Spell name |
Mana cost |
Effect |
Element |
Level |
Description |
Resistance |
3 mana |
Subject gains a +1 on all checks |
none |
1 |
Touch-You imbue a subject with a magical energy that protects him from harm, affording him a +1 to checks of any kind, lasts 3 rounds |
Ray of Frost |
3 mana |
deals 1d3 cold damage |
Water |
1 |
Ray-A ray of freezing ice shoots from your finger, all Rays are considered ranged touch attacks, which means opponents lose their armor and sheild AC bonus but keep any magical or Dex bonus to AC |
Daze |
4 mana |
Creature loses next action |
none |
1 |
Ranged-Creature affected loses, next action, a wisdom save with a difficulty of 10 negates, any characters of level 5 of higher are unaffected |
Flare |
2 mana |
dazzles one creature (-1 to attack) |
Fire |
1 |
Ranged-Creates a bright flash in front of a foe, causeing a -1 to attack for 1d4 rounds, sightless creatures are unaffected by flare |
Disrupt Undead |
3 mana |
deals 1d6 damage to undead |
none |
1 |
Ray-delivers positive energy directly into an undead being |
Detect Magic |
1 mana |
detects spells and magic items within 60' feet |
none |
1 |
Ranged-All magical items, or characters who have spells cast upon them, glow a faint aura of green, lasts 2 rounds/level |
Endure Elements |
6 mana |
Ignores the first 5 points of damage/round from one energy type |
none |
1 |
Touch-Grants a character protection from one of the four elements, fire, water, earth, and air, the first 5 points of damage in a round of that element are ignored, lasts entire battle |
Protection from good/evil/neutrality |
8 mana |
+2 AC, and checks vs. the alignment chosen |
none |
1 |
Touch-This spell wards a creature from attacks by an alignment type, foes with that type of alignment, have a much harder time hitting the subject, giving it a +2 to AC, also they gain a resistance to any effect foes of that alignment have on them, which affords a +2 to all checks vs. them, lasts 5 rounds |
Shield |
4 mana |
+4 AC vs. ranged attacks,+2 vs melee attacks, also all magic missles cannot hit target |
none |
1 |
Personal-Creates an invisible mobile disc of energy that blocks missle attacks, also all magic missles that would normally hit target miss and negate the shield instead lasts 3 rounds/level |
Mage Armor |
5 mana |
Gives supject +4 AC |
none |
1 |
Touch-An invisible but tangible field of force surrounds the subject of mage armor, providing a +4 bonus to AC, lasts 5 rounds/level |
Mount |
3 mana |
Summons a horse for you to ride into battle |
none |
1 |
Personal-Summons a horse or a pony (your choice) to ride into battle, lasts entire fight |
Summon Monster 1 |
6 mana |
Calls an outsider to fight for you |
none |
1 |
Ranged-This spell summons an outsider that attacks your enemies. It appears where you want and attacks immediately on the turn summoned, attacks during your turn, and fights untill the spell ends, lasts 1 round/level (max 10 rounds), choose from: Celestial dog, Celestial badger, Fiendish dire rat, Fiendish hawk Summons |
Identify |
3 mana |
Determines the true nature of a magical item |
none |
1 |
Ranged-This spell allows a mage to determine the exact abilitys of an unknown item |
True Strike |
9 mana |
Adds a +20 bonus to your next attack roll |
none |
1 |
Personal-Your next attack is at +20 to hit. |
Charm Person |
5 mana |
Makes one person your friend |
none |
1 |
Ranged-This charm makes a person beleve he or she is your friend, they will stop attacking for 1d4 rounds, unless you make any agressive move, a successfull wisdom check with a difficulty of 10+casters level negates spell |
Sleep |
5 mana |
puts 2d4 levels of characters, or monsters to sleep |
none |
1 |
Ranged-unless foes make a wisdom check with a difficulty of 14+your level they fall asleep for 1d4+2 rounds. any attack made against them negates the spell |
Magic Missle |
6 mana |
1d4+1 damage, +1 missle/two levels above first (max +5) |
none |
1 |
Ranged-A missle of magical energy darts from your fingertips and unerringly strikes its target, deals 1d4+1 poings of damage, considered a ranged attack, for every 2 levels after the first gains an additional arrow to a maximum of 5 arrows |
Cause Fear |
4 mana |
Opponent is -2 to attack and damage rolls against you |
none |
1 |
Ranged-The affected creature becomes frightend, suffering a -2 to attack and damage rolls against you, opponents level 5 or higher are immune, unless you are 3 levels greater than them, lasts 1d4 rounds |
Chill Touch |
5 mana |
1 touch/level deals 1d6 points of damage and possible 1 point of str damage |
Water |
1 |
Touch-A touch from your hand, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage and unless foe can make a constitution save with a difficulty of 14 he also loses 1 point of strength for remainder of the battle, a touch attack is considered a standard melee attack with only half of any modifiers applied |
Burning Hands |
6 mana |
1d4 fire damage/level (max 5d4) |
Fire |
1 |
Ranged-A thin sheet of searing flame shoots from your fingers, any creature takes 1d4 points of damage per level (max5d4). Flammable materials may catch fire, at gods disgression |
Magic Weapon |
4 mana |
Weapon gains a +1 bonus |
none |
1 |
Personal-This spell grants one weapon a +1 bonus, lasts 1 round +1 round/level |
Shocking Grasp |
5 mana |
Touch delevers 1d8+1/level of shocking damage |
none |
1 |
Touch-Requires a touch attack to delever the electric damage. |
Blindness/Deafness |
6 mana |
target becomes Blind or Deaf (Casters Choice) |
none |
2 |
Ranged-Target makes a Con save DC (10+ casters level) or becomes blind or deaf, lasts 2 rounds/caster level. *A blind character suffers a 50% chance to miss on all attacks, loses any Dex bonus to AC, and all characters attacking the blind charcter gain a +2 to their attack rolls. A deaf character suffers a -4 to initiative, and a 20% chance to fail in the casting of any spell or use anything that requires talking. |
Blur |
8 mana |
Attacks miss subject 20% of the time |
none |
2 |
Touch-The target of this spell becomes blurred, making his opponents miss 20% of their attacks, lasts 1 round/caster level |
Bull's Strength |
5 mana |
Subject gains +1d4+1 Strength, lasts entire fight |
none |
2 |
Touch-The target of this spell becomes stronger, gaining + 1d4+1 Strength for the remainder of combat. The charcter gaining this bonus gains all the attack and damage bonuses that his new strength would grant him. |
Cat's Grace |
5 mana |
Subject gains + 1d4+1 Dexterity, lasts entire fight |
none |
2 |
Touch-The target of this spell becomes more agile, gaining + 1d4+1 Dexterity for the remainder of combat. The character gaining this bonus gains all the AC and attack bonuses that his new dexterity would grant him. |
Darkness |
5 mana |
Creates a magical darkness |
none |
2 |
Ranged-This spell creates a magical darkness that affects all creatures in combat, normal darkvision or low-light vision are effected by this magical darkness and suffer the normal penalties, lasts 4 rounds/level, cancels daylight |
Daylight |
5 mana |
creates magical daylight |
none |
2 |
Ranged-This spell creates a magical daylight that affects all creatures in combat, undead and other creatures who dislike the sunlight suffer a -1 penalty to attack and damage rolls, lasts 4 rounds/level, cancels darkness |
Endurance |
5 mana |
Subject gains + 1d4+1 Constitution, lasts entire fight |
none |
2 |
Touch-The target of this spell becomes stronger, gaining + 1d4+1 Constitution for the remainder of combat. The character gaining this bonus gains all the HP and other effects that his new constitution would grant him. |
Flaming Sphere |
9 mana |
Rolling ball of fire, 2d6 damage, lasts 1 round/level |
Fire |
2 |
Ranged-A rolling sphere of fire deals 2d6 damage to any creature that comes into contact with it. The mage casting the spell may command the sphere to strike one person in the fight per round, dealing 2d6 damage to the creature struck. |
Ghoul Touch |
6 mana |
Paralyzes one subject, who exudes stench nearby, lasts 1d6+2 rounds |
none |
2 |
Touch-This spell allows you to paralyze a single humanoid for 1d6+2 rounds with a successful touch attack, Con save DC(10+ casters level) negates. Additionally the subject exudes a horrible stench that causes nausea and retching, those in melee range must make a Con save DC 12 (except you) or suffer a -2 penalty to all attack, damage, and saving throw rolls. |
Hypnotic Pattern |
6 mana |
Fascinates 2d4+1 HD/Levels of creatures. |
none |
2 |
Ranged-Colorful dancing lights fascinate creatures in the combat. 2d4+1 HD/Levels are effected, Creatures with the fewest HD/Levels are effected first. Affected creatures gaze at the lights, heedless of all else losing all dexterity bonuses to AC and suffering a -4 penalty to AC as well. A successful attack or a Con save DC (10 + Casters level) snaps the creature out of it. The spell lasts 1d6+2 rounds. |
Invisibility |
8 mana |
Subject is invisible for 10 rounds/level or until it attacks |
none |
2 |
Personal-This spell causes the caster to become invisible, attacks at the character have an 90% chance of missing. This effect lasts for 10 rounds/level or until the caster makes an attack, any attacks made by an invisible character gain a +10 bonus to hit. |
Melf's Acid Arrow |
12 mana |
Ranged Touch attack; 2d4 damage for 1 round + 1 round/three levels |
Acid |
2 |
Ranged Touch-This spell causes a magical arrow of acid to spring from you hand to its target. You must succeed at a ranged touch attack to hit your target. The arrow deals 2d4 damage, for every 3 caster levels (max 18) the acid lasts another round, dealing 2d4 more points of damage. |
Mirror Image |
8 mana |
Creates decoy duplicates of you (1d4+1/three levels, max 8) |
none |
2 |
Personal-Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack, each attack you must pick a whole number less then X and greater than 1 and opponent must roll a 1dX where X is number of images to see which one he attacks, hit images disappear reducing the number of images, when you are hit no images are lost. Lasts 5 rounds/level |
Protection from Arrows |
5 mana |
subject is immune to most ranged attacks |
none |
2 |
Touch-The warded creature gains damage reduction 10/+1 against ranged weapons (this means the first 10 points of damage are ignored unless the damage is dealt by a +1 or better weapon, simple huh?) this increases to 10/+2 at 5th level, 10/+3 at 10th level, 10/+4 at 15 and 10/+5 at 20th level. Once the spell has prevented 10 points of damage per caster level it is discharged. |
Resist Elements |
9 mana |
Ignores 12 damage/round from one energy type |
none |
2 |
Touch-As endure elements except resist elements absorbs the first 12 points of damage each round. Resist elements overlaps Endure elements canceling it. |
Sound Burst |
9 mana |
Deals 1d8 sonic damage to subjects, may stun them |
none |
2 |
Ranged-You blast an area with a tremendous cacophony. The target and all in melee combat with him take 1d8 points of sonic damage and must succeed at Wisdom saves DC 10 or become stunned for 1 round. A stunned creature can't act and loses any Dex bonus to AC. Attackers get a +2 bonus to hit a stunned character. Creatures who are deaf risk no chance of being stunned. |
Summon Monster II |
9 mana |
Calls an outsider to fight for you |
none |
2 |
Ranged-As summon monster I, except you can summon a Celestial Eagle, a Lemure A Formian worker, or a Fiendish Wolf. |
Summon Swarm |
9 mana |
Summons a swarm of small crawling or flying creatures |
none |
2 |
Ranged-A swarm of little creatures carpets the target of this spell, viciously attacking the victim. A creature in the swarm who takes no action other then fighting off the swarm takes only 1 point of damage that round. A creature in the swarm who takes any other action, including fleeing the swarm, takes 1d4+1/three spellcaster levels points of damage. A character who flees the swarm takes no damage on the next round but if he takes any action other then to continue fleeing the swarm will catch up with him on the following round and continue attacking. Spellcasting is impossible in the swarm. Fire and area effect weapons will cause the swarm to disperse after 2 points of damage. Lasts 1d6+1 rounds. |
Scare |
6 mana |
Panics up to 5 HD |
none |
2 |
Ranged-As cause fear, except this spell causes all targeted creatures of less then 6 HD to become frightened. |
Tasha's Hideous Laughter |
10 mana |
Subject loses actions for 1d3 rounds |
none |
2 |
Ranged-This spell afflicts the subject with uncontrollable laughter. It collapeses into gales of manic laughter, falling prone. The subject can take no actions while laughing. After the spell ends, it can act again normally. A Wisdom save (DC 10 + casters level) negates the spell, a creature who's type is different from the casters gains a +4 bonus on its daving throw, because humor doesn't "translate" well. Lasts 1d3 rounds. |
Web |
9 mana |
Covers target in sticky spider webs |
none |
2 |
Ranged-Web creates a many-layered mass of strong, sticky stands to trap a target. An entangled creature suffers a -2 penalty to Dex, and can't move or attack. The target must make a Dex save (DC 10 + casters level) to dodge the spell or an entangled character may spend their round making a Strength check DC 15 to break the web. Lasts 4 rounds. |
Cure Minor Wounds |
1 mana |
cures 1hp of damage |
none |
1 |
Touch-harms undead |
Detect Magic |
1 mana |
detects magical items and spells within 60' |
none |
1 |
Ranged-All magical items, or characters who have spells cast upon them, glow a faint aura of green, lasts 2 rounds/level |
Resistance |
3 mana |
subject gains a +1 on all checks |
none |
1 |
Touch-You imbue a subject with a magical energy that protects him from harm, affording him a +1 to checks of any kind, lasts 3 rounds |
Bane |
4 mana |
All enemies suffer -1 to attack, and -1 to damage |
none |
1 |
Ranged-Bane fills your enemies with fear and doubt, counters and dispells bless, lasts 1 round/level |
Bless |
4 mana |
Allies gain a +1 to attack, and a +1 to all checks |
none |
1 |
Ranged-Bless fills you allies with courage and faith, counters and dispells bane, lasts 1 round/level |
Cause Fear |
4 mana |
Subect is -2 to attack and damage |
none |
1 |
Ranged-The affected creature becomes frightend, suffering a -2 to attack and damage rolls against you, opponents level 5 or higher are immune, unless you are 3 levels greater than them, lasts 1d4 rounds |
Cure Light Wounds |
5 mana |
cures 1d8 +1/level damage (max +5) |
none |
1 |
Touch-When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point of damage per level (max +5), may use this spell to damage undead |
Divine Favor |
5 mana |
You gain attack, damage bonus, +1/three levels |
none |
1 |
Personal-Calling upon the strength and wisdom of a deity, you gain a +1/three levels luck bonus to attack and damage rolls,lasts 5 rounds |
Endure Elements |
6 mana |
Ignores first 5 points of damage/round from one energy type |
none |
1 |
Touch-Grants a character protection from one of the four elements, fire, water, earth, and air, the first 5 points of damage in a round of that element are ignored, lasts entire battle |
Inflict light wounds |
5 mana |
touch, deals 1d8 +1/level damage (max +5) |
none |
1 |
Touch-When you lay your hand upon a foe, you channel negative energy into his body, dealing 1d8 points of damage +1 point per level (max +5), this spell can be used to heal undead |
Magic Weapon |
4 mana |
Weapon gains a +1 bonus |
none |
1 |
Personal-This spell grants one weapon a +1 bonus, lasts 1 round +1 round/level |
Protection from good/evil/Neutrality |
8 mana |
+2 AC, and checks vs. alignment chosen |
none |
1 |
Touch-This spell wards a creature from attacks by an alignment type, foes with that type of alignment, have a much harder time hitting the subject, giving it a +2 to AC, also they gain a resistance to any effect foes of that alignment have on them, which affords a +2 to all checks vs. them, lasts 5 rounds |
Sanctuary |
5 mana |
Opponents cannot attack you, you cannot attack them |
none |
1 |
Ranged-Creates a magical field around you and your allies, that prevents any enemies from attacking you, also prevents you from attacking them, lasts 1 round per 5 mana spent (limit 5 rounds) |
Detect Evil/Good/Neutrality |
2 mana |
Reveals objects, creatures, or spells of that alignment |
none |
1 |
Ranged-Anything assocaited with that alignment glows a faint blue to the casters eyes, lasts 2 rounds/level |
Summon Monster 1 |
6 mana |
Calls an ousider to aid you in battle |
none |
1 |
Ranged-This spell summons an outsider that attacks your enemies. It appears where you want and attacks immediately on the turn summoned, attacks during your turn, and fights untill the spell ends, lasts 1 round/level (max 10 rounds), choose from: Celestial dog, Celestial badger, Fiendish dire rat, Fiendish hawkSummons |