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Posted: Sun Mar 25, 2007 9:04 pm
If your character is not a spellcaster, don't worry about this page. If your character is a spellcaster, then you're going to get to know this page very well.
Types of Spells Dungeons and Dragons features two types of spellcasting: Divine and Arcane.
Divine spells are recieved through prayer and meditation: clerics and paladins recieve spells from their deity, and druids and rangers recieve their spells by channeling energy from nature.
Arcane spellcasters recieve magic through one of two methods: Wizards learn magic by study and force of mind, while sorcerers and bards learn magic instinctively due to latent draconic blood.
Bonus Spells Spellcasters with high ability scores gain bonus spells, which allow them to cast more spells per day. Bonus spells per spell level are as follows:
+1 Ability modifier: 1 first level +2 Ability modifier: 1 first level, 2 second level, +3 Ability modifier: 1 first level, 2 second level, 1 third level +4 Ability modifier: 1 first level, 2 second level, 1 third level, 1 fourth level +5 Ability modifier: 2 first level, 2 second level, 1 third level, 1 fourth level, 1 fifth level +6 Ability modifier: 2 first level, 2 second level, 1 third level, 1 fourth level, 1 fifth level, 1 sixth level
Casting Time Spells can have varied casting time. Some spells require a standard action , some require a free/swift action, some requrie full round actions (see combat rules), and some may even require minutes or hours.
Casting Spells Casting spells can require three things: material components (objects used for spellcasting), somatic components (hand gestures), and verbal components (magic words). Depending on which spell you cast, it may require one or more fo these.
Disrupting Spells If you take damage while casting a spell or are otherwise distracted, you may fail to cast the spell. This can be avoided by making a concentration check with a DC of 10+damage taken.
Resisting Spells Spells directed at a hostile target typically allow a saving throw (Fortitude, Reflex, or Will) in order to ignore or reduce the spell's effects. The difficulty of this saving throw is equal to 10+spell level+caster's relevant ability modifier (intelligence for wizards, wisdom for clerics, etc.).
Spell Levels Spells of varying degrees of power are arranged in ten "spell levels," from 0 to 9. The higher the spell level, the harded the spell is to resist, and the more powerful its effect. Casters gain acces to higher spell levels by advancing levels in their spellcasting classes.
0-Level Spells 0-level spells, called cantrips for Arcane casters and Orisons for divine spellcasters, require very little magical ability. They are generally not very useful in combat, and are instead designed to make daily life easier for spellcasters.
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Posted: Tue Mar 27, 2007 9:43 pm
Bard Spells Bards derive their magic from latent draconic bloodlines. Bards learn a certain ammount of spells that they can cast, and can spontaneously use their spell slots per day on any spell they know of appropriate level.
0-level spells Dancing Lights: Creates torches and other lights Daze: Humanoid creature of 4 HD or less loses next action Detect magic: Detects spells and magic items withing 60 ft. Flare: Dazzles on creatue (-1 on attack rolls) Ghost Sounds: Figment sounds Know Direction: You discern north Light: Object shines like a torch Lullaby: Makes subject drowsy; -5 on spot and listen checks, -2 on will saves against sleep Mage hand: 5-pound telekenesis Mending: Makes minor repairs on an object Message: Whispered conversation atdistance Open/Close: opens or closes small or light things Prestidigitation: Performs minor tricks Read Magic: Read scrolls or spellbooks Rsistance: Subject gains +1 on saving throws Summon Instrument: Summons one instrument of the caster's choice
1-Level Spells Alarm: Wards an area for 2 hours/level Animate Rope: Makes a rope move at your command Cause Fear: One creatures of 5 HD or less flees for 1d4 rounds Charm Person: Makes one person your friend Comprehend languages: You understand all spoken and written languages Cure Light Wounds: Cures 1d8 +1/level (max +5) Detect Secret Doors: Reveals hidden doors within 60 ft. Disguise self: Changes your appearance Erase: Mundane or magical writing vanishes Expeditious Retreat: Your speed increases by 30 ft Feather Fall: Objects or creatures fall slowly Grease: Makes a 10-ft. square or one object slippery Hypnotism: Fascinates 2d4 HD of creatures Identify: Determines properties of magic item Lesser Confusion: One creature is confused for 1 round Magic Mouth: Speaks once when triggered Nystul's Magic Aura: Alters one object's aura Obscure Object: Masks object against scrying Remove Fear: Supresses fear or gives +4 on saves against fear for one subject + one per four levels Silent Image: Creates minor illusion of your design Sleep: Puts 4 HD of creatures into magical slumber Summon Monster I: Calls extraplanar creature to fight for you Tasha's Hideous Laughter: Subject loses actions for 1 round/level Undetectable Alignment: Conceals alignment for 24 hours Unseen Servant: Invisible force obeys your commands Ventriloquism: Throws voice for 1 min./level
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Posted: Tue Mar 27, 2007 9:44 pm
Cleric Spells Clerics derive spells from prayer to their chosen deities. Clerics also choose two special "Domains," which are available through their choices of deity. Clerics can prepare one spell from either of their domains for each spell level they can cast from except 0-level.
0-Level Spells (Orisons) Create Water: Creates 2 gallons/level of pure water Cure Minor Wounds: Cures 1 point of damage Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or object. Guidance: +1 on attack roll, saving throw, or skill check. Inflict Minor Wounds: Touch attack, 1 point of damage Light: Object shines like a torch Mending: Makes minor repairs to an object Purify Food and Drink: Purifies 1 cu. ft./level of food and water Read Magic: Read Scrolls and spellbooks Resistane: Subject gains +1 on saving throws Virtue: Subject gains 1 temporary hp.
1-Level Spells Bane: Enemies take -1 on attack rolls and saves against fear Bless: Allies gain +1 on attack rolls and saves against fear Bless Water: Makes holy water Cause Fear: One creature of 5 HD or less flees for 1d4 rounds Command: One subject obeys one-word command for 1 round Comprehend languages: You understand all spoken and written languages Cure Light Wounds: Cures 1d8 damage +1/level (max +5) Curse Water: Makes unholy water Deathwatch: Reveals how near death subject within 30 ft. are Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment Detect Undead: Reveals undead within 60 ft. Divine Favor: You gain +1 per three levels on attack and damage rolls Doom: One subject takes -2 on attack rolls, damage trolls, saves, and checks Endure Elements: Exist comfortably in hot or cold environments Entropic Shield: Ranged attacks against you suffer a 20% miss chance Hide from Undead: Undead can't percieve one subje4ct/level Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5) Magic Stone: Three stones gain +1 on attack, deal 1d6+1 damage Magic Weapon: Weapon gains +1 bonus Obscuring Mist: Fog surrounds you Protection from Chaos/Evil/Good/Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels Sanctuary: Opponents can't attack you, and you can't attack Shield of Faith: Aura grants +2 or higher deflection bonus Summon Monster I: Calls extraplanar creature to fight for you
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Posted: Tue Mar 27, 2007 9:59 pm
Druid Spells Druids gain divine spells through meditation and channeling of natural energies.
0-Level Spells (Orisons) Create Water: Creates 2 gallons/level of pure water Cure Minor Wounds: Cures 1 point of damage Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or object. Guidance: +1 on attack roll, saving throw, or skill check. Know Direction: You discern North Light: Object shines like a torch Mending: Makes minor repairs to an object Purify Food and Drink: Purifies 1 cu. ft./level of food and water Read Magic: Read Scrolls and spellbooks Resistance: Subject gains +1 on saving throws Virtue: Subject gains 1 temporary hp.
1-Level Spells Calm Animals: Calms (2d4 + Level) HD of animals Charm Animal: makes on animal your friend Cure Light Wounds: Cures 1d8 damage +1/level (max +5) Detect Animals or Plants: Detects Kinds of animals or plants Detect Snares and pits: Reveals natural or primitive traps Endure Elements: Exist comfortably in hot or cold environments Entangle: Plants entangle everyone in a 40-ft.-radius Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours) Hide from Animals: Animals can't percieve on subject/level Jump: Subject gains bonus on jump checks Longstrider: Your speed increases by 10 ft. Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage Obscuring Mist: Fog surrounds you Pass Without a Trace: One subject/level leaves no tracks Produce Flame: 1d6 damage +1/level, touch or thrown Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals extra damage for 1 min./level Speak with Animals: you can communicate with animals Summon Nature's Ally I: Calls creature to fight
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Posted: Tue Mar 27, 2007 10:00 pm
Paladin Spells Paladins gain a small ammount of divine magic through prayer to a deity.
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Posted: Tue Mar 27, 2007 10:01 pm
Ranger Spells Rangers gain a small ammount of spellcasting ability throguh meditation and channeling of natural enemies.
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Posted: Tue Mar 27, 2007 10:03 pm
Sorcerer/Wizard Spells Sorcerers gain spells through latent draconic bloodlines. Sorcerers learn a certain amount of spells that they can cast, and can spontaneously use their spell slots per day on any spell they know of appropriate level.
Wizards learn spells through intense study, and must scribe their spells into a spellbook. Wizards learn two new spells at each level for free, but any additional spells cost the wizard gold in order to scribe into his/her spellbook.
(Because wizards can specialize in specific magical schools, wizard spells will be sub-organized by school)
0-level spells (Cantrips) Abjuration Resistance: Subject gains +1 on saving throws Conjuration Acid Splash: Orb deals 1d3 acid damage Divination Detect Poison: Detects poison in one creature or small object Detect magic: Detects spells and magic items withing 60 ft. Read Magic: Read scrolls or spellbooks Enchantment Daze: Humanoid creature of 4 HD or less loses next action Evocation Dancing Lights: Creates torches and other lights Flare: Dazzles one creature (-1 on attack rolls) Light: Object shines like a torch Ray of Frost: Ray deals 1d3 cold damage Illusion Ghost Sounds: Figment sounds Necromancy Disrupt Undead: Deals 1d6 damage to one undead Touch of Fatigue: Touch attack fatigues target Transmutation Mage hand: 5-pound telekinesis Mending: Makes minor repairs on an object Message: Whispered conversation at a distance Open/Close: opens or closes small or light things Universal Arcane Mark: Inscribes a personal rune (visible or invisible) Prestidigitation: Performs minor tricks
1-level spells Abjuration Alarm: Wards an area for 2 hours/level Endure Elements: Exist comfortably in hot or cold environments Hold Portal: Holds door shut Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders Shield: Invisible Disc gives +4 to AC, blocks magic missiles Conjuration Grease: Makes a 10-ft. square or one object slippery Mage Armor: Gives subject a +4 armor bonus Mount: Summons riding horse for 2 hours/level Obscuring Mist: Fog surrounds you Summon Monster I: Calls extraplanar creature to fight for you Unseen Servant: Invisible force obeys your commands Divination Comprehend languages: You understand all spoken and written languages Detect Secret Doors: Reveals hidden doors within 60 ft. Detect Undead: Reveals Undead withing 60 ft. Identify: Determines properties of magic item True Strike: +20 on your next attack roll Enchantment Charm Person: Makes one person your friend Hypnotism: Fascinates 2d45 HD of creatures Sleep: Puts 4 HD of creatures into magical slumber Evocation Burning Hands: 1d4/level fire damage (max 5d4) in semi-circle Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5) Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6) Tenser's Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level Illusion Color Spray: Knocks creatures unconcious, blinds, and/or stuns subjects Disguise self: Changes your appearance Nystul's Magic Aura: Alters one object's aura Silent Image: Creates minor illusion of your design Ventriloquism: Throws voice for 1 min./level Necromancy Cause Fear: One creatures of 5 HD or less flees for 1d4 rounds Chill Touch: One touch/level deals 1d6 damage and possibly 1 str damage Ray of Enfeeblement: Ray deals 1d6 +1 per two levels str penalty Transmutation Animate Rope: Makes a rope move at your command Enlarge Person: Humanoid creature doubles in size Erase: Mundane or magical writing vanishes Expeditious Retreat: Your speed increases by 30 ft Feather Fall: Objects or creatures fall slowly Jump: Subject gains bonus on jump checks Magic Weapon: Weapon gains +1 bonus Reduce Person: Humanoid creature halves in size
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