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Title: Sorcerer and Wizard Spell List
Post by: Tokilin on September 20, 2014, 01:46:40 AM
   Furry wanted to localize most or all of the information related to this remake of dungeons and dragons. Below is the accepted list of spells. This is subject to change due to balance and understanding for the campaign. Any edits will be posted here:


   Due to the character post limit of 21000 characters, I've split the spell lists into the different classes of magic in the following order:
   Scroll through the posts to the correct number for easy use in finding the spell list you're looking for.
Title: Re: Sorcerer and Wizard Spell List
Post by: Tokilin on September 20, 2014, 01:48:55 AM
Abjuration:
   0-Level Spells
      ◾ Resistance: Subject gains +1 on saving throws.
   
   1st-Level Spells
      ◾ Alarm: Wards an area for 2 hours/level.
      ◾ Endure Elements: Exist comfortably in hot or cold environments.
      ◾ Hold Portal: Holds door shut.
      ◾ Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
      ◾ Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
      ◾ Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
      ◾ Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
      ◾ Shield: Invisible disc gives +4 to AC, blocks magic missiles.
      
   2nd-Level Spells
      ◾ Arcane Lock: 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.
      
   3rd-Level Spells
      ◾ Dispel Magic: Cancels magical spells and effects.
      ◾ Explosive Runes: Deals 6d6 damage when read.
      ◾ Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
      ◾ Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
      ◾ Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
      ◾ Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
      ◾ Nondetection: Hides subject from divination, scrying.
      ◾ Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
   
   4th-Level Spells
      ◾ Dimensional Anchor: Bars extradimensional movement.
      ◾ Fire Trap: Opened object deals 1d4 damage +1/level.
      ◾ Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
      ◾ Remove Curse: Frees object or person from curse.
      ◾ StoneskinM: Ignore 10 points of damage per attack.
   
   5th-Level Spells
      ◾ Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
      ◾ Dismissal: Forces a creature to return to native plane.
      ◾ Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
      ◾ Psychic Turmoil: Invisible field leeches psionic power points away.

   6th-Level Spells
      ◾ Antimagic Field: Negates magic within 10 ft.
      ◾ Dispel Magic, Greater: As dispel magic, but +20 on check.
      ◾ Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
      ◾ Guards and Wards: Array of magic effects protect area.
      ◾ Repulsion: Creatures can't approach you.
   
   7th-Level Spells
      ◾ Banishment: Banishes 2 HD/level of extraplanar creatures.
      ◾ Psychic Turmoil, Greater: As psychic turmoil, but you gain power points as temporary hit points.
      ◾ Sequester: Subject is invisible to sight and scrying; renders creature comatose.
      ◾ Spell Turning: Reflect 1d4+6 spell levels back at caster.
      
   8th-Level Spells
      ◾ Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
      ◾ 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.
   
   9th-Level Spells
      ◾ Freedom: Releases creature from imprisonment.
      ◾ Imprisonment: Entombs subject beneath the earth.
      ◾ Mage's Disjunction: Dispels magic, disenchants magic items.
      ◾ Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Title: Re: Sorcerer and Wizard Spell List
Post by: Tokilin on September 20, 2014, 01:49:27 AM
Conjuration:
   0-Level Spells
      ◾ Acid Splash: Orb deals 1d3 acid damage.
      
   1st-Level Spells
      ◾ Grease: Makes 10-ft. square or one object slippery.
      ◾ Mage Armor: Gives subject +4 armor bonus.
      ◾ Mount: Summons riding horse for 2 hours/level.
      ◾ Obscuring Mist: Fog surrounds you.
      ◾ Summon Monster I: Calls extraplanar creature to fight for you.
      ◾ Unseen Servant: Invisible force obeys your commands.
   
   2nd-Level Spells
      ◾ 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 extraplanar creature to fight for you.
      ◾ Summon Swarm: Summons swarm of bats, rats, or spiders.
      ◾ Web: Fills 20-ft.-radius spread with sticky spiderwebs.
   
   3rd-Level Spells
      ◾ Phantom Steed: Magic 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 extraplanar creature to fight for you.
   
   4th-Level Spells
      ◾ Black Tentacles: Tentacles grapple all within 20 ft. spread.
      ◾ Dimension Door: Teleports you short distance.
      ◾ Minor Creation: Creates one cloth or wood object.
      ◾ Secure Shelter: Creates sturdy cottage.
      ◾ Solid Fog: Blocks vision and slows movement.
      ◾ Summon Monster IV: Calls extraplanar creature to fight for you.
   
   5th-Level Spells
      ◾ Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
      ◾ Mage's Faithful Hound: Phantom dog can guard, attack.
      ◾ Major Creation: As minor creation, plus stone and metal.
      ◾ Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
      ◾ Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
      ◾ Summon Monster V: Calls extraplanar creature to fight for you.
      ◾ Teleport: Instantly transports you as far as 100 miles/level.
      ◾ Wall of Stone: Creates a stone wall that can be shaped.
   
   6th-Level Spells
      ◾ Acid Fog: Fog deals acid damage.
      ◾ Planar Binding: As lesser planar binding, but up to 12 HD.
      ◾ Summon Monster VI: Calls extraplanar creature to fight for you.
      ◾ Wall of Iron: 30 hp/four levels; can topple onto foes.
   
   7th-Level Spells
      ◾ Instant Summons: Prepared object appears in your hand.
      ◾ Mage's Magnificent Mansion: Door leads to extradimensional mansion.
      ◾ Phase Door: Creates an invisible passage through wood or stone.
      ◾ Plane Shift: As many as eight subjects travel to another plane.
      ◾ Summon Monster VII: Calls extraplanar creature to fight for you.
      ◾ Teleport, Greater: As teleport, but no range limit and no off-target arrival.
      ◾ Teleport Object: As teleport, but affects a touched object.
   
   8th-Level Spells
      ◾ Incendiary Cloud: Cloud deals 4d6 fire damage/round.
      ◾ Maze: Traps subject in extradimensional maze.
      ◾ Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
      ◾ Summon Monster VIII: Calls extraplanar creature to fight for you.
      ◾ Trap the Soul: Imprisons subject within gem.
   
   9th-Level Spells
      ◾ Gate: Connects two planes for travel or summoning.
      ◾ Refuge: Alters item to transport its possessor to you.
      ◾ Summon Monster IX: Calls extraplanar creature to fight for you.
      ◾ Teleportation Circle: Circle teleports any creature inside to designated spot.
Title: Re: Sorcerer and Wizard Spell List
Post by: Tokilin on September 20, 2014, 01:51:07 AM
Divination:
   0-Level Spells
      ◾ Detect Poison: Detects poison in one creature or small object.
      ◾ Detect Magic: Detects spells and magic items within 60 ft.
      ◾ Read Magic: Read scrolls and spellbooks.
   
   1st-Level Spells
      ◾ Comprehend Languages: You understand all spoken and written languages.
      ◾ Detect Secret Doors: Reveals hidden doors within 60 ft.
      ◾ Detect Undead: Reveals undead within 60 ft.
      ◾ Identify: Determines properties of magic item.
      ◾ True Strike: +20 on your next attack roll.
   
   2nd-Level Spells
      ◾ Detect Thoughts: Allows "listening" to surface thoughts.
      ◾ Locate Object: Senses direction toward object (specific or type).
      ◾ See Invisibility: Reveals invisible creatures or objects.
      ◾ Detect Thoughts: Allows "listening" to surface thoughts.
      ◾ Locate Object: Senses direction toward object (specific or type).
      ◾ See Invisibility: Reveals invisible creatures or objects.
   
   3rd-Level Spells
      ◾ Arcane Sight: Magical auras become visible to you.
      ◾ Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
      ◾ Telepathic Bond, Lesser: As telepathic bond, but you and one other creature.
      ◾ Tongues: Speak any language.
   
   4th-Level Spells
      ◾ Arcane Eye: Invisible floating eye moves 30 ft./round.
      ◾ Detect Scrying: Alerts you of magical eavesdropping.
      ◾ Locate Creature: Indicates direction to familiar creature.
      ◾ Scrying: Spies on subject from a distance.
   
   5th-Level Spells
      ◾ Contact Other Plane: Lets you ask question of extraplanar entity.
      ◾ Prying Eyes: 1d4 +1/level floating eyes scout for you.
      ◾ Telepathic Bond: Link lets allies communicate.
   
   6th-Level Spells
      ◾ Analyze Dweomer: Reveals magical aspects of subject.
      ◾ Legend Lore: Lets You learn tales about a person, place, or thing.
      ◾ Probe Thoughts: Read subject's memories, one question/ round.
      ◾ True Seeing: Lets you see all things as they really are.
   
   7th-Level Spells
      ◾ Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
      ◾ Scrying, Greater: As scrying, but faster and longer.
      ◾ Vision: As legend lore, but quicker and strenuous.
   
   8th-Level Spells
      ◾ Discern Location: Reveals exact location of creature or object.
      ◾ Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
      ◾ Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
   
   9th-Level Spells
      ◾ Foresight: "Sixth sense" warns of impending danger.
Title: Re: Sorcerer and Wizard Spell List
Post by: Tokilin on September 20, 2014, 01:52:16 AM
Enchantment
   0-Level Spells
      ◾ Daze: Humanoid creature of 4 HD or less loses next action.
   
   1st-Level Spells
      ◾ Charm Person: Makes one person your friend.
      ◾ Hypnotism: Fascinates 2d4 HD of creatures.
      ◾ Sleep: Puts 4 HD of creatures into magical slumber.
   
   2nd-Level Spells
      ◾ Daze Monster: Living creature of 6 HD or less loses next action.
      ◾ Hideous Laughter: Subject loses actions for 1 round/level.
      ◾ Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
   
   3rd-Level Spells
      ◾ Deep Slumber: Puts 10 HD of creatures to sleep.
      ◾ Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
      ◾ Hold Person: Paralyzes one humanoid for 1 round/level.
      ◾ Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
      ◾ Suggestion: Compels subject to follow stated course of action.
   
   4th-Level Spells
      ◾ Charm Monster: Makes monster believe it is your ally.
      ◾ Confusion: Subjects behave oddly for 1 round/level.
      ◾ Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
      ◾ Geas, Lesser: Commands subject of 7 HD or less.
   
   5th-Level Spells
      ◾ Dominate Person: Controls humanoid telepathically.
      ◾ Feeblemind: Subject's Int and Cha drop to 1.
      ◾ Hold Monster: As hold person, but any creature.
      ◾ Mind Fog: Subjects in fog get –10 to Wis and Will checks.
      ◾ Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
   
   6th-Level Spells
      ◾ Geas/Quest: As lesser geas, plus it affects any creature.
      ◾ Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
      ◾ Suggestion, Mass: As suggestion, plus one subject/level.
      ◾ Symbol of Persuasion: Triggered rune charms nearby creatures.
   
   7th-Level Spells
      ◾ Hold Person, Mass: As hold person, but all within 30 ft.
      ◾ Insanity: Subject suffers continuous confusion.
      ◾ Power Word Blind: Blinds creature with 200 hp or less.
      ◾ Symbol of Stunning: Triggered rune stuns nearby creatures.
   
   8th-Level Spells
      ◾ Antipathy: Object or location affected by spell repels certain creatures.
      ◾ Binding: Utilizes an array of techniques to imprison a creature.
      ◾ Charm Monster, Mass: As charm monster, but all within 30 ft.
      ◾ Demand: As sending, plus you can send suggestion.
      ◾ Irresistible Dance: Forces subject to dance.
      ◾ Maddening Scream: Forces subject to scream and drop defenses.
      ◾ Power Word Stun: Stuns creature with 150 hp or less.
      ◾ Symbol of Insanity: Triggered rune renders nearby creatures insane.
      ◾ Sympathy: Object or location attracts certain creatures.
   
   9th-Level Spells
      ◾ Dominate Monster: As dominate person, but any creature.
      ◾ Hold Monster, Mass: As hold monster, but all within 30 ft.
      ◾ Power Word Kill: Kills one creature with 100 hp or less.
Title: Re: Sorcerer and Wizard Spell List
Post by: Tokilin on September 20, 2014, 01:53:39 AM
Evocation
   0-Level Spells
      ◾ Dancing Lights: Creates torches or other lights.
      ◾ Flare: Dazzles one creature (–1 on attack rolls).
      ◾ Light: Object shines like a torch.
      ◾ Ray of Frost: Ray deals 1d3 cold damage.
   
   1st-Level Spells
      ◾ Burning Hands: 1d4/level fire damage (max 5d4).
      ◾ Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
      ◾ Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
      ◾ Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
   
   2nd-Level Spells
      ◾ Continual Flame: 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.
   
   3rd-Level Spells
      ◾ Blacklight: 20-ft. radius of darkness.
      ◾ Daylight: 60-ft. radius of bright light.
      ◾ Fireball: 1d6 damage per level, 20-ft. radius.
      ◾ Lightning Bolt: Electricity deals 1d6/level damage.
      ◾ Tiny Hut: Creates shelter for ten creatures.
      ◾ Wind Wall: Deflects arrows, smaller creatures, and gases.
   
   4th-Level Spells
      ◾ Dweomer of Transference: Convert spellcasting into psionic power points.
      ◾ Fire Shield: Creatures attacking you take fire damage; you're 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 5d6 sonic damage.
      ◾ Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
      ◾ Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
   
   5th-Level Spells
      ◾ Cone of Cold: 1d6/level cold damage.
      ◾ Interposing Hand: Hand provides cover against one opponent.
      ◾ Sending: Delivers short message anywhere, instantly.
      ◾ Wall of Force: Wall is immune to damage.
   
   6th-Level Spells
      ◾ Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
      ◾ Contingency: Sets trigger condition for another spell.
      ◾ Forceful Hand: Hand pushes creatures away.
      ◾ Freezing Sphere: Freezes water or deals cold damage.
   
   7th-Level Spells
      ◾ Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
      ◾ Forcecage: Cube or cage of force imprisons all inside.
      ◾ Grasping Hand: Hand provides cover, pushes, or grapples.
      ◾ Mage's Sword: Floating magic blade strikes opponents.
      ◾ Prismatic Spray: Rays hit subjects with variety of effects.
   
   8th-Level Spells
      ◾ Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
      ◾ Polar Ray: Ranged touch attack deals 1d6/level cold damage.
      ◾ Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
      ◾ Sunburst: Blinds all within 10 ft., deals 6d6 damage.
      ◾ Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.
   
   9th-Level Spells
      ◾ Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
      ◾ Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Title: Re: Sorcerer and Wizard Spell List
Post by: Tokilin on September 20, 2014, 01:54:47 AM
Illusion
   0-Level Spells
      ◾ Ghost Sound: Figment sounds.
   
   1st-Level Spells
      ◾ Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
      ◾ Disguise Self: Changes your appearance.
      ◾ Magic Aura: Alters object's magic aura.
      ◾ Silent Image: Creates minor illusion of your design.
      ◾ Ventriloquism: Throws voice for 1 min./level.
   
   2nd-Level Spells
      ◾ Blur: Attacks miss subject 20% of the time.
      ◾ Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
      ◾ Invisibility: Subject is invisible for 1 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 you (1d4 +1 per three levels, max 8).
      ◾ Misdirection: Misleads divinations for one creature or object.
      ◾ Phantom Trap: Makes item seem trapped.
   
   3rd-Level Spells
      ◾ Displacement: 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.
   
   4th-Level Spells
      ◾ Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
      ◾ Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
      ◾ Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
      ◾ Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
      ◾ Rainbow Pattern: Lights fascinate 24 HD of creatures.
      ◾ Shadow Conjuration: Mimics Conjuration below 4th level, but only 20% real.
   
   5th-Level Spells
      ◾ Dream: Sends message to anyone sleeping.
      ◾ False Vision: Fools scrying with an illusion.
      ◾ 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 per two levels.
      ◾ Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
   
   6th-Level Spells
      ◾ Mislead: Turns you invisible and creates illusory double.
      ◾ Permanent Image: Includes sight, sound, and smell.
      ◾ Programmed Image: As major image, plus triggered by event.
      ◾ Shadow Walk: Step into shadow to travel rapidly.
      ◾ Veil: Changes appearance of group of creatures.
   
   7th-Level Spells
      ◾ Invisibility, Mass: As invisibility, but affects all in range.
      ◾ Project Image: Illusory double can talk and cast spells.
      ◾ Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
      ◾ Simulacrum: Creates partially real double of a creature.
   
   8th-Level Spells
      ◾ Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
      ◾ Screen: Illusion hides area from vision, scrying.
      ◾ Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
   
   9th-Level Spells
      ◾ Shades: As shadow conjuration, but up to 8th level and 80% real.
      ◾ Weird: As phantasmal killer, but affects all within 30 ft.
Title: Re: Sorcerer and Wizard Spell List
Post by: Tokilin on September 20, 2014, 01:55:42 AM
Necromancy
   0-Level Spells
      ◾ Disrupt Undead: Deals 1d6 damage to one undead.
      ◾ Touch of Fatigue: Touch attack fatigues target.
   
   1st-Level Spells
      ◾ Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
      ◾ Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
      ◾ Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
   
   2nd-Level Spells
      ◾ 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.
   
   3rd-Level Spells
      ◾ Gentle Repose: Preserves one corpse.
      ◾ Halt Undead: Immobilizes undead for 1 round/level.
      ◾ Ray of Exhaustion: Ray makes subject exhausted.
      ◾ Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
   
   4th-Level Spells
      ◾ Animate Dead: Creates undead skeletons and zombies.
      ◾ Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
      ◾ Contagion: Infects subject with chosen disease.
      ◾ Enervation: Subject gains 1d4 negative levels.
      ◾ Fear: Subjects within cone flee for 1 round/level.
   
   5th-Level Spells
      ◾ Blight: Withers one plant or deals 1d6/level damage to plant creature.
      ◾ Magic Jar: Enables possession of another creature.
      ◾ Symbol of Pain: Triggered rune wracks nearby creatures with pain.
      ◾ Waves of Fatigue: Several targets become fatigued.
   
   6th-Level Spells
      ◾ Circle of Death: Kills 1d4/level HD of creatures.
      ◾ Create Undead: Creates ghouls, ghasts, mummies, or mohrgs.
      ◾ Eyebite: Target becomes panicked, sickened, and comatose.
      ◾ Symbol of Fear: Triggered rune panics nearby creatures.
      ◾ Undeath to Death: Destroys 1d4/level HD of undead (max 20d4).
   
   7th-Level Spells
      ◾ Control Undead: Undead don't attack you while under your command.
      ◾ Finger of Death: Kills one subject.
      ◾ Symbol of Weakness: Triggered rune weakens nearby creatures.
      ◾ Waves of Exhaustion: Several targets become exhausted.
   
   8th-Level Spells
      ◾ Clone: Duplicate awakens when original dies.
      ◾ Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
      ◾ Horrid Wilting: Deals 1d6/level damage within 30 ft.
      ◾ Symbol of Death: Triggered rune slays nearby creatures.
   
   9th-Level Spells
      ◾ Astral Projection: Projects you and companions onto 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.
Title: Re: Sorcerer and Wizard Spell List
Post by: Tokilin on September 20, 2014, 01:56:55 AM
Transmutation
   0-Level Spells
      ◾ Mage Hand: 5-pound telekinesis.
      ◾ Mending: Makes minor repairs on an object.
      ◾ Message: Whispered conversation at distance.
      ◾ Open/Close: Opens or closes small or light things.
   
   1st-Level Spells
      ◾ Animate Rope: Makes a rope move at your command.
      ◾ Enlarge Person: Humanoid creature doubles in size.
      ◾ Erase: Mundane or magical writing vanishes.
      ◾ Expeditious Retreat: Your speed increases by 30 ft.
      ◾ Feather Fall: Objects or creatures fall slowly.
      ◾ Jump: Subject gets bonus on Jump checks.
      ◾ Magic Weapon: Weapon gains +1 bonus.
      ◾ Reduce Person: Humanoid creature halves in size.
   
   2nd-Level Spells
      ◾ 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.
      ◾ Rope Trick: As many as eight creatures hide in extradimensional space.
      ◾ Spider Climb: Grants ability to walk on walls and ceilings.
      ◾ Whispering Wind: Sends a short message 1 mile/level.
   
   3rd-Level Spells
      ◾ Blink: You randomly vanish and reappear for 1 round/level.
      ◾ Flame Arrow: Arrows deal +1d6 fire damage.
      ◾ Fly: Subject flies at speed of 60 ft.
      ◾ Gaseous Form: Subject becomes insubstantial and can fly slowly.
      ◾ Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
      ◾ Keen Edge: Doubles normal weapon's threat range.
      ◾ Magic Weapon, Greater: +1/four levels (max +5).
      ◾ Secret Page: Changes one page to hide its real content.
      ◾ Shrink Item: Object shrinks to one-sixteenth size.
      ◾ Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.
      ◾ Water Breathing: Subjects can breathe underwater.
   
   4th-Level Spells
      ◾ Enlarge Person, Mass: Enlarges several creatures.
      ◾ Mnemonic Enhancer: Wizard only. Prepares extra spells or retains one just cast.
      ◾ Polymorph: Gives one willing subject a new form.
      ◾ Reduce Person, Mass: Reduces several creatures.
      ◾ Stone Shape: Sculpts stone into any shape.
   
   5th-Level Spells
      ◾ Animal Growth: One animal/two levels doubles in size.
      ◾ Baleful Polymorph: Transforms subject into harmless animal.
      ◾ Fabricate: Transforms raw materials into finished items.
      ◾ Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
      ◾ Passwall: Creates passage through wood or stone wall.
      ◾ Telekinesis: Moves object, attacks creature, or hurls object or creature.
      ◾ Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
      ◾ Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
   
   6th-Level Spells
      ◾ Bear's Endurance, Mass: As bear's endurance, affects one subject/level.
      ◾ Bull's Strength, Mass: As bull's strength, affects one subject/ level.
      ◾ Cat's Grace, Mass: As cat's grace, affects one subject/level.
      ◾ Control Water: Raises or lowers bodies of water.
      ◾ Disintegrate: Makes one creature or object vanish.
      ◾ Eagle's Splendor, Mass: As eagle's splendor, affects one subject/level.
      ◾ Flesh to Stone: Turns subject creature into statue.
      ◾ Fox's Cunning, Mass: As fox's cunning, affects one subject/level.
      ◾ Hardening: Increases hardness by one/two levels.
      ◾ Mage's Lucubration: Wizard only. Recalls spell of 5th level or lower.
      ◾ Mental Pinnacle: You gain the mental powers of a psion.
      ◾ Move Earth: Digs trenches and build hills.
      ◾ Owl's Wisdom, Mass: As owl's wisdom, affects one subject/ level.
      ◾ Stone to Flesh: Restores petrified creature.
      ◾ Transformation: You gain combat bonuses.
   
   7th-Level Spells
      ◾ Control Weather: Changes weather in local area.
      ◾ Ethereal Jaunt: You become ethereal for 1 round/level.
      ◾ Reverse Gravity: Objects and creatures fall upward.
      ◾ Statue: Subject can become a statue at will.
   
   8th-Level Spells
      ◾ Iron Body: Your body becomes living iron.
      ◾ Polymorph Any Object: Changes any subject into anything else.
      ◾ Temporal Stasis: Puts subject into suspended animation.
   
   9th-Level Spells
      ◾ Etherealness: Travel to Ethereal Plane with companions.
      ◾ Shapechange: Transforms you into any creature, and change forms once per round.
      ◾ Time Stop: You act freely for 1d4+1 rounds.
Title: Re: Sorcerer and Wizard Spell List
Post by: Tokilin on September 20, 2014, 01:57:58 AM
Universal
   0-Level Spells
      ◾ Arcane Mark: Inscribes a personal rune (visible or invisible).
      ◾ Prestidigitation: Performs minor tricks.
   
   1st-Level Spells
      ◾ None
   
   2nd-Level Spells
      ◾ None
   
   3rd-Level Spells
      ◾ None
   
   4th-Level Spells
      ◾ None
   
   5th-Level Spells
      ◾ Permanency: Makes certain spells permanent.
   
   6th-Level Spells
      ◾ None
   
   7th-Level Spells
      ◾ Limited Wish: Alters reality—within spell limits.
   
   8th-Level Spells
      ◾ None
   
   9th-Level Spells
      ◾ Wish: As limited wish, but with fewer limits.