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| List of Spells
Arcane Spells
Entangle: area spell to slow the enemy down and reduce their attack roll and dexterity. Mage Armor: increases the mage's armor class (AC) by 4. True Strike: next attack by the mage gains +20 bonus and ignores concealment. Sleep: circle spell that puts low-level enemies to sleep. Burning Hands: cone spell that deals fire damage (more if targets are stuck in a web). Magic Missile: force attack deals damage to a target from a distance. Never misses. Shocking Grasp: deals electricity damage to adjacent target. Requires melee touch. Ray of Enfeeblement: ranged touch attack reduces the target's strength. Cause Shakes: single target takes -2 attack and saving throw penalties. Enlarge Person: single target deals higher-than-normal damage. Reduce Person: single target deals lower-than-normal damage. Ray of Frost: cold damage to a single target. Needs ranged touch. Enlarge Weapon: not for combat, increases size of a small weapon so you can wield it. Reduce Weapon: not for combat, decreases size of a large weapon so you can wield it.
Acid Ray: ranged touch attack deals 2D4 acid damage, makes it hard to cast spells. Web: area spell, creatures stuck in the web cannot move. Daze Monster: target creature takes no action in the next round. Glitterdust: circle spell, blinds creatures (Willpower save) and removes their invisibility. Scorching Ray: ranged touch attack deals 4D6 fire damage. Invisibility: target becomes invisible until it attacks. Mute: target cannot cast spells unless it uses the silent spell metamagic. Blindness: target becomes blind (Fortitude saving throw). Deafness: target becomes deaf (Fortitude saving throw). False Life: caster gains 1D10 temporary hit points + 1 per caster level. Ghoul Touch: melee touch paralyses the target. Bull's Strength: target gains +4 Strength bonus. Blur: target gains 20% concealment.
Dispel Magic: removes magic effects, dismisses summoned creatures. Deep Slumber: circle spell puts creatures below 10 hit dice to sleep. Heroism: target gains +2 to attack rolls and willpower saving throws. Hold Person: humanoid target is paralyzed (Willpower saving throw). Fireball: circle spell deals 1D6 per level of fire dmg, more if targets are stuck in a web. Lightning Bolt: line spell deals 1D6 per level of shock damage. Displacement: target gains 50% concealment. Ray of Exhaustion: ranged touch attack cuts target's strength and dexterity by 6. Vampiric Ray: ranged touch deals 1D6 per two caster levels, gives as many HP to caster. Haste: circle spell gives extra attack to targets, plus bonus to speed, attack and AC. Slow: circle spell cuts enemy speed, number of attacks, AC (Willpower saving throw). Reduce Monster: target shrinks, its damage potential declines. Stinking Burst: circle spell, nauseated creatures can't attack or cast spells (Fort. save).
Bestow Curse: each round, target has a 50% chance to lose its turn. Stoneskin: target gains damage reduction 10 (excepted adamantine weapons). Control Person: one hostile humanoid now fights for the caster, with an attack penalty. Confusion: circle spell makes targets confused, they may skip turns or attack friends. Crushing Despair: cone spell, creatures take -2 penalty to attack, willpower saves. Fire Shield: creatures who attack the target take fire damage. Also grants cold resistance. Ice Shield: creatures who attack the target take cold damage. Also grants fire resistance. Ice Storm: circle spell deals 3D6 cold damage + 3D6 bludgeoning damage. Shout: cone spell deals 5D6 sonic damage, targets may become deaf. Wall of Fire: area spell, creatures entering the wall take fire dmg (1D8+1 per 2 levels). Greater Invisibility: target becomes invisible, stays invisible even when attacking. Enervation Ray: ranged touch attack inflicts 1D4 negative levels. Polymorph Spider: caster turns into a giant spider (and cannot cast spells). Polymorph Bear: caster turns into a bear (and cannot cast spells).
Poison Gas: circle spell kills low-level creatures or reduces constitution by 1D6. Teleport: bring up the world map screen, unless the area you are in is warded. Wall of Stone: area spell creates a magical wall at the location you specify. Dominate Person: one hostile humanoid now fights for the caster. Feeblemind: target cannot cast spells any longer (Willpower saving throw). Hold Monster: target is paralyzed (Willpower saving throw). Cone of Cold: cone spell deals 1D6 cold damage per level. Waves of Fatigue: cone spell reduces strength and dexterity by 2. Baleful Polymorph: humanoid target is changed into a giant rat. Rusting Grasp: damages target's nonmagic armor, deals damage to metallic monsters. Mass Bull's Strength: circle spell increases strength by 4. Mass Mute: circle spell makes creatures mute (Fortitude saving throw).
Polymorph Frost Giant: caster turns into a frost giant (and cannot cast spells). Polymorph Fire Giant: caster turns into a fire giant (and cannot cast spells). Greater Heroism: target gains +4 bonus to attack rolls & willpower saves. Freezing Sphere: circle spell deals 1D6 cold damage per level. Circle of Death: circle spell kills creatures below 9 hit dice. Undeath to Death: circle spell destroys undead below 9 hit dice. Disintegrate: ranged touch attack deals 2D6 damage per level (Fortitude saving throw). Flesh to Stone: melee touch attack petrifies target (Fortitude saving throw). Stone to Flesh: restores a petrified character to his normal state. Transformation: caster gains combat bonuses (and cannot cast spells). Power Word Sickness: cuts attack roll and saves of a creature with less than 201 HP.
Mass Hold Person: circle spell paralyzes humanoids (Willpower saving throw). Insanity: target creature is permanently confused (Willpower saving throw). Power Word Blind: makes a creature with less than 201 HP blind. Dominate Undead: circle spell makes undead creatures fight for you. Finger of Death: slays a living creature (Fortitude saving throw). Discharge: ranged touch attack deals 5D12 shock damage +1/level and may stun target. Waves of Exhaustion: cone spell cuts strength and dexterity of targets by 6. Vampiric Blast: circle spell deals 2D6 damage to targets, gives as many HP to caster. Foresight: caster gains +4 bonus to armor class and immunity to critical hits.
Mind Blank: target becomes immune to mind effects. Mind Blast: cuts target HP by 80% (Willpower saving throw). Irresistible Dance: melee touch attack forces target to dance each round & lowers AC. Power Word Stun: stuns a creature with less than 151 HP. Polar Ray: ranged touch attack deals 1D6 cold damage per level. Greater Shout: cone spell deals 12D6 sonic damage, targets may become deaf. Dehydrate: circle spell deals 1D6 damage per level (Fortitude saving throw). Iron Body: caster gains damage reduction and many immunities. Control Monster: one hostile creature now fights for the caster, with an attack penalty.
Greater Disintegrate: ranged touch attack turns target to ashes, or deals 8D8+1/level. Freedom: removes conditions such as petrified, paralyzed, slowed and stunned. Dominate Monster: three hostile creatures now fight for the caster (Willpower save). Mass Hold Monster: circle spell paralyzes living creatures (Willpower saving throw). Energy Drain: ranged touch attack inflicts 2D6 permanent negative levels. Power Word Sleep: puts a creature of less than 251 HP to sleep. Acid Blast: circle spell deals 1D6 acid damage per level. Divine Spells
Light: increases underground line-of-sight, removes magical darkness. Darkness: area spell creates magical darkness, creatures gain 50% concealment. Bane: caster-centered circle spell decreases attack roll & willpower saves of enemies. Bless: caster-centered circle spell increases attack roll & willpower saves of allies. Magic Stone: throws three magical stones each dealing 1D6 (or 2D6 to undead). Cure Light Wounds: touch spell cures 1D8 +1 per level up to 5. Hurts undead. Divine Favor: caster gains bonuses to attack roll, damage roll and saving throws. Inflict Light Wounds: melee touch attack deals 1D8 +1 per level up to 5. Heals undead. Protection from Evil: +2 AC bonus versus evil enemies & mind-control immunity. Remove Shakes: removes the shaken condition. Remove Fatigue: removes the fatigued condition. Also improves exhausted condition. Shield of Faith: touch spell gives a deflection bonus to armor class. Summon Fire Elemental: a fire elemental of level equal to caster level fights for you. Summon Water Elemental: a water elemental of level equal to caster level fights for you. Summon Earth Elemental: an earth elemental of level equal to caster level fights for you. Summon Air Elemental: an air elemental of level equal to caster level fights for you. Lend Life: touch spell transfers HP from caster to the target.
Cure Moderate Wounds: touch spell cures 2D8 +1 per level up to 10. Hurts undead. Inflict Moderate Wounds: melee touch attack deals 2D8 +1 per level up to 10. Remove Paralysis: removes the paralyzed condition. Protection from Arrows: target gains damage reduction 10 against ranged weapons. Protection from Fire: touch spell gives fire resistance 15. Protection from Cold: touch spell gives cold resistance 15. Protection from Acid: touch spell gives acid resistance 15. Protection from Electricity: touch spell gives shock resistance 15. Protection from Sonic Energy: touch spell gives sonic resistance 15. Lesser Restoration: cures all ability damage (but not ability drain or negative levels). Silence: area spell prevents casting of verbal spells and protects against sonic damage. Sound Burst: circle spell deals 1D8 damage and may stun targets for one round.
Remove Curse: touch spell removes the mute and cursed conditions. Remove Blindness: touch spell removes the blind and deaf conditions. Cure Serious Wounds: touch spell cures 3D8 +1 per level up to 15. Hurts undead. Inflict Serious Wounds: melee touch attack deals 3D8 +1 per level up to 15. Invisibility Purge: caster-centered circle spell removes invisibility effects. Mass Protection from Evil: circle spell gives AC bonus versus evil & mind-control immu. Prayer: caster-centered circle spell gives attack bonus to friends, penalty to enemies. Searing Light: ranged touch attack deals 1D8 per two caster levels, more to undead. Greater Protection from Fire: touch spell gives fire resistance 30. Greater Protection from Cold: touch spell gives cold resistance 30. Greater Protection from Acid: touch spell gives acid resistance 30. Greater Protection from Electricity: touch spell gives shock resistance 30. Greater Protection from Sonic Energy: touch spell gives sonic resistance 30.
Cure Critical Wounds: touch spell cures 4D8 +1 per level. Hurts undead. Inflict Critical Wounds: melee touch attack deals 4D8 +1 per level. Heals undead. Insect Plague: area spell makes spellcasting and ranged attacks difficult. Protection from Poison: touch spell gives immunity to ability damage. Poison: melee touch attack cuts consitution by 2D10 (Fortitude saving throw). Restoration: cures all ability damage and ability drain, but not negative levels. Divine Power: caster gains combat and HP bonuses. Freedom of Movement: touch spell gives immunity to entangle, web, grapple, paralysis. Death Ward: touch spell gives immunity to death effects & negative levels.
Mass Cure Light Wounds: circle spell cures 1D8+1/level, affects only allies. Mass Inflict Light Wounds: circle spell inflicts 1D8+1/level, affects only enemies. Greater Protection from Evil: touch spell gives +4 AC bonus versus evil creatures. Raise Dead: dead player character is brought back to life, loses excess XP for his level. Righteous Might: caster gains combat bonuses and increases in size. Slay Living: melee touch attack kills a living creature (Fortitude saving throw). Spell Resistance: touch spell gives Spell Resistance 12 + caster level. True Seeing: target can see through invisibility, concealment and magical darkness.
Harm: melee touch attack deals 10 per level up to 150. Heals undead. Heal: touch spell heals 10 per level up to 150 and removes many adverse conditions. Mass Cure Moderate Wounds: circle spell cures 2D8+1/level, affects only allies. Mass Inflict Moderate Wounds: circle spell inflicts 2D8+1/level, affects only enemies.
Mass Cure Serious Wounds: circle spell cures 3D8+1/level, affects only allies. Mass Inflict Serious Wounds: circle spell inflicts 3D8+1/level, affects only enemies. Remove Negative Levels: touch spell removes negative levels. Mass Death Ward: circle spell gives immunity to death effects and negative levels.
Mass Cure Critical Wounds: circle spell cures 4D8+1/level, affects only allies. Mass Inflict Critical Wounds: circle spell inflicts 4D8+1/level, affects only enemies. Fire Storm: rectangle spell deals 1D6 fire damage per caster level.
Mass Heal: circle spell heals 10 per level and removes many adverse conditions. Mass Harm: circle spell inflicts 10 per level up to 200. Heals undead enemies. True Resurrection: dead player character is brought back to life with his full HP and XP. HeroicFantasyGames.com May 2008. All rights reserved. |