Home
Join
Handbook
Members
Bazaar
Classes
Magic
Villian
Shrine of the Immortals
Dark Hallway
Black Market
Tournaments
Links
All mages need spells as do clerics, here you can find what spells you character can have, each spell costs 50 gp per level of the spell for mages and clerics and 75 gp per level of the spell for rangers and paladins.
Also touch spells ignore opponents non-magical armor and shields unless otherwise stated, if a suit of armor has a magical bonus, only the magical bonus is applyed to ac, in other words plate mail wont help when someone's hurling sleep spells at you, unless its magic, and even then not much.

Mage spells

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.

Cleric Spells

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