To RoytheOdd, here's a thread for questions and answers

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Knowledge

Rogues now have Knowledge (Local), and Rangers picked up Knowledge (Dungeoneering, Geography) in addition to their previous Knowledge (Nature). Do all classes now have a Knowledge skill?

Do Fighters get Knowledge (History)?

Does the skills section now list what can be done with various Knowledge skills?

If so, what does Knowledge (Dungeonerring) do, and how is it used?

Thanks!
 
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238) How do daggers work for halflings now? Do they only do d3 damage?

239) How does Jump work now? Is it like d20 Modern, where you have different DCs for different lengthed jumps?
 


3E Spells with one line descriptions

It's long... but here goes:
ShadowStar said:


No, only till 2 (which is when I normally get to be anyway)


Deffinately a weekend project unless someone posts the 3.0 list.
Ask ad ye shall receive (since I was quite interested in how things will be distrubuted amoung schools now, as well). No need to mention if the one line description has changed, but it should at least make it fairly clear when a spell has simply changed names...

SORCERER AND WIZARD SPELLS

0-LEVEL SORCERER AND WIZARD SPELLS (Cantrips)
Abjur
Resistance Subject gains +1 on saving throws.
Conj
Ray of Frost Ray deals 1d3 cold damage.
Div
Detect Poison Detects poison in one creature or small object.
Ench
Daze Creature loses next action.
Evoc
Flare Dazzles one creature (-1 attack).
Light Object shines like a torch.
Illus Dancing Lights Figment torches or other lights.
Ghost Sound Figment sounds.
Necro
Disrupt Undead Deals 1d6 damage to one undead.
Trans
Mage Hand 5-pound telekinesis.
Mending Makes minor repairs on an object.
Open/Close Opens or closes small or light things.
Univ
Arcane Mark Inscribes a personal rune (visible or invisible).
Detect Magic Detects spells and magic items within 60 ft.
Prestidigitation Performs minor tricks.
Read Magic Read scrolls and spellbooks.

1st-LEVEL SORCERER AND WIZARD SPELLS
Abjur
Alarm Wards an area for 2 hours/level.
Endure Elements Ignores 5 damage/round from one energy type.
Hold Portal Holds door shut.
Protection from Chaos/Evil/Good/Law +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Shield Invisible disc gives cover and blocks magic missiles.
Conj
Grease Makes 10-ft. square or one object slippery.
Mage Armor Gives subject +4 armor bonus.
Mount Summons riding horse for 2 hr./level.
Obscuring Mist Fog surrounds the caster.
Summon Monster I Calls outsider to fight for the caster.
Unseen Servant Creates invisible force that obeys the caster’s commands.
Div
Comprehend Languages Understands all spoken and written languages.
Detect Secret Doors Reveals hidden doors within 60 ft.
Detect Undead Reveals undead within 60 ft.
Identify Determines single feature of magic item.
True Strike Adds +20 bonus to the caster’s next attack roll.
Ench Charm Person Makes one person the caster’s friend.
Hypnotism Fascinates 2d4 HD of creatures.
Sleep Put 2d4 HD of creatures into comatose slumber.
Evoc
Floating Disk 3-ft.-diameter horizontal disk that holds 100 lb./level.
Magic Missile 1d4+1 damage; +1 missile/two levels above 1st (max 5).
Illus
Change Self Changes the caster’s appearance.
Color Spray Knocks unconscious, blinds, or stuns 1d6 weak creatures.
Magical Aura Grants object false magic aura.
Silent Image Creates minor illusion of the caster’s design.
Undetectable Masks magic item's aura.
Ventriloquism Throws voice for 1 min./level.
Necro Cause Fear[/b] One creature flees for 1d4 rounds.
Chill Touch 1 touch/level deals 1d6 damage and possibly 1 Str damage.
Ray of Enfeeblement Ray reduces Str by 1d6 points +1 point/two levels.
Trans
Animate Rope Makes a rope move at the caster’s command.
Burning Hands 1d4 fire damage/level (max: 5d4).
Enlarge Object or creature grows +10%/level (max +50%).
Erase Mundane or magical writing vanishes.
Expeditious Retreat Doubles the caster’s speed.
Feather Fall Objects or creatures fall slowly.
Jump Subject gets +30 on Jump checks.
Magic Weapon Weapon gains +1 bonus.
Message Whispered conversation at distance.
Reduce Object or creature shrinks 10%/level (max 50%).
Shocking Grasp Touch delivers 1d8 +1/level electricity.
Spider Climb Grants ability to walk on walls and ceilings.

2ND-LEVEL SORCERER AND WIZARD SPELLS
Abjur
Arcane Lock Magically locks a portal or chest.
Obscure Object Masks object against divination.
Protection from Arrows Subject immune to most ranged attacks.
Resist Elements Ignores 12 damage/round from one energy type.
Conj
Acid Arrow Ranged touch attack; 2d4 damage for 1 round + 1
round/three levels.
Fog Cloud Fog obscures vision.
Glitterdust Blinds creatures, outlines invisible creatures.
Summon Monster II Calls outsider to fight for the caster.
Summon Swarm Summons swarm of small crawling or flying creatures.
Web Fills 20-ft-radius spread with sticky spider webs.
Div
Detect Thoughts Allows "listening" to surface thoughts.
Locate Object Senses direction toward object (specific or type).
See Invisibility Reveals invisible creatures or objects.
Ench
Hideous Laughter Subject loses actions for 1d3 rounds.
Evoc
Continual Flame Makes a permanent, heatless torch.
Darkness 20-ft. radius of supernatural darkness.
Daylight 60-ft. radius of bright light.
Flaming Sphere Rolling ball of fire, 2d6 damage, lasts 1 round/level.
Shatter Sonic vibration damages objects or crystalline creatures.
Illus
Blur Attacks miss subject 20% of the time.
Hypnotic Pattern Fascinates 2d4+1 HD/level of creatures.
Invisibility Subject is invisible for 10 min./level or until it attacks.
Magic Mouth Speaks once when triggered.
Minor Image As silent image, plus some sound.
Mirror Image Creates decoy duplicates of the caster (1d4 +1/three levels,
max 8).
Misdirection Misleads divinations for one creature or object.
Trap Makes item seem trapped.
Necro
Ghoul Touch Paralyzes one subject, who exudes stench (-2 penalty)
nearby.
Scare Panics creatures up to 5 HD (15-ft. radius).
Spectral Hand Creates disembodied glowing hand to deliver touch attacks.
Trans Alter Self [/b] As change self, plus more drastic changes.
Blindness/Deafness Makes subject blind or deaf.
Bull's Strength Subject gains 1d4+1 Str for 1 hr./level.
Cat's Grace Subject gains 1d4+1 Dex for 1 hr./level.
Darkvision See 60 ft. in total darkness.
Endurance Gain 1d4+1 Con for 1 hr./level.
Knock Opens locked or magically sealed door.
Levitate Subject moves up and down at the caster’s direction.
Pyrotechnics Turns fire into blinding light or choking smoke.
Rope Trick Up to eight creatures hide in extradimensional space.
Whispering Wind Sends a short message one mile/level.

3rd-LEVEL SORCERER AND WIZARD SPELLS
Abjur
Dispel Magic Cancels magical spells and effects.
Explosive Runes Deals 6d6 damage when read.
Magic Circle against Chaos/Evil/Good/Law As protection spells, but 10-ft.
radius and 10 min./level.
Nondetection Hides subject from divination, scrying.
Protection from Elements Absorb 12 damage/level from one kind of energy.
Conj
Flame Arrow Shoots flaming projectiles (extra damage) or fiery bolts
(4d6 damage).
Phantom Steed Magical horse appears for 1 hour/level.
Sepia Snake Sigil Creates text symbol that immobilizes reader.
Sleet Storm Hampers vision and movement.
Stinking Cloud Nauseating vapors, 1 round/level.
Summon Monster III Calls outsider to fight for the caster.
Div
Clairaudience/Clairvoyance Hear or see at a distance for 1 min./level.
Tongues Speak any language.
Ench
Hold Person Holds one person helpless; 1 round/level.
Suggestion Compels subject to follow stated course of action.
Evoc
Fireball 1d6 damage per level, 20-ft. radius.
Gust of Wind Blows away or knocks down smaller creatures.
Lightning Bolt Electricity deals 1d6 damage/level.
Tiny Hut Creates shelter for 10 creatures.
Wind Wall Deflects arrows, smaller creatures, and gases.
Illus Displacement [/b]Attacks miss subject 50%.
Illusory Script Only intended reader can decipher.
Invisibility Sphere Makes everyone within 10 ft. invisible.
Major Image As silent image, plus sound, smell and thermal effects.
Necro
Gentle Repose Preserves one corpse.
Halt Undead Immobilizes undead for 1 round/level.
Vampiric Touch Touch deals 1d6/two caster levels; caster gains damage as hp.
Trans
Blink The caster randomly vanishes and reappears for 1
round/level.
Fly Subject flies at speed of 90.
Gaseous Form Subject becomes insubstantial and can fly slowly.
Greater Magic Weapon +1/three levels (max +5).
Haste Extra partial action and +4 AC.
Keen Edge Doubles normal weapon's threat range.
Secret Page Changes one page to hide its real content.
Shrink Item Object shrinks to one-twelfth size.
Slow One subject/level takes only partial actions, -2 AC, -2
melee rolls.
Water Breathing Subjects can breathe underwater.

4th-LEVEL SORCERER AND WIZARD SPELLS
Abjur Dimensional Anchor [/b]Bars extradimensional movement.
Fire Trap Opened object deals 1d4 +1/level damage.
Minor Globe of Invulnerability Stops 1st- through 3rd-level spell effects.
Remove Curse Frees object or person from curse.
Stoneskin Stops blows, cuts, stabs, and slashes.
Conj
Evard's Black Tentacles 1d4 +1/level tentacles grapple randomly within 15 ft.
Minor Creation Creates one cloth or wood object.
Secure Shelter Creates sturdy cottage.
Solid Fog Blocks vision and slows movement.
Summon Monster IV Calls outsider to fight for the caster.
Div
Arcane Eye Invisible floating eye moves 30 ft./round.
Detect Scrying Alerts the caster of magical eavesdropping.
Locate Creature Indicates direction to familiar creature.
Scrying Spies on subject from a distance.
[bEnch[/u]
Charm Monster Makes monster believe it is the caster’s ally.
Confusion Makes subject behave oddly for 1 round/level.
Emotion Arouses strong emotion in subject.
Lesser Geas Commands subject of 7 HD or less.
Evoc
Fire Shield Creatures attacking the caster take fire damage; the caster is
protected from heat or cold.
Ice Storm Hail deals 5d6 damage in cylinder 40 ft. across.
Resilient Sphere Force globe protects but traps one subject.
Shout Deafens all within cone and deals 2d6 damage.
Wall of Fire Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft.
Passing through wall deals 2d6 +1/level.
Wall of Ice Ice plane creates wall with 15 hp +3/level, or hemisphere
can trap creatures inside.
Illus
Hallucinatory Terrain Makes one type of terrain appear like another (field into
forest, etc.).
Illusory Wall Wall, floor, or ceiling looks real, but anything can pass
through.
Improved Invisibility As invisibility, but subject can attack and stay invisible.
Phantasmal Killer Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern Lights prevent 24 HD of creatures from attacking or
moving away.
Shadow Conjuration Mimics conjuring below 4th level.
Necro Contagion Infects subject with chosen disease.
Enervation Subject gains 1d4 negative levels.
Fear Subjects within cone flee for 1 round/level.
Trans
Bestow Curse -6 to an ability; -4 on attacks, saves, and checks; or 50%
chance of losing each action.
Dimension Door Teleports the caster and up to 500 lb.
Mnemonic Enhancer Prepares extra spells or retains one just cast. Wizard
only.
Polymorph Other Gives one subject a new form.
Polymorph Self The caster assumes a new form.

5th-LEVEL SORCERER AND WIZARD SPELLS
Abjur
Dismissal Forces a creature to return to native plane.
Conj
Cloudkill Kills 3 HD or less; 4-6 HD save or die.
[/]Faithful Hound [/b]Phantom dog can guard, attack.
Lesser Planar Binding Traps outsider until it performs a task.
Major Creation As minor creation, plus stone and metal.
Summon Monster V Calls outsider to fight for the caster.
Secret Chest Hides expensive chest on Ethereal Plane; the caster retrieves
it at will.
Wall of Iron 30 hp/four levels; can topple onto foes.
Wall of Stone Creates a stone wall that can be shaped.
Div
Contact Other Plane Ask question of extraplanar entity.
Prying Eyes 1d4 floating eyes +1/level scout for the caster.
Telepathic Bond Link lets allies communicate.
Ench
Dominate Person Controls humanoid telepathically.
Feeblemind Subject's Int drops to 1.
Hold Monster As hold person, but any creature.
Mind Fog Subjects in fog get -10 Wis, Will checks.
Evoc
Cone of Cold 1d6 cold damage/level.
Interposing Hand Hand provides 90% cover against one opponent.
Sending Delivers short message anywhere, instantly.
Wall of Force Wall is immune to damage.
Illus
Dream Sends message to anyone sleeping.
False Vision Fools scrying with an illusion.
Greater Shadow Conjuration As shadow conjuration, but up to 4th level and
40% real.
Mirage Arcana As hallucinatory terrain, plus structures.
Nightmare Sends vision dealing 1d10 damage, fatigue.
Persistent Image As major image, but no concentration required.
Seeming Changes appearance of one person/two levels.
Shadow Evocation Mimics evocation less than 5th level.
Necro
Animate Dead Creates undead skeletons and zombies.
Magic Jar Enables possession of another creature.
Trans
Animal Growth One animal/two levels doubles in size, HD.
Fabricate Transforms raw materials into finished items.
Passwall Breaches walls 1 ft. thick/level.
Stone Shape Sculpts stone into any form.
Telekinesis Lifts or moves 25 lb./level at long range.
Teleport Instantly transports the caster anywhere.
Transmute Mud to Rock Transforms two 10-ft. cubes/level.
Transmute Rock to Mud Transforms two 10-ft. cubes/level.
Univ
Permanency Makes certain spells permanent; costs XP.

6th-LEVEL SORCERER AND WIZARD SPELLS
Abjur
Antimagic Field Negates magic within 10 ft.
Globe of Invulnerability As minor globe, plus 4th level.
Greater Dispelling As dispel magic, but +20 on check.
Guards and Wards Array of magic effects protect area.
Repulsion Creatures can't approach the caster.
Conj
Acid Fog Fog deals acid damage.
Planar Binding As lesser planar binding, but up to 16 HD.
Summon Monster VI Calls outsider to fight for the caster.
Div
Analyze Dweomer Reveals magical aspects of subject.
Legend Lore Learn tales about a person, place, or thing.
True Seeing See all things as they really are.
Ench
Geas/Quest As lesser geas, plus it affects any creature.
Mass Suggestion As suggestion, plus one/level subjects.
Evoc
Chain Lightning 1d6 damage/level; secondary bolts.
Contingency Sets trigger condition for another spell.
Forceful Hand Hand pushes creatures away.
Freezing Sphere Freezes water or deals cold damage.
Illus
Greater Shadow Evocation As shadow evocation, but up to 5th level.
Mislead Turns the caster invisible and creates illusory double.
Permanent Image Includes sight, sound, and smell.
Programmed Image As major image, plus triggered by event.
Project Image Illusory double can talk and cast spells.
Shades As shadow conjuration, but up to 5th level and 60% real.
Veil Changes appearance of group of creatures.
Necro
Circle of Death Kills 1d4 HD/level.
Trans
Control Water Raises or lowers bodies of water.
Control Weather Changes weather in local area.
Disintegrate Makes one creature or object vanish.
Eyebite Charm, fear, sicken or sleep one subject.
Flesh to Stone Turns subject creature into statue.
Lucubration Recalls spell of 5th level or less. Wizard Only.
Mass Haste As haste, affects one/level subjects.
Move Earth Digs trenches and build hills.
Stone to Flesh Restores petrified creature.
Transformation The caster gains combat bonuses.

7th-LEVEL SORCERER AND WIZARD SPELLS
Abjur
Banishment Banishes 2 HD/level extraplanar creatures.
Sequester Subject is invisible to sight and scrying.
Spell Turning Reflect 1d4+6 spell levels back at caster.
Conj
Instant Summons Prepared object appears in the caster’s hand.
Magnificent Mansion Door leads to extradimensional mansion.
Phase Door Invisible passage through wood or stone.
Power Word, Stun Stuns creature with up to 150 hp.
Summon Monster VII Calls outsider to fight for the caster.
Div
Greater Scrying As scrying, but faster and longer.
Vision As legend lore, but quicker and strenuous.
Ench
Insanity Subject suffers continuous confusion.
Evoc
Delayed Blast Fireball 1d6 fire damage/level; the caster can delay blast for 5
rounds.
Grasping Hand Hand provides cover, pushes, or grapples.
Forcecage Cube of force imprisons all inside.
Prismatic Spray Rays hit subjects with variety of effects.
Mord’s Sword Floating magic blade strikes opponents.
Illus
Mass Invisibility As invisibility, but affects all in range.
Shadow Walk Step into shadow to travel rapidly.
Simulacrum Creates partially real double of a creature.
Necro
Control Undead Undead don't attack the caster while under the caster’s
command.
Finger of Death Kills one subject.
Trans
Ethereal Jaunt The caster becomes ethereal for 1 round/level.
Plane Shift Up to eight subjects travel to another plane.
Reverse Gravity Objects and creatures fall upward.
Statue Subject can become a statue at will.
Teleport without Error As teleport, but no off-target arrival.
Vanish As teleport, but affects a touched object.
Univ
Limited Wish Alters reality-within spell limits.

8th-LEVEL SORCERER AND WIZARD SPELLS
Abjur
Mind Blank Subject is immune to mental/emotional magic and scrying.
Prismatic Wall Wall's colors have array of effects.
Protection from Spells Confers +8 resistance bonus.
Conj
Greater Planar Binding As lesser planar binding, but up to 24 HD.
Incendiary Cloud Cloud deals 4d6 fire damage/round.
Maze Traps subject in extradimensional maze.
Power Word, Blind Blinds 200 hp worth of creatures.
Summon Monster VIII Calls outsider to fight for the caster.
Trap the Soul Imprisons subject within gem.
Div
Discern Location Exact location of creature or object.
Ench
Antipathy Object or location affected by spell repels certain creatures.
Binding Array of techniques to imprison a creature.
Demand As sending, plus the caster can send suggestion.
Mass Charm As charm monster, but all within 30 ft.
Irresistible Dance Forces subject to dance.
Sympathy Object or location attracts certain creatures.
Evoc
Clenched Fist Large hand attacks the caster’s foes.
Telekinetic Sphere As resilient sphere, but the caster moves sphere
telekinetically.
Sunburst Blinds all within 10 ft., deals 3d6 damage.
Illus
Screen Illusion hides area from vision, scrying.
Necro
Clone Duplicate awakens when original dies.
Horrid Wilting Deals 1d8 damage/level within 30 ft.
Trans
Etherealness Travel to Ethereal Plane with companions.
Iron Body The caster’s body becomes living iron.
Polymorph Any Object Changes any subject into anything else.
Univ
Symbol Triggered runes have array of effects.

9th-LEVEL SORCERER AND WIZARD SPELLS
Abjur
Disjunction Dispels magic, disenchants magic items.
Freedom Releases creature suffering imprisonment.
Imprisonment Entombs subject beneath the earth.
Prismatic Sphere As prismatic wall, but surrounds on all sides.
Conj
Gate Connects two planes for travel or summoning.
Power Word, Kill Kills one tough subject or many weak ones.
Summon Monster IX Calls outsider to fight for the caster.
Div
Foresight "Sixth sense" warns of impending danger.
Ench
Dominate Monster As dominate person, but any creature.
Evoc
Crushing Hand As interposing hand, but stronger.
Meteor Swarm Deals 24d6 fire damage, plus bursts.
Illus
Weird As phantasmal killer, but affects all within 30 ft.
Necro
Astral Projection Projects the caster and companions into Astral Plane.
Energy Drain Subject gains 2d4 negative levels.
Soul Bind Traps newly dead soul to prevent resurrection.
Wail of the Banshee Kills one creature/level.
Trans
Refuge Alters item to transport its possessor to the caster.
Shapechange Transforms the caster into any creature, and change forms once per round.
Teleportation Circle Circle teleports any creature inside to designated spot.
Temporal Stasis Puts subject into suspended animation.
Time Stop The caster acts freely for 1d4+1 rounds.
Univ
Wish As limited wish, but with fewer limits.

EDIT: Added formating.
Note: Pulled these from the SDR, so they lack proper names. Added Evard back in, though. That's always been a favriote of mine....
EDIT: Format, again
 
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ShadowStar said:

Additionally, the monk gains damage reduction 10/magic, which allows her to ignore (instantly regenerate) the first 10 points of damage from any attack made by a creature that dosn't have similar damage reduction.

Is this how Damage Reduction used to work? Does DR "regenerate" HP? I always played that it absorbs the damage. For example:

A person with DR 10 gets hit by a dagger, and it does 4 points of damage. If DR is a "regenerate" effect, you actually take the 4 points of damage but instantly heal it. He attack penetrates you. But the way we've been playing is that 4 points of damage don't penetrate you. If it had been 11 points of damage, only 1 point would have penetrated.

This is important for poison. If a poisoned dagger hits someone with "regenerate-type" DR, then they will be poisoned as the blade penetrates them. The HP damage might be healed, but the blade still penetrated and the poison is now in their system. However, the way we play it is, if you don't do at least 1 point of damage vs. the DR, the blade doesn't cut into you, thus the poison doesn't get into your bloodstream.

Any mention on this?
 

Destil, was it necessary to put the spell description after each spell? Don't you just want to know the new and removed spells? It looks kind of sloppy to read with the spell description right next to the spell IMO. You might want to clean that up some, and maybe instead add the schools next to it in parenthesis? Just a suggestion :)
 

241) Is it true that sorcerers can swap out known spells at some levels?

242) if it is true, is there any explanation or fluff text for what this represents in game and can you briefly summarize or paraphrase it?
 

I don't think we've done paladin or ranger spell lists yet.

Your efforts are greatly appreciated. There must be some way to turn all this effort into some good publicity for your company ...

PALADIN SPELLS

1st-LEVEL PALADIN SPELLS
Bless
Bless Water
Bless Weapon
Create Water
Cure Light Wounds
Detect Poison
Detect Undead
Divine Favor
Endure Elements
Magic Weapon
Protection from Evil
Read Magic
Resistance
Virtue

2nd-LEVEL PALADIN SPELLS
Delay Poison
Remove Paralysis
Resist Elements
Shield Other
Undetectable Alignment

3rd-LEVEL PALADIN SPELLS
Cure Moderate Wounds
Discern Lies
Dispel Magic
Greater Magic Weapon
Heal Mount
Magic Circle against Evil
Prayer
Remove Blindness/Deafness

4th-LEVEL PALADIN SPELLS
Cure Serious Wounds
Death Ward
Dispel Evil
Freedom of Movement
Holy Sword
Neutralize Poison
*Paladin's maximum effective caster level is 10

RANGER SPELLS

1st-LEVEL RANGER SPELLS
Alarm
Animal Friendship
Delay Poison
Detect Animals or Plants
Detect Snares and Pits
Entangle
Magic Fang
Pass without Trace
Read Magic
Resist Elements
Speak with Animals
Summon Nature's Ally I

2nd-LEVEL RANGER SPELLS
Animal Messenger
Cure Light Wounds
Detect Chaos/Evil/Good/Law
Hold Animal
Protection from Elements
Sleep
Snare
Speak with Plants
Summon Nature's Ally II

3rd-LEVEL RANGER SPELLS
Control Plants
Cure Moderate Wounds
Diminish Plants
Greater Magic Fang
Neutralize Poison
Plant Growth
Remove Disease
Summon Nature's Ally III
Tree Shape
Water Walk

4th-LEVEL RANGER SPELLS
Cure Serious Wounds
Freedom of Movement
Nondetection
Polymorph Self
Summon Nature's Ally IV
Tree Stride
Wind Wall
 


Petrosian said:
241) Is it true that sorcerers can swap out known spells at some levels?

242) if it is true, is there any explanation or fluff text for what this represents in game and can you briefly summarize or paraphrase it?
He already explained it in this thread.
 

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