Spells

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Eldritch Sphere
Electric Blades
Elemental Aura
Elemental Forbiddance
Erven's Spell Shield
Exploding Coins
Extradimensional Detection
Faith Arrow

Fire Burst
Fist of Stone
Flamestaff
Flash
Fool's Speech
Forest’s Fiery Constrictor
Forget Spell
Freezing Touch
Friends
Frost Sphere
Ghoul Arrow
Glass Steel
Glow
Grim Surprise
Gunther’s Kaleidoscopic Strike

Eldritch Sphere (Evocation)
Level:  Sor/Wiz 3
Components:  V, S
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  1’ diameter sphere
Duration:  Concentration, until discharged
Saving Throw:  None
Spell Resistance:  Yes
 This potent spell launches a mentally guided 1-foot diameter globe which travels with a speed of 60’ with very good maneuverability. The sphere strikes with a combat bonus equal to the caster’s level plus the caster’s dexterity bonus, but even on a missed roll, the missile may return the following round as long as the wizard concentrates. Once it hits, the globe disperses and inflicts 2d6 points of base damage + 2 points of damage per level of the wizard to the first creature touched, up to 2d6+20 maximum potential.  The sphere harmlessly vanishes if the wizard’s concentration is broken or the globe exceeds maximum range. Despite its limited area of effect, the Eldritch’s Sphere’s true advantage is its damage potential and ability to pursue and possibly corner single foes. 


Electric Blades (Evocation)
Level:  Sor/Wiz 1 
Components:  V, M
Casting Time:  1 action
Range:  0
Effect:  Two Blades
Duration:  Special 
Saving Throw:  Fortitude negates
Spell Resistance:  Yes
 This spell must be cast with a metal blade of some sort in each hand. Both blades then acquire a flickering blue glow. When a hit by either blade is scored it causes 1d3 more hit points of damage of electricity. If both blades hit the same target in the same round the victim must make a Fortitude save or be stunned for one round. Each blade only shocks once and then is normal again. 


Elemental Aura (Abjuration/Evocation)
Level:  Dr 8, Sor/Wiz 9
Components:  V
Casting Time:  1 round
Range:  0
Effect:  The caster
Duration:  1 hour / level
Saving Throw:  None
Spell Resistance:  No
 This spell has four very different effects depending on the type (air, earth, fire, water) of elemental aura cast. Only the caster may receive an elemental aura, and it is not possible to benefit from more than one aura at one time. 
 Each aura is three inches thick and covers the caster’s entire body. An aura of air is hazy white in color, an aura of earth is dull grey, an aura of fire is flickering red, and an aura of water is shimmering blue. The auras have these effects:
Air
· immunity to gas and air-based attacks
· total protection from physical attacks by creatures of the elemental plane of Air
· ability to cast fly and protection from normal missiles once each
Earth
· immunity to attacks from nonmagical weapons made of stone or metal
· immunity to physical attacks by creatures of the elemental plane of Earth
· ability to breathe and move at full movement rate within the element of earth
· ability to cast wall of stone once
Fire
· immunity to normal and magical fire
· total protection from physical attacks by creatures of the elemental plane of Fire
· ability to breathe and move at full movement rate within the element of fire
· total protection from hostile environmental effects while traveling plane of Fire 
. ability to cast wall of fire once 
water
· immunity to water- and cold-based attacks
· total protection from physical attacks by creatures of the plane of Water
· ability to breathe and move at full movement rate within the element of water
· ability to cast wall of ice once
 The auras do not restrict the caster in any way. He is free to move and act normally while under the influence of an aura.


Elemental Forbiddance (Elemental/Guardian)
Level:  Dr 4, Clr 5
Components:  V, S, M
Casting Time:  10 minutes
Range:  0’
Effect:  Cube 5’/level on a side
Duration:  1 hour/level
Saving Throw:  None
Spell Resistance:  Yes
This spell prevents the entry of all elementals into the area of effect. Further, elementals outside the area of effect cannot make physical attacks against those inside. Spells and missile attacks can be cast into the area by elementals.
The spell affects a cube whose sides equal the caster’s level times 5 feet (a 12th-level priest could affect an area equal to a 60' x 60' x 60' cube).
Elemental forbiddance has no effect on elementals that are within the area of effect when the spell is cast. If such elementals leave the area of effect, they cannot reenter. 
The material components are the caster’s holy symbol and four glass beads, each of a different color (green, blue, red, and yellow). The caster must pace out the perimeter of the warded area at the time of casting.


Erven’s Spell Shield (Abjuration) 
Level:  Sor/Wiz 1 
Components:  V, S, M
Casting Time:  10 minutes
Range:  0
Effect:  The Caster
Duration:  12 Hours or until discharged 
Saving Throw:  None (harmless)
Spell Resistance:  No
 This is a simple and effective means of protecting the caster from hostile spells. The Spell Shield works by attempting to create a “grounding effect” around the caster so that spells react in a similar fashion as lightning does. The chances of this happening are as follows: 
 Level of Spell Chance of Success
  First 80%
  Second 40%
  Third 20%
  Fourth 10%
  Fifth 5% 
  Sixth 3%
  Seventh 2%
  Eighth 1%
  Ninth none
 The Spell Shield lasts until a spell has been cast against it, then dissipates regardless of success. 
 The material component is a fine quality silver-plated iron lightning rod. 


Exploding Coins (Enchantment)
Level:  Sor/Wiz 3
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  One coin/level*
Duration:  1 hour or until discharged
Saving Throw:  Reflex half
Spell Resistance:  Yes
 This spell allows the wizard to enchant one or more coins with an explosive charge; the more valuable the coin, the more potent the explosion (see table below). The coins will retain their enchantment for 1 hour, until used, or dispelled, whichever is first. The explosion will be triggered when the wizard utters a command word chosen during the incantation. The following table gives the amount of damage for each type of coin, along with the burst radius, and what level is required to enchant a particular type of coin:
 Burst Type Damage Level Radius
 ~~~~~ ~~~~~~ ~~~~~~ ~~~~~~
 copper 2 5 2 feet 
 silver 1d4 8 2 feet 
 electrum 1d6 11 5 feet 
 gold 1d8 14 5 feet 
 platinum 1d12 16 10 feet 
 A maximum of 10 coins may be enchanted per casting of this spell. The only material component for this spell is the coin to be enchanted; the coins are consumed in the explosion.


Extradimensional Detection (Divination/Astral)
Level:  Clr 3
Components:  V, S
Casting Time:  1 action
Range:  0
Effect:  One 10'-wide path, 60 feet long
Duration:  1 round/level
Saving Throw:  None (harmless)
Spell Resistance:  No
 When extradimensional detection is cast, the caster detects the existence of any extradimensional spaces or pockets in a path 10 feet wide and 60 feet long in the direction he is facing. The priest may turn, scanning a 60 degree arc each round, or may move slowly while the spell is in effect to change the sweep of the detection.
 Extradimensional spaces include those created by spells such as rope trick and those contained within such items as bags of holding and portable holes. The priest does not automatically know the size of the space or its source.
 This spell detects interplanar gates and the "gate" opened by the spell extradimensional folding.


Faith Arrow (Combat)
Level:  Clr 2
Components:  V, S, M
Casting Time:  1 round
Range:  Touch
Effect:  Special
Duration:  1 Hour or until used
Saving Throw:  None
Spell Resistance:  No

Despite its sphere, this spell is available to most elven priesthoods, but it is usually associated with the priests of Corellon Larethian, Solonor Thelandira, and Rillifane Rallathil (due to the archery aspects of those deities).

This spell allows the caster to enchant a number of nonmagical, masterwork arrows (magical arrows are not affected by the spell), charging them with divine power. The caster is not required to use the arrows himself; he may give them to other archers as desired.

When let fly, a faith arrow gains a +20 Luck bonus to hit, so long as the target is within bow range and the archer’s line of sight (visible). A faith arrow cannot pass through any barrier that a normal arrow cannot penetrate, though it can follow a target around corners, through open doors, etc. If the faith arrow passes into or through an anti-magic shell, dead magic zone, or similar area, the unerring accuracy of the faith arrow is lost, though the shot still receives a bonus to hit of +1 for every three levels of the caster.  The arrow is considered blessed, so may have special benefits against certain creatures.

A priest may create one faith arrow for every three levels of experience he possesses (i.e., a 12th-level priest may create four faith arrows), but there cannot be more than 1 faith arrow per the caster’s level in existence at one time. A faith arrow retains its enchantment for 1 hour or until used, at which time it crumbles to dust.  The arrow gains a damage bonus of +1 for every three levels of the caster. 

In addition to the caster’s holy symbol, the material component for this spell are the arrows to be enchanted, which must be masterwork quality.



Fire Burst (Alteration, Evocation)
Level:  Clr 1, Sor/Wiz 1
Components:  V, S
Casting Time:  1 action
Range:  25’ +5’ / 2 levels 
Effect:  10’ radius circle
Duration:  Instantaneous
Saving Throw:  Reflex negates
Spell Resistance:  Yes
 When this spell is cast upon a nonmagical fire (such as a campfire, lantern, or candle), it causes the fire to flash and shoot arrows of flame. All creatures within 10 feet of the fire source suffer 1 point of damage per level of the caster (maximum of 10 points). Victims who roll a saving throw successfully suffer no damage.


Fist of Stone (Alteration)
Level:  Sor/Wiz 1 
Components:  V, S
Casting Time:  1 action
Range:  0
Effect:  The caster’s hand
Duration:  1 round / level
Saving Throw:  None
Spell Resistance:  Yes
 Upon completion of this spell, one of the caster’s hands (his choice) turns to stone. It is flexible and can be used to punch, smash, or crush objects and opponents as if the wizard had Strength of 23. Combat bonuses for Strength do not apply if the caster uses any weapon other than his fist.
 While the spell is in effect, the wizard cannot cast spells requiring somatic components.


Flamestaff (Invocation/Evocation)
Level:  Sor/Wiz 5 
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  Special
Duration:  1 round/level
Saving Throw:  Reflex half
Spell Resistance:  Yes
    This spell will enchant one normal staff with a temporary magical dweomer. In order to cast this spell, a ruby worth at least 300 GP is bound to the end of the staff; this gem will glow with a soft light as long as the spell is in effect. This spell may have one of two affects as decided at the time of the casting: the staff may be used to discharge a Fireball as per the spell; this will have all the effects (including dice of damage) as if the wizard had cast a Fireball spell, maximum of 18 dice; discharging the Fireball has a casting time of 1. If used in this manner, the spell expires after the Fireball is used.  Alternately, the wizard may employ a number of lesser effects: if the staff scores a hit in combat, the staff will discharge a burst of flames that will engulf the target; these flames inflict 1d4 points of damage per three levels of the wizard (up to a maximum of 6d4). A successful Reflex save reduces the damage by one half; if the save fails, all possessions must save vs. magical fire, or be consumed. The staff may be used in this manner once per three levels of the wizard (to a maximum of 6 times).  A charge is used only if a hit is scored. If all charges are not used in 1 round per level of the wizard, the spell dissipates, and all remaining charges are lost.  The only material components for this spell are the staff and the ruby; the ruby is consumed when the spell ends, but the staff is not affected.  


Flash (Evocation)
Level:  Clr 1, Sor/Wiz 1 
Components:  V, S, M
Casting Time:  1 action
Range:  0
Effect:  30’ radius sphere
Duration:  Instantaneous
Saving Throw:  Reflex half
Spell Resistance:  Yes
 When this spell is cast, the spell caster emits a blinding (but brief) flash of light.  All creatures within the 30' radius must save against the effects.  Those who fail their save are blinded for 1-3 rounds and suffer appropriate penalties (reduce attack rolls and saves by 4, worsen armor class by 4).  Those who make their saves will be stunned and rubbing their eyes for a few segments only, and may then resume normal activity (-3 to initiative rolls next round).  The caster, and anyone with tightly shut or covered eyes, is unaffected. Tthis spell causes minor (1d4 points) damage to shadows, some undead, and similar creatures vulnerable to light.


Fool’s Speech (Alteration)
Level:  Sor/Wiz 3 
Components:  V, S, M
Casting Time:  10 minutes
Range:  Touch
Effect:  The Caster +1 creature per level
Duration:  1 Hour per level
Saving Throw:  Will negates (harmless)
Spell Resistance:  Yes
 With this spell, the wizard empowers himself and others of his choosing with the ability to speak a secret language incomprehensible to others. Creatures designated to speak the language must be touching each other when the spell is cast.
Once cast, the characters can choose to speak normally or in their secret tongue. They can speak and understand this mysterious language fluently.
 Fool’s speech is not recognizable as any known language, nor does it remotely sound like any language. A comprehend languages or tongues spell will not translate it. It can be understood by a character wearing a helm of comprehending languages and reading magic, although the normal percentage chances apply. 
 The material component is a small whistle made of bone. 


Forest’s Fiery Constrictor (Conjuration/Summoning)
Level:  Sor/Wiz 6
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  One source of fire
Duration:  1 round/level
Saving Throw:  Special
Spell Resistance:  Yes
 This spell causes a tentacle of magical flame to snake forth from any existing source of natural or magical fire. The flaming tendril is 10 feet long, has AC 13, has Damage Reduction of 10/+2, and has hit points equal to double the caster’s level.
 Any creature within 20 feet of the tentacle is subject to attack as directed by the caster (who does not have to concentrate on the spell once directed). The victim must attempt a saving throw; if successful, the subject has avoided entanglement, but suffers 1d6 points of fire damage from contact with the tendril. If the saving throw is failed, the victim is entangled by the flaming serpent and suffers 2d6 of fire damage and 1d6 of constriction damage each round until the tendril is destroyed or the spell expires.
 If the fire source from which the tentacle emanates is extinguished, the remaining time that the fiery constrictor may exist is cut in half.
 The material component is a red dragon’s scale.


Forget Spell (Alteration)
Level:  Clr 3, Sor/Wiz 3 
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  One spellcaster
Duration:  Instantaneous
Saving Throw:  Will negates
Spell Resistance:  Yes
 When casting this spell the caster tries to make another spellcaster forget a single spell of the caster’s choosing. The target must make a Will save, if successful, nothing happens. If he fails, the victim forgets the chosen spell, and must re-study or pray for it.  The caster does not steal the spell, it is simply forgotten and must be re-memorised. If the target caster does not know the spell in question, the Forget Spell has no effect. 


Freezing Touch (evocation)
Level:  Sor/Wiz 2
Components:  V, S, M
Casting Time:  1 action
Range:  Touch
Effect:  creature touched
Duration:  2 rounds 
Saving Throw:  Fortitude half
Spell Resistance:  Yes
 When cast, this spell surrounds the caster’s hand with a field of very cold air. If the caster successfully strikes an opponent, the target creature takes 1d6 damage, +2 points damage per level of the spell-caster. The spell lasts for the entire 2 rounds, even if the caster strikes his target. It is possible for the victim to take multiple hits, or for multiple victims to be effected.
* WARNING * If the spell-caster is wearing any metal on his hand while the spell is in affect, he will take 1-6 points of damage each round, and 1-2 points on the round after the spell expires. Once cast, the metal cannot be removed until the 3rd round has passed.

Friends (enchantment/charm)
Level:  Sor/Wiz 1
Components:  V, S, M
Casting Time:  1 action
Range:  Personal
Effect:  60' radius sphere
Duration:  1d4 rounds +1 round/level
Saving Throw:  Special
Spell Resistance:  Yes
 A friends spell causes the caster to temporarily gain 1d4+1 points of Charisma. Intelligent creatures within the area of effect at the time the spell is cast must make immediate reaction checks based on the character's new Charisma.  Those with favorable reactions tend to be very impressed with the spellcaster and make an effort to be his friends and help him, as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs might spare the caster's life, taking him captive instead. When the spell wears off, the creatures are allowed a Will save to realize that they have been influenced, and their reactions are determined by the DM.
  The components for this spell are chalk, lampblack, and vermilion applied to the face before casting the spell.


Frost Sphere (Evocation)
Level:  Sor/Wiz 3 
Components:  V, S, M
Casting Time:  1 action
Range:  400’ +40’ / level
Effect:  20’ radius sphere
Duration:  Instantaneous
Saving Throw:  Reflex third
Spell Resistance:  Yes
 This spell creates an area of intense cold, causing damage to any creature with in.  Any being within 20' of the spell’s center takes 1d6 of damage per the caster’s level.  A saving throw is allowed for 1/3rd damage.  * Note * Items within the area must save vs cold or become very brittle for the next 10 minutes.
 The material component is a bead of glass.


Ghoul Arrow (Evocation, Necromancy)
Level:  Clr 2, Sor/Wiz 3 
Components:  V, S, M
Casting Time:  1 action
Range:  100’ +10’ / level
Effect:  1 bolt / 5 levels
Duration:  Instantaneous
Saving Throw:  Fortitude half
Spell Resistance:  Yes
 The Ghoul Arrow spell brings into being one bolt of negative energy for every 5 levels of the wizard. Each bolt can have a different target. The caster rolls a normal attack roll for each arrow, using a combat bonus equal to the caster’s level (Dex bonus applies, no range penalty). Each that strikes does 1d6 damage, and the victim must make a Fortitude save or be paralyzed (use the Misbell Paralysis Chart). As with a ghoul’s touch, elves are immune to this effect (but still take arrow damage).  The material components are a handful of ghoul flesh and a drop of humanoid blood. 

Glass Steel (Alteration)

Level:  Sor/Wiz 8
Components:  V, S, M
Casting Time:  1 round
Range:  Touch
Effect:  Object touched
Duration:  Permanent
Saving Throw:  Fortitude (harmless)
Spell Resistance:  Yes
        The Glass Steel spell turns normal, non-magical crystal or glass into a transparent substance that has the tensile strength and unbreakability of actual steel against normal attacks. Only a relatively small volume of material can be affected, a maximum weight of 10 pounds per level of experience of the caster, and it must form one whole object.  Armor made from this material has the Armor bonus of the type created. Note: it is VERY time consuming to make armor such as chain, scale, or banded armor with this spell, as each little piece is considered a separate object.
        Magical attacks (such as Shatter, Shout, Fireball, etc.) treat the material as glass, though the object gets a +2 bonus to its save. 
        The material components of this spell are a small piece of glass and a small piece of steel.


Glow (Alteration)
Level:  Clr 1, Sor/Wiz 1 
Components:  V, S, M
Casting Time:  1 action
Range:  25’ +5’ / 2 levels
Effect:  One Creature
Duration:  1d4 rounds/level
Saving Throw:  Reflex neg
Spell Resistance:  Yes
 This spell causes the object or person affected to emit an eerie glow.  The color ranges from blue to green. It can be negated by a darkness spell.  The glow is not bright enough to read with, but is easy to spot in the dark. The material Comp of this spell are some fireflies.


Grim Surprise (Conjuration)
Level:  Sor/Wiz 4
Components:  V, S, M
Casting Time:  10 minutes
Range:  Touch
Effect:  One creature
Duration:  12 hours or until discharged
Saving Throw:  Reflex half
Spell Resistance:  Yes
 This spell provides protection against backstabbing. When the recipient of the spell is attacked from behind, a cloud of acid is created behind the spell recipient which blows back and out to form a cone 8' long and 4 feet in radius. All within the area of effect, the spell recipient not included, take 6d4+6 points of acid damage, Reflex save for half. Note that the backstabber saves at -4 (due to surprise and proximity).  The material component is 10 red ants which must be crushed in the wizards hands, and the juice rubbed into the recipients back. 


Gunther’s Kaleidoscopic Strike (Invocation/Evocation)
Level:  Sor/Wiz 8
Components:  V, S
Casting Time:  1 action
Range:  15’/level
Effect:  One creature
Duration:  Instantaneous
Saving Throw:  Reflex negates
Spell Resistance:  Yes
 When this spell is cast, a thin beam of shimmering, kaleidoscopic light shoots from the wizard’s fingertips toward his target. The victim is allowed a Reflex save to resist the beam.
 This spell has no effect on nonspellcasters, causing them no harm whatsoever. Creatures with innate spell-like abilities are also unaffected. Against spellcasters, this spell can be devastating. It “short-circuits” the energy stored in a spellcaster’s mind, wiping away a number of memorized spells. Lost spells must be rememorized.
 The number of spells drained is equal to the caster’s level minus 1d20. Thus, a 16th-level wizard drains a maximum of 15 spells, but could drain no spells depending on the die roll. After subtracting the die roll from the caster’s level, any result of zero or a negative number indicates that the victim loses no spells.
 Spells are drained from the wizard’s memorized spells beginning with 1st-level spells and working up to higher level spells. Any decision regarding which spell should be drained from a specific level should be determined randomly.
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