Wizard spells and skills.

After reading papastebu's thread about Alternate Wizard Spell Rules, I have decided to post rules of my own on that issue. First, unlike the suggestions in papastebu's thread, spells do not have their own exclusive skills. However, spells are linked to specific skills. The DC's for wizard spell casting are spell levelX2+ 10 for spells up to 6th level, spell levelX2+ 15 for 7th to 9th level, and spell levelX2+ 20 for spells above 9th level. In addition skill checks are equal 1d20+Intellegnce modifier +skill rank. The casting skill is a Knowledge (any science) based on school. Schools and related skills are as follows.

Abjuration: Knowledge (Physics: any).
Conjuration: Knowledge (Physics: any).
Divination: Knowledge (Physics: any), Knowledge (Psychology), and Knowledge (Forensics).
Enchantment: Knowledge (Physics: any) and Knowledge (Psychology).
Evocation: Knowledge (Physics: any) and Knowledge (Chemistry).
Illusion: Knowledge (Physics: any) and Knowledge(Psychology).
Necromancy: Knowledge (Biology), Knowledge (Forensics), Knowledge (Organic Chemistry), and Knowledge (Genetics).
Transmutation: Knowledge (Physics: any) and Knowledge (Chemistry).
Universal: Knowledge (any science).

In spite of this, wizards will still be limited in the number of spells they may cast per day. However that rule could be enforced through means other than spell slots. I strongly doubt that any one else will be interested in this idea, but I'll give it a shot.
 
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This is cool. I use this for rangers, only not so much knowledge skills as things like healing and tracking. IMG I say that rangers and druids get thier powers directly from the life-force of whatever world they are on. The power, for rangers, is always there, but when they use a skill, like healing, the check does something extraordinary, instead of just the mundane result. I haven't worked out all the details.
 

Thanks papapastebu, any support is more than welcome. This said, the wizard spell/skill rule requires a brief demonstration of its effects. Take as an example a certain ambitious young New England necromancer from the 1920's, who recently left medical school over numerous scientific and philosophical disputes with its headmaster. This young man, whom for the purpose of this exorcise we will call Herbert,;) is currently experimenting with attempts to achieve immortality. Let us assume for a moment that Herbert, has through his studies and experiments has attained his tenth level as a necromancer. Let us also assume that he has developed a procedure for his experiments, a Fourth level spell called animate dead, thus it would have a DC of 18. Assuming Herbert has a rank of 13 (maximum rank) in either Biology or Organic Chemistry and an Intelligence score of 18 he would only fail on a 1 or less. Simply replace the eyeball sized chunks of onyx with specially made chemicals.
 
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An interrogative statement, used to test knowledge.

I didn't have much time the other day to read through the starting post, but having looked more closely at it, I have a querstion. Are you planning on taking into account things like the peripheral effects of transmutations, such as lead to gold, along with rooting magic in science? What about things like the long-term effects of altering a creature's genetic structure, like when you turn a man into a toad?

I'm not asking to tear the idea down, but because I think that even if you don't say anything about it to the players, or at least don't tell them directly, you could have a lot of "science gone wrong" effects resulting from undisciplined use of the magical arts. I mean really, if you change the atomic structure of something, isn't that going to release some heat? Or even more deadly forms of radiation.

You could bring into the game in-character discussions of the effects of certain experiments, such as young Herbert's search for immortality. You could say stuff about some inexperienced fool who failed in a conjuration casting check and unleashed something that has taken over almost the entirety of whatever slum-area your city has.

I love flavor-bits like these, and your idea sounds like you are shaping up for a really nice gothic/urban fantasy setting :cool: .

As for the system, you can make any set of numbers work with effort. That's not to say that they won't work as you've written them. Are you thinking of having multiple knowledge skills as the basis for each art's use? Or maybe you mean to say that the character can't use certain arts without education in certain knowledge skills?

Just some questions you may or may not have thought of, but I hope I've made your brain tick a bit.
 

papastebu said:
I didn't have much time the other day to read through the starting post, but having looked more closely at it, I have a question. Are you planning on taking into account things like the peripheral effects of transmutations, such as lead to gold, along with rooting magic in science? What about things like the long-term effects of altering a creature's genetic structure, like when you turn a man into a toad?
I haven't thought about that before, but it does make sense. There is such a thing as the Law of Unintended Consequences, so why not try? Thank you for the idea.

papastebu said:
I not asking to tear the idea down, but because I think that even if you don't say anything about it to the players, or at least don't tell them directly, you could have a lot of "science gone wrong" effects resulting from undisciplined use of the magical arts. I mean really, if you change the atomic structure of something, isn't that going to release some heat? Or even more deadly forms of radiation.
Yet another good idea. It'll force wizards to be a little more careful with their spell for sure.

papastebu said:
You could bring into the game in-character discussions of the effects of certain experiments, such as young Herbert's search for immortality. You could say stuff about some inexperienced fool who failed in a conjuration casting check and unleashed something that has taken over almost the entirety of whatever slum-area your city has.
Which might make for an interesting adventure hook. For example, a member of the party has heard rumors of a demented and very powerful conjurer who attempted to summon pit fiend and conquer an entire country with it's aid. However he made a serious miscalculation in constructing a temporary to the Nine Hells and instead tore a rift between Hell and the Prime allowing various orders of devils to escape and the very essence of Perdition to contaminate the living world. Of course if such a thing were attempted with a creature from the Upper Planes (or as the Dicefreaks would say Realms Above) would put a whole new shine on the word "happy accident".

papastebu said:
I love flavor-bits like these, and your idea sounds like you are shaping up for a really nice gothic/urban fantasy setting :cool: .
I like the idea of an urban fantasy setting, but it still wouldn't be limited to the cities either. Nor will the tone, on a whole, be as dark the works of Lovecraft or Gothic Horror. It would even have moments of humor (occasionally dark humor). Besides, if one could plum the depths of Hell, could one not also touch the gates of Heaven. Of course, humor wouldn't always be appropriate, considering the fact that one of my villains will be a disgraced warmongering ogre general hunted by his own race for his crimes.

papastebu said:
As for the system, you can make any set of numbers work with effort. That's not to say that they won't work as you've written them. Are you thinking of having multiple knowledge skills as the basis for each art's use? Or maybe you mean to say that the character can't use certain arts without education in certain knowledge skills?
In away both. Since Knowledge skills can't be used untrained any would require at least one rank in any given science skill to cast a related spell. The minimum rank to cast any spell would be one plus spell level.

papastebu said:
Just some questions you may or may not have thought of, but I hope I've made your brain tick a bit.
Well, you just succeeded.
 


I've finished making a new list of 0 through 9th level spell and corresponding skills. I've also added a few healing spells as well. Note: I have not listed arcane versions of Raise Dead, Resurrection, and True Resurrection. Arcane versions of those spells will be 14th to 18th level.

Wizard spells and skills
0-LEVEL WIZARD SPELLS (CANTRIPS)
Abjur
Resistance: Knowledge (Physics: any)
Conj
Acid Splash: Knowledge (Chemistry)
Div
Detect Poison: Knowledge (Chemistry)
Detect Magic: Knowledge (Physics: any)
Read Magic: Knowledge (Physics: any), at will
Ench
Daze: Knowledge (Psychology)
Evoc
Dancing Lights: Knowledge (Physics: any)
Flare: Knowledge (Physics: any)
Light: Knowledge (Physics: any)
Ray of Frost: Knowledge (Chemistry)
Illus
Ghost Sound: Knowledge (Physics: any)
Necro
Cure Minor Wounds: Knowledge (Biology)*
Disrupt Undead: Knowledge (Organic Chemistry)
Touch of Fatigue: Knowledge (Biology)
Trans
Mage Hand: Knowledge (Physics: any)
Mending: Knowledge (Physics: any)
Message: Knowledge (Physics: any)
Open/Close: Knowledge (Physics: any)
Univ
Arcane Mark: Knowledge (Physics: any)
Prestidigitation: Knowledge (Any science)

1ST-LEVEL WIZARD SPELLS
Abjur
Alarm: Knowledge (Physics: any)
Endure Elements: Knowledge (Physics: any)
Hold Portal: Knowledge (Physics: any)
Protection from Chaos/Evil/Good/Law: Knowledge (Physics: any)
Shield: Knowledge (Physics: any)
Conj
Grease: Knowledge (Chemistry)
Mage Armor: Knowledge (Physics: any)
Mount: Knowledge (Physics: any)
Obscuring Mist: Knowledge (Chemistry)
Summon Monster I: Knowledge (Physics: any)
Unseen Servant: Knowledge (Physics: any)
Div
Comprehend Languages: Knowledge (Physics: any)
Detect Secret Doors: Knowledge (Physics: any)
Detect Undead: Knowledge (Forensics)
Identify M: Knowledge (Physics: any)
True Strike: Knowledge (Physics: any)
Ench
Cause Fear: Knowledge (Psychology)
Charm Person: Knowledge (Psychology)
Hypnotism: Knowledge (Psychology)
Sleep: Knowledge (Psychology)
Evoc
Burning Hands: Knowledge (Chemistry)
Floating Disk: Knowledge (Physics: any)
Magic Missile: Knowledge (Physics: any)
Shocking Grasp: Knowledge (Physics: any)
Illus
Color Spray: Knowledge (Physics: any)
Disguise Self: Knowledge (Physics: any)
Magic Aura: Knowledge (Physics: any)
Silent Image: Knowledge (Physics: any)
Ventriloquism: Knowledge (Physics: any)
Necro
Chill Touch: Knowledge (Biology)
Cure Light Wounds Knowledge (Biology)*
Ray of Enfeeblement: Knowledge (Biology)
Trans
Animate Rope: Knowledge (Physics: any)
Enlarge Person: Knowledge (Physics: any)
Erase: Knowledge (Physics: any)
Expeditious Retreat: Knowledge (Physics: any)
Feather Fall: Knowledge (Physics: any)
Jump: Knowledge (Physics: any)
Magic Weapon: Knowledge (Physics: any)
Reduce Person: Knowledge (Physics: any)

2ND-LEVEL WIZARD SPELLS
Abjur
Arcane Lock M: Knowledge (Physics: any)
Obscure Object: Knowledge (Physics: any)
Protection from Arrows: Knowledge (Physics: any)
Resist Energy: Knowledge (Physics: any)
Conj
Acid Arrow: Knowledge (Chemistry)
Fog Cloud: Knowledge (Chemistry)
Glitterdust: Knowledge (Chemistry)
Summon Monster II: Knowledge (Physics: any)
Summon Swarm: Knowledge (Physics: any)
Web: Knowledge (Chemistry)
Div
Detect Thoughts: Knowledge (Psychology)
Locate Object: Knowledge (Physics: any)
See Invisibility: Knowledge (Physics: any)
Ench
Daze Monster: Knowledge (Psychology)
Eagle’s Splendor: Knowledge (Psychology) or Necromancy: Knowledge (Biology)
Fox’s Cunning: Knowledge (Psychology) or Necromancy: Knowledge (Biology)
Owl’s Wisdom: Knowledge (Psychology) or Necromancy: Knowledge (Biology)
Tasha’s Hideous Laughter: Knowledge (Psychology)
Touch of Idiocy: Knowledge (Psychology)
Scare: Knowledge (Psychology)
Evoc
Continual Flame M: Knowledge (Physics: any)
Darkness: Knowledge (Physics: any)
Flaming Sphere: Knowledge (Chemistry)
Gust of Wind: Knowledge (Physics: any)
Scorching Ray: Knowledge (Physics: any)
Shatter: Knowledge (Physics: any)
Illus
Blur: Knowledge (Physics: any)
Hypnotic Pattern: Knowledge (Physics: any)
Invisibility: Knowledge (Physics: any)
Magic Mouth M: Knowledge (Physics: any)
Minor Image: Knowledge (Physics: any)
Mirror Image: Knowledge (Physics: any)
Misdirection: Knowledge (Physics: any)
Phantom Trap M: Knowledge (Physics: any)
Necro
Bear’s Endurance: Knowledge (Biology)
Blindness/Deafness: Knowledge (Biology)
Bull’s Strength: Knowledge (Biology)
Cat’s Grace: Knowledge (Biology)
Command Undead: Knowledge (Organic Chemistry)
False Life: Knowledge (Biology)
Ghoul Touch: Knowledge (Organic Chemistry)
Spectral Hand: Knowledge (Biology)
Trans
Alter Self: Knowledge (Physics: any)
Darkvision: Knowledge (Physics: any)
Knock: Knowledge (Physics: any)
Levitate: Knowledge (Physics: any)
Pyrotechnics: Knowledge (Chemistry)
Rope Trick: Knowledge (Physics: any)
Spider Climb: Knowledge (Physics: any)
Whispering Wind: Knowledge (Physics: any)

3RD-LEVEL WIZARD SPELLS
Abjur
Dispel Magic: Knowledge (Physics: any)
Explosive Runes: Knowledge (Physics: any)
Magic Circle against Chaos/Evil/Good/Law: Knowledge (Physics: any)
Nondetection M: Knowledge (Physics: any)
Protection from Energy: Knowledge (Physics: any)
Conj
Phantom Steed: Knowledge (Physics: any)
Sepia Snake Sigil M: Knowledge (Physics: any)
Sleet Storm: Knowledge (Chemistry)
Stinking Cloud: Knowledge (Chemistry)
Summon Monster III: Knowledge (Physics: any)
Div
Arcane Sight: Knowledge (Physics: any)
Clairaudience/Clairvoyance: Knowledge (Physics: any)
Tongues: Knowledge (Physics: any)
Ench
Deep Slumber: Knowledge (Psychology)
Heroism: Knowledge (Psychology)
Hold Person: Knowledge (Psychology)
Rage: Knowledge (Psychology)
Suggestion: Knowledge (Psychology)
Evoc
Daylight: Knowledge (Physics: any)
Fireball: Knowledge (Chemistry)
Lightning Bolt: Knowledge (Physics: any)
Lemond’s Tiny Hut: Knowledge (Physics: any)
Wind Wall: Knowledge (Physics: any)
Illus
Displacement: Knowledge (Physics: any)
Illusory Script M: Knowledge (Physics: any)
Invisibility Sphere: Knowledge (Physics: any)
Major Image: Knowledge (Physics: any)
Necro
Cure Moderate Wounds: Knowledge (Biology)*
Gentle Repose: Knowledge (Organic Chemistry)
Halt Undead: Knowledge (Organic Chemistry)
Lesser Restoration: Knowledge (Biology)
Ray of Exhaustion: Knowledge (Biology)
Vampiric Touch: Knowledge (Biology)
Trans
Blink: Knowledge (Physics: any)
Flame Arrow: Knowledge (Chemistry)
Fly: Knowledge (Physics: any)
Gaseous Form: Knowledge (Physics: any)
Greater Magic Weapon: Knowledge (Physics: any)
Haste: Knowledge (Physics: any)
Keen Edge: Knowledge (Chemistry)
Secret Page: Knowledge (Chemistry)
Shrink Item: Knowledge (Physics: any)
Slow: Knowledge (Physics: any)
Water Breathing: Knowledge (Physics: any)

4TH-LEVEL WIZARD SPELLS
Abjur
Dimensional Anchor: Knowledge (Physics: any)
Fire Trap M: Knowledge (Physics: any)
Lesser Globe of Invulnerability: Knowledge (Physics: any)
Remove Curse: Knowledge (Physics: any)
Stoneskin M: Knowledge (Physics: any)
Conj
Evard’s Black Tentacles: Knowledge (Physics: any)
Dimension Door: Knowledge (Physics: any)
Minor Creation: Knowledge (Physics: any)
Lemond’s Secure Shelter: Knowledge (Physics: any)
Solid Fog: Knowledge (Chemistry)
Summon Monster IV: Knowledge (Physics: any)
Div
Arcane Eye: Knowledge (Physics: any)
Detect Scrying: Knowledge (Physics: any)
Locate Creature: Knowledge (Physics: any)
Scrying F: Knowledge (Physics: any) and Scry
Ench
Charm Monster: Knowledge (Psychology)
Confusion: Knowledge (Psychology)
Crushing Despair: Knowledge (Psychology)
Fear: Knowledge (Psychology)
Lesser Geas : Knowledge (Psychology), Knowledge (Physics: any)
Evoc
Fire Shield: Knowledge (Physics: any)
Ice Storm: Knowledge (Chemistry)
Resilient Sphere: Knowledge (Physics: any)
Shout: Knowledge (Physics: any)
Wall of Fire: Knowledge (Chemistry)
Wall of Ice: Knowledge (Chemistry)
Illus
Hallucinatory Terrain: Knowledge (Physics: any)
Illusory Wall: Knowledge (Physics: any)
Invisibility, Greater: Knowledge (Physics: any)
Phantasmal Killer: Knowledge (Psychology)
Rainbow Pattern: Knowledge (Physics: any)
Shadow Conjuration: Knowledge (Physics: any)
Necro
Animate Dead M: Knowledge (Organic Chemistry)
Contagion: Knowledge (Genetics)
Cure Serious Wounds: Knowledge (Biology)*
Enervation: Knowledge (Biology)
Neutralize Poison: Knowledge (Organic Chemistry)
Poison: Knowledge (Organic Chemistry)
Trans
Bestow Curse: Knowledge (Physics: any)
Mass Enlarge Person: Knowledge (Physics: any)
Mass Reduce Person: Knowledge (Physics: any)
Polymorph: Knowledge (Physics: any)
Stone Shape: Knowledge (Physics: any)

5TH-LEVEL WIZARD SPELLS
Abjur
Break Enchantment: Knowledge (Physics: any)
Dismissal: Knowledge (Physics: any)
Mordenken’s Private Sanctum: Knowledge (Physics: any)
Conj
Cloudkill: Knowledge (Chemistry)
Mordenken’s Faithful Hound: Knowledge (Physics: any)
Major Creation: Knowledge (Physics: any)
Planar Binding, Lesser: Knowledge (Physics: any)
Lemend’s Secret Chest F: Knowledge (Physics: any)
Summon Monster V: Knowledge (Physics: any)
Teleport: Knowledge (Physics: any)
Wall of Stone: Knowledge (Physics: any)
Div
Contact Other Plane: Knowledge (Physics: any)
Prying Eyes: Knowledge (Physics: any)
Telepathic Bond: Knowledge (Physics: any)
Ench
Dominate Person: Knowledge (Psychology)
Feeblemind: Knowledge (Psychology)
Hold Monster: Knowledge (Psychology)
Mind Fog: Knowledge (Psychology)
Symbol of Sleep M: Knowledge (Psychology)
Evoc
Cone of Cold: Knowledge (Chemistry)
Bigby’s Interposing Hand: Knowledge (Physics: any)
Sending: Knowledge (Physics: any)
Wall of Force: Knowledge (Physics: any)
Illus
Dream: Knowledge (Psychology)
False Vision M: Knowledge (Physics: any)
Mirage Arcana: Knowledge (Physics: any)
Nightmare: Knowledge (Psychology)
Persistent Image: Knowledge (Physics: any)
Seeming: Knowledge (Physics: any)
Shadow Evocation: Knowledge (Physics: any)
Necro
Animal Growth: Knowledge (Biology)
Blight: Knowledge (Biology)
Cure Critical Wounds: Knowledge (Biology)*
Lesser Restoration: Knowledge (Biology)
Symbol of Pain M: Knowledge (Biology)
Waves of Fatigue: Knowledge (Biology)
Trans
Baleful Polymorph: Knowledge (Physics: any)
Fabricate: Knowledge (Physics: any)
Magic Jar F: Knowledge (Physics: any)
Overland Flight: Knowledge (Physics: any)
Passwall: Knowledge (Physics: any)
Telekinesis: Knowledge (Physics: any)
Transmute Mud to Rock: Knowledge (Chemistry)
Transmute Rock to Mud: Knowledge (Chemistry)
Univ
Permanency X: Knowledge (Physics: any)

6TH-LEVEL WIZARD SPELLS
Abjur
Antimagic Field: Knowledge (Physics: any)
Greater Dispel Magic: Knowledge (Physics: any)
Globe of Invulnerability: Knowledge (Physics: any)
Guards and Wards: Knowledge (Physics: any)
Repulsion: Knowledge (Physics: any)
Conj
Acid Fog: Knowledge (Chemistry)
Planar Binding: Knowledge (Physics: any)
Summon Monster VI: Knowledge (Physics: any)
Wall of Iron M: Knowledge (Physics: any)
Div
Analyze Dweomer F: Knowledge (Physics: any)
Legend Lore M F: Knowledge (Physics: any)
True Seeing M: Knowledge (Physics: any)
Ench
Geas/Quest: Knowledge (Psychology)
Greater Heroism: Knowledge (Psychology)
Mass Eagle’s Splendor: Knowledge (Psychology) or Necromancy: Knowledge (Biology)
Mass Fox’s Cunning: Knowledge (Psychology) or Necromancy: Knowledge (Biology)
Mass Owl’s Wisdom: Knowledge (Psychology) or Necromancy: Knowledge (Biology)
Suggestion, Mass: Knowledge (Psychology)
Symbol of Fear M: Knowledge (Psychology)
Symbol of Persuasion M: Knowledge (Psychology)
Evoc
Chain Lightning: Knowledge (Physics: any)
Contingency F: Knowledge (Physics: any)
Bigby’s Forceful Hand: Knowledge (Physics: any)
Otto’s Freezing Sphere: Knowledge (Chemistry)
Illus
Mislead: Knowledge (Physics: any)
Permanent Image: Knowledge (Physics: any)
Programmed Image M: Knowledge (Physics: any)
Shadow Walk: Knowledge (Physics: any)
Veil: Knowledge (Physics: any)
Necro
Circle of Death M: Knowledge (Biology)
Create Undead M: Knowledge (Organic Chemistry)
Eyebite: Knowledge (Biology)
Mass Bear’s Endurance: Knowledge (Biology)
Mass Bull’s Strength: Knowledge (Biology)
Mass Cat’s Grace: Knowledge (Biology)
Mass Cure Light Wounds: Knowledge (Biology)*
Undeath to Death M: Knowledge (Organic Chemistry)
Trans
Control Water: Knowledge (Physics: any)
Disintegrate: Knowledge (Physics: any)
Flesh to Stone: Knowledge (Chemistry)
Move Earth: Knowledge (Physics: any)
Stone to Flesh: Knowledge (Chemistry)
Tenser’s Transformation M: Knowledge (Physics: any)

7TH-LEVEL WIZARD SPELLS
Abjur
Banishment: Knowledge (Physics: any)
Sequester: Knowledge (Physics: any)
Spell Turning: Knowledge (Physics: any)
Conj
Greater Teleport: Knowledge (Physics: any)
Drawmij's Instant Summons M: Knowledge (Physics: any)
Mordenken’s Magnificent Mansion F: Knowledge (Physics: any)
Phase Door: Knowledge (Physics: any)
Plane Shift F: Knowledge (Physics: any)
Summon Monster VII: Knowledge (Physics: any)
Teleport Object: Knowledge (Physics: any)
Div
Greater Arcane Sight: Knowledge (Physics: any)
Greater Scrying: Knowledge (Physics: any)
Vision M X: Knowledge (Physics: any)
Ench
Mass Hold Person: Knowledge (Psychology)
Insanity: Knowledge (Psychology)
Power Word Blind: Knowledge (Psychology)
Symbol of Stunning M: Knowledge (Psychology)
Evoc
Delayed Blast Fireball: Knowledge (Chemistry)
Forcecage M: Knowledge (Physics: any)
Bigby’s Grasping Hand: Knowledge (Physics: any)
Mordenken’s Sword F: Knowledge (Physics: any)
Prismatic Spray: Knowledge (Physics: any)
Illus
Greater Shadow Conjuration: Knowledge (Physics: any)
Mass Invisibility: Knowledge (Physics: any)
Project Image: Knowledge (Physics: any)
Simulacrum M X: Knowledge (Physics: any)
Necro
Arcane Surgery: Knowledge (Biology)**
Control Undead: Knowledge (Organic Chemistry)
Finger of Death: Knowledge (Biology)
Mass Cure Moderate Wounds: Knowledge (Biology)*
Symbol of Weakness M: Knowledge (Biology)
Waves of Exhaustion: Knowledge (Biology)
Trans
Control Weather: Knowledge (Physics: any)
Ethereal Jaunt: Knowledge (Physics: any)
Reverse Gravity: Knowledge (Physics: any)
Statue: Knowledge (Chemistry)
Univ
Limited Wish X: Knowledge (Any science)

8TH-LEVEL WIZARD SPELLS
Abjur
Dimensional Lock: Knowledge (Physics: any)
Mind Blank: Knowledge (Physics: any)
Prismatic Wall: Knowledge (Physics: any)
Protection from Spells M F: Knowledge (Physics: any)
Conj
Greater Planar Binding: Knowledge (Physics: any)
Incendiary Cloud: Knowledge (Chemistry)
Maze: Knowledge (Physics: any)
Summon Monster VIII: Knowledge (Physics: any)
Trap the Soul M F: Knowledge (Physics: any)
Div
Discern Location: Knowledge (Physics: any)
Moment of Prescience: Knowledge (Physics: any)
Greater Prying Eyes: Knowledge (Physics: any)
Ench
Antipathy: Knowledge (Psychology)
Binding M: Knowledge (Physics: any)
Demand: Knowledge (Psychology)
Mass Charm Monster: Knowledge (Psychology)
Otto’s Irresistible Dance: Knowledge (Psychology)
Power Word Stun: Knowledge (Psychology)
Symbol of Insanity M: Knowledge (Psychology)
Sympathy F: Knowledge (Psychology)
Evoc
Bigby’s Clenched Fist: Knowledge (Physics: any)
Polar Ray: Knowledge (Chemistry)
Shout, Greater: Knowledge (Physics: any)
Sunburst: Knowledge (Physics: any)
Illus
Greater Shadow Evocation: Knowledge (Physics: any)
Scintillating Pattern: Knowledge (Physics: any)
Screen: Knowledge (Physics: any)
Telekinetic Sphere: Knowledge (Physics: any)
Necro
Clone M F: Knowledge (Genetics)
Create Greater Undead M: Knowledge (Organic Chemistry)
Horrid Wilting: Knowledge (Biology)
Mass Cure Serious Wounds: Knowledge (Biology)*
Symbol of Death M: Knowledge (Biology)
Temporal Stasis M: Knowledge (Biology)
Trans
Iron Body: Knowledge (Chemistry)
Polymorph Any Object: Knowledge (Physics: any)

9TH-LEVEL WIZARD SPELLS
Abjur
Freedom: Knowledge (Physics: any)
Imprisonment: Knowledge (Physics: any)
Mordenken’s Disjunction: Knowledge (Physics: any)
Prismatic Sphere: Knowledge (Physics: any)
Conj
Gate X: Knowledge (Physics: any)
Refuge M: Knowledge (Physics: any)
Summon Monster IX: Knowledge (Physics: any)
Teleportation Circle M: Knowledge (Physics: any)
Div
Foresight: Knowledge (Physics: any)
Ench
Dominate Monster: Knowledge (Psychology)
Mass Hold Monster: Knowledge (Psychology)
Power Word Kill: Knowledge (Psychology)
Evoc
Bigby’s Crushing Hand: Knowledge (Physics: any)
Meteor Swarm: Knowledge (Physics: any)
Illus
Shades: Knowledge (Physics: any)
Weird: Knowledge (Physics: any)
Necro
Energy Drain: Knowledge (Biology)
Mass Cure Critical Wounds: Knowledge (Biology)*
Regenerate: Knowledge (Biology)*
Wail of the Banshee: Knowledge (Biology)
Trans
Astral Projection M: Knowledge (Physics: any)
Etherealness: Knowledge (Physics: any)
Shapechange F: Knowledge (Physics: any)
Soul Bind F: Knowledge (Physics: any)
Time Stop: Knowledge (Physics: any)
Univ
Wish X: Knowledge (Any science)

*Unlike clerical healing spells necromantic healing spells do not effect the undead in any way. They also take longer to cast. Maybe five rounds.
**This is in essence an arcane version of the heal spell, with some changes of course. First casting this spell takes five full uninterrupted rounds, second the only diseases that can be cured are those derived from physical malformations such as tumors, and third this spell can not remove any psychological conditions that do not have a physical cause.
 
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I think Physics is too useful compared to the others, might want to group some together, split up physics, or a little of both.
 


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