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<blockquote data-quote="ren1999" data-source="post: 5889014" data-attributes="member: 85179"><p>Read Magic - free at the beginning of the caster's class</p><p>Erase Magic - free "</p><p></p><p>Force Shield</p><p>type: abjuration</p><p>requirement: caster level 1</p><p>action: at-will, triggered by an attack on the caster</p><p>target: self</p><p>duration: encounter</p><p>effect: The spell adds the caster's intelligence modifier to the armor class and reflex defense.</p><p></p><p>Endure Element</p><p>type: abjuration</p><p>requirement: caster level 2</p><p>action: encounter, triggered by a successful fire, lightning, or cold attack on the caster</p><p>target: self</p><p>effect: Damage by fire, lightning, or cold is reduced by the caster's intelligence modifier.</p><p></p><p>Dispel Magic</p><p>type: abjuration</p><p>requirement: caster level 3</p><p>action: encounter, triggered by a spell or prayer attack on the caster</p><p>target: 1 spell or prayer</p><p>roll: intelligence versus will</p><p>effect: If the caster hits, the foe's spell or prayer is negated.</p><p></p><p>Deflect Magic</p><p>type: abjuration</p><p>requirement: caster level 4</p><p>action: daily, triggered by a spell or prayer attack on the caster</p><p>target: 1 spell or prayer</p><p>roll: intelligence versus will</p><p>effect: If the caster hits, the foe's spell or prayer bounces back and affects the foe.</p><p></p><p>Dagger Wall</p><p>type: abjuration</p><p>requirement: caster level 5</p><p>action: daily, triggered by a melee attack on the caster</p><p>target: all melee attackers striking at the caster</p><p>roll: intelligence versus reflex</p><p>effect: The caster causes bead, dagger, or dart damage + intelligence modifier + 1d4 force damage to each melee attacker.</p><p>level-up: +1d4 force damage at 11th and 21st level</p><p></p><p>Fire Wall</p><p>type: abjuration</p><p>requirement: caster level 5</p><p>action: daily, triggered by a melee attack on the caster</p><p>target: all melee attackers striking at the caster</p><p>roll: intelligence versus reflex</p><p>effect: The caster causes 1d6 + intelligence modifier + ongoing 6 fire damage to each melee attacker.</p><p>save: victim's fortitude save bonus+con mod versus DC10 to end the ongoing 6 fire damage</p><p>level-up: +1d6 damage at 11th and 21st level</p><p></p><p>Electrified Wall</p><p>type: abjuration</p><p>requirement: caster level 5</p><p>action: daily, triggered by a melee attack on the caster</p><p>target: all melee attackers striking at the caster</p><p>roll: intelligence versus reflex</p><p>effect: The caster causes 1d8 + intelligence modifier lightning damage + stun each melee attacker who will take 1 standard action to ready a weapon the next turn.</p><p>level-up: +1d8 lightning damage at 11th and 21st level</p><p></p><p>Ice Wall (Shatter? Chill Metal?)</p><p>type: abjuration</p><p>requirement: caster level 5</p><p>action: daily, triggered by a melee attack on the caster</p><p>target: all melee attackers striking at the caster</p><p>roll: intelligence versus reflex</p><p>effect: The caster causes 1d10 + intelligence modifier cold damage to each melee attacker.</p><p>level-up: +1d10 cold damage at 11th and 21st level</p><p></p><p>Protective Ward</p><p>type: abjuration</p><p>requirement: caster level 6</p><p>action: triggered by a foe trying to open the protected object</p><p>range: touch</p><p>target: the object targets all foes trying to open the object</p><p>roll: intelligence versus reflex</p><p>effect: The object takes on the hit points, armor class, and defenses of the caster at the time of casting and is protected with spell additions listed next.</p><p>additions: if known, add Force Shield, Endure Element, Dagger Wall or Fire Wall or Electrified Wall or Ice Wall, Force Invisibility, and or Lock Unlock</p><p></p><p>Feather Fall</p><p>type: anti-gravity</p><p>requirement: caster level 1</p><p>action: at-will, move, triggered by fall</p><p>target: self and 1 ally</p><p>range: 2 square burst</p><p>effect: The caster's fall is slowed to a harmless speed.</p><p>level-up: +1 ally, +1 square burst at 11th and 21st level</p><p></p><p>Spider Climb</p><p>type: anti-gravity</p><p>requirement: caster level 2</p><p>action: at-will, move</p><p>target: self and 1 ally</p><p>range: touch</p><p>effect: The caster can climb vertical and ceiling surfaces at a speed of 2 squares per round with no climb</p><p>penalties. If the spell fails Feather Fall is triggered.</p><p>level-up: action becomes at-will at 11th level, +1 ally at 11th and 21st level</p><p></p><p>Force Jump</p><p>type: anti-gravity</p><p>requirement: caster level 3</p><p>action: encounter, move, minor</p><p>target: self</p><p>effect: The caster can jump 2 squares and does an additional 1d4 leap damage with a melee weapon if attacking. If this spell fails Feather Fall is triggered. The caster can also increase the range of any spell, prayer or attack by 2 squares for the self or 1 ally.</p><p>level-up: The caster can jump +1 square, +1d4 leap damage, +1 square range at 11th and 21st level</p><p></p><p>Force Levitate</p><p>type: anti-gravity</p><p>requirement: caster level 4</p><p>action: encounter, move or standard attack</p><p>target: self or 1 ally</p><p>effect: The caster can levitate up or down 2 squares. If this spell fails Feather Fall is triggered.</p><p>roll: Levitate one foe intelligence versus will defense 2 squares up. Fall damage is 1d10 per square.</p><p>level-up: Levitate +1 square, +1 ally or foe, at 11th and 21st level</p><p></p><p>Force Fly</p><p>type: anti-gravity</p><p>requirement: caster level 5</p><p>action: daily, move</p><p>target: self</p><p>duration: encounter</p><p>effect: The caster can fly with a speed of 6 squares per round and is immune to melee attacks. In addition, the caster has freedom of movement and suffers no penalty when in water. The caster also becomes immune to Cause Paralysis, Force Web and Slow Foe. The caster also gets a +5 bonus to escape a grapple.</p><p>level-up: increase flying speed by +1 square per round at 11th and 21st level</p><p></p><p>Blink Shift</p><p>type: phase</p><p>requirement: caster level 6</p><p>action: daily, move, the spell is triggered by a foe attack</p><p>target: self</p><p>effect: The foe must reroll an attack on the caster while the caster enters any empty square on the map.</p><p></p><p>Pass Wall</p><p>type: phase</p><p>requirement: caster level 7</p><p>action: daily, move or standard attack</p><p>target: self and 2 allies</p><p>effect: The caster and 2 allies can walk through 2 impassible squares on the map.</p><p>roll: 1 foe of equal or lower level than the caster's level intelligence versus will</p><p>effect: The foe's limbs become imprisoned in a wall and a blugeoning weapon is needed to free the foe or strength versus DC15 to break free. The foe is helpless and subject to an automatic maximum damage hit. level-up: +1 impassible square and +1 ally at 11th and 21st level</p><p></p><p>Teleport Portal (Maze?)</p><p>type: phase</p><p>requirement: caster level 8</p><p>action: daily, move or standard attack</p><p>target: self and 2 allies</p><p>effect: The caster and allies can teleport to any previous location of the game session. Or the caster can create a dimensional door that anyone can use to teleport to a caster specified previously known location or dimensional lock within a 2 burst area that prohibits all teleportation within the burst.</p><p>roll: 1 foe of equal or lower level than the caster's level intelligence versus will</p><p>effect: The foe is sent to an imprisoned space on the astral plane</p><p>level-up: +1 ally or foe, +1 burst, at 11th and 21st level</p><p></p><p>Stop Time</p><p>type: phase</p><p>requirement: caster level 9</p><p>Action: daily, move</p><p>target: self</p><p>duration: 1 round</p><p>effect: The caster can stop time for all but the caster. All foes have the slowed speed 2 and the restrained armor</p><p>class -2, attack -2 condition when attacking the caster.</p><p>level-up: +1 round at 11th and 21st level</p><p></p><p>Force Invisibility</p><p>type: phase</p><p>requirement: caster level 10</p><p>action: daily, move</p><p>target: self</p><p>duration: 1 round</p><p>effect: The caster becomes invisible and is totally concealed. The caster attacks at +5 while foes attack the caster at -5.</p><p></p><p>Mage Hand</p><p>type: utility</p><p>requirement: caster level 1</p><p>action: at-will</p><p>range: 4 squares</p><p>long range: 6 squares situation modifier -2</p><p>target: 1 foe</p><p>roll: intelligence versus will</p><p>effect: Telekinetic force slings objects at, shifts, or squeezes the foe doing 1d10 damage. The spell can also grapple a foe with or without causing damage.</p><p>non-encounter: move 100 pounds 1 square per level</p><p>non-encounter duration: DC(Concentration Skill+2) versus caster's Concentration Skill check(1d20+skill bonus)</p><p>level-up: +1 range, +1 long range, +1 foe, +1d10 damage, +100 pounds at 11th and 21st</p><p></p><p>Lock Unlock</p><p>type: utility</p><p>requirement: caster level 2</p><p>Action: once per day</p><p>target: one lock or one chest with a latch for a lock</p><p>effect: The caster gets a temporary skill bonus of Disable Device+15 to open locks. The caster can magically create</p><p>a DC25 lock.</p><p>level-up: Disable Device(Open Locks)+15 and create a DC25 lock at 11th and 21st level</p><p></p><p>Secret Chest</p><p>type: utility</p><p>requirement: caster level 3</p><p>action: once per day</p><p>target: 1 chest</p><p>duration: Permanent</p><p>effect: The caster creates a storage place of 2 cubic feet on the ethreal plane.</p><p>level-up: storage space of +1 cubic foot per additional class level</p><p></p><p>Tiny Hut</p><p>type: utility</p><p>requirement: caster level 4</p><p>action: once per extended rest</p><p>target: 1 tent</p><p>duration: one day</p><p>effect: The caster creates a roomy shelter in a small tent for 4 party members on the astral plane with a bathroom</p><p>and tub. The tent can also be protected with the additions of Protective Ward.</p><p>level-up: the space increases for +1 ally at 11th and 21st level, furniture and light is added at 11th level,</p><p>running water and a kitchen is added at 21st</p><p></p><p>Clean Mend</p><p>type: alteration</p><p>requirement: caster level 1</p><p>clean action: at-will</p><p>clean effect: the caster cleans, mends, and organizes a dwelling getting a +5 to all spot checks</p><p>mend action: one attempt per day</p><p>mend target: 1 object of the caster's level or lower</p><p>mend effect: The caster removes the object's broken condition and restores 1/2 its hit points. Casting the spell</p><p>again restores 1d4 hit points to the object every day.</p><p></p><p>Grow Shrink</p><p>type: alteration</p><p>requirement: caster level 2</p><p>action: encounter</p><p>duration: encounter or the number of rounds the caster determines</p><p>grow target: 1 ally and ally's equipment</p><p>grow roll: concentration skill+intelligence modifier versus DC(caster's concentration check+intelligence modifier +2)</p><p>grow effect: The enlarged ally or foe gets +2 to strength for melee attack rolls and a -2 to dexterity because of</p><p>the size. If the ally or foe is contained, roll a strength check to bust out of the containment</p><p>shrink roll: 1 ally concentration check or foe intelligence vesus will</p><p>effect: The reduced ally or foe gets -2 to strength for melee attack rolls and a +2 to dexterity because of the</p><p>size.</p><p>level-up: -3 to strength and +3 to dexterity at 11th level, and -4 to strength and +4 to dexterity at 21st level</p><p></p><p>Object to Object</p><p>type: alteration</p><p>requirement: caster level 3</p><p>action: encounter</p><p>target: 1 object</p><p>duration: 1 day</p><p>roll: intelligence versus dc10 + object level(non-magical obects have an object level of 0)</p><p>effect: The caster turns any object such as metal into another object such as mud, thus removing the armor bonus of </p><p></p><p>the foe.</p><p></p><p>Disguise Ally</p><p>type: alteration</p><p>requirement: caster level 4</p><p>action: daily</p><p>target: 1 ally</p><p>duration: 1 day or until caster negates</p><p>roll: concentration+int mod versus DC(concentration skill+int mod+2)</p><p>effect: the ally is changed according to the following;</p><p>Encourage Ally attack+3</p><p>Bark Skin ac+2</p><p>Stone Skin ac+3</p><p>Bull's Strength str+3</p><p>Bear's Endurance con+3</p><p>Cat's Grace dex+3</p><p>Fox's Cunning int+3</p><p>Owl's Wisdom wis+3</p><p>Eagle's Splendor cha+3</p><p>Hasten Ally speed+3</p><p>Dark Vision 12 squares</p><p>Water Breathing encounter duration</p><p>Black Tentacles Grapple+8, 4 square burst, 8 foes</p><p> target: 1 foe</p><p>roll: intelligence versus will</p><p>Ray Enfeeblement str-3</p><p>Feeble Mind int-3</p><p>Slow Foe speed-3</p><p></p><p>Baleful Polymorph</p><p>type: alteration</p><p>requirement: caster level 5</p><p>action: daily</p><p>target: 1 foe of the caster's level or lower</p><p>duration: 1 day</p><p>roll: intelligence versus will</p><p>effect: the foe is transformed into a harmless being</p><p>save: roll Baleful Polymorph again. If successful, the foe remains harlmess until Cure ALLy (Affliction) is cast</p><p>level-up: +1 foe at 11th and 21st level</p><p></p><p>Foe to Object</p><p>type: alteration</p><p>requirement: caster level 6</p><p>action: daily</p><p>target: 1 foe of the caster's level or lower</p><p>duration: 1 day</p><p>roll: intelligence versus will</p><p>effect: The caster turns the foe into an object, if the object is destroyed treat the foe as helpless</p><p>save: each attack on the object is an automatic hit that does maximum damage, but the caster must roll Foe to </p><p></p><p>Object again each round to maintain the alteration</p><p></p><p>Force Web</p><p>type: force evocation</p><p>requirement: caster level 1</p><p>action: encounter</p><p>range: 4 squares, 2 square burst</p><p>long range: 6 squares, situation modifier -2</p><p>target: all foes within the burst</p><p>duration: encounter</p><p>effect: All foes are slowed to speed 1 and suffer ac-3, reflex-3 and attack-3 until they can escape the burst. </p><p>level-up: +1 square burst at 11th and 21st level</p><p></p><p>Enchant Weapon</p><p>type: force evocation</p><p>requirement: caster level 1</p><p>action: at-will</p><p>effect: The caster's weapon does 1[w]+intelligence modifier+1d4 force damage.</p><p>level-up: +1 adjacent foe, +1d4 force damage at 11th and 21st level</p><p></p><p>Magic Missile</p><p>type: force evocation</p><p>requirement: caster level 1</p><p>action: at-will</p><p>roll: intelligence versus reflex</p><p>effect: The caster directs telekinetic force controlled daggers, darts, beads at the foe doing 1[w]+intelligence modifier+1d4 force damage. </p><p>level-up: +1 foe, +1d4 force damage at 11th and 21st level</p><p></p><p>Force Orb</p><p>type: force evocation</p><p>requirement: caster level 1</p><p>action: encounter</p><p>range: 4 squares, 2 square burst</p><p>long range: 6 squares, situation modifier -2</p><p>roll: intelligence versus reflex</p><p>effect: The caster directs telekinetic force controlled daggers, darts, beads at the foe which explode doing 1[w]+intelligence modifier+1d4 force damage.</p><p>level-up: +1 square burst, +1d4 force damage at 11th and 21st level</p><p></p><p>Light Up</p><p>type: fire evocation</p><p>requirement: caster level 1</p><p>duration: encounter</p><p>encounter: outlines one foe in light even if invisible, foe suffers stealth-10</p><p>encounter roll: intelligence versus will</p><p>non-encounter: caster creates an adjustable radius of light for the party</p><p>level-up: the foe's stealth suffers an additional -10 at 11th and 21st level</p><p></p><p>Burning Hand</p><p>type: fire evocation</p><p>requirement: caster level 1</p><p>action: at-will </p><p>effect: The caster enchants a staff, dagger or wand with a magical fire doing 1[w]+intelligence modifier+1d6 fire </p><p></p><p>damage + ongoing 6 fire damage</p><p>target: 1 foe</p><p>roll: intelligence versus reflex</p><p>effect: The caster bashes enemies with a weapon on fire.</p><p>save: victim's fortitude save bonus+constitution modifier versus DC10 to end the ongoing 6 fire damage</p><p>level-up: +1 adjacent foe, +1d6 fire damage at 11th and 21st level</p><p></p><p>Fire Ball</p><p>type: fire evocation</p><p>requirement: caster level 1</p><p>action: at-will</p><p>target: 1 foe</p><p>range:4 squares</p><p>long range:6 squares, situation modifier -2</p><p>roll: intelligence versus reflex</p><p>effect: The caster does intelligence modifier+1d6 fire damage + ongoing 6 fire damage</p><p>save: victim's fortitude save bonus+constitution modifier versus DC10 to end the ongoing 6 fire damage</p><p>level-up: +1 square, +1 foe, +1d6 fire damage, at 11th and 21st level</p><p></p><p>Explosive Rune</p><p>type: Fire Assault</p><p>requirement: caster level 1</p><p>action: encounter</p><p>effect: The caster slings a metal ball wrapped with a rune paper.</p><p>range:4 squares, 2 burst</p><p>long range:6 squares situation modifier -2</p><p>target: all foes within burst</p><p>roll: intelligence versus reflex</p><p>effect: The caster causes 1d6 + intelligence modifier + ongoing 6 fire damage.</p><p>save: victim's fortitude save bonus+con mod versus DC10 to end the ongoing 6 fire damage</p><p>level-up: +1 foe, +1d6 damage, at 11th and 21st level</p><p></p><p>Dark Rain</p><p>type: lightning evocation</p><p>requirement: caster level 1</p><p>range: 4 squares</p><p>long range: 6 squares </p><p>non-encounter effect: creates 1 day of drinkable water for 4 people, quenches 2 square burst of water</p><p>level-up: +1 portion of water for +1 ally, +1 square burst at 11th and 21st level</p><p></p><p>Shocking Grasp</p><p>type: Lightning Assault</p><p>requirement: caster level 1</p><p>action: at-will</p><p>Effect: the caster enchants a staff, dagger or wand with a magical lightning</p><p>Target: 1 foe</p><p>roll: intelligence versus reflex</p><p>effect: The caster causes weapon damage + 1d8 + intelligence modifier lightning damage + stun the foe who will take 1 standard action to ready a weapon the next turn.</p><p>level-up: +1 adjacent foe, +1d8 lightning damage, at 11th and 21st level</p><p></p><p>Chain Lightning</p><p>type: Lightning Assault</p><p>requirement: caster level 1</p><p>Action: at-will</p><p>Effect: the caster shoots a lightning bolt from the wand, staff or dagger</p><p>Target: 1 foe</p><p>roll: intelligence versus reflex</p><p>effect: The caster causes 1d8 + intelligence modifier lightning damage + stun the foe who will take 1</p><p>standard action to ready a weapon the next turn.</p><p>level-up: +1 foe, +1d8 lightning damage, at 11th and 21st level</p><p></p><p>Plasma Ball</p><p>type: Lightning Assault</p><p>requirement: caster level 1</p><p>Action: encounter</p><p>Effect: the caster slings an electrified metal ball</p><p>range:4 squares, 2 burst</p><p>long range:6 squares situation modifier -2</p><p>target: all foes within the burst</p><p>roll: intelligence versus reflex</p><p>effect: The caster causes 1d8 + intelligence modifier lightning damage + stuns the foe who will take 1</p><p>standard action to ready a weapon the next turn.</p><p>level-up: +1 burst, +1d8 lightning damage, at 11th and 21st level</p><p></p><p>Icy Floor</p><p>type: cold evocation</p><p>requirement: caster level 1</p><p>range: 4 squares</p><p>long range: 6 squares situation modifier-2</p><p>target: everyone within 2 square burst</p><p>Effect: the floor is covered with slippery ice and anyone within the area of effect is slowed and their speed is reduced to 2 squares per round</p><p>save: reflex versus prone condition DC10</p><p>level-up: +1 square burst at 11th and 21st level</p><p></p><p>Chilly Touch</p><p>type: cold evocation</p><p>requirement: caster level 1</p><p>action: at-will</p><p>target: 1 foe</p><p>roll: intelligence versus reflex</p><p>effect: The caster enchants a staff, dagger or wand with an icy aura doing 1[w]+intelligence modifier+1d10 cold damage.</p><p>level-up: +1d10 additional ice damage at 11th and 21st level</p><p></p><p>Icicle Volley</p><p>type: cold evocation</p><p>requirement: caster level 1</p><p>action: at-will</p><p>range: 4 squares</p><p>target: 1 foe</p><p>roll: intelligence versus will</p><p>long range: 6 squares situation modifier-2</p><p>effect: The caster shoots an icy spray doing intelligence modifier+1d10 cold damage.</p><p>level-up: +1 foe, +1d10 cold damage at 11th and 21st level</p><p></p><p>Ice Storm</p><p>type: cold evocation</p><p>requirement: caster level 1</p><p>action: encounter</p><p>range: 4 squares, 2 square burst</p><p>long range: 6 squares situation modifier-2</p><p>target: all foes within the burst</p><p>roll: intelligence versus reflex</p><p>effect: The caster slings an ice ball that drops and creates a hail storm cloud doing intelligence modifier+1d10 cold damage.</p><p>level-up: +1 square burst and +1d10 cold damage at 11th and 21st level</p><p></p><p>Heal Ally</p><p>type: healing prayer</p><p>requirements: cleric type class 1</p><p>action: at-will</p><p>long range: 6 squares situation modifier-2</p><p>target: self or 1 ally</p><p>roll: wisdom modifier+heal skill versus DC(wisdom modifier+heal skill+2)</p><p>encounter effect: heal 1/4th maximum hit points +1d8</p><p>non-encounter: mass heal party</p><p>level-up: +1 square, +1 ally, +1d8 hit points at 11th and 21st level</p><p></p><p>Hurt Foe</p><p>type: cursing prayer</p><p>requirements: cleric type class 1</p><p>action: at-will</p><p>roll: intelligence versus will</p><p>long range: 6 squares situation modifier-2</p><p>target: 1 foe</p><p>roll: wisdom versus will</p><p>effect: The cleric type does 1d8 necrotic damage.</p><p>level-up: +1 foe, +1 square, +1d8 necrotic damage at 11th and 21st level</p></blockquote><p></p>
[QUOTE="ren1999, post: 5889014, member: 85179"] Read Magic - free at the beginning of the caster's class Erase Magic - free " Force Shield type: abjuration requirement: caster level 1 action: at-will, triggered by an attack on the caster target: self duration: encounter effect: The spell adds the caster's intelligence modifier to the armor class and reflex defense. Endure Element type: abjuration requirement: caster level 2 action: encounter, triggered by a successful fire, lightning, or cold attack on the caster target: self effect: Damage by fire, lightning, or cold is reduced by the caster's intelligence modifier. Dispel Magic type: abjuration requirement: caster level 3 action: encounter, triggered by a spell or prayer attack on the caster target: 1 spell or prayer roll: intelligence versus will effect: If the caster hits, the foe's spell or prayer is negated. Deflect Magic type: abjuration requirement: caster level 4 action: daily, triggered by a spell or prayer attack on the caster target: 1 spell or prayer roll: intelligence versus will effect: If the caster hits, the foe's spell or prayer bounces back and affects the foe. Dagger Wall type: abjuration requirement: caster level 5 action: daily, triggered by a melee attack on the caster target: all melee attackers striking at the caster roll: intelligence versus reflex effect: The caster causes bead, dagger, or dart damage + intelligence modifier + 1d4 force damage to each melee attacker. level-up: +1d4 force damage at 11th and 21st level Fire Wall type: abjuration requirement: caster level 5 action: daily, triggered by a melee attack on the caster target: all melee attackers striking at the caster roll: intelligence versus reflex effect: The caster causes 1d6 + intelligence modifier + ongoing 6 fire damage to each melee attacker. save: victim's fortitude save bonus+con mod versus DC10 to end the ongoing 6 fire damage level-up: +1d6 damage at 11th and 21st level Electrified Wall type: abjuration requirement: caster level 5 action: daily, triggered by a melee attack on the caster target: all melee attackers striking at the caster roll: intelligence versus reflex effect: The caster causes 1d8 + intelligence modifier lightning damage + stun each melee attacker who will take 1 standard action to ready a weapon the next turn. level-up: +1d8 lightning damage at 11th and 21st level Ice Wall (Shatter? Chill Metal?) type: abjuration requirement: caster level 5 action: daily, triggered by a melee attack on the caster target: all melee attackers striking at the caster roll: intelligence versus reflex effect: The caster causes 1d10 + intelligence modifier cold damage to each melee attacker. level-up: +1d10 cold damage at 11th and 21st level Protective Ward type: abjuration requirement: caster level 6 action: triggered by a foe trying to open the protected object range: touch target: the object targets all foes trying to open the object roll: intelligence versus reflex effect: The object takes on the hit points, armor class, and defenses of the caster at the time of casting and is protected with spell additions listed next. additions: if known, add Force Shield, Endure Element, Dagger Wall or Fire Wall or Electrified Wall or Ice Wall, Force Invisibility, and or Lock Unlock Feather Fall type: anti-gravity requirement: caster level 1 action: at-will, move, triggered by fall target: self and 1 ally range: 2 square burst effect: The caster's fall is slowed to a harmless speed. level-up: +1 ally, +1 square burst at 11th and 21st level Spider Climb type: anti-gravity requirement: caster level 2 action: at-will, move target: self and 1 ally range: touch effect: The caster can climb vertical and ceiling surfaces at a speed of 2 squares per round with no climb penalties. If the spell fails Feather Fall is triggered. level-up: action becomes at-will at 11th level, +1 ally at 11th and 21st level Force Jump type: anti-gravity requirement: caster level 3 action: encounter, move, minor target: self effect: The caster can jump 2 squares and does an additional 1d4 leap damage with a melee weapon if attacking. If this spell fails Feather Fall is triggered. The caster can also increase the range of any spell, prayer or attack by 2 squares for the self or 1 ally. level-up: The caster can jump +1 square, +1d4 leap damage, +1 square range at 11th and 21st level Force Levitate type: anti-gravity requirement: caster level 4 action: encounter, move or standard attack target: self or 1 ally effect: The caster can levitate up or down 2 squares. If this spell fails Feather Fall is triggered. roll: Levitate one foe intelligence versus will defense 2 squares up. Fall damage is 1d10 per square. level-up: Levitate +1 square, +1 ally or foe, at 11th and 21st level Force Fly type: anti-gravity requirement: caster level 5 action: daily, move target: self duration: encounter effect: The caster can fly with a speed of 6 squares per round and is immune to melee attacks. In addition, the caster has freedom of movement and suffers no penalty when in water. The caster also becomes immune to Cause Paralysis, Force Web and Slow Foe. The caster also gets a +5 bonus to escape a grapple. level-up: increase flying speed by +1 square per round at 11th and 21st level Blink Shift type: phase requirement: caster level 6 action: daily, move, the spell is triggered by a foe attack target: self effect: The foe must reroll an attack on the caster while the caster enters any empty square on the map. Pass Wall type: phase requirement: caster level 7 action: daily, move or standard attack target: self and 2 allies effect: The caster and 2 allies can walk through 2 impassible squares on the map. roll: 1 foe of equal or lower level than the caster's level intelligence versus will effect: The foe's limbs become imprisoned in a wall and a blugeoning weapon is needed to free the foe or strength versus DC15 to break free. The foe is helpless and subject to an automatic maximum damage hit. level-up: +1 impassible square and +1 ally at 11th and 21st level Teleport Portal (Maze?) type: phase requirement: caster level 8 action: daily, move or standard attack target: self and 2 allies effect: The caster and allies can teleport to any previous location of the game session. Or the caster can create a dimensional door that anyone can use to teleport to a caster specified previously known location or dimensional lock within a 2 burst area that prohibits all teleportation within the burst. roll: 1 foe of equal or lower level than the caster's level intelligence versus will effect: The foe is sent to an imprisoned space on the astral plane level-up: +1 ally or foe, +1 burst, at 11th and 21st level Stop Time type: phase requirement: caster level 9 Action: daily, move target: self duration: 1 round effect: The caster can stop time for all but the caster. All foes have the slowed speed 2 and the restrained armor class -2, attack -2 condition when attacking the caster. level-up: +1 round at 11th and 21st level Force Invisibility type: phase requirement: caster level 10 action: daily, move target: self duration: 1 round effect: The caster becomes invisible and is totally concealed. The caster attacks at +5 while foes attack the caster at -5. Mage Hand type: utility requirement: caster level 1 action: at-will range: 4 squares long range: 6 squares situation modifier -2 target: 1 foe roll: intelligence versus will effect: Telekinetic force slings objects at, shifts, or squeezes the foe doing 1d10 damage. The spell can also grapple a foe with or without causing damage. non-encounter: move 100 pounds 1 square per level non-encounter duration: DC(Concentration Skill+2) versus caster's Concentration Skill check(1d20+skill bonus) level-up: +1 range, +1 long range, +1 foe, +1d10 damage, +100 pounds at 11th and 21st Lock Unlock type: utility requirement: caster level 2 Action: once per day target: one lock or one chest with a latch for a lock effect: The caster gets a temporary skill bonus of Disable Device+15 to open locks. The caster can magically create a DC25 lock. level-up: Disable Device(Open Locks)+15 and create a DC25 lock at 11th and 21st level Secret Chest type: utility requirement: caster level 3 action: once per day target: 1 chest duration: Permanent effect: The caster creates a storage place of 2 cubic feet on the ethreal plane. level-up: storage space of +1 cubic foot per additional class level Tiny Hut type: utility requirement: caster level 4 action: once per extended rest target: 1 tent duration: one day effect: The caster creates a roomy shelter in a small tent for 4 party members on the astral plane with a bathroom and tub. The tent can also be protected with the additions of Protective Ward. level-up: the space increases for +1 ally at 11th and 21st level, furniture and light is added at 11th level, running water and a kitchen is added at 21st Clean Mend type: alteration requirement: caster level 1 clean action: at-will clean effect: the caster cleans, mends, and organizes a dwelling getting a +5 to all spot checks mend action: one attempt per day mend target: 1 object of the caster's level or lower mend effect: The caster removes the object's broken condition and restores 1/2 its hit points. Casting the spell again restores 1d4 hit points to the object every day. Grow Shrink type: alteration requirement: caster level 2 action: encounter duration: encounter or the number of rounds the caster determines grow target: 1 ally and ally's equipment grow roll: concentration skill+intelligence modifier versus DC(caster's concentration check+intelligence modifier +2) grow effect: The enlarged ally or foe gets +2 to strength for melee attack rolls and a -2 to dexterity because of the size. If the ally or foe is contained, roll a strength check to bust out of the containment shrink roll: 1 ally concentration check or foe intelligence vesus will effect: The reduced ally or foe gets -2 to strength for melee attack rolls and a +2 to dexterity because of the size. level-up: -3 to strength and +3 to dexterity at 11th level, and -4 to strength and +4 to dexterity at 21st level Object to Object type: alteration requirement: caster level 3 action: encounter target: 1 object duration: 1 day roll: intelligence versus dc10 + object level(non-magical obects have an object level of 0) effect: The caster turns any object such as metal into another object such as mud, thus removing the armor bonus of the foe. Disguise Ally type: alteration requirement: caster level 4 action: daily target: 1 ally duration: 1 day or until caster negates roll: concentration+int mod versus DC(concentration skill+int mod+2) effect: the ally is changed according to the following; Encourage Ally attack+3 Bark Skin ac+2 Stone Skin ac+3 Bull's Strength str+3 Bear's Endurance con+3 Cat's Grace dex+3 Fox's Cunning int+3 Owl's Wisdom wis+3 Eagle's Splendor cha+3 Hasten Ally speed+3 Dark Vision 12 squares Water Breathing encounter duration Black Tentacles Grapple+8, 4 square burst, 8 foes target: 1 foe roll: intelligence versus will Ray Enfeeblement str-3 Feeble Mind int-3 Slow Foe speed-3 Baleful Polymorph type: alteration requirement: caster level 5 action: daily target: 1 foe of the caster's level or lower duration: 1 day roll: intelligence versus will effect: the foe is transformed into a harmless being save: roll Baleful Polymorph again. If successful, the foe remains harlmess until Cure ALLy (Affliction) is cast level-up: +1 foe at 11th and 21st level Foe to Object type: alteration requirement: caster level 6 action: daily target: 1 foe of the caster's level or lower duration: 1 day roll: intelligence versus will effect: The caster turns the foe into an object, if the object is destroyed treat the foe as helpless save: each attack on the object is an automatic hit that does maximum damage, but the caster must roll Foe to Object again each round to maintain the alteration Force Web type: force evocation requirement: caster level 1 action: encounter range: 4 squares, 2 square burst long range: 6 squares, situation modifier -2 target: all foes within the burst duration: encounter effect: All foes are slowed to speed 1 and suffer ac-3, reflex-3 and attack-3 until they can escape the burst. level-up: +1 square burst at 11th and 21st level Enchant Weapon type: force evocation requirement: caster level 1 action: at-will effect: The caster's weapon does 1[w]+intelligence modifier+1d4 force damage. level-up: +1 adjacent foe, +1d4 force damage at 11th and 21st level Magic Missile type: force evocation requirement: caster level 1 action: at-will roll: intelligence versus reflex effect: The caster directs telekinetic force controlled daggers, darts, beads at the foe doing 1[w]+intelligence modifier+1d4 force damage. level-up: +1 foe, +1d4 force damage at 11th and 21st level Force Orb type: force evocation requirement: caster level 1 action: encounter range: 4 squares, 2 square burst long range: 6 squares, situation modifier -2 roll: intelligence versus reflex effect: The caster directs telekinetic force controlled daggers, darts, beads at the foe which explode doing 1[w]+intelligence modifier+1d4 force damage. level-up: +1 square burst, +1d4 force damage at 11th and 21st level Light Up type: fire evocation requirement: caster level 1 duration: encounter encounter: outlines one foe in light even if invisible, foe suffers stealth-10 encounter roll: intelligence versus will non-encounter: caster creates an adjustable radius of light for the party level-up: the foe's stealth suffers an additional -10 at 11th and 21st level Burning Hand type: fire evocation requirement: caster level 1 action: at-will effect: The caster enchants a staff, dagger or wand with a magical fire doing 1[w]+intelligence modifier+1d6 fire damage + ongoing 6 fire damage target: 1 foe roll: intelligence versus reflex effect: The caster bashes enemies with a weapon on fire. save: victim's fortitude save bonus+constitution modifier versus DC10 to end the ongoing 6 fire damage level-up: +1 adjacent foe, +1d6 fire damage at 11th and 21st level Fire Ball type: fire evocation requirement: caster level 1 action: at-will target: 1 foe range:4 squares long range:6 squares, situation modifier -2 roll: intelligence versus reflex effect: The caster does intelligence modifier+1d6 fire damage + ongoing 6 fire damage save: victim's fortitude save bonus+constitution modifier versus DC10 to end the ongoing 6 fire damage level-up: +1 square, +1 foe, +1d6 fire damage, at 11th and 21st level Explosive Rune type: Fire Assault requirement: caster level 1 action: encounter effect: The caster slings a metal ball wrapped with a rune paper. range:4 squares, 2 burst long range:6 squares situation modifier -2 target: all foes within burst roll: intelligence versus reflex effect: The caster causes 1d6 + intelligence modifier + ongoing 6 fire damage. save: victim's fortitude save bonus+con mod versus DC10 to end the ongoing 6 fire damage level-up: +1 foe, +1d6 damage, at 11th and 21st level Dark Rain type: lightning evocation requirement: caster level 1 range: 4 squares long range: 6 squares non-encounter effect: creates 1 day of drinkable water for 4 people, quenches 2 square burst of water level-up: +1 portion of water for +1 ally, +1 square burst at 11th and 21st level Shocking Grasp type: Lightning Assault requirement: caster level 1 action: at-will Effect: the caster enchants a staff, dagger or wand with a magical lightning Target: 1 foe roll: intelligence versus reflex effect: The caster causes weapon damage + 1d8 + intelligence modifier lightning damage + stun the foe who will take 1 standard action to ready a weapon the next turn. level-up: +1 adjacent foe, +1d8 lightning damage, at 11th and 21st level Chain Lightning type: Lightning Assault requirement: caster level 1 Action: at-will Effect: the caster shoots a lightning bolt from the wand, staff or dagger Target: 1 foe roll: intelligence versus reflex effect: The caster causes 1d8 + intelligence modifier lightning damage + stun the foe who will take 1 standard action to ready a weapon the next turn. level-up: +1 foe, +1d8 lightning damage, at 11th and 21st level Plasma Ball type: Lightning Assault requirement: caster level 1 Action: encounter Effect: the caster slings an electrified metal ball range:4 squares, 2 burst long range:6 squares situation modifier -2 target: all foes within the burst roll: intelligence versus reflex effect: The caster causes 1d8 + intelligence modifier lightning damage + stuns the foe who will take 1 standard action to ready a weapon the next turn. level-up: +1 burst, +1d8 lightning damage, at 11th and 21st level Icy Floor type: cold evocation requirement: caster level 1 range: 4 squares long range: 6 squares situation modifier-2 target: everyone within 2 square burst Effect: the floor is covered with slippery ice and anyone within the area of effect is slowed and their speed is reduced to 2 squares per round save: reflex versus prone condition DC10 level-up: +1 square burst at 11th and 21st level Chilly Touch type: cold evocation requirement: caster level 1 action: at-will target: 1 foe roll: intelligence versus reflex effect: The caster enchants a staff, dagger or wand with an icy aura doing 1[w]+intelligence modifier+1d10 cold damage. level-up: +1d10 additional ice damage at 11th and 21st level Icicle Volley type: cold evocation requirement: caster level 1 action: at-will range: 4 squares target: 1 foe roll: intelligence versus will long range: 6 squares situation modifier-2 effect: The caster shoots an icy spray doing intelligence modifier+1d10 cold damage. level-up: +1 foe, +1d10 cold damage at 11th and 21st level Ice Storm type: cold evocation requirement: caster level 1 action: encounter range: 4 squares, 2 square burst long range: 6 squares situation modifier-2 target: all foes within the burst roll: intelligence versus reflex effect: The caster slings an ice ball that drops and creates a hail storm cloud doing intelligence modifier+1d10 cold damage. level-up: +1 square burst and +1d10 cold damage at 11th and 21st level Heal Ally type: healing prayer requirements: cleric type class 1 action: at-will long range: 6 squares situation modifier-2 target: self or 1 ally roll: wisdom modifier+heal skill versus DC(wisdom modifier+heal skill+2) encounter effect: heal 1/4th maximum hit points +1d8 non-encounter: mass heal party level-up: +1 square, +1 ally, +1d8 hit points at 11th and 21st level Hurt Foe type: cursing prayer requirements: cleric type class 1 action: at-will roll: intelligence versus will long range: 6 squares situation modifier-2 target: 1 foe roll: wisdom versus will effect: The cleric type does 1d8 necrotic damage. level-up: +1 foe, +1 square, +1d8 necrotic damage at 11th and 21st level [/QUOTE]
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