Breathing- one type. D- Person- 1 min/lvl- CT 1 rnd- SV
D- Touch- 2 hrs/lvl- CT 1 rnd- SV no- no-
Any # creatures touched- duration 5- Awaken- Mobile 20ft sphere that keeps out
divided evenly. D- Touch- Perm- CT 1 day- SV Wis living things.
neg-
4- Antiplant Shell- Gives tree/animal human-like 6- Fire Seeds-
D- Person- 1 min/lvl- CT 1 rnd- SV sentience. Wis based roll for animals- D- Special- 1 min/lvl or used- CT 1
no- HD as mod. rnd per seed- SV Dex half-
Mobile 20ft sphere repells plant Up to four acorns altered- thrown at
creatures and animated plants. 5- Commune w/ Nature- target in 50ft- 4d8 fire dmg (ignites
D- CT 10 min- combustibles) or Eight Holly Berries-
4- Control Plants- Nature gives you three facts in 100ft Must be placed on ground- ignite for
D- 50ft- 1 min/lvl- CT 1- SV Chr neg- radius. 2d8 dmg in 5ft radius. Must be in 200
Basic control over plants. Plant ft to command to burst (ignites
creatures get save. 5- Control Wind- combustibles).
D- 50ft- 10 min/lvl- CT 1 rnd- SV no-
4- Dispel Magic- 100ft sphere. Change direction or 6- Repel Wood-
D- 150 ft- 1d6 rnd- CT 1 rnd- SV no- force. Discuss with GM. D- 150x120x10ft- 1 rnd/lvl- CT 1 rnd-
Suppresses magic for 1d6 rounds in SV no-
60ft radius. 5- Death Ward- Wood that is not fixed down or weighs
D- Touch- 10 min/lvl- CT 1 rnd- SV more than 500 lbs is pushed along
4- Freedom of Movement- no- path of spell. Move 40ft/rnd.
D- Touch- 10 min/lvl- CT 1 rnd- SV Immune to death spells.
no- 6- Summon Elemental-
Unhindered by magical/nonmagical 5- Ice Storm- D- 50ft- 10 min /lvl- CT 10 min- SV
stuff including water/fluids. Move as D- 150ft- 1 rnd/lvl- CT 1- SV no- no-
norm. 50x10ft line- 5d6 damage, A 12 HD Elemental appears and obeys
movement while in area. caster.
6- Wall of Stone- 8- Sunburst-
D- 50ft- Perm- CT 1 rnd- SV no- D- 50 ft- Instant- CT 1 rnd- SV Dex-
Adjoin to other stone- 2ft thick- 1000 3d6 dmg and blinded for 1d4 min.
square feet to change. Dex save not blinded and dmg.
Creatures that take dmg from sun,
7- Change Staff- dmg doubled. Undead extra d6 dmg.
D- Touch- 1 hr/lvl- CT 1 min-SV no-
Special staff change into Treant-like 9- Antipathy-
creature. If killed, staff destroyed. D- 50ft- 2 hr/lvl- CT 1 hr- SV Chr neg-
Otherwise can be used again. Repel specific type of creature (IE-
Zombie, Trolls, etc). Sympathy is
7- Creeping Doom- opposite.
D- 150 ft- 1 min/lvl- CT 1 rnd- SV no-
25x25 square. Creepy crawlies move 9- Earthquake-
and bite for 1hp dmg, then die. If in D- 450 ft- 1 rnd- CT 10 min- SV-
area you are killed. That many die. 50ft area suffers violent shakes. Dex
Move 10ft. More 150ft away from save or fall down. -10 to all actions if
origin, disappear. successful. movement. Fissures
open up. Dex save or fall in (1-6
7- Fire Storm- chance die). Buildings break and
D- 150ft- Instant- CT 1 rnd- SV Dex collapse (8d6 dmg).
half-
10ft cubes/lvl- 1d6 dmg/lvl- Doesnt 9- Heal-
hurt natural vegetation, ground, or D- Touch- Perm- CT 1 rnd- SV no-
plant creatures unless so desired. Heals target of bad stuff except level
drain and perm ability drain.
7- Control Weather-
D- 2 miles- 4d12 hours- CT 10 min- 9- Shape Change-
SV no- D- Personal- 10 Min/lvl- CT 1 rnd-
Change/alter weather. Appropriate to SV no-
region. Double all info for druids. Caster can assume the shape of any
creature the caster knows. From a
8- Animal Shapes- gnat to a dragon, etc.
D- 50ft- 1 hr/lvl- CT 1 rnd- SV no-
1 willing creature/lvl in 25ft radius 9- Storm of Vengence-
change to small/med creature. Gear D- 450ft- Up to 10 rnds- CT 2 rnds-
melds, dmg changes, gain natural SV special-
abilities. Keep ability scores. 750ft radius, 300ft tall. Druid must
concentrate each round or spell ends.
8- Command Plants- Targets Con sv or become deafened
D- 150ft- 2d6/lvl min- CT 1 rnd- SV (1d4 min). Rnd 2- Acid rain, 1d6 dmg,
Wis neg (Magical only)- no save. Rnd 3- Call 6 bolts lightning-
Command plants in 50ft radius to do one or multiple targets. 10d6 dmg
something for you in epic fashion. (Dex save dmg)- Rnd 4- Hailstones
in area- 5d6 dmg- no save- Rnd 5-10-
8- Finger of Death- Violent rain/wind- move - no missile
D- 50ft- Perm- CT 1 rnd- SV Chr weapons, no spells cast.
partial-
Target pointed at dies horrible.
Successful save 3d6 +1/lvl dmg.

8- Repel Metal/Stone- D-
150x120x10ft- 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
Wizard 1- Change Self- 1- Magic Missile-
0- Arcane Mark- W- Personal- 10 min/lvl- CT 1 rnd- SV W- 150ft- Instant- CT 1 rnd- SV no-
W- Touch- Perm- CT 1 rnd- SV no- Int neg- 1d4+1 dmg, extra missile every 3
Leave visible/invisible message up to 1ft taller/shorter- No race change- level.
lvl x2 characters. doesnt alter touch/sound.
1- Protection From Alignment-
0- Detect Magic- 1- Charm Person- W- Touch- 3 rnd/lvl- CT 3 rnd/lvl- SV
W- 50x10-ft- 1 min/lvl- CT 1 rnd- SV W- 50ft- 1 hr/lvl- CT 1 rnd- SV Chr no-
no- neg- +2 AC/Saves against chosen
Concentrate for 1 round in direction to Makes target enamored with caster. alignment. Protects against possession
sense magic in varying degrees of Will not harm self. as well.
strength. Passes through thin barriers.
1- Comprehend Languages- 1- Read Magic-
0- Detect Poison- W- 10 min/lvl- CT 1- SV no- W- Personal- 10 min/lvl- CT 1 rnd- SV
W- 50ft- 10 min/lvl- CT 1- SV no- Can read/understand language but not no-
Detect whether one target has been speak/write or know slang/references. Able to read magical writing.
poisoned/is poisonous.
1- Dancing Lights- 1- Shield-
0- Endure Elements- W- 150ft- 1 min- CT 1 rnd- SV no- W- Touch- 1 min/lvl- CT 1rnd- SV no-
W- Person- 24 hours- CT- 1 rnd- SV Create up to for lights, move 100ft. +4 AC, immune to Magic Missile.
no- Keep 20ft of one another or disappear.
Ignore intense weather conditions. 1- Shocking Grasp-
1- Daze- W- Touch- Instant- CT 1 rnd- SV no-
0- Light- W- 25ft- 1 rnd- CT 1 rnd- SV Int neg- 1d8 +1/level dmg.
W- 150ft- 10 min/lvl- CT 1- SV no- Creature with 4HD/less take no
Light a 30ft radius. actions for 1 rnd. 1- Sleep-
W- 150ft, 30ft radius- 1 min/lvl- CT 1
0- Mage Hand- 1- Erase- rnd- SV no-
W- 25 ft- Concentration- CT- 1 rnd- W- 50ft- Perm- CT 1 rnd- SV no- 2d4 HD creatures affected. 5HD+ not
SV no- Mundane writing automatically affected.
Lift something 5 lbs 15 ft any erased. Magical must make Int check
direction/rnd. to be erased. Up to 1 magical scroll or 1- Spider Climb-
2 pages in book. W- Touch- 2 rnd/lvl- CT 1 rnd- SV no-
0- Mending- Climb like spider. Hands and feet
W- Touch- Perm- CT 1 rnd- SV no- 1- Feather Fall- must be uncovered.
Able to fix breaks in mundane non- W- 150ft- 1 rnd/lvl- CT 1 rnd- SV no-
complex items. 50ft area. 1- Summon-
Creatures fall 50ft/rnd. Take no W- 50 ft- 2 rnds/lvl- CT 2 rnds- SV no-
0- Message- falling damage if land before spell Roll Int save to successfully summon
W- 25ft- CT 1 rnd- SV no- ends. If land after, dmg for distance creature. Roll of 1- Caster and it
Caster can whisper to target in sight as after. merge to form terrible monster. Form
if at ear. strange and weird, be creative. Roll:
1- Floating Disk- d4- # attacks; d6- Add # to 11= AC;
0- Prestidigitation- W- 10ft- 1 hr/lvl- CT 1 rnd- SV no- d8 bonus to attack/saves; d10 Form-
W- 10ft- 1 hr (if alteration)- CT 1 rnd- 3 ft in diameter disk, always level w/ 1) Giant Eyeball; 2) Orc; 3) Giant Rat;
SV no- ground, 3 ft above. Moves as caster. 4) Ball of puss; 5) Gnoll; 6) Bugbear;
Do cool little creative stuff. Holds up to 1,000 lbs or 2 ft liquid. 7) Ghoul; 8) Harpy; 9) Werewolf; 10)
50ft away from caster, vanishes. Horse turned inside out; d12 Add # +
0- Ray of Frost- 10 for HP; d20 If rolls is 15 higher-
W- 25ft- Instant- CT 1 rnd- SV Dex 1- Hold Portal- has special ability. Make it up.
neg move- W- 50ft- Till opened- CT 1- SV no-
1d3 dmg. Save or movement. As if locked- knock spell or battering 2- Acid Arrow-
will open. W- 450ft- 1+1 rnd/lvl- CT 1 rnd- SV
1- Alter Size- no-
W- 50ft- 1 min/lvl- CT 1 rnd- SV Con 1- Identify- Roll hit, 2d4 damage. Unless
neg- W- 5ft- 1 rnd/lvl- CT 10 min- SV no- neutralized extra dmg.
Change creature 50%. Items change One feature of magic object revealed
too (incl. dmg). per round. 2- Alter Self-
W- Personal- 10 min/lvl- CT 1 rnd- SV
1- Burning Hands- 1- Jump- no-
W- 5ft- Inst- CT 1 rnd- SV no- W- Touch- 1 min/lvl- CT 1 rnd- SV no- As Change Self, but gain race special
5x10ft cone flames. 1d4+1/lvl dmg. Double your jumping ability. abilities. No supernatural ones.
2- Blur- Detailed or general command. When Can hear/see area. 10ft see in natural
W- Touch- 1 min/lvl- CT 1 rnd- fulfilled mouth opens on object and dark. Cant penetrate magical dark.
Become out of focus- +2 AC. speaks up to 30 words. Spell can be blocked.

2- Continual Flame- 2- Mirror Image- 3- Dispel Magic-


W- 5ft- Perm- CT 1- SV no- W- 5ft around caster- 3 rnd/lvl- CT 1 W- 150 ft- 1d6 rnd- CT 1 rnd- SV no-
Heatless torch. Need stick. Can be rnd- SV no- Suppresses magic for 1d6 rounds in
covered/hidden. 1d4+1 exact copies. Roll random for 60ft radius.
hit.
2- Darkness- 3- Explosive Runes-
W- 50ft- 10 min/lvl- CT 1 rnd- SV no- 2- Protection from Arrows- W- Touch- Perm until triggered- CT 1
20 ft radius darkness. Cancels out W- Touch- 10 min/lvl- CT 1 rnd- SV min- SV- Special-
light spells of lower level. Special no- Scribe runes on object, when read
sight abilities dont work. Opposite is Ignore normal arrows. Large missiles explode for 6d6 dmg. No save. In
Daylight. are still a danger. 10ft radius, dex save for dmg.
Caster read- no worries. Object fine
2- Detect Thoughts- 2- Pyrotechnics- W- 150ft- CT 1 rd- after explosion.
W- 50x10ft 10 min/lvl- CT 1 rnd- SV SV no- Turn fire into fireworks (blinds
no- for 1d4 rnds) or choking smoke until 3- Fireball-
Concentrate for 1 round in direction to out of it. W- 450ft- Instant- CT 1 rnd- SV Dex
sense thoughts/absence of. Second half-
rnd detect intelligence. Passes 2- Rope Trick- Fire blast 1d6 dmg/lvl.
through thin barriers. W- Touch- 1 hr + 1 min/lvl- CT 1 rnd-
SV no- 3- Fly-
2- Enhance Attribute- Rope slithers into air. Up to three W- Touch- 10 min/lvl- CT 1 rnd- SV
W- Touch- 1 hr/lvl- CT 1 rnd- SV- Con targets can climb up into a small safe no-
neg- pocket dimension. Rope can be pulled Ascend 45ft, Dive 180 ft, and move
Add +4 to attribute. Opposite is up. 90ft rnd.
Weaken Attribute.
2- Scare- 3- Gaseous Form-
2- Fog Cloud- W- 50ft- 1 rnd/lvl- CT 1 rnd- SV Chr W- Touch- 1 min/lvl- CT 1 rnd- SV no-
W- 150ft- 10 min/lvl- CT 1 rnd- SV no- neg- Turn into fog- immune to nonmagical
50x20x20 fog. Conceals anyone 5HD or less roll save or flee in terror. attacks- move 10ft rnd- Can be blown
further than 5ft. Success -1 to all rolls. about by stiff winds.

2- Invisibility- 2- See Invisibility- 3- Gust of Wind-


W- Touch- Permanent- CT 1 rnd- SV W- As norm vision- 10 min/lvl- CT 1 W- 150 ft- 1 rnd- CT 1 rnd- SV Str
no- rnd- SV no- neg-
Invisible until attack/cast buff/attack You see invisible things. Snuff small/fan large flames, knock
spell. Those attacking suffer -8 at roll. over small creatures.
2- Shatter-
2- Knock- W- 50ft- Instant- CT 1 rnd- SV Con 3- Hallucinatory Terrain-
W- 50ft- Permanent- CT 1 rnd- SV no- neg- W- 150ft- Special- CT 10 min- SV In
Unlocks even magical doors. Up to Glass and brittle objects of up to 1lbs neg-
two types of prevention. Opposite is must make save or shatter in 25 ft Change terrain to what caster desires
Lock. radius. Glass creatures take 1d6 dmg. in 10x10ft radius/lvl. Persists till
successful save.
2- Levitate- 2- Web-
W- 50ft- 10 min/lvl- CT 1 rnd- SV no- W- 50 ft- Perm- CT 1 rnd- SV Dex- 3- Haste-
Able to float vertical 20 ft/rnd. 20x20x10 area- Roll dex. Fail -2 to W- 50ft- 1 rnd/lvl- CT 1 rnd- SV Con-
attacks, -4 dex. Success move. Double movement/attacks/rnd- Con
2- Locate Object- save or age 1 year. Opposite is Slow.
W- 450 ft- 10 min/lvl- CT 1 rnd- SV 3- Blink-
no- W- 1 rnd/lvl- CT 1 rnd- 3- Hold Person-
Locate object (direction) that caster Attackers -10, target spells (and W- 50ft- 1rnd/lvl- CT- 1- SV Wis neg-
has specified and seen before. Can be caster) 50% fail. Caster -2 attacks. Hold person physically in place. Can
general terms (IE stairs, gold, etc). do mental shit.
3- Clairaudience/Clairvoyance-
2- Magic Mouth- W- Place known- 1 min/lvl- CT 1 rnd- 3- Invisibility Sphere-
W- Touch- Perm- CT 1 rnd- SV no- SV no- W- Touch- Permanent- CT 1 rnd- SV
no-
All in 10ft radius invisible until 4- Fear- 5- Bind Elemental-
attack/cast buff/attack spell. Those W- 50ft- 1 rnd/lvl- CT 1 rnd- SV Chr W- 50 ft- 10min/lvl- CT 10 min- SV
attacking suffer -8 at roll. neg- no-
25 ft radius. Flee in terror and cower. Summon elemental, 1d12 HD) to
3- Lightning Bolt- -2 to all actions. caster to do bidding. Caster must
W- 100ft 5x60ft- Instant- CT 1 rnd- concentrate, if fail/lost Elemental
SV- Dex half- 4- Fire Shield- throttles caster.
D1d6 dmg/lvl. W- Touch- 1 rnd/lvl- CT 1 rnd- SV no-
Targets that hit char do normal 5- Cloudkill-
3- Stinking Cloud- damage but also take 1d6 +1/lvl dmg. W- 150ft- 1 min/lvl- CT 1 rnd SV- Con
W- 30ft- 1 rnd/lvl- CT 1 rnd- SV Con Gives off light of torch. Opposite is (special)-
neg- Chill Shield. 20x30x20- 3HD/less dead. 4-5 save or
20x20x20 cloud- fail save sickened die. 6+ save or 1d10 dmg.
1d4 rnds. 4- Ice Storm-
W- 150ft- 1 rnd/lvl- CT 1- SV no- 5- Cone of Cold-
3- Suggestion- 50x10ft line- 5d6 damage, W- 5x50ft cone- Instant- CT 1 rnd- SV
W- 50ft 1 hr/lvl- CT 1 rnd- SV Chr movement while in area. Dex half-
neg- 1d6/lvl ice damage.
Suggest something reasonable for 4- Minor Globe of Invulnerability-
target to do. Out of W- Personal- 1/rnd lvl- CT 1 rnd- SV 5- Faithful Hound-
character/dangerous automatically no- W- 50ft- 1 hr/lvl- CT 2 rnd- SV no-
breaks spell. 1-3 spells not effective. Can cast own. Guards and paces- howls in alarm- -2
attack/morale. Bite is magical- 3d6
3- Tongues- 4- Phantasmal Killer- dmg. AC 18. Once howls- 1 rnd/lvl.
W- Touch- 1 min/lvl- CT 1 rnd- SV no- W- 1 rnd/lvl/Target save or dead- CT
When you speak all understand you, 1 rnd- SV Wis neg- 5- Feeblemind-
regardless of language. You Caster summons terrible horror of W- 150 ft- Perm until dispelled- CT 1
understand all languages in return. target. When touched target must rnd- SV Chr neg-
make Wis save or die. Reduce character to blathering idiot.
3- Water Breathing- Int becomes is now a 1d4.
W- Touch- 2 hrs/lvl- CT 1 rnd- SV no- 4- Polymorph-
Any # creatures touched- duration W- 50ft- 10 min/lvl or perm- CT 1rnd- 5- Hold Monster-
divided evenly. SV Wis neg- W- 50ft- 1rnd/lvl- CT- 1- SV Wis neg-
Transform into natural creatures up to Hold monster physically in place. Can
4- Arcane Eye- size categories larger/smaller. Gain do mental shit.
W- Unlimited- 1 min/lvl- CT 1 min- SV special abilities.
no- 5- Passwall-
Invisible eye sends caster info. Move 4- Scrying- W- 50ft- 1 hr/lvl- CT 1 rnd- SV no-
30 ft round. W- Unlimited- 1 rnd/lvl- CT 10 min- Pass through wall 5ft wide, 8ft tall,
SV no- 10ft deep.
4- Charm Monster- You think hard about someone and
W- 50ft- 1 hr/lvl- CT 1 rnd- SV Chr can watch them as if there. Pervert. 5- Permanency-
neg- They may notice your presence. Not W- Touch- Perm- CT 2+Spell lvl/days-
Makes target enamored with caster. good. SV no-
Will not harm self. Make spell effect on item permanent.
4- Wall of Fire- Use GM discretion on what spells can
4- Confusion- W- 50 ft- 1 rnd/lvl- CT 1 rnd- SV no- be made perm.
W- 150 ft- 1 rnd/lvl- CT 1 rnd- VS Wis Line or around caster. 2d4 dmg (10ft),
neg- 3d4 when going through. 5- Telekinesis-
1) Do nothing; 2) Attack self; 3) W- 100 ft- 1 rnd/lvl- CT 1 rnd- SV
Attack friend; 4) Normal 4- Wall of Ice- special-
W- 50 ft- 1 rnd/lvl CT 1 rnd- SV no- Lift 25lbs/lvl at 20ft rnd- Creatures
4- Detect Scrying- Line or around caster. No vision. 1d6 make Chr save -4 to avoid.
W- Unlimited- 1 day- CT 1- SV no- dmg through. Str check -2 to break.
Detect if someone is spying and being 5- Telepathic Bond-
a pervert through magical means on 5- Animate Dead- W- 30ft- 1 hr- CT 1 rnd- SV no-
you or other. W- 50 ft- Perm- 25ft radius- CT- 1 1 target every 3/lvl. Must all be in
rnd- SV no- range.
4- Dimension Door- Animate 2HD/lvl undead
W- 450ft- Instant- CT 1 rnd- SV no- (Skeleton/Zombie). Preserve Dead is 5- Transmute Mud and Rock-
Caster is transported up to 450ft. opposite. W- 150ft- Instant- CT 1 rnd- SV
Cannot act till next round. special-
Can alter mud/rock in a 10x10x10ft Teleport self, objects and add people 8- Mind Blank-
area. Cannot alter extensively worked 50 lbs/lvl to location that one W- 25ft- 1 day- CT 1 rnd- SV no-
rock (structures/some walls, etc) If concentrates hard on. Roll d6 1-6 Protects against all forms of scrying.
used on roof, causes 8d6 dmg- Dex chance for mishap. Reroll, if 1 again
SV half. bad mishap. 8- Power Word, Blind-
W- 50ft- special- CT 1 rnd- SV no-
5- Wall of Stone- 7- Finger of Death- Targets 40 HP/under blind 2d days;
W- 50ft- Perm- CT 1 rnd- SV no- W- 50ft- Perm- CT 1 rnd- SV Chr 50-80 HP blind 1d4 days. Higher not
Adjoin to other stone- 2ft thick- 1000 partial- affected.
square feet to change. Target pointed at dies horrible.
Successful save 3d6 +1/lvl dmg. 9- Astral Projection-
6- Antimagic Shell- W- Touch- Until canceled- CT 30 min-
W- Person- 1 min/lvl- CT 1 rnd- SV 7- Mass Invisibility- SV no-
no- W- 50ft- Perm until dispelled- CT 1- Bodies helpless in suspended
20ft mobile sphere nullifies magic. SV no- animation. Must stay w/ caster or
Magical creatures lose As Invisibility but 50ft radius. Breaks become lost. If body killed- dead.
magical/supernatural abilities, but still if individual moves more than 180ft Astrally killed, wake up in body, take
function. from group. 3d6 dmg.

6- Chain Lightning- 7- Power Word, Stun- 9- Disjunction-


W- 450ft- Instant- CT 1 rnd- SV Dex W- 50ft- Special- CT 1 rnd- SV none- W- 50ft- Instant- CT 1- SV special-
half- 25ft radius- 35 HP or less stunned for Ends 25x25ft area.
1d6/lvl dmg- Arcs to target in 50ft. 2d4 rnds, 36-70 HP 1d4 rnds. Magic items get save or destroyed.
Each target 1 die dmg less until 0. Artifacts have a 1%/lvl to be
Target can be hit more than once. 7- Vanish- destroyed (destruction attracts
W- Touch- Instant- CT 1 rnd- SV no- attention of higher entity).
6- Control Weather- As teleport, but only objects.
W- 2 miles- 4d12 hours- CT 10 min- 9- Gate-
SV no- 8- Antipathy- W- 50ft- Special- CT 2 rnd- SV no-
Change/alter weather. Appropriate to W- 50ft- 2 hr/lvl- CT 1 hr- SV Chr Call forth a powerful entity or travel to
region. Double all info for druids. neg- their domain. 5% chance creature
Repel specific type of creature (IE- says fuck you. 5% chance wrong
6- Disintigrate- Zombie, Trolls, etc). Sympathy is thing comes out. Not necessarily
W- 150ft- Instant- CT 1 rnd- SV Chr opposite. friendly, may squash you.
partial-
Make save or die leaving inorganic 8- Binding- 9- Meteor Swarm-
matter only. Successful save take 5d6 W- 50ft- Perm- CT 1 min- SV Chr neg W- 450ft- Instant- CT 1 rnd- SV Dex
dmg. (mod x2 for each HD above caster)- half-
Bound in Anipathy (spell) chains. Small meteors fly at target from
6- Geas- Each assistant (up to 4) gives +1 to caster. Can do 4 for 10d6 dmg or 8
W- 10 ft- Special- CT 1 rnd- SV Chr roll. for 5d6 and explode in 10ft radius.
neg-
Give target a task. If they are 8- Clone- 9- Power Word, Kill-
hindered/stop working towards all W- Touch- Perm- CT- 1 hour W- 50ft- Instant- CT 1 rnd- SV no-
stats are halved until they start again. (special)- SV no- Target one creature. 50 HP or less,
Lasts until task is completed or 5,000 gp in materials needed and skin dies instantly. Over 50 HP not
dispelled with Remove Curse. of creature. 2d4 months grown in vat. affected.
Stats as creature at time skin taken.
6- Globe of Invulnerability-
W- Personal- 1 rnd/lvl- CT 1 rnd- SV 8- Incendiary Cloud- 9- Shape Change-
no- W- 150ft- 1 rnd/2 lvl- CT 1 rnd- SV W- Personal- 10 Min/lvl- CT 1 rnd-
1-4 spells not affective against caster. Dex half- SV no-
Can cast own spells through globe. Cloud of smoke w/ white hot embers Caster can assume the shape of any
fills a 20x30x30ft area. 3d6 dmg/rnd. creature the caster knows. From a
6- Mass Suggestion- Vision obscured past 5ft. gnat to a dragon, etc.
W- 50 ft- 1 hr/lvl- CT 1 rnd- SV Chr
neg- 8- Mass Charm Person- 9- Wish-
As suggestion but all in 25ft radius. W- 50ft- 1 day/lvl- CT 1 rnd- SV Chr W- Unlimited- Instant- CT 1 rnd-
neg- Make up something good. Dont be
6- Teleport- As Charm person but up to 2x caster greedy. When done roll Con save,
Touch- Instant- CT 1 rnd- SV no- HD targets in 50ft radius. fail- cannot cast spells again for 2d4
weeks. Success 1d4 weeks.

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