Spells II
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- Dispel Magic (Abjuration): Cancels magical spells and effects.
- Explosive Runes (Abjuration): Deals 6d6 damage when read.
- Magic Circle against Chaos/Evil/Good/Law (Abjuration): As protection spells, but 10-ft. radius and 10 min./level.
- Nondetection (Abjuration): Hides subject from divination, scrying.
- Protection from Elements (Abjuration): Absorb 12 damage/level from one kind of energy.
- Flame Arrow (Conjuration): Shoots flaming projectiles (extra damage) or fiery bolts (4d6 damage).
- Phantom Steed (Conjuration): Magical horse appears for 1 hour/level.
- Sepia Snake Sigil (Conjuration): Creates text symbol that immobilizes reader.
- Sleet Storm (Conjuration): Hampers vision and movement.
- Stinking Cloud (Conjuration): Nauseating vapors, 1 round/level.
- Summon Monster III (Conjuration): Calls outsider to fight for the caster.
- Clairaudience/Clairvoyance (Divination): Hear or see at a distance for 1 min./level.
- Tongues (Divination): Speak any language.
- Hold Person (Enchantment): Holds one person helpless; 1 round/level.
- Suggestion (Enchantment): Compels subject to follow stated course of action.
- Fireball (Evocation): 1d6 damage per level, 20-ft. radius.
- Gust of Wind (Evocation): Blows away or knocks down smaller creatures.
- Lightning Bolt (Evocation): Electricity deals 1d6 damage/level.
- Tiny Hut (Evocation): Creates shelter for 10 creatures.
- Wind Wall (Evocation): Deflects arrows, smaller creatures, and gases.
- Displacement (Illusion): Attacks miss subject 50%.
- Illusory Script (Illusion): Only intended reader can decipher.
- Invisibility Sphere (Illusion): Makes everyone within 10 ft. invisible.
- Major Image (Illusion): As silent image, plus sound, smell and thermal effects.
- Gentle Repose (Necromancy): Preserves one corpse.
- Halt Undead (Necromancy): Immobilizes undead for 1 round/level.
- Vampiric Touch (Necromancy): Touch deals 1d6/two caster levels; caster gains damage as hp.
- Blink (Transmutation): The caster randomly vanishes and reappears for 1 round/level.
- Fly (Transmutation): Subject flies at speed of 90.
- Gaseous Form (Transmutation): Subject becomes insubstantial and can fly slowly.
- Greater Magic Weapon (Transmutation): +1/three levels (max +5).
- Haste (Transmutation): Extra partial action and +4 AC.
- Keen Edge (Transmutation): Doubles normal weapon's threat range.
- Secret Page (Transmutation): Changes one page to hide its real content.
- Shrink Item (Transmutation): Object shrinks to one-twelfth size.
- Slow (Transmutation): One subject/level takes only partial actions, -2 AC, -2 melee rolls.
- Water Breathing (Transmutation): Subjects can breathe underwater.
- Dimensional Anchor (Abjuration): Bars extradimensional movement.
- Fire Trap (Abjuration): Opened object deals 1d4 +1/level damage.
- Minor Globe of Invulnerability (Abjuration): Stops 1st- through 3rd-level spell effects.
- Remove Curse (Abjuration): Frees object or person from curse.
- Stoneskin (Abjuration): Stops blows, cuts, stabs, and slashes.
- Black Tentacles (Conjuration): 1d4 +1/level tentacles grapple randomly within 15 ft.
- Minor Creation (Conjuration): Creates one cloth or wood object.
- Secure Shelter (Conjuration): Creates sturdy cottage.
- Solid Fog (Conjuration): Blocks vision and slows movement.
- Summon Monster IV (Conjuration): Calls outsider to fight for the caster.
- Arcane Eye (Divination): Invisible floating eye moves 30 ft./round.
- Detect Scrying (Divination): Alerts the caster of magical eavesdropping.
- Locate Creature (Divination): Indicates direction to familiar creature.
- Scrying (Divination): Spies on subject from a distance.
- Charm Monster (Enchantment): Makes monster believe it is the caster's ally.
- Confusion (Enchantment): Makes subject behave oddly for 1 round/level.
- Emotion (Enchantment): Arouses strong emotion in subject.
- Lesser Geas (Enchantment): Commands subject of 7 HD or less.
- Fire Shield (Evocation): Creatures attacking the caster take fire damage; the caster is protected from heat or cold.
- Ice Storm (Evocation): Hail deals 5d6 damage in cylinder 40 ft. across.
- Resilient Sphere (Evocation): Force globe protects but traps one subject.
- Shout (Evocation): Deafens all within cone and deals 2d6 damage.
- Wall of Fire (Evocation): Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.
- Wall of Ice (Evocation): Ice plane creates wall with 15 hp +3/level, or hemisphere can trap creatures inside.
- Hallucinatory Terrain (Illusion): Makes one type of terrain appear like another (field into forest, etc.).
- Illusory Wall (Illusion): Wall, floor, or ceiling looks real, but anything can pass through.
- Improved Invisibility (Illusion): As invisibility, but subject can attack and stay invisible.
- Phantasmal Killer (Illusion): Fearsome illusion kills subject or deals 3d6 damage.
- Rainbow Pattern (Illusion): Lights prevent 24 HD of creatures from attacking or moving away.
- Shadow Conjuration (Illusion): Mimics conjuring below 4th level.
- Contagion (Necromancy): Infects subject with chosen disease.
- Enervation (Necromancy): Subject gains 1d4 negative levels.
- Fear (Necromancy): Subjects within cone flee for 1 round/level.
- Bestow Curse (Transmutation): -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
- Dimension Door (Transmutation): Teleports the caster and up to 500 lb.
- Mnemonic Enhancer (Transmutation): Prepares extra spells or retains one just cast. Wizard only.
- Polymorph Other (Transmutation): Gives one subject a new form.
- Polymorph Self (Transmutation): The caster assumes a new form.
- Dismissal (Abjuration): Forces a creature to return to native plane.
- Cloudkill (Conjuration): Kills 3 HD or less; 4-6 HD save or die.
- Faithful Hound (Conjuration): Phantom dog can guard, attack.
- Lesser Planar Binding (Conjuration): Traps outsider until it performs a task.
- Major Creation (Conjuration): As minor creation, plus stone and metal.
- Summon Monster V (Conjuration): Calls outsider to fight for the caster.
- Secret Chest (Conjuration): Hides expensive chest on Ethereal Plane; the caster retrieves it at will.
- Wall of Iron (Conjuration): 30 hp/four levels; can topple onto foes.
- Wall of Stone (Conjuration): Creates a stone wall that can be shaped.
- Contact Other Plane (Divination): Ask question of extraplanar entity.
- Prying Eyes (Divination): 1d4 floating eyes +1/level scout for the caster.
- Telepathic Bond (Divination): Link lets allies communicate.
- Dominate Person (Enchantment): Controls humanoid telepathically.
- Feeblemind (Enchantment): Subject's Int drops to 1.
- Hold Monster (Enchantment): As hold person, but any creature.
- Mind Fog (Enchantment): Subjects in fog get -10 Wis, Will checks.
- Cone of Cold (Evocation): 1d6 cold damage/level.
- Interposing Hand (Evocation): Hand provides 90% cover against one opponent.
- Sending (Evocation): Delivers short message anywhere, instantly.
- Wall of Force (Evocation): Wall is immune to damage.
- Dream (Illusion): Sends message to anyone sleeping.
- False Vision (Illusion): Fools scrying with an illusion.
- Greater Shadow Conjuration (Illusion): As shadow conjuration, but up to 4th level and 40% real.
- Mirage Arcana (Illusion): As hallucinatory terrain, plus structures.
- Nightmare (Illusion): Sends vision dealing 1d10 damage, fatigue.
- Persistent Image (Illusion): As major image, but no concentration required.
- Seeming (Illusion): Changes appearance of one person/two levels.
- Shadow Evocation (Illusion): Mimics evocation less than 5th level.
- Animate Dead (Necromancy): Creates undead skeletons and zombies.
- Magic Jar (Necromancy): Enables possession of another creature.
- Animal Growth (Transmutation): One animal/two levels doubles in size, HD.
- Fabricate (Transmutation): Transforms raw materials into finished items.
- Passwall (Transmutation): Breaches walls 1 ft. thick/level.
- Stone Shape (Transmutation): Sculpts stone into any form.
- Telekinesis (Transmutation): Lifts or moves 25 lb./level at long range.
- Teleport (Transmutation): Instantly transports the caster anywhere.
- Transmute Mud to Rock (Transmutation): Transforms two 10-ft. cubes/level.
- Transmute Rock to Mud (Transmutation): Transforms two 10-ft. cubes/level.
- Permanency (Universal): Makes certain spells permanent; costs XP.
- Antimagic Field (Abjuration): Negates magic within 10 ft.
- Globe of Invulnerability (Abjuration): As minor globe, plus 4th level.
- Greater Dispelling (Abjuration): As dispel magic, but +20 on check.
- Guards and Wards (Abjuration): Array of magic effects protect area.
- Repulsion (Abjuration): Creatures can't approach the caster.
- Acid Fog (Conjuration): Fog deals acid damage.
- Planar Binding (Conjuration): As lesser planar binding, but up to 16 HD.
- Summon Monster VI (Conjuration): Calls outsider to fight for the caster.
- Analyze Dweomer (Divination): Reveals magical aspects of subject.
- Legend Lore (Divination): Learn tales about a person, place, or thing.
- True Seeing (Divination): See all things as they really are.
- Geas/Quest (Enchantment): As lesser geas, plus it affects any creature.
- Mass Suggestion (Enchantment): As suggestion, plus one/level subjects.
- Chain Lightning (Evocation): 1d6 damage/level; secondary bolts.
- Contingency (Evocation): Sets trigger condition for another spell.
- Forceful Hand (Evocation): Hand pushes creatures away.
- Freezing Sphere (Evocation): Freezes water or deals cold damage.
- Greater Shadow Evocation (Illusion): As shadow evocation, but up to 5th level.
- Mislead (Illusion): Turns the caster invisible and creates illusory double.
- Permanent Image (Illusion): Includes sight, sound, and smell.
- Programmed Image (Illusion): As major image, plus triggered by event.
- Project Image (Illusion): Illusory double can talk and cast spells.
- Shades (Illusion): As shadow conjuration, but up to 5th level and 60% real.
- Veil (Illusion): Changes appearance of group of creatures.
- Circle of Death (Necromancy): Kills 1d4 HD/level.
- Control Water (Transmutation): Raises or lowers bodies of water.
- Control Weather (Transmutation): Changes weather in local area.
- Disintegrate (Transmutation): Makes one creature or object vanish.
- Eyebite (Transmutation): Charm, fear, sicken or sleep one subject.
- Flesh to Stone (Transmutation): Turns subject creature into statue.
- Lucubration (Transmutation): Recalls spell of 5th level or less. Wizard Only.
- Mass Haste (Transmutation): As haste, affects one/level subjects.
- Move Earth (Transmutation): Digs trenches and build hills.
- Stone to Flesh (Transmutation): Restores petrified creature.
- Transformation (Transmutation): The caster gains combat bonuses.