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<blockquote data-quote="Herzog" data-source="post: 1876122" data-attributes="member: 25696"><p>2ND-LEVEL BARD SPELLS</p><p>Working:</p><p>Alter Self: Assume form of a similar creature.</p><p>Animal Trance: Fascinates 2d6 HD of animals.</p><p>Blindness/Deafness: Makes subject blind or deaf.</p><p>Blur: Attacks miss subject 20% of the time.</p><p>Calm Emotions: Calms creatures, negating emotion effects.</p><p>Cat’s Grace: Subject gains +4 to Dex for 1 min./level.</p><p>Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).</p><p>Darkness: 20-ft. radius of supernatural shadow.</p><p>Daze Monster: Living creature of 6 HD or less loses next action.</p><p>Delay Poison: Stops poison from harming subject for 1 hour/ level.</p><p>Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.</p><p>Fox’s Cunning: Subject gains +4 to Int for 1 min./level.</p><p>Glitterdust: Blinds creatures, outlines invisible creatures.</p><p>Heroism: Gives +2 on attack rolls, saves, skill checks.</p><p>Locate Object: Senses direction toward object (specific or type).</p><p>Minor Image: As silent image, plus some sound.</p><p>Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).</p><p>Misdirection: Misleads divinations for one creature or object.</p><p>Pyrotechnics: Turns fire into blinding light or choking smoke.</p><p>Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.</p><p>Scare: Panics creatures of less than 6 HD.</p><p>Shatter: Sonic vibration damages objects or crystalline creatures.</p><p>Silence: Negates sound in 15-ft. radius.</p><p>Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.</p><p>Tongues: Speak any language.</p><p>Whispering Wind: Sends a short message 1 mile/level.</p><p></p><p>Not Working:</p><p>Animal Messenger: Sends a Tiny animal to a specific place.</p><p>Detect Thoughts: Allows “listening” to surface thoughts.</p><p>Enthrall: Captivates all within 100 ft. + 10 ft./level.</p><p>Hold Person: Paralyzes one humanoid for 1 round/level.</p><p>Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.</p><p>Invisibility: Subject is invisible for 1 min./level or until it attacks.</p><p>Suggestion: Compels subject to follow stated course of action.</p><p>Summon Monster II: Calls extraplanar creature to fight for you.</p><p>Summon Swarm: Summons swarm of bats, rats, or spiders.</p><p></p><p>2ND-LEVEL CLERIC SPELLS</p><p>Working:</p><p>Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).</p><p>Align Weapon: Weapon becomes good, evil, lawful, or chaotic.</p><p>Augury M F: Learns whether an action will be good or bad.</p><p>Bear’s Endurance: Subject gains +4 to Con for 1 min./level.</p><p>Bull’s Strength: Subject gains +4 to Str for 1 min./level.</p><p>Calm Emotions: Calms creatures, negating emotion effects.</p><p>Consecrate M: Fills area with positive energy, making undead weaker.</p><p>Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).</p><p>Darkness: 20-ft. radius of supernatural shadow.</p><p>Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.</p><p>Delay Poison: Stops poison from harming subject for 1 hour/level.</p><p>Desecrate M: Fills area with negative energy, making undead stronger.</p><p>Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.</p><p>Find Traps: Notice traps as a rogue does.</p><p>Gentle Repose: Preserves one corpse.</p><p>Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).</p><p>Make Whole: Repairs an object.</p><p>Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.</p><p>Remove Paralysis: Frees one or more creatures from paralysis or slow effect.</p><p>Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.</p><p>Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.</p><p>Shatter: Sonic vibration damages objects or crystalline creatures.</p><p>Shield Other F: You take half of subject’s damage.</p><p>Silence: Negates sound in 15-ft. radius.</p><p>Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.</p><p>Spiritual Weapon: Magic weapon attacks on its own.</p><p>Status: Monitors condition, position of allies.</p><p>Undetectable Alignment: Conceals alignment for 24 hours.</p><p>Zone of Truth: Subjects within range cannot lie.</p><p></p><p>Not working:</p><p>Enthrall: Captivates all within 100 ft. + 10 ft./level.</p><p>Hold Person: Paralyzes one humanoid for 1 round/level.</p><p>Summon Monster II: Calls extraplanar creature to fight for you.</p><p></p><p>2ND-LEVEL DRUID SPELLS</p><p>Working:</p><p>Animal Messenger: Sends a Tiny animal to a specific place.</p><p>Animal Trance: Fascinates 2d6 HD of animals.</p><p>Barkskin: Grants +2 (or higher) enhancement to natural armor.</p><p>Bear’s Endurance: Subject gains +4 to Con for 1 min./level.</p><p>Bull’s Strength: Subject gains +4 to Str for 1 min./level.</p><p>Cat’s Grace: Subject gains +4 to Dex for 1 min./level.</p><p>Chill Metal: Cold metal damages those who touch it.</p><p>Delay Poison: Stops poison from harming subject for 1 hour/level.</p><p>Fire Trap M: Opened object deals 1d4 +1/level damage.</p><p>Flame Blade: Touch attack deals 1d8 +1/two levels damage.</p><p>Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.</p><p>Fog Cloud: Fog obscures vision.</p><p>Gust of Wind: Blows away or knocks down smaller creatures.</p><p>Heat Metal: Make metal so hot it damages those who touch it.</p><p>Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.</p><p>Reduce Animal: Shrinks one willing animal.</p><p>Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.</p><p>Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.</p><p>Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.</p><p>Spider Climb: Grants ability to walk on walls and ceilings.</p><p>Summon Nature’s Ally II: Calls creature to fight.</p><p>Summon Swarm: Summons swarm of bats, rats, or spiders.</p><p>Tree Shape: You look exactly like a tree for 1 hour/level.</p><p>Warp Wood: Bends wood (shaft, handle, door, plank).</p><p>Wood Shape: Rearranges wooden objects to suit you.</p><p></p><p>Not working:</p><p>Hold Animal: Paralyzes one animal for 1 round/level.</p><p></p><p>2ND-LEVEL PALADIN SPELLS</p><p>Working:</p><p>Bull’s Strength: Subject gains +4 to Str for 1 min./level.</p><p>Delay Poison: Stops poison from harming subject for 1 hour/level.</p><p>Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.</p><p>Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.</p><p>Remove Paralysis: Frees one or more creatures from paralysis or slow effect.</p><p>Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.</p><p>Shield Other F: You take half of subject’s damage.</p><p>Undetectable Alignment: Conceals alignment for 24 hours.</p><p>Zone of Truth: Subjects within range cannot lie.</p><p></p><p>Not Working:</p><p></p><p>2ND-LEVEL RANGER SPELLS</p><p>Working:</p><p>Barkskin: Grants +2 (or higher) enhancement to natural armor.</p><p>Bear’s Endurance: Subject gains +4 to Con for 1 min./level.</p><p>Cat’s Grace: Subject gains +4 to Dex for 1 min./level.</p><p>Cure Light Wounds: Cures 1d8 damage +1/level (max +5).</p><p>Hold Animal: Paralyzes one animal for 1 round/level.</p><p>Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.</p><p>Protection from Energy: Absorb 12 points/level of damage from one kind of energy.</p><p>Snare: Creates a magic booby trap.</p><p>Speak with Plants: You can talk to normal plants and plant creatures.</p><p>Spike Growth: Creatures in area take 1d4 damage, may be slowed.</p><p>Summon Nature’s Ally II: Calls animal to fight for you.</p><p>Wind Wall: Deflects arrows, smaller creatures, and gases.</p><p></p><p>Not working:</p><p></p><p>2ND-LEVEL SORCERER/WIZARD SPELLS</p><p>Working:</p><p>Arcane Lock M: Magically locks a portal or chest.</p><p>Obscure Object: Masks object against scrying.</p><p>Protection from Arrows: Subject immune to most ranged attacks.</p><p>Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.</p><p>Fog Cloud: Fog obscures vision.</p><p>Glitterdust: Blinds creatures, outlines invisible creatures.</p><p>Melf’s Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.</p><p>Web: Fills 20-ft.-radius spread with sticky spiderwebs.</p><p>Locate Object: Senses direction toward object (specific or type).</p><p>Daze Monster: Living creature of 6 HD or less loses next action.</p><p>Tasha’s Hideous Laughter: Subject loses actions for 1 round/level.</p><p>Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.</p><p>Continual Flame M: Makes a permanent, heatless torch.</p><p>Darkness: 20-ft. radius of supernatural shadow.</p><p>Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.</p><p>Gust of Wind: Blows away or knocks down smaller creatures.</p><p>Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).</p><p>Shatter: Sonic vibration damages objects or crystalline creatures.</p><p>Blur: Attacks miss subject 20% of the time.</p><p>Leomund’s Trap M: Makes item seem trapped.</p><p>Magic Mouth M: Speaks once when triggered.</p><p>Minor Image: As silent image, plus some sound.</p><p>Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).</p><p>Misdirection: Misleads divinations for one creature or object.</p><p>Blindness/Deafness: Makes subject blinded or deafened.</p><p>Command Undead: Undead creature obeys your commands.</p><p>False Life: Gain 1d10 temporary hp +1/level (max +10).</p><p>Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.</p><p>Scare: Panics creatures of less than 6 HD.</p><p>Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.</p><p>Alter Self: Assume form of a similar creature.</p><p>Bear’s Endurance: Subject gains +4 to Con for 1 min./level.</p><p>Bull’s Strength: Subject gains +4 to Str for 1 min./level.</p><p>Cat’s Grace: Subject gains +4 to Dex for 1 min./level.</p><p>Darkvision: See 60 ft. in total darkness.</p><p>Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.</p><p>Fox’s Cunning: Subject gains +4 Int for 1 min./level.</p><p>Knock: Opens locked or magically sealed door.</p><p>Levitate: Subject moves up and down at your direction.</p><p>Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.</p><p>Pyrotechnics: Turns fire into blinding light or choking smoke.</p><p>Spider Climb: Grants ability to walk on walls and ceilings.</p><p>Whispering Wind: Sends a short message 1 mile/level.</p><p></p><p>Not Working:</p><p>Summon Monster II: Calls extraplanar creature to fight for you.</p><p>Summon Swarm: Summons swarm of bats, rats, or spiders.</p><p>Detect Thoughts: Allows “listening” to surface thoughts.</p><p>See Invisibility: Reveals invisible creatures or objects.</p><p>Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.</p><p>Invisibility: Subject is invisible for 1 min./level or until it attacks.</p><p>Rope Trick: As many as eight creatures hide in extradimensional space.</p></blockquote><p></p>
[QUOTE="Herzog, post: 1876122, member: 25696"] 2ND-LEVEL BARD SPELLS Working: Alter Self: Assume form of a similar creature. Animal Trance: Fascinates 2d6 HD of animals. Blindness/Deafness: Makes subject blind or deaf. Blur: Attacks miss subject 20% of the time. Calm Emotions: Calms creatures, negating emotion effects. Cat’s Grace: Subject gains +4 to Dex for 1 min./level. Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). Darkness: 20-ft. radius of supernatural shadow. Daze Monster: Living creature of 6 HD or less loses next action. Delay Poison: Stops poison from harming subject for 1 hour/ level. Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level. Fox’s Cunning: Subject gains +4 to Int for 1 min./level. Glitterdust: Blinds creatures, outlines invisible creatures. Heroism: Gives +2 on attack rolls, saves, skill checks. Locate Object: Senses direction toward object (specific or type). Minor Image: As silent image, plus some sound. Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8). Misdirection: Misleads divinations for one creature or object. Pyrotechnics: Turns fire into blinding light or choking smoke. Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC. Scare: Panics creatures of less than 6 HD. Shatter: Sonic vibration damages objects or crystalline creatures. Silence: Negates sound in 15-ft. radius. Sound Burst: Deals 1d8 sonic damage to subjects; may stun them. Tongues: Speak any language. Whispering Wind: Sends a short message 1 mile/level. Not Working: Animal Messenger: Sends a Tiny animal to a specific place. Detect Thoughts: Allows “listening” to surface thoughts. Enthrall: Captivates all within 100 ft. + 10 ft./level. Hold Person: Paralyzes one humanoid for 1 round/level. Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. Invisibility: Subject is invisible for 1 min./level or until it attacks. Suggestion: Compels subject to follow stated course of action. Summon Monster II: Calls extraplanar creature to fight for you. Summon Swarm: Summons swarm of bats, rats, or spiders. 2ND-LEVEL CLERIC SPELLS Working: Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). Align Weapon: Weapon becomes good, evil, lawful, or chaotic. Augury M F: Learns whether an action will be good or bad. Bear’s Endurance: Subject gains +4 to Con for 1 min./level. Bull’s Strength: Subject gains +4 to Str for 1 min./level. Calm Emotions: Calms creatures, negating emotion effects. Consecrate M: Fills area with positive energy, making undead weaker. Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). Darkness: 20-ft. radius of supernatural shadow. Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level. Delay Poison: Stops poison from harming subject for 1 hour/level. Desecrate M: Fills area with negative energy, making undead stronger. Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level. Find Traps: Notice traps as a rogue does. Gentle Repose: Preserves one corpse. Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10). Make Whole: Repairs an object. Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level. Remove Paralysis: Frees one or more creatures from paralysis or slow effect. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. Shatter: Sonic vibration damages objects or crystalline creatures. Shield Other F: You take half of subject’s damage. Silence: Negates sound in 15-ft. radius. Sound Burst: Deals 1d8 sonic damage to subjects; may stun them. Spiritual Weapon: Magic weapon attacks on its own. Status: Monitors condition, position of allies. Undetectable Alignment: Conceals alignment for 24 hours. Zone of Truth: Subjects within range cannot lie. Not working: Enthrall: Captivates all within 100 ft. + 10 ft./level. Hold Person: Paralyzes one humanoid for 1 round/level. Summon Monster II: Calls extraplanar creature to fight for you. 2ND-LEVEL DRUID SPELLS Working: Animal Messenger: Sends a Tiny animal to a specific place. Animal Trance: Fascinates 2d6 HD of animals. Barkskin: Grants +2 (or higher) enhancement to natural armor. Bear’s Endurance: Subject gains +4 to Con for 1 min./level. Bull’s Strength: Subject gains +4 to Str for 1 min./level. Cat’s Grace: Subject gains +4 to Dex for 1 min./level. Chill Metal: Cold metal damages those who touch it. Delay Poison: Stops poison from harming subject for 1 hour/level. Fire Trap M: Opened object deals 1d4 +1/level damage. Flame Blade: Touch attack deals 1d8 +1/two levels damage. Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. Fog Cloud: Fog obscures vision. Gust of Wind: Blows away or knocks down smaller creatures. Heat Metal: Make metal so hot it damages those who touch it. Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level. Reduce Animal: Shrinks one willing animal. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud. Spider Climb: Grants ability to walk on walls and ceilings. Summon Nature’s Ally II: Calls creature to fight. Summon Swarm: Summons swarm of bats, rats, or spiders. Tree Shape: You look exactly like a tree for 1 hour/level. Warp Wood: Bends wood (shaft, handle, door, plank). Wood Shape: Rearranges wooden objects to suit you. Not working: Hold Animal: Paralyzes one animal for 1 round/level. 2ND-LEVEL PALADIN SPELLS Working: Bull’s Strength: Subject gains +4 to Str for 1 min./level. Delay Poison: Stops poison from harming subject for 1 hour/level. Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level. Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level. Remove Paralysis: Frees one or more creatures from paralysis or slow effect. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. Shield Other F: You take half of subject’s damage. Undetectable Alignment: Conceals alignment for 24 hours. Zone of Truth: Subjects within range cannot lie. Not Working: 2ND-LEVEL RANGER SPELLS Working: Barkskin: Grants +2 (or higher) enhancement to natural armor. Bear’s Endurance: Subject gains +4 to Con for 1 min./level. Cat’s Grace: Subject gains +4 to Dex for 1 min./level. Cure Light Wounds: Cures 1d8 damage +1/level (max +5). Hold Animal: Paralyzes one animal for 1 round/level. Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Snare: Creates a magic booby trap. Speak with Plants: You can talk to normal plants and plant creatures. Spike Growth: Creatures in area take 1d4 damage, may be slowed. Summon Nature’s Ally II: Calls animal to fight for you. Wind Wall: Deflects arrows, smaller creatures, and gases. Not working: 2ND-LEVEL SORCERER/WIZARD SPELLS Working: Arcane Lock M: Magically locks a portal or chest. Obscure Object: Masks object against scrying. Protection from Arrows: Subject immune to most ranged attacks. Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type. Fog Cloud: Fog obscures vision. Glitterdust: Blinds creatures, outlines invisible creatures. Melf’s Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels. Web: Fills 20-ft.-radius spread with sticky spiderwebs. Locate Object: Senses direction toward object (specific or type). Daze Monster: Living creature of 6 HD or less loses next action. Tasha’s Hideous Laughter: Subject loses actions for 1 round/level. Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage. Continual Flame M: Makes a permanent, heatless torch. Darkness: 20-ft. radius of supernatural shadow. Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. Gust of Wind: Blows away or knocks down smaller creatures. Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3). Shatter: Sonic vibration damages objects or crystalline creatures. Blur: Attacks miss subject 20% of the time. Leomund’s Trap M: Makes item seem trapped. Magic Mouth M: Speaks once when triggered. Minor Image: As silent image, plus some sound. Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8). Misdirection: Misleads divinations for one creature or object. Blindness/Deafness: Makes subject blinded or deafened. Command Undead: Undead creature obeys your commands. False Life: Gain 1d10 temporary hp +1/level (max +10). Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened. Scare: Panics creatures of less than 6 HD. Spectral Hand: Creates disembodied glowing hand to deliver touch attacks. Alter Self: Assume form of a similar creature. Bear’s Endurance: Subject gains +4 to Con for 1 min./level. Bull’s Strength: Subject gains +4 to Str for 1 min./level. Cat’s Grace: Subject gains +4 to Dex for 1 min./level. Darkvision: See 60 ft. in total darkness. Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level. Fox’s Cunning: Subject gains +4 Int for 1 min./level. Knock: Opens locked or magically sealed door. Levitate: Subject moves up and down at your direction. Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level. Pyrotechnics: Turns fire into blinding light or choking smoke. Spider Climb: Grants ability to walk on walls and ceilings. Whispering Wind: Sends a short message 1 mile/level. Not Working: Summon Monster II: Calls extraplanar creature to fight for you. Summon Swarm: Summons swarm of bats, rats, or spiders. Detect Thoughts: Allows “listening” to surface thoughts. See Invisibility: Reveals invisible creatures or objects. Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. Invisibility: Subject is invisible for 1 min./level or until it attacks. Rope Trick: As many as eight creatures hide in extradimensional space. [/QUOTE]
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