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<blockquote data-quote="Scott DeWar" data-source="post: 6027720" data-attributes="member: 49929"><p>also which do you think is better:</p><p></p><p style="text-align: center"><span style="font-size: 26px"><strong><em>spell list A</em></strong></span></p><p>[code]</p><p></p><p>[b]spells per day: spells kwn:[/b]</p><p>lv 0: unlimited = u 9</p><p>lv 1: 6 + 2 (ch) = 8 5</p><p>lv 2: 6 + 2 (ch) = 8 5</p><p>lv 3: 6 + 2 (ch) = 8 4</p><p>lv 4: 6 + 1 (ch) = 7 4</p><p>lv 5: 6 + 1 (ch) = 7 4</p><p>lv 6: 6 + 1 (ch) = 7 3</p><p>lv 7: 6 + 1 (ch) = 7 3</p><p>lv 8: 5 + 0 (ch) = 5 3</p><p>lv 9: 3 + 0 (ch) = 3 2</p><p></p><p>[b]SPELL LIST:[/b]</p><p>[i]* denotes spell compendium[/i]</p><p>[I]& denotes bonus spells frm scor[/I]</p><p></p><p>[u][b]0 level:[/u] UNLIMITED[/b]</p><p>[url=http://www.d20srd.org/srd/spells/acidSplash.htm] [B]Acid Splash[/B] [/url]</p><p>Conjuration Level: Sor/Wiz 0</p><p></p><p>[url=http://www.d20srd.org/srd/spells/detectMagic.htm] [B]Detect Magic[/B] [/url]</p><p>Divination Level: Sor/Wiz 0 </p><p></p><p>[url=http://www.d20srd.org/srd/spells/detectPoison.htm] [B]Detect Poison[/B] [/url]</p><p>Divination Level: Sor/Wiz 0</p><p></p><p>[url=http://www.d20srd.org/srd/spells/disruptUndead.htm] [B]Disrupt Undead[/B] [/url]</p><p>Necromancy Level: Sor/Wiz 0</p><p></p><p>[url=http://www.d20srd.org/srd/spells/light.htm] [B]Light[/B] [/url]</p><p>Evocation [Light] Level: Sor/Wiz 0</p><p>[B][U]Arcane Material Component: A firefly or a piece of phosphorescent moss.[/U][/B]</p><p></p><p>[url=http://www.d20srd.org/srd/spells/mending.htm] [B]Mending[/B] [/url]</p><p>Transmutation Level: Sor/Wiz 0.</p><p></p><p>[url=http://www.d20srd.org/srd/spells/prestidigitation.htm] [B]Prestidigitation[/B] [/url]</p><p>Universal Level: Sor/Wiz 0</p><p></p><p>[B]* Launch Bolt[/B]</p><p>School: Transmutation</p><p>Level: Sorcerer/wizard 0</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: One crossbow bolt in your possession</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>Description:</p><p>You cast this spell on a crossbow bolt, causing it to fly at a target of your </p><p>choice as if you had fired it from a light crossbow, using a ranged attack </p><p>roll. The bolt has a range increment of 80 feet. Any properties of the </p><p>crossbow bolt (such as magical abilities, masterwork quality, and so on) </p><p>or feats you possess (such as Point Blank Shot, Weapon Focus [light </p><p>crossbow], and so on) apply. Drawing a bolt for this spell is a free action. </p><p>[B][U]Material Component: The crossbow bolt to be fired (1 sp).[/U][/B]</p><p></p><p>[u][b]1st level:[/u] 00000 000[/b]</p><p></p><p>[url=http://www.d20srd.org/srd/spells/bless.htm]Bless[/url]</p><p>[url=http://www.d20srd.org/srd/spells/expeditiousRetreat.htm] [B]Expeditious Retreat[/B][/url]</p><p>Transmutation Level: sorcerer/wizard 1</p><p></p><p>[url=http://www.d20srd.org/srd/spells/featherFall.htm] [B]Feather Fall[/B] [/url]</p><p>Transmutation Level: sorcerer/wizard 1</p><p></p><p>[B* ]Low Light Vision[/B]</p><p>School: Transmutation</p><p>Level: Assassin 1, druid 1, ranger 1,</p><p>sorcerer/wizard 1</p><p>Components: V, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: Creature touched</p><p>Duration: 1 hour/level</p><p>Saving Throw: Will negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p>Description:</p><p>The subject creature gains low-light vision. </p><p>[B][U][I]Arcane Material Component: A small candle.[/I][/U][/B]</p><p></p><p>[url=http://www.d20srd.org/srd/spells/magicMissile.htm] [B]Magic Missile[/B] [/url]</p><p>Evocation [force] Level: sorcerer/wizard 1</p><p></p><p></p><p>[B]* Persistent Blade[/B]</p><p>School: Evocation [Force]</p><p>Level: Sorcerer/wizard 1</p><p>Components: V, S, F</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Effect: One dagger made of force</p><p>Duration: 1 round/level</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p>Description:</p><p>You bring into being a tiny blade of force. The blade flies at a speed of </p><p>40 feet (perfect) and attacks any target within its range, as you desire, </p><p>starting in the round when you cast the spell. The blade attacks on your </p><p>turn once each round, striking with an attack bonus equal to your base </p><p>attack bonus + 1/2 your Cha modifier or Int modifier (for sorcerers and </p><p>wizards, respectively) and deals 1d4 points of damage, with a critical </p><p>threat range of 19–20. If an ally also attacks the creature, the blade </p><p>moves on your turn to flank the target. As a force effect, it can strike </p><p>ethereal and incorporeal creatures. The blade cannot be attacked. Each </p><p>round after the first, you can use a standard action to switch the blade </p><p>to a new target; otherwise, it continues to attack the same target. If an </p><p>attacked creature has spell resistance, the resistance is checked the first </p><p>time the persistent blade strikes. If the blade is successfully resisted, the </p><p>spell is dispelled. If not, the blade has its normal full effect on that creature </p><p>for the duration of the spell. [B][U]Focus: A silvered dagger[/U][/B]</p><p></p><p>[u][b]2nd level:[/u] 00000 000[/b]</p><p></p><p>[url=http://www.d20srd.org/srd/spells/acidArrow.htm] [B](Melf’s) Acid Arrow[/B] [/url]</p><p>Conjuration (Creation) [Acid] Level: Sor/Wiz 2</p><p>[U][B]Material Component:[/B] Powdered rhubarb leaf and an adder’s stomach.</p><p>[B]Focus:[/B] A dart.[/U]</p><p></p><p>[B]* Body of the Sun[/B]</p><p>School: Transmutation [Fire]</p><p>Level: Druid 2, sorcerer/wizard 2</p><p>Components: V, S, DF</p><p>Casting Time: 1 standard action Range: 5 ft.</p><p>Area: 5-ft.-radius emanation centered on you</p><p>Duration: 1 round/level</p><p>Saving Throw: Reflex half</p><p>Spell Resistance: Yes</p><p>Description</p><p>Fire extends 5 feet in all directions from your body, illuminating the area </p><p>and dealing 1d4 points of fire damage per two caster levels (maximum </p><p>5d4). Adjacent creatures take fire damage each round on your turn.</p><p></p><p>[url=http://www.d20srd.org/srd/spells/darkvision.htm] [B]Darkvision[/B] [/url]</p><p>Transmutation Level: sorcerer/wizard 2</p><p>[B][U](either a pinch of dried carrot or an agate)[/U][/B]</p><p></p><p>[B]* Orb of Acid, Lesser[/B]</p><p>School: Conjuration (Creation) [Acid]</p><p>Level: Sorcerer/wizard 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: One orb of acid</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>Description:</p><p>An orb of acid about 2 inches across shoots from your palm at its target, </p><p>dealing 1d8 points of acid damage. You must succeed on a ranged touch </p><p>attack to hit your target. For every two caster levels beyond 1st, your </p><p>orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at </p><p>5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.</p><p></p><p>[url=http://www.d20srd.org/srd/spells/resistEnergy.htm] [B]Resist Energy[/B] [/url]</p><p>Abjuration Level: sorcerer/wizard 2</p><p></p><p>[url=http://www.d20srd.org/srd/spells/spiderClimb.htm] [B]Spider Climb[/B] [/url]</p><p>Transmutation Level: sorcerer/wizard 2</p><p></p><p>[u][b]3rd level:[/u] 00000 000[/b]</p><p></p><p>[B]* Acid Breath[/B]</p><p>School: Conjuration (Creation) [Acid]</p><p>Level: Sorcerer/wizard 3</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: 15 ft.</p><p>Area: Cone-shaped burst</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex half</p><p>Spell Resistance: Yes</p><p>Description</p><p> You breathe forth a cone of acidic droplets. The cone deals 1d6 points of </p><p>acid damage per caster level (maximum 10d6). [B]Material Component: A </p><p>handful of fire ants (alive or dead).[/B] Focus: A glass sculpture of a </p><p>humanoid (worth 50 gp).</p><p></p><p>[B]* Disrupt Undead, Greater[/B]</p><p>School: Necromancy</p><p>Level: Sorcerer/wizard 3</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: Ray</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p>Description</p><p>You must succeed on a ranged touch attack with the ray to strike a target. </p><p>This spell functions like disrupt undead, except that this ray deals 1d8 </p><p>points of damage per caster level to any undead, to a maximum of 10d8. </p><p>If the damage is sufficient to destroy the first target, then you can redirect </p><p>the ray to another undead target within 15 feet of the first target. If you </p><p>make a successful ranged touch attack on the second target, that target </p><p>takes half of the damage rolled for the first target.</p><p></p><p>[url=http://www.d20srd.org/srd/spells/fireball.htm] [B]Fireball[/B] [/url]</p><p>Evocation [fire] Level: sorcerer/wizard 3</p><p>[B][U][I](a ball of bat guano and sulfur)[/I][/U][/B]</p><p></p><p>[url=http://www.d20srd.org/srd/spells/haste.htm] [B]Haste[/B] [/url]</p><p>Transmutation Level: sorcerer/wizard 3</p><p>(a shaving of licorice root)</p><p></p><p>[U][B]4 th level[/B][/U]: 00000 00</p><p></p><p>[B* ]Force Missiles[/B]</p><p>School: Evocation [Force]</p><p>Level: Sorcerer/wizard 4</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Targets: Up to four creatures, no two of which are more than 30 ft. apart</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p>Description:</p><p>You create powerful missiles of magical force, each of which darts from your </p><p>fingertips and unerringly strikes its target, dealing 2d6 points of damage. The </p><p>missile then explodes in a burst of force that deals half this amount of damage </p><p>to any creatures adjacent to the primary target. The missile strikes unerringly, </p><p>even if the target is in melee or has anything less than total cover or </p><p>concealment. A caster cannot single out specific parts of a creature. The spell </p><p>can target and damage unattended objects. You gain one missile for every four </p><p>caster levels. You can make more than one missile strike a single target, if </p><p>desired. However, you must designate targets before rolling for spell </p><p>resistance or damage.</p><p></p><p>[B]* Orb of Acid[/B]</p><p>School: Conjuration (Creation) [Acid]</p><p>Level: Sorcerer/wizard 4</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: One orb of acid</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude partial; see text</p><p>Spell Resistance: No</p><p>Description:</p><p>An orb of acid about 3 inches across shoots from your palm at its target, </p><p>dealing 1d6 points of acid damage per caster level (maximum 15d6). You </p><p>must succeed on a ranged touch attack to hit your target. A creature </p><p>struck by the orb takes damage and becomes sickened by the acid’s </p><p>noxious fumes for 1 round. A successful Fortitude save negates the </p><p>sickened effect but does not reduce the damage.</p><p></p><p>[url=http://www.d20srd.org/srd/spells/stoneShape.htm] [B]Stoneshape[/B] [/url]</p><p>Transmutation [earth] Level: sorcerer/wizard 4</p><p>[B][U][I](soft clay)[/I][/U][/B]</p><p></p><p>[url=http://www.d20srd.org/srd/spells/stoneskin.htm] [B]Stoneskin[/B] [/url]</p><p>Abjuration Level: sorcerer/wizard 4</p><p>[B](granite and diamond dust worth 250 gp)[/B]</p><p></p><p>[B][U]5 th level[/U][/B]: 00000 00</p><p></p><p>[url=http://www.d20srd.org/srd/spells/fabricate.htm] [B]Fabricate[/B] [/url]</p><p>Transmutation Level: sorcerer/wizard 5</p><p>[B][U][I](the original material, which costs the same amount as the raw materials </p><p>required to craft the item to be created)[/I][/U][/B]</p><p></p><p>[B]* Planar Tolerance[/B]</p><p>Level: sorcerer/wizard 5</p><p>Duration: 1 hour/level</p><p>Description:</p><p>This spell functions like avoid planar effects, except as noted above.</p><p></p><p>[B]* Avoid Planer Effects[/B]</p><p>Abjuration Level: sorcerer/wizard 3</p><p>Components: V</p><p>Casting Time: 1 immediate action</p><p>Range: 20 ft.</p><p>Targets: One creature/level in a 20-ft.-radius burst </p><p>centered on you</p><p>Duration: 1 minute/level</p><p>Saving Throw: None</p><p>Spell Resistance: Yes (harmless)</p><p>Description</p><p>You gain a temporary respite from the natural effects of a specific plane. </p><p>These effects include extremes in temperature, lack of air, poisonous </p><p>fumes, emanations of positive or negative energy, or other attributes of </p><p>the plane itself (DMG 150). Avoid planar effects provides protection from </p><p>the 3d10 points of fire damage that characters normally take when on a </p><p>plane with the fire-dominant trait. Avoid planar effects allows a character </p><p>to breathe water on a water dominant plane and ignore the threat of </p><p>suffocation on an earth-dominant plane. A character protected by avoid </p><p>planar effects can’t be blinded by the energy of a major positive-dominant</p><p>plane and automatically stops gaining temporary hit points when they </p><p>equal the character’s full normal hit point total. Negative-dominant planes </p><p>don’t deal damage or bestow negative levels to characters protected by </p><p>avoid planar effects. In addition, some effects specific to a plane are negated </p><p>by avoid planar effects. In the D&D cosmology, avoid planar effects negates </p><p>the deafening effect of Pandemonium and the cold damage on the Cania </p><p>layer of the Nine Hells. The DM can add additional protections for a cosmology </p><p>he creates. If the campaign has an Elemental Plane of Cold, for example, </p><p>avoid planar effects protects against the base cold damage dealt to everyone </p><p>on the plane. The effects of gravity traits, alignment traits, and magic traits </p><p>aren’t negated by avoid planar effects, nor is the special entrapping trait of</p><p>certain planes (such as Elysium and Hades). The spell does not provide </p><p>protection against creatures, native or otherwise, nor does it protect against </p><p>spells, special abilities, or extreme and non-natural formations within the plane. </p><p>This spell allows you to survive on the Elemental Plane of Earth, for instance, </p><p>but it won’t protect you if you walk into a pool of magma on that same plane.</p><p></p><p>[B]* Reciprocal Gyre[/B]</p><p>School: Abjuration</p><p>Level: Sorcerer/wizard 5</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Target: One creature or object</p><p>Duration: Instantaneous</p><p>Saving Throw: Will half, then Fortitude negates; see text</p><p>Spell Resistance: No</p><p>Description:</p><p>The subject takes 1d12 points of damage per functioning spell or spell-like </p><p>ability currently affecting it (maximum 25d12). In addition, any creature so </p><p>affected that fails its Will save must then succeed on a Fortitude save or be </p><p>dazed for 1d6 rounds. Only spells specifically targeted on the creature in </p><p>question can be used to create the backlash of a reciprocal gyre, so spells </p><p>that affect an area can’t be used to deal reciprocal damage to creatures </p><p>within their area. Likewise, persistent or continuous effects from magic </p><p>items can’t be used to deal reciprocal damage, but targeted spell effects </p><p>can be. [B]Material Component: A tiny closed loop of copper wire.[/B]</p><p></p><p>[B]* Vitriolic Sphere[/B]</p><p>School: Conjuration (Creation) [Acid]</p><p>Level: Sorcerer/wizard 5</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Long (400 ft. + 40 ft./level)</p><p>Area: 10-ft.-radius burst</p><p>Duration: Instantaneous; see text</p><p>Saving Throw: Reflex partial; see text</p><p>Spell Resistance: No</p><p>Description</p><p>Affected creatures take 6d6 points of acid damage. Creatures that succeed </p><p>on their Reflex saving throws take half of this damage. Creatures that fail </p><p>their Reflex saves take full damage, and also take 6d6 points of acid damage</p><p>in each of the following 2 rounds.[B] Material Component: A tiny glass vial </p><p>filled with aqua regia (Nitric Acid)[/B]</p><p></p><p>[B][U]6 th level[/U][/B]: 00000 00</p><p></p><p>[B]* Acid Storm[/B]</p><p>School: Conjuration (Creation) [Acid]</p><p>Level: Sorcerer/wizard 6</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Area: Cylinder (20-ft. radius, 20 ft. high)</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex half</p><p>Spell Resistance: No</p><p>Description</p><p>Acid rain deals 1d6 points of acid damage per caster level (maximum 15d6) </p><p>to each creature in the area.[B] Material Component: A flask of acid (10 gp). [/B]</p><p></p><p>[B]* Elemental Body III[/B]</p><p>School transmutation (polymorph); </p><p>Level sorcerer/wizard 6</p><p>Casting Time 1 standard action</p><p>Components V, S, M (the element you plan to assume)</p><p>Range personal</p><p>Target you</p><p>Duration 1 min/level (D)</p><p>Description</p><p>This spell functions as elemental body I, except that it also allows you to </p><p>assume the form of a Large air, earth, fire, or water elemental. The abilities </p><p>you gain depend upon the type of elemental you change into. You are also </p><p>immune to critical hits and sneak attacks while in elemental form.</p><p></p><p>[U]Air elemental:[/U] As elemental body I except that you gain a +2 </p><p>enhancement bonus to your Strength, +4 enhancement bonus to your </p><p>Dexterity, and a +4 natural armor bonus.</p><p></p><p>[U]Earth elemental: [/U]As elemental body I except that you gain a +6 </p><p>enhancement bonus to your Strength, a –2 penalty on your Dexterity, a </p><p>+2 enhancement bonus to your Constitution, and a +6 natural armor bonus.</p><p></p><p>[U]Fire elemental[/U]: As elemental body I except that you gain a +4 </p><p>enhancement bonus to your Dexterity, a +2 enhancement bonus to your </p><p>Constitution, and a +4 natural armor bonus.</p><p></p><p>[U]Water elemental:[/U] As elemental body I except that you gain a +2 </p><p>enhancement bonus to your Strength, a –2 penalty on your Dexterity, a </p><p>+6 enhancement bonus to your Constitution, and a +6 natural armor bonus.</p><p></p><p>[url=http://www.d20srd.org/srd/spells/heroismGreater.htm] [B]Heroism, Greater[/B] [/url]</p><p>Eenchantment (compulsion) [mind-affecting] Level:sorcerer/wizard 6</p><p></p><p>[url=http://www.d20srd.org/srd/spells/heroism.htm] [B]Heroism[/B] [/url]</p><p>Enchantment (compulsion) [mind-affecting] Level: sorcerer/wizard 3</p><p></p><p>[B][U]7 th level:[/U][/B] 00000 00</p><p></p><p>[url=http://www.d20srd.org/srd/spells/banishment.htm] [B]Banishment[/B] [/url]</p><p>Abjuration Level: Sor/Wiz 7</p><p>[B][U][I]Arcane Focus: Any item that is distasteful to the subject (optional, see above).[/I][/U][/B]</p><p></p><p>[url=http://www.d20srd.org/srd/spells/limitedWish.htm] [B]Limited Wish[/B] [/url]</p><p>Universal Level:sorcerer/wizard 7</p><p>[B](diamond worth 1,500 gp + special)[/B]</p><p></p><p>[url=http://www.d20srd.org/srd/spells/magesSword.htm] [B]Mage’s Sword[/B] [/url]</p><p>Evocation [Force] Level: Sor/Wiz 7</p><p>[B]Focus: A miniature platinum sword with a grip and pommel of copper and zinc. It costs 250 gp to construct.[/B]</p><p></p><p>[B][U]8 th level: [/U][/B]00000</p><p></p><p>[B]* Form of the Dragon III[/B]</p><p>School transmutation (polymorph); </p><p>Level sorcerer/wizard 8</p><p>Description:</p><p>This spell functions as form of the [U]dragon I[/U] except that it also allows </p><p>you to assume the form of a Huge chromatic or metallic dragon. You gain the </p><p>following abilities: a +10 enhancement bonus to Strength, a +8 enhancement </p><p>bonus to Constitution, a +8 natural armor bonus, fly 120 feet (poor), </p><p>blindsense 60 feet, darkvision 120 feet, a breath weapon, DR 10/magic, </p><p>frightful presence (DC equal to the DC for this spell), and immunity to one </p><p>element (of the same type form of the dragon I grants resistance to). You </p><p>also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one </p><p>tail slap attack (2d6). You can use the breath weapon as often as you like, but </p><p>you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points </p><p>of damage and allow a Reflex save for half damage. Line breath weapons </p><p>increase to 100-foot lines and cones increase to 50-foot cones.</p><p></p><p>[B]* Form of the Dragon I[/B]</p><p>School transmutation (polymorph); </p><p>Level sorcerer/wizard 6</p><p>Casting Time 1 standard action</p><p>Components V, S, M[B] (a scale of the dragon type you plan to assume)[/B]</p><p>Range personal</p><p>Target you</p><p>Duration 1 min/level (D)</p><p>Save see below; </p><p>Spell Resistance: no</p><p>Description</p><p>When you cast this spell you assume the form of a Medium chromatic</p><p>or metallic dragon. You gain the following abilities: a +4 enhancement</p><p>bonus to Strength, a +2 enhancement bonus to Constitution, a +4</p><p>natural armor bonus, fly 60 feet (poor), darkvision 60 feet, a breath</p><p>weapon, and resistance to one element. You also gain one bite (1d8),</p><p>two claws (1d6), and two wing attacks (1d4). Your breath weapon and</p><p>resistance depend on the type of dragon that you transform into. You</p><p>can only use the breath weapon once per casting of this spell. All breath</p><p>weapons deal 6d8 points of damage and allow a Reflex save for half</p><p>damage. In addition, some of the dragon types grant additional abilities</p><p>as noted below.</p><p></p><p>Black dragon: 60-foot line of acid, resist acid 20, swim 60 feet</p><p></p><p>Blue dragon: 60-foot line of electricity, resist electricity 20, burrow 20</p><p>feet</p><p></p><p>Green dragon: 30-foot cone of acid, resist acid 20, swim 40 feet</p><p></p><p>Red dragon: 30-foot cone of fire, resist fire 30, vulnerability to cold</p><p></p><p>White dragon: 30-foot cone of cold, resist cold 20, swim 60 feet,</p><p>vulnerability to fire</p><p></p><p>Brass dragon: 60-foot line of fire, resist fire 20, burrow 30 feet,</p><p>vulnerability to cold</p><p></p><p>Bronze dragon: 60-foot line of electricity, resist electricity 20, swim</p><p>60 feet</p><p></p><p>Copper dragon: 60-foot line of acid, resist acid 20, spider climb (always</p><p>active)</p><p></p><p>Gold dragon: 30-foot cone of fire, resist fire 20, swim 60 feet</p><p></p><p>Silver dragon: 30-foot cone of cold, resist cold 30, vulnerability to fire</p><p></p><p>[url=http://www.d20srd.org/srd/spells/polarRay.htm] [B]Polar Ray[/B] [/url]</p><p>Evocation [cold] Level: sorcerer/wizard 8</p><p>[B] (a white ceramic cone or prism)[/B]</p><p></p><p>[url=http://www.d20srd.org/srd/spells/sunburst.htm] [B]Sunburst[/B] [/url]</p><p>Evocation [light]Level: sorcerer/wizard 8</p><p>[B](sunstone and fire source)[/B]</p><p></p><p>[B][U]9 th level:[/U][/B] 000</p><p></p><p>[B]* Absorption[/B]</p><p>School: Abjuration</p><p>Level: Sorcerer/wizard 9</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: Until expended or 10 minutes/level</p><p>Description</p><p> Spells and spell-like effects that target you are absorbed, their energy stored to </p><p>power spells of your own. Absorption absorbs only ranged spells that have you </p><p>as a target. Touch spells, effect spells, and area spells that affect you cannot be </p><p>absorbed. Once the spell is cast, you can absorb 1d4+6 spell levels (rolled secretly </p><p>by the DM). The level of each spell you absorb is subtracted from the total. If a </p><p>spell is only partially absorbed (because its level exceeds the number of levels </p><p>remaining to be absorbed), divide the number of spell levels left unabsorbed by the </p><p>original spell level. For spells that deal damage, use the result to determine what </p><p>fraction of the damage you take. For spells that create effects, use the result as a </p><p>percentage chance to be affected. For example, you have three spell levels of </p><p>absorption remaining and are struck by dominate person cast as a 5th- level spell. </p><p>Absorption absorbs three levels of the spell, resulting in a 40% chance (2/5) that you </p><p>will be affected normally. If affected, any saving throw the spell allows you still applies. </p><p>Likewise, if you’re struck by disintegrate cast as a 6th-level spell with four levels of </p><p>absorption remaining, two levels of the spell remain, and you take only 33% (1/3) of the </p><p>damage you would normally take from the spell. You can use captured spell energy to</p><p>cast any spell you know or have prepared, but spells so cast don’t disappear from your </p><p>list of prepared spells or count against the number of spells you can normally cast per </p><p>day (so you so must keep a running total of spell levels absorbed and used). The levels </p><p>of spell energy you have stored must be equal to or greater than the level of the spell </p><p>you want to cast, and you must have at hand (and expend) any material components</p><p>required for the spell.</p><p></p><p>[url=http://www.d20srd.org/srd/spells/shapechange.htm] [B]Shapechange[/B] [/url]</p><p>Transmutation (polymorph) Level: wizard/sorcerer 9</p><p>Focus [B] (jade circlet worth 1,500 gp)[/B]</p><p></p><p>[/code]</p><p></p><p></p><p style="text-align: center"><span style="font-size: 26px"><strong><em>OR spell list B</em></strong></span></p><p></p><p></p><p>[code]</p><p>[b]spells per day: spells kwn:[/b]</p><p>lv 0: unlimited = u 9</p><p>lv 1: 6 + 2 (ch) = 8 5</p><p>lv 2: 6 + 2 (ch) = 8 5</p><p>lv 3: 6 + 2 (ch) = 8 4</p><p>lv 4: 6 + 1 (ch) = 7 4</p><p>lv 5: 6 + 1 (ch) = 7 4</p><p>lv 6: 6 + 1 (ch) = 7 3</p><p>lv 7: 6 + 1 (ch) = 7 3</p><p>lv 8: 5 + 0 (ch) = 5 3</p><p>lv 9: 3 + 0 (ch) = 3 2</p><p></p><p>[b]SPELL LIST:[/b]</p><p>[i]* denotes spell compendium[/i]</p><p>[I]& denotes bonus spells frm scor[/I]</p><p></p><p>[u][b]0 level: </p><p>Acid Splash</p><p>Detect magic</p><p>Detect Poison</p><p>Disrupt Undead</p><p>Light</p><p>Mend</p><p>Prestidigitation</p><p>*Launch bolt </p><p>Ray of frost</p><p></p><p>[u][b]1st level:[/u] 00000 000[/b]</p><p>Expeditious retreat</p><p>Feather Fall</p><p>*low light vision </p><p>magic missile</p><p>*Persistent Blade </p><p>&Mage Armor</p><p></p><p>[u][b]2nd level:[/u] 00000 000[/b]</p><p>*Body of the Sun</p><p>dark vision</p><p>Melf's acid arrow </p><p>*Orb of Acid, Lesser</p><p>&Resist energy</p><p>spider climb</p><p></p><p>[u][b]3rd level:[/u] 00000 000[/b]</p><p>*Acid breath</p><p>*Disrupt undead, Gtr</p><p>fireball</p><p>haste</p><p></p><p>[U][B]4 th level[/B][/U]: 00000 00</p><p>* force missiles</p><p>* Orb of Acid</p><p>shape stone</p><p>Stone skin</p><p></p><p>[B][U]5 th level[/U][/B]: 00000 00</p><p>Fabricate</p><p>Planar Tolerance</p><p>Reciprocal Gyre</p><p>Vitriolic Sphere</p><p></p><p>[B][U]6 th level[/U][/B]: 00000 00</p><p>Acid Storm </p><p>Elemental Body III</p><p>Heroism, Greater</p><p> </p><p>[B][U]7 th level:[/U][/B] 00000 00</p><p>Banishment</p><p>Limited Wish </p><p>Mage’s Sword </p><p></p><p>[B][U]8 th level: [/U][/B]00000 </p><p>* Form of the Dragon III</p><p>Polar Ray</p><p>Sunburst</p><p></p><p>[B][U]9 th level:[/U][/B] 000</p><p>Absorption</p><p>Shapechange</p><p></p><p></p><p>[/code]</p></blockquote><p></p>
[QUOTE="Scott DeWar, post: 6027720, member: 49929"] also which do you think is better: [CENTER][SIZE=10][B][I]spell list A[/I][/B][/SIZE][/CENTER] [code] [b]spells per day: spells kwn:[/b] lv 0: unlimited = u 9 lv 1: 6 + 2 (ch) = 8 5 lv 2: 6 + 2 (ch) = 8 5 lv 3: 6 + 2 (ch) = 8 4 lv 4: 6 + 1 (ch) = 7 4 lv 5: 6 + 1 (ch) = 7 4 lv 6: 6 + 1 (ch) = 7 3 lv 7: 6 + 1 (ch) = 7 3 lv 8: 5 + 0 (ch) = 5 3 lv 9: 3 + 0 (ch) = 3 2 [b]SPELL LIST:[/b] [i]* denotes spell compendium[/i] [I]& denotes bonus spells frm scor[/I] [u][b]0 level:[/u] UNLIMITED[/b] [url=http://www.d20srd.org/srd/spells/acidSplash.htm] [B]Acid Splash[/B] [/url] Conjuration Level: Sor/Wiz 0 [url=http://www.d20srd.org/srd/spells/detectMagic.htm] [B]Detect Magic[/B] [/url] Divination Level: Sor/Wiz 0 [url=http://www.d20srd.org/srd/spells/detectPoison.htm] [B]Detect Poison[/B] [/url] Divination Level: Sor/Wiz 0 [url=http://www.d20srd.org/srd/spells/disruptUndead.htm] [B]Disrupt Undead[/B] [/url] Necromancy Level: Sor/Wiz 0 [url=http://www.d20srd.org/srd/spells/light.htm] [B]Light[/B] [/url] Evocation [Light] Level: Sor/Wiz 0 [B][U]Arcane Material Component: A firefly or a piece of phosphorescent moss.[/U][/B] [url=http://www.d20srd.org/srd/spells/mending.htm] [B]Mending[/B] [/url] Transmutation Level: Sor/Wiz 0. [url=http://www.d20srd.org/srd/spells/prestidigitation.htm] [B]Prestidigitation[/B] [/url] Universal Level: Sor/Wiz 0 [B]* Launch Bolt[/B] School: Transmutation Level: Sorcerer/wizard 0 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One crossbow bolt in your possession Duration: Instantaneous Saving Throw: None Spell Resistance: No Description: You cast this spell on a crossbow bolt, causing it to fly at a target of your choice as if you had fired it from a light crossbow, using a ranged attack roll. The bolt has a range increment of 80 feet. Any properties of the crossbow bolt (such as magical abilities, masterwork quality, and so on) or feats you possess (such as Point Blank Shot, Weapon Focus [light crossbow], and so on) apply. Drawing a bolt for this spell is a free action. [B][U]Material Component: The crossbow bolt to be fired (1 sp).[/U][/B] [u][b]1st level:[/u] 00000 000[/b] [url=http://www.d20srd.org/srd/spells/bless.htm]Bless[/url] [url=http://www.d20srd.org/srd/spells/expeditiousRetreat.htm] [B]Expeditious Retreat[/B][/url] Transmutation Level: sorcerer/wizard 1 [url=http://www.d20srd.org/srd/spells/featherFall.htm] [B]Feather Fall[/B] [/url] Transmutation Level: sorcerer/wizard 1 [B* ]Low Light Vision[/B] School: Transmutation Level: Assassin 1, druid 1, ranger 1, sorcerer/wizard 1 Components: V, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Description: The subject creature gains low-light vision. [B][U][I]Arcane Material Component: A small candle.[/I][/U][/B] [url=http://www.d20srd.org/srd/spells/magicMissile.htm] [B]Magic Missile[/B] [/url] Evocation [force] Level: sorcerer/wizard 1 [B]* Persistent Blade[/B] School: Evocation [Force] Level: Sorcerer/wizard 1 Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One dagger made of force Duration: 1 round/level Saving Throw: None Spell Resistance: Yes Description: You bring into being a tiny blade of force. The blade flies at a speed of 40 feet (perfect) and attacks any target within its range, as you desire, starting in the round when you cast the spell. The blade attacks on your turn once each round, striking with an attack bonus equal to your base attack bonus + 1/2 your Cha modifier or Int modifier (for sorcerers and wizards, respectively) and deals 1d4 points of damage, with a critical threat range of 19–20. If an ally also attacks the creature, the blade moves on your turn to flank the target. As a force effect, it can strike ethereal and incorporeal creatures. The blade cannot be attacked. Each round after the first, you can use a standard action to switch the blade to a new target; otherwise, it continues to attack the same target. If an attacked creature has spell resistance, the resistance is checked the first time the persistent blade strikes. If the blade is successfully resisted, the spell is dispelled. If not, the blade has its normal full effect on that creature for the duration of the spell. [B][U]Focus: A silvered dagger[/U][/B] [u][b]2nd level:[/u] 00000 000[/b] [url=http://www.d20srd.org/srd/spells/acidArrow.htm] [B](Melf’s) Acid Arrow[/B] [/url] Conjuration (Creation) [Acid] Level: Sor/Wiz 2 [U][B]Material Component:[/B] Powdered rhubarb leaf and an adder’s stomach. [B]Focus:[/B] A dart.[/U] [B]* Body of the Sun[/B] School: Transmutation [Fire] Level: Druid 2, sorcerer/wizard 2 Components: V, S, DF Casting Time: 1 standard action Range: 5 ft. Area: 5-ft.-radius emanation centered on you Duration: 1 round/level Saving Throw: Reflex half Spell Resistance: Yes Description Fire extends 5 feet in all directions from your body, illuminating the area and dealing 1d4 points of fire damage per two caster levels (maximum 5d4). Adjacent creatures take fire damage each round on your turn. [url=http://www.d20srd.org/srd/spells/darkvision.htm] [B]Darkvision[/B] [/url] Transmutation Level: sorcerer/wizard 2 [B][U](either a pinch of dried carrot or an agate)[/U][/B] [B]* Orb of Acid, Lesser[/B] School: Conjuration (Creation) [Acid] Level: Sorcerer/wizard 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One orb of acid Duration: Instantaneous Saving Throw: None Spell Resistance: No Description: An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher. [url=http://www.d20srd.org/srd/spells/resistEnergy.htm] [B]Resist Energy[/B] [/url] Abjuration Level: sorcerer/wizard 2 [url=http://www.d20srd.org/srd/spells/spiderClimb.htm] [B]Spider Climb[/B] [/url] Transmutation Level: sorcerer/wizard 2 [u][b]3rd level:[/u] 00000 000[/b] [B]* Acid Breath[/B] School: Conjuration (Creation) [Acid] Level: Sorcerer/wizard 3 Components: V, S, M Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes Description You breathe forth a cone of acidic droplets. The cone deals 1d6 points of acid damage per caster level (maximum 10d6). [B]Material Component: A handful of fire ants (alive or dead).[/B] Focus: A glass sculpture of a humanoid (worth 50 gp). [B]* Disrupt Undead, Greater[/B] School: Necromancy Level: Sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Description You must succeed on a ranged touch attack with the ray to strike a target. This spell functions like disrupt undead, except that this ray deals 1d8 points of damage per caster level to any undead, to a maximum of 10d8. If the damage is sufficient to destroy the first target, then you can redirect the ray to another undead target within 15 feet of the first target. If you make a successful ranged touch attack on the second target, that target takes half of the damage rolled for the first target. [url=http://www.d20srd.org/srd/spells/fireball.htm] [B]Fireball[/B] [/url] Evocation [fire] Level: sorcerer/wizard 3 [B][U][I](a ball of bat guano and sulfur)[/I][/U][/B] [url=http://www.d20srd.org/srd/spells/haste.htm] [B]Haste[/B] [/url] Transmutation Level: sorcerer/wizard 3 (a shaving of licorice root) [U][B]4 th level[/B][/U]: 00000 00 [B* ]Force Missiles[/B] School: Evocation [Force] Level: Sorcerer/wizard 4 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: Up to four creatures, no two of which are more than 30 ft. apart Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Description: You create powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage. The missile then explodes in a burst of force that deals half this amount of damage to any creatures adjacent to the primary target. The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects. You gain one missile for every four caster levels. You can make more than one missile strike a single target, if desired. However, you must designate targets before rolling for spell resistance or damage. [B]* Orb of Acid[/B] School: Conjuration (Creation) [Acid] Level: Sorcerer/wizard 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One orb of acid Duration: Instantaneous Saving Throw: Fortitude partial; see text Spell Resistance: No Description: An orb of acid about 3 inches across shoots from your palm at its target, dealing 1d6 points of acid damage per caster level (maximum 15d6). You must succeed on a ranged touch attack to hit your target. A creature struck by the orb takes damage and becomes sickened by the acid’s noxious fumes for 1 round. A successful Fortitude save negates the sickened effect but does not reduce the damage. [url=http://www.d20srd.org/srd/spells/stoneShape.htm] [B]Stoneshape[/B] [/url] Transmutation [earth] Level: sorcerer/wizard 4 [B][U][I](soft clay)[/I][/U][/B] [url=http://www.d20srd.org/srd/spells/stoneskin.htm] [B]Stoneskin[/B] [/url] Abjuration Level: sorcerer/wizard 4 [B](granite and diamond dust worth 250 gp)[/B] [B][U]5 th level[/U][/B]: 00000 00 [url=http://www.d20srd.org/srd/spells/fabricate.htm] [B]Fabricate[/B] [/url] Transmutation Level: sorcerer/wizard 5 [B][U][I](the original material, which costs the same amount as the raw materials required to craft the item to be created)[/I][/U][/B] [B]* Planar Tolerance[/B] Level: sorcerer/wizard 5 Duration: 1 hour/level Description: This spell functions like avoid planar effects, except as noted above. [B]* Avoid Planer Effects[/B] Abjuration Level: sorcerer/wizard 3 Components: V Casting Time: 1 immediate action Range: 20 ft. Targets: One creature/level in a 20-ft.-radius burst centered on you Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes (harmless) Description You gain a temporary respite from the natural effects of a specific plane. These effects include extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself (DMG 150). Avoid planar effects provides protection from the 3d10 points of fire damage that characters normally take when on a plane with the fire-dominant trait. Avoid planar effects allows a character to breathe water on a water dominant plane and ignore the threat of suffocation on an earth-dominant plane. A character protected by avoid planar effects can’t be blinded by the energy of a major positive-dominant plane and automatically stops gaining temporary hit points when they equal the character’s full normal hit point total. Negative-dominant planes don’t deal damage or bestow negative levels to characters protected by avoid planar effects. In addition, some effects specific to a plane are negated by avoid planar effects. In the D&D cosmology, avoid planar effects negates the deafening effect of Pandemonium and the cold damage on the Cania layer of the Nine Hells. The DM can add additional protections for a cosmology he creates. If the campaign has an Elemental Plane of Cold, for example, avoid planar effects protects against the base cold damage dealt to everyone on the plane. The effects of gravity traits, alignment traits, and magic traits aren’t negated by avoid planar effects, nor is the special entrapping trait of certain planes (such as Elysium and Hades). The spell does not provide protection against creatures, native or otherwise, nor does it protect against spells, special abilities, or extreme and non-natural formations within the plane. This spell allows you to survive on the Elemental Plane of Earth, for instance, but it won’t protect you if you walk into a pool of magma on that same plane. [B]* Reciprocal Gyre[/B] School: Abjuration Level: Sorcerer/wizard 5 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature or object Duration: Instantaneous Saving Throw: Will half, then Fortitude negates; see text Spell Resistance: No Description: The subject takes 1d12 points of damage per functioning spell or spell-like ability currently affecting it (maximum 25d12). In addition, any creature so affected that fails its Will save must then succeed on a Fortitude save or be dazed for 1d6 rounds. Only spells specifically targeted on the creature in question can be used to create the backlash of a reciprocal gyre, so spells that affect an area can’t be used to deal reciprocal damage to creatures within their area. Likewise, persistent or continuous effects from magic items can’t be used to deal reciprocal damage, but targeted spell effects can be. [B]Material Component: A tiny closed loop of copper wire.[/B] [B]* Vitriolic Sphere[/B] School: Conjuration (Creation) [Acid] Level: Sorcerer/wizard 5 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 10-ft.-radius burst Duration: Instantaneous; see text Saving Throw: Reflex partial; see text Spell Resistance: No Description Affected creatures take 6d6 points of acid damage. Creatures that succeed on their Reflex saving throws take half of this damage. Creatures that fail their Reflex saves take full damage, and also take 6d6 points of acid damage in each of the following 2 rounds.[B] Material Component: A tiny glass vial filled with aqua regia (Nitric Acid)[/B] [B][U]6 th level[/U][/B]: 00000 00 [B]* Acid Storm[/B] School: Conjuration (Creation) [Acid] Level: Sorcerer/wizard 6 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Cylinder (20-ft. radius, 20 ft. high) Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: No Description Acid rain deals 1d6 points of acid damage per caster level (maximum 15d6) to each creature in the area.[B] Material Component: A flask of acid (10 gp). [/B] [B]* Elemental Body III[/B] School transmutation (polymorph); Level sorcerer/wizard 6 Casting Time 1 standard action Components V, S, M (the element you plan to assume) Range personal Target you Duration 1 min/level (D) Description This spell functions as elemental body I, except that it also allows you to assume the form of a Large air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental you change into. You are also immune to critical hits and sneak attacks while in elemental form. [U]Air elemental:[/U] As elemental body I except that you gain a +2 enhancement bonus to your Strength, +4 enhancement bonus to your Dexterity, and a +4 natural armor bonus. [U]Earth elemental: [/U]As elemental body I except that you gain a +6 enhancement bonus to your Strength, a –2 penalty on your Dexterity, a +2 enhancement bonus to your Constitution, and a +6 natural armor bonus. [U]Fire elemental[/U]: As elemental body I except that you gain a +4 enhancement bonus to your Dexterity, a +2 enhancement bonus to your Constitution, and a +4 natural armor bonus. [U]Water elemental:[/U] As elemental body I except that you gain a +2 enhancement bonus to your Strength, a –2 penalty on your Dexterity, a +6 enhancement bonus to your Constitution, and a +6 natural armor bonus. [url=http://www.d20srd.org/srd/spells/heroismGreater.htm] [B]Heroism, Greater[/B] [/url] Eenchantment (compulsion) [mind-affecting] Level:sorcerer/wizard 6 [url=http://www.d20srd.org/srd/spells/heroism.htm] [B]Heroism[/B] [/url] Enchantment (compulsion) [mind-affecting] Level: sorcerer/wizard 3 [B][U]7 th level:[/U][/B] 00000 00 [url=http://www.d20srd.org/srd/spells/banishment.htm] [B]Banishment[/B] [/url] Abjuration Level: Sor/Wiz 7 [B][U][I]Arcane Focus: Any item that is distasteful to the subject (optional, see above).[/I][/U][/B] [url=http://www.d20srd.org/srd/spells/limitedWish.htm] [B]Limited Wish[/B] [/url] Universal Level:sorcerer/wizard 7 [B](diamond worth 1,500 gp + special)[/B] [url=http://www.d20srd.org/srd/spells/magesSword.htm] [B]Mage’s Sword[/B] [/url] Evocation [Force] Level: Sor/Wiz 7 [B]Focus: A miniature platinum sword with a grip and pommel of copper and zinc. It costs 250 gp to construct.[/B] [B][U]8 th level: [/U][/B]00000 [B]* Form of the Dragon III[/B] School transmutation (polymorph); Level sorcerer/wizard 8 Description: This spell functions as form of the [U]dragon I[/U] except that it also allows you to assume the form of a Huge chromatic or metallic dragon. You gain the following abilities: a +10 enhancement bonus to Strength, a +8 enhancement bonus to Constitution, a +8 natural armor bonus, fly 120 feet (poor), blindsense 60 feet, darkvision 120 feet, a breath weapon, DR 10/magic, frightful presence (DC equal to the DC for this spell), and immunity to one element (of the same type form of the dragon I grants resistance to). You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). You can use the breath weapon as often as you like, but you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones. [B]* Form of the Dragon I[/B] School transmutation (polymorph); Level sorcerer/wizard 6 Casting Time 1 standard action Components V, S, M[B] (a scale of the dragon type you plan to assume)[/B] Range personal Target you Duration 1 min/level (D) Save see below; Spell Resistance: no Description When you cast this spell you assume the form of a Medium chromatic or metallic dragon. You gain the following abilities: a +4 enhancement bonus to Strength, a +2 enhancement bonus to Constitution, a +4 natural armor bonus, fly 60 feet (poor), darkvision 60 feet, a breath weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of dragon that you transform into. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage. In addition, some of the dragon types grant additional abilities as noted below. Black dragon: 60-foot line of acid, resist acid 20, swim 60 feet Blue dragon: 60-foot line of electricity, resist electricity 20, burrow 20 feet Green dragon: 30-foot cone of acid, resist acid 20, swim 40 feet Red dragon: 30-foot cone of fire, resist fire 30, vulnerability to cold White dragon: 30-foot cone of cold, resist cold 20, swim 60 feet, vulnerability to fire Brass dragon: 60-foot line of fire, resist fire 20, burrow 30 feet, vulnerability to cold Bronze dragon: 60-foot line of electricity, resist electricity 20, swim 60 feet Copper dragon: 60-foot line of acid, resist acid 20, spider climb (always active) Gold dragon: 30-foot cone of fire, resist fire 20, swim 60 feet Silver dragon: 30-foot cone of cold, resist cold 30, vulnerability to fire [url=http://www.d20srd.org/srd/spells/polarRay.htm] [B]Polar Ray[/B] [/url] Evocation [cold] Level: sorcerer/wizard 8 [B] (a white ceramic cone or prism)[/B] [url=http://www.d20srd.org/srd/spells/sunburst.htm] [B]Sunburst[/B] [/url] Evocation [light]Level: sorcerer/wizard 8 [B](sunstone and fire source)[/B] [B][U]9 th level:[/U][/B] 000 [B]* Absorption[/B] School: Abjuration Level: Sorcerer/wizard 9 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: Until expended or 10 minutes/level Description Spells and spell-like effects that target you are absorbed, their energy stored to power spells of your own. Absorption absorbs only ranged spells that have you as a target. Touch spells, effect spells, and area spells that affect you cannot be absorbed. Once the spell is cast, you can absorb 1d4+6 spell levels (rolled secretly by the DM). The level of each spell you absorb is subtracted from the total. If a spell is only partially absorbed (because its level exceeds the number of levels remaining to be absorbed), divide the number of spell levels left unabsorbed by the original spell level. For spells that deal damage, use the result to determine what fraction of the damage you take. For spells that create effects, use the result as a percentage chance to be affected. For example, you have three spell levels of absorption remaining and are struck by dominate person cast as a 5th- level spell. Absorption absorbs three levels of the spell, resulting in a 40% chance (2/5) that you will be affected normally. If affected, any saving throw the spell allows you still applies. Likewise, if you’re struck by disintegrate cast as a 6th-level spell with four levels of absorption remaining, two levels of the spell remain, and you take only 33% (1/3) of the damage you would normally take from the spell. You can use captured spell energy to cast any spell you know or have prepared, but spells so cast don’t disappear from your list of prepared spells or count against the number of spells you can normally cast per day (so you so must keep a running total of spell levels absorbed and used). The levels of spell energy you have stored must be equal to or greater than the level of the spell you want to cast, and you must have at hand (and expend) any material components required for the spell. [url=http://www.d20srd.org/srd/spells/shapechange.htm] [B]Shapechange[/B] [/url] Transmutation (polymorph) Level: wizard/sorcerer 9 Focus [B] (jade circlet worth 1,500 gp)[/B] [/code] [CENTER][SIZE=10][B][I]OR spell list B[/I][/B][/SIZE][/CENTER] [code] [b]spells per day: spells kwn:[/b] lv 0: unlimited = u 9 lv 1: 6 + 2 (ch) = 8 5 lv 2: 6 + 2 (ch) = 8 5 lv 3: 6 + 2 (ch) = 8 4 lv 4: 6 + 1 (ch) = 7 4 lv 5: 6 + 1 (ch) = 7 4 lv 6: 6 + 1 (ch) = 7 3 lv 7: 6 + 1 (ch) = 7 3 lv 8: 5 + 0 (ch) = 5 3 lv 9: 3 + 0 (ch) = 3 2 [b]SPELL LIST:[/b] [i]* denotes spell compendium[/i] [I]& denotes bonus spells frm scor[/I] [u][b]0 level: Acid Splash Detect magic Detect Poison Disrupt Undead Light Mend Prestidigitation *Launch bolt Ray of frost [u][b]1st level:[/u] 00000 000[/b] Expeditious retreat Feather Fall *low light vision magic missile *Persistent Blade &Mage Armor [u][b]2nd level:[/u] 00000 000[/b] *Body of the Sun dark vision Melf's acid arrow *Orb of Acid, Lesser &Resist energy spider climb [u][b]3rd level:[/u] 00000 000[/b] *Acid breath *Disrupt undead, Gtr fireball haste [U][B]4 th level[/B][/U]: 00000 00 * force missiles * Orb of Acid shape stone Stone skin [B][U]5 th level[/U][/B]: 00000 00 Fabricate Planar Tolerance Reciprocal Gyre Vitriolic Sphere [B][U]6 th level[/U][/B]: 00000 00 Acid Storm Elemental Body III Heroism, Greater [B][U]7 th level:[/U][/B] 00000 00 Banishment Limited Wish Mage’s Sword [B][U]8 th level: [/U][/B]00000 * Form of the Dragon III Polar Ray Sunburst [B][U]9 th level:[/U][/B] 000 Absorption Shapechange [/code] [/QUOTE]
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