Post by buji on Mar 25, 2007 11:03:35 GMT -5
omg, this might take awile, but a good wizard has to pick their own spells, otherwise theres no fun.well, here goes...
jae,tell me if i missed any-im using v3.0 book...
note: these are only breif desrciptions of the spells, there may be other rules not stated here that apply
LEVEL 0 ARCANE SPELLS (CANTRIPS)
resistance: +1 to fortitude,reflex,and will saves
ray of frost: 1d3 (1-3) cold damage
detect poison: detects poison in 1 creature or small object
daze: creature loses next action
dancing lights: creates torches or other lights
flare: dazzles one creatuer (-1 attack)
light: object shines like a torch
ghost sound: figment sounds
disrupt undead: 1d6 (1-6) dmg to 1 undead
mage hand: 5-pound telekinesis
mending: minor repairs on an object
open/close: open/close small or light things
arcane mark: inscribes personal rune (visible or invisible)
detect magic: detects spells/magic within 60 ft.
prestidigitation: performs minor tricks
read magic: read scrolls or spellbooks
LEVEL 1 ARCANE SPELLS
alarm: wards an area for 2 hours per level
endure elements: ignore 5 dmg/round of one energy type
hold portal: hold doors shut
protection from chaos/evil/good/law: +2 AC and saves, counter mind control, hedge out elementals and outsiders
shield: invisible disc gives cover, blocks magic missile
grease: 10ft2 or 1 object slippery
mage armor: +4 AC
mount: summons riding horse for 2 hours/lvl
obscuring mist: fog surrounds you
summon monster I: call outsider to fight for you
unseen servant: command invisible force
comprehend languages: all spoken and written languages
detect secret doors: within 60 ft.
detect undead: within 60 ft.
identify: determines single feature of magic item
true strike: +20 bonus to your next atk roll
charm person: makes 1 person your friend
hypnotism: affects 2d4 (2-8) creatures
sleep: 2d4 (2-8) creatures into comatose slumber
magic missile: 1d4+1 (2-5) dmg, +1 missile/2lvls over lvl1 (max +5)
tenser's floating disc: 3 ft. diameter. hold 100 pounds/lvl
change self: change your appearance
color spray: knock out/stun/blind 1d6 (1-6) weak creatures
nystul's magical aura: grants false magic aura
nystul's undetectable aura: masks item's magical aura
silent image: minor illusion of your design
ventriloquism: throws voice for 1 min/lvl
cause fear: 1 creature flees for 1d4 (1-4) rounds
chill touch: 1 touch/level does 1d6 dmg, possible 1 str dmg
ray of enfeeblement: reduces str by 1d6 (+1 per 2 lvls)
animate rope: makes a rope move at your command
burning hands: 1d4 fire dmg/lvl (max 5d4)
enlarge: object or creauter grows 10%/lvl (max 50%)
erase: mundane or magical writing vanishes
expeditious retreat: 2x speed
feather fall: objects or creatures fall slowly
jump: subject gets +30 on jump checks
magic weapon: weapon gets +1 bonus
message: whispered conversations at a distance
reduce: object or creature shrinks at 10%/lvl (max 50%)
shocking grasp: touch delivers 1d8+1/lvl electricity
spider climb: grants ability to walk on walls and ceilings
jae,tell me if i missed any-im using v3.0 book...
note: these are only breif desrciptions of the spells, there may be other rules not stated here that apply
LEVEL 0 ARCANE SPELLS (CANTRIPS)
resistance: +1 to fortitude,reflex,and will saves
ray of frost: 1d3 (1-3) cold damage
detect poison: detects poison in 1 creature or small object
daze: creature loses next action
dancing lights: creates torches or other lights
flare: dazzles one creatuer (-1 attack)
light: object shines like a torch
ghost sound: figment sounds
disrupt undead: 1d6 (1-6) dmg to 1 undead
mage hand: 5-pound telekinesis
mending: minor repairs on an object
open/close: open/close small or light things
arcane mark: inscribes personal rune (visible or invisible)
detect magic: detects spells/magic within 60 ft.
prestidigitation: performs minor tricks
read magic: read scrolls or spellbooks
LEVEL 1 ARCANE SPELLS
alarm: wards an area for 2 hours per level
endure elements: ignore 5 dmg/round of one energy type
hold portal: hold doors shut
protection from chaos/evil/good/law: +2 AC and saves, counter mind control, hedge out elementals and outsiders
shield: invisible disc gives cover, blocks magic missile
grease: 10ft2 or 1 object slippery
mage armor: +4 AC
mount: summons riding horse for 2 hours/lvl
obscuring mist: fog surrounds you
summon monster I: call outsider to fight for you
unseen servant: command invisible force
comprehend languages: all spoken and written languages
detect secret doors: within 60 ft.
detect undead: within 60 ft.
identify: determines single feature of magic item
true strike: +20 bonus to your next atk roll
charm person: makes 1 person your friend
hypnotism: affects 2d4 (2-8) creatures
sleep: 2d4 (2-8) creatures into comatose slumber
magic missile: 1d4+1 (2-5) dmg, +1 missile/2lvls over lvl1 (max +5)
tenser's floating disc: 3 ft. diameter. hold 100 pounds/lvl
change self: change your appearance
color spray: knock out/stun/blind 1d6 (1-6) weak creatures
nystul's magical aura: grants false magic aura
nystul's undetectable aura: masks item's magical aura
silent image: minor illusion of your design
ventriloquism: throws voice for 1 min/lvl
cause fear: 1 creature flees for 1d4 (1-4) rounds
chill touch: 1 touch/level does 1d6 dmg, possible 1 str dmg
ray of enfeeblement: reduces str by 1d6 (+1 per 2 lvls)
animate rope: makes a rope move at your command
burning hands: 1d4 fire dmg/lvl (max 5d4)
enlarge: object or creauter grows 10%/lvl (max 50%)
erase: mundane or magical writing vanishes
expeditious retreat: 2x speed
feather fall: objects or creatures fall slowly
jump: subject gets +30 on jump checks
magic weapon: weapon gets +1 bonus
message: whispered conversations at a distance
reduce: object or creature shrinks at 10%/lvl (max 50%)
shocking grasp: touch delivers 1d8+1/lvl electricity
spider climb: grants ability to walk on walls and ceilings