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8 - Spells

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Diolo Sentinal
Captain

PostPosted: 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.
PostPosted: 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

Diolo Sentinal
Captain


Diolo Sentinal
Captain

PostPosted: 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
PostPosted: 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

Diolo Sentinal
Captain


Diolo Sentinal
Captain

PostPosted: Tue Mar 27, 2007 10:00 pm


Paladin Spells
Paladins gain a small ammount of divine magic through prayer to a deity.
PostPosted: Tue Mar 27, 2007 10:01 pm


Ranger Spells
Rangers gain a small ammount of spellcasting ability throguh meditation and channeling of natural enemies.

Diolo Sentinal
Captain


Diolo Sentinal
Captain

PostPosted: 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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