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Wildwood Red in Tooth and Claw [RG]
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<blockquote data-quote="Voadam" data-source="post: 2813798" data-attributes="member: 2209"><p><strong>Party Spells</strong></p><p></p><p>Party Spells known</p><p></p><p>Inamar</p><p>1 Cure Light Wounds, Shield</p><p>0 Light, Mage Hand, Message, Prestidigitation, Read Magic</p><p>[sblock]</p><p>1st level</p><p>[sblock]</p><p>Cure Light Wounds</p><p>Conjuration (Healing)</p><p>Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2 </p><p>Components: V, S </p><p>Casting Time: 1 standard action </p><p>Range: Touch </p><p>Target: Creature touched </p><p>Duration: Instantaneous </p><p>Saving Throw: Will half (harmless); see text </p><p>Spell Resistance: Yes (harmless); see text </p><p></p><p>When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). </p><p></p><p>Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. </p><p></p><p>Shield</p><p>Abjuration [Force]</p><p>Level: Sor/Wiz 1 </p><p>Components: V, S </p><p>Casting Time: 1 standard action </p><p>Range: Personal </p><p>Target: You </p><p>Duration: 1 min./level (D) </p><p></p><p>Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the shield spell for cover. </p><p>[/sblock]</p><p></p><p>0 level</p><p>[sblock]</p><p>Light</p><p>Evocation [Light]</p><p>Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 </p><p>Components: V, M/DF </p><p>Casting Time: 1 standard action </p><p>Range: Touch </p><p>Target: Object touched </p><p>Duration: 10 min./level (D) </p><p>Saving Throw: None </p><p>Spell Resistance: No </p><p></p><p>This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. </p><p></p><p>A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level. </p><p></p><p>Arcane Material Component</p><p>A firefly or a piece of phosphorescent moss. </p><p></p><p>Mage Hand</p><p>Transmutation</p><p>Level: Brd 0, Sor/Wiz 0 </p><p>Components: V, S </p><p>Casting Time: 1 standard action </p><p>Range: Close (25 ft. + 5 ft./2 levels) </p><p>Target: One nonmagical, unattended object weighing up to 5 lb. </p><p>Duration: Concentration </p><p>Saving Throw: None </p><p>Spell Resistance: No </p><p></p><p>You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. </p><p></p><p>Message</p><p>Transmutation [Language-Dependent]</p><p>Level: Brd 0, Sor/Wiz 0 </p><p>Components: V, S, F </p><p>Casting Time: 1 standard action </p><p>Range: Medium (100 ft. + 10 ft./level) </p><p>Targets: One creature/level </p><p>Duration: 10 min./level </p><p>Saving Throw: None </p><p>Spell Resistance: No </p><p></p><p>You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers. </p><p></p><p>Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips. </p><p></p><p>Focus</p><p>A short piece of copper wire. </p><p></p><p>Prestidigitation</p><p>Universal</p><p>Level: Brd 0, Sor/Wiz 0 </p><p>Components: V, S </p><p>Casting Time: 1 standard action </p><p>Range: 10 ft. </p><p>Target, Effect, or Area: See text </p><p>Duration: 1 hour </p><p>Saving Throw: See text </p><p>Spell Resistance: No </p><p></p><p>Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour. </p><p></p><p>Read Magic</p><p>Divination</p><p>Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 </p><p>Components: V, S, F </p><p>Casting Time: 1 standard action </p><p>Range: Personal </p><p>Target: You </p><p>Duration: 10 min./level </p><p></p><p>By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). </p><p></p><p>Read magic can be made permanent with a permanency spell. </p><p></p><p>Focus</p><p>A clear crystal or mineral prism. </p><p>[/sblock]</p><p>[/sblock]</p><p>Gravan</p><p>1 cure light wounds, entangle, goodberry</p><p>0 create water, cure minor wound, detect magic, light, mending</p><p>[sblock]</p><p>1st level</p><p>[sblock]</p><p>Cure Light Wounds</p><p>Conjuration (Healing)</p><p>Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2 </p><p>Components: V, S </p><p>Casting Time: 1 standard action </p><p>Range: Touch </p><p>Target: Creature touched </p><p>Duration: Instantaneous </p><p>Saving Throw: Will half (harmless); see text </p><p>Spell Resistance: Yes (harmless); see text </p><p></p><p>When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). </p><p></p><p>Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. </p><p></p><p>Entangle</p><p>Transmutation</p><p>Level: Drd 1, Plant 1, Rgr 1 </p><p>Components: V, S, DF </p><p>Casting Time: 1 standard action </p><p>Range: Long (400 ft. + 40 ft./level) </p><p>Area: Plants in a 40-ft.-radius spread </p><p>Duration: 1 min./level (D) </p><p>Saving Throw: Reflex partial; see text </p><p>Spell Resistance: No </p><p></p><p>Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement. </p><p></p><p>Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants. </p><p></p><p>Goodberry</p><p>Transmutation</p><p>Level: Drd 1 </p><p>Components: V, S, DF </p><p>Casting Time: 1 standard action </p><p>Range: Touch </p><p>Targets: 2d4 fresh berries touched </p><p>Duration: One day/level </p><p>Saving Throw: None </p><p>Spell Resistance: Yes </p><p></p><p>Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period. </p><p>[/sblock]</p><p></p><p>0 level</p><p>[sblock]</p><p>Create Water</p><p>Conjuration (Creation) [Water]</p><p>Level: Clr 0, Drd 0, Pal 1 </p><p>Components: V, S </p><p>Casting Time: 1 standard action </p><p>Range: Close (25 ft. + 5 ft./2 levels) </p><p>Effect: Up to 2 gallons of water/level </p><p>Duration: Instantaneous </p><p>Saving Throw: None </p><p>Spell Resistance: No </p><p></p><p>This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. </p><p></p><p>Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. </p><p></p><p>Cure Minor Wounds</p><p>Conjuration (Healing)</p><p>Level: Clr 0, Drd 0 </p><p></p><p>This spell functions like cure light wounds, except that it cures only 1 point of damage. </p><p></p><p>Detect Magic</p><p>Divination</p><p>Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 </p><p>Components: V, S </p><p>Casting Time: 1 standard action </p><p>Range: 60 ft. </p><p>Area: Cone-shaped emanation </p><p>Duration: Concentration, up to 1 min./level (D) </p><p>Saving Throw: None </p><p>Spell Resistance: No </p><p></p><p>You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. </p><p></p><p>1st Round</p><p>Presence or absence of magical auras. </p><p></p><p>2nd Round</p><p>Number of different magical auras and the power of the most potent aura. </p><p></p><p>3rd Round</p><p>The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) </p><p></p><p>Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. </p><p></p><p>Aura Strength</p><p>An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two. </p><p></p><p>Spell or Object Aura Power </p><p>Faint Moderate Strong Overwhelming </p><p>Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level) </p><p>Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact) </p><p></p><p>Lingering Aura</p><p>A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: </p><p></p><p>Original Strength Duration of Lingering Aura </p><p>Faint 1d6 rounds </p><p>Moderate 1d6 minutes </p><p>Strong 1d6×10 minutes </p><p>Overwhelming 1d6 days </p><p></p><p>Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. </p><p></p><p>Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. </p><p></p><p>Detect magic can be made permanent with a permanency spell. </p><p></p><p>Light</p><p>Evocation [Light]</p><p>Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 </p><p>Components: V, M/DF </p><p>Casting Time: 1 standard action </p><p>Range: Touch </p><p>Target: Object touched </p><p>Duration: 10 min./level (D) </p><p>Saving Throw: None </p><p>Spell Resistance: No </p><p></p><p>This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. </p><p></p><p>A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level. </p><p></p><p>Mending</p><p>Transmutation</p><p>Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 </p><p>Components: V, S </p><p>Casting Time: 1 standard action </p><p>Range: 10 ft. </p><p>Target: One object of up to 1 lb. </p><p>Duration: Instantaneous </p><p>Saving Throw: Will negates (harmless, object) </p><p>Spell Resistance: Yes (harmless, object) </p><p></p><p>Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. </p><p></p><p>Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs). </p><p></p><p>[/sblock]</p><p>[/sblock]</p><p></p><p>Weylan</p><p>1 Force Screen, Grip of Iron</p><p>[sblock]</p><p>1st level</p><p>Force Screen</p><p>Psychokinesis [Force]</p><p>Level: Psion/wilder 1, psychic warrior 1 </p><p>Display: Auditory </p><p>Manifesting Time: 1 standard action </p><p>Range: Personal </p><p>Target: You </p><p>Duration: 1 min./level </p><p>Power Points: 1 </p><p></p><p>You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +4 shield bonus to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect). Since it hovers in front of you, the effect has no armor check penalty associated with it. </p><p></p><p>Augment</p><p>For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1. </p><p></p><p>Grip of Iron</p><p>Psychometabolism</p><p>Level: Psychic warrior 1 </p><p>Display: Visual </p><p>Manifesting Time: 1 immediate action </p><p>Range: Personal </p><p>Target: You </p><p>Duration: 1 round/level </p><p>Power Points: 1 </p><p></p><p>You can improve your chances in a grapple as an immediate action, gaining a +4 enhancement bonus on your grapple checks. </p><p></p><p>You can manifest this power with an instant thought, quickly enough to gain the benefit of the power in the current round. Manifesting this power is an immediate action. You can manifest this power when it isn’t your turn (if you are grappled). </p><p></p><p>Augment</p><p>For every 4 additional power points you spend, the enhancement bonus on your grapple checks increases by 2. </p><p></p><p>[/sblock]</p><p></p><p></p><p>old party</p><p>[sblock]</p><p>Cursed</p><p>1 mage armor, sleep</p><p>0 dancing lights, ghost sound, mage hand, prestidigitation</p><p>[SBLOCK]</p><p></p><p>1st level</p><p></p><p>[SBLOCK]Mage Armor</p><p>Conjuration (Creation) [Force]</p><p>Level: Sor/Wiz 1</p><p>Components: V, S, F</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: Creature touched</p><p>Duration: 1 hour/level (D)</p><p>Saving Throw: Will negates (harmless)</p><p>Spell Resistance: No</p><p></p><p>An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.</p><p></p><p>Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures cant bypass it the way they do normal armor.</p><p></p><p>Focus</p><p>A piece of cured leather.</p><p></p><p>Sleep</p><p>Enchantment (Compulsion) [Mind-Affecting]</p><p>Level: Brd 1, Sor/Wiz 1</p><p>Components: V, S, M</p><p>Casting Time: 1 round</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Area: One or more living creatures within a 10-ft.-radius burst</p><p>Duration: 1 min./level</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p></p><p>A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.</p><p></p><p>Among creatures with equal HD, those who are closest to the spells point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.</p><p></p><p>Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).</p><p></p><p>Sleep does not target unconscious creatures, constructs, or undead creatures.</p><p>Material Component</p><p></p><p>A pinch of fine sand, rose petals, or a live cricket.[/SBLOCK]</p><p></p><p>0 level</p><p></p><p>[SBLOCK]Dancing Lights</p><p>Evocation [Light]</p><p>Level: Brd 0, Sor/Wiz 0</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Effect: Up to four lights, all within a 10-ft.-radius area</p><p>Duration: 1 minute (D)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spells range.</p><p></p><p>Dancing lights can be made permanent with a permanency spell.</p><p></p><p>Ghost Sound</p><p>Illusion (Figment)</p><p>Level: Brd 0, Sor/Wiz 0</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Effect: Illusory sounds</p><p>Duration: 1 round/level (D)</p><p>Saving Throw: Will disbelief (if interacted with)</p><p>Spell Resistance: No</p><p></p><p>Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sounds basic character.</p><p></p><p>The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.</p><p></p><p>Ghost sound can enhance the effectiveness of a silent image spell.</p><p></p><p>Ghost sound can be made permanent with a permanency spell.</p><p>Material Component</p><p></p><p>A bit of wool or a small lump of wax.</p><p></p><p>Mage Hand</p><p>Transmutation</p><p>Level: Brd 0, Sor/Wiz 0</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One nonmagical, unattended object weighing up to 5 lb.</p><p>Duration: Concentration</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spells range.</p><p></p><p>Prestidigitation</p><p>Universal</p><p>Level: Brd 0, Sor/Wiz 0</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: 10 ft.</p><p>Target, Effect, or Area: See text</p><p>Duration: 1 hour</p><p>Saving Throw: See text</p><p>Spell Resistance: No</p><p></p><p>Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.[/SBLOCK]</p><p></p><p>Jeanpierre</p><p>0 </p><p>1 </p><p>[SBLOCK][/SBLOCK]</p><p>[/SBLOCK][/sblock]</p></blockquote><p></p>
[QUOTE="Voadam, post: 2813798, member: 2209"] [b]Party Spells[/b] Party Spells known Inamar 1 Cure Light Wounds, Shield 0 Light, Mage Hand, Message, Prestidigitation, Read Magic [sblock] 1st level [sblock] Cure Light Wounds Conjuration (Healing) Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will half (harmless); see text Spell Resistance: Yes (harmless); see text When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. Shield Abjuration [Force] Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level (D) Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the shield spell for cover. [/sblock] 0 level [sblock] Light Evocation [Light] Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, M/DF Casting Time: 1 standard action Range: Touch Target: Object touched Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level. Arcane Material Component A firefly or a piece of phosphorescent moss. Mage Hand Transmutation Level: Brd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One nonmagical, unattended object weighing up to 5 lb. Duration: Concentration Saving Throw: None Spell Resistance: No You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. Message Transmutation [Language-Dependent] Level: Brd 0, Sor/Wiz 0 Components: V, S, F Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: One creature/level Duration: 10 min./level Saving Throw: None Spell Resistance: No You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers. Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips. Focus A short piece of copper wire. Prestidigitation Universal Level: Brd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: 10 ft. Target, Effect, or Area: See text Duration: 1 hour Saving Throw: See text Spell Resistance: No Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour. Read Magic Divination Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 Components: V, S, F Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell. Focus A clear crystal or mineral prism. [/sblock] [/sblock] Gravan 1 cure light wounds, entangle, goodberry 0 create water, cure minor wound, detect magic, light, mending [sblock] 1st level [sblock] Cure Light Wounds Conjuration (Healing) Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will half (harmless); see text Spell Resistance: Yes (harmless); see text When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. Entangle Transmutation Level: Drd 1, Plant 1, Rgr 1 Components: V, S, DF Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Plants in a 40-ft.-radius spread Duration: 1 min./level (D) Saving Throw: Reflex partial; see text Spell Resistance: No Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement. Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants. Goodberry Transmutation Level: Drd 1 Components: V, S, DF Casting Time: 1 standard action Range: Touch Targets: 2d4 fresh berries touched Duration: One day/level Saving Throw: None Spell Resistance: Yes Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period. [/sblock] 0 level [sblock] Create Water Conjuration (Creation) [Water] Level: Clr 0, Drd 0, Pal 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Up to 2 gallons of water/level Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. Cure Minor Wounds Conjuration (Healing) Level: Clr 0, Drd 0 This spell functions like cure light wounds, except that it cures only 1 point of damage. Detect Magic Divination Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: None Spell Resistance: No You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round Presence or absence of magical auras. 2nd Round Number of different magical auras and the power of the most potent aura. 3rd Round The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two. Spell or Object Aura Power Faint Moderate Strong Overwhelming Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level) Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact) Lingering Aura A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6×10 minutes Overwhelming 1d6 days Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell. Light Evocation [Light] Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, M/DF Casting Time: 1 standard action Range: Touch Target: Object touched Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level. Mending Transmutation Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: 10 ft. Target: One object of up to 1 lb. Duration: Instantaneous Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs). [/sblock] [/sblock] Weylan 1 Force Screen, Grip of Iron [sblock] 1st level Force Screen Psychokinesis [Force] Level: Psion/wilder 1, psychic warrior 1 Display: Auditory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 1 You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +4 shield bonus to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect). Since it hovers in front of you, the effect has no armor check penalty associated with it. Augment For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1. Grip of Iron Psychometabolism Level: Psychic warrior 1 Display: Visual Manifesting Time: 1 immediate action Range: Personal Target: You Duration: 1 round/level Power Points: 1 You can improve your chances in a grapple as an immediate action, gaining a +4 enhancement bonus on your grapple checks. You can manifest this power with an instant thought, quickly enough to gain the benefit of the power in the current round. Manifesting this power is an immediate action. You can manifest this power when it isn’t your turn (if you are grappled). Augment For every 4 additional power points you spend, the enhancement bonus on your grapple checks increases by 2. [/sblock] old party [sblock] Cursed 1 mage armor, sleep 0 dancing lights, ghost sound, mage hand, prestidigitation [SBLOCK] 1st level [SBLOCK]Mage Armor Conjuration (Creation) [Force] Level: Sor/Wiz 1 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: No An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures cant bypass it the way they do normal armor. Focus A piece of cured leather. Sleep Enchantment (Compulsion) [Mind-Affecting] Level: Brd 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Area: One or more living creatures within a 10-ft.-radius burst Duration: 1 min./level Saving Throw: Will negates Spell Resistance: Yes A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spells point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures. Material Component A pinch of fine sand, rose petals, or a live cricket.[/SBLOCK] 0 level [SBLOCK]Dancing Lights Evocation [Light] Level: Brd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Up to four lights, all within a 10-ft.-radius area Duration: 1 minute (D) Saving Throw: None Spell Resistance: No Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spells range. Dancing lights can be made permanent with a permanency spell. Ghost Sound Illusion (Figment) Level: Brd 0, Sor/Wiz 0 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Illusory sounds Duration: 1 round/level (D) Saving Throw: Will disbelief (if interacted with) Spell Resistance: No Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sounds basic character. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans. Ghost sound can enhance the effectiveness of a silent image spell. Ghost sound can be made permanent with a permanency spell. Material Component A bit of wool or a small lump of wax. Mage Hand Transmutation Level: Brd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One nonmagical, unattended object weighing up to 5 lb. Duration: Concentration Saving Throw: None Spell Resistance: No You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spells range. Prestidigitation Universal Level: Brd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: 10 ft. Target, Effect, or Area: See text Duration: 1 hour Saving Throw: See text Spell Resistance: No Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.[/SBLOCK] Jeanpierre 0 1 [SBLOCK][/SBLOCK] [/SBLOCK][/sblock] [/QUOTE]
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