Post by The Grandmaster on May 9, 2018 19:09:30 GMT -5
The spells listed here are not a final spell list, suggestions and additions are welcome.
Level 0:
Detect Magic - Enables the magical aura around an object to be seen.
Eldritch Blast - The caster fires a 1d6 bolt of magical energy.
Gentle Breeze - Conjures up a light breeze which can blow away dust, foul air, etc.
Intuition - The caster gains a vague idea of the direction in which what they seek lies, but not the distance.
Lesser Glamour - Allows the caster to disguise themselves as another race/phenotypic variation of a race.
Lesser Levitation - Allows the levitation and movement of an object under five pounds.
Light - Produces either an orb of light or light about an object which will radiate outwards 30 feet for one hour.
Mending - Makes minor repairs to everyday objects.
Minor Illusion - Allows the caster to produce a small visual illusion that will stand up to cursory but not intense scrutiny.
Purify Water - Turns nonpotable water potable.
Read Runes - Allows the caster to read magical writing without effort.
Level 1:
Arcane Armor - Grants +3 armor for 1d3 rounds to target.
Alarm Ward - Sets a mystical alarm that can only be detected by the caster on a portal for 24 hours.
Animal Communion - Allows communication with animals for 1 hour.
Charm Humanoid - Charms a person to the caster's sway for 1d3 rounds in combat and 1d3 hours outside of combat.
Create Food - Creates a basic loaf of bread which will meet the nutritional requirements of a person.
Create Scroll - Allows the caster to place a spell onto a scroll for use.
Grow Plants - The caster can rapidly increase the growth of plants about them and improve crops.
Inspiration - The caster is given a flash of insight into where to look for something which is greater than a vague directional clue.
Magic Blast - deals 1d6 + power bonus in magical damage.
Purify Food - removes any contamination from food thereby making it edible.
Resist Element - grants an 8 HP soak to damage from a designated element; the element must be selected at the time of casting.
Sleep - Places 1d3+1 targets in a magical sleep which lasts for 1d6 rounds in combat and 1d6 hours outside of combat.
Spell Shield - Protects a target from spells of level 0-2 for 1d3.
Wood Whisper - Allows the caster to speak to plants for an hour.
Level 2:
Animate Corpse - Allows the caster to make skeletons and zombies.
Animal Friendship - Causes animals affected to be friendly and helpful to the caster for 1d4 hours.
Command Lesser Undead - Allows the caster to command skeletons and zombies.
Detect Invisibility - Allows the caster to see things rendered invisible by magic or cloaking.
Foul Cloud - Creates a noxious cloud of gas; those within the cloud must roll an endurance save or lose their action being sick.
Hold Person - Freezes 1d2 targets in place for 1d2 rounds (each target is rolled separately).
Invisibility - Makes the target invisible for 1d4 rounds or 1d4 hours.
Invisibility to Technology - Makes the target invisible to technology for 1d4 rounds or 1d4 hours.
Knock - Magically opens a lock/
Magic Lock - Seals a lock magically and can only be undone by Knock or Dispel Magic.
Protection Ward - Allows the caster to place a temporary protective ward upon on area that will keep harm away. The area cannot be larger than a radius of 10 feet.
Protection from Evil - Protects an area with a radius of 15 feet from evil.
Repel Undead - The caster can force undead to move away from them.
Slow Posion/Disease - The caster slows the effects of poisons and disease for 1d24 hours.
Web/Tangle - Produces a web or tangle of vines depending on the caster and the location which ensnares a target for 1d4 rounds, making them unable to move from the spot and reducing their defense.
Level 3:
Create Advanced Undead - Allows the caster to create Wraiths, Ghouls and Ghasts.
Cure Poison/Disease - The caster cures a target of either disease or poison.
Change Self - The caster can turn themselves into another humanoid species of similar mass to their own, this is not an illusion. The effect lasts for 1d12 hours
Fireball - The caster deals 2d4+power bonus of fire damage to an area with a 5 foot diameter.
Fortune's Favor - The caster can +/- 3 from one roll made by a target per casting.
Greater Sleep - Puts 1d10 targets into an enchanted sleep that lasts 1d6 rounds in combat and 2d12 hours outside of combat.
Lightning Bolt - The caster deals 2d4+power bonus of electric damage to a target and any targets in a direct line behind it.
Minor Earth Shape - Allows the caster to shape a volume of earth (dirt/clay) of 12 cubic feet.
Nature's Ally - Allows the caster to summon one of nature's creatures to aid them for 1d3 rounds. Addition spell slots can be spent upon casting this spell to summon a more powerful creature, however Nature will notice if it is being taken advantage of in frequent casting.
Wind Gust - Summons a wind which knocks back a target or group of targets (Depending upon spacing) depending upon their mass. The gust can cause damage if the target is blown back into a solid large object. It will be the GM's discretion on how much damage is dealt.
Level 4:
Dispel Magic - Removes the effects of magic from a target of the fourth level and below.
Freezing Storm - Deals 2d6+power bonus to all within an area of 40 feet of the target.
Greater Arcane Armor - Grants +6 armor to a target for 1d6 rounds.
Heal, Multiple - This spell will affect 1d4 targets and heal each for 1d4+power bonus.
Lesser Weather Manipulation - Allows the caster to control the weather within a radius of 100 feet. The caster can increase or decrease the intensity of existing weather conditions, cause temperature shifts of +/- 10 celsius, shift weather conditions from one to another within natural reason of the current climate and location.
Minor Spell Shield - Protects the target from spells of level 3 and below.
Monster Charm - Sways a monster to the caster's side for 1d4 rounds.
Protection from Element - Gives a target 1d4 rounds of immunity to a single specified element.
Scrying - Allows the caster to view a given location, person, or object from a distance in a reflective surface. This might at times require GM indicated materials and take the caster significant time.
Shadows -
Whirling Blades -
Level 5:
Curse - Places a curse upon a target. See the GM.
Command Greater Undead - allows the caster to command all previous forms of undead in addition to mummies, spectres, and vampires.
Cripple
Dust
Flesh - Returns a stoned target to flesh.
Mind Erase
Mind Shield
Poison Cloud -
Remove Curse - Lifts a curse from a target.
Raise Dead - This spell will bring back a recently killed target whose body is still intact. The target cannot have been dead for more than day.
Stone - Turns a flesh target to stone.
Summon Spirit - Summons a spirit to the caster. The caster must know the spirit's name. This spell takes an hour to perform.
Teleport - Allows the caster to move to any point in an unobstructed line of sight.
Level 6:
Agony
Cleanse -
Create Greater Undead - Allows the caster to create mummies, spectres, and vampires.
Corrupt -
Greater Weather Manipulation - The caster can control the weather within a radius of one mile, do everything described in lesser weather manipulation, and can force the weather to change rapidly in unnatural ways.
Heal, All - This will heal all members of the party for 2d4+power bonus.
Permanence - Makes the effects of another spell on a location or object last permanently. This cannot be used on living things.
Resurrection - Return a fallen character to life, who has passed well beyond the veil, regardless of the state of their body.
Level 7:
Legendary Curse -
Nullification -
Summon Extraplanar Being see GM
Miracle - Special Costs see GM
Wish - Special Costs see GM
Elemental Spells:
Elemental spells are an invocation of a particular element, typically for an offensive purpose. All elemental spells follow the formula below for levels 0-7. They can be recorded on a sheet as Fire 1, Earth 3, Water 2, etc. The effect of these spells will normally be to attack with an element. The damage dealt is Power Statistic bonus x level + any Ability bonus die.
Healing Spells:
Healing spells which affect a single target work as follows:
For levels 1-7 respectively the healing dice per cast are: 1d3+power bonus, 1d4+power bonus, 1d6+power bonus, 1d8+power bonus, 2d6+power bonus, 2d8+power bonus, 2d10+power bonus.
These spells will not work on undead and will instead harm them.
Statistic Modifying Spells
Spells that would raise or lower a statistic temporarily are level 2-7 spells. Starting at level 2 a spell grants +/-1 points to a specified statistic, at level 3 +/-2, at level 4 +/-3, and so on. The statistic is specified at the time the character learns the spell. Different statistics would be different forms of this spell, each one needing to be learned.
Status Effect Spells
Status effect spells have a duration of 1dx where x is the number of rounds they have the potential to act over; x equals the level of the spell. A spell that is a pure status effect can be from level 1-7, and may only be one designated effect. Each status effect is a different spell which must be taken at either creation or by learning in game.
The following are status effects: Regen, Poison, Disease, Confusion, Sleep, Blind, Deaf, Silence, Stun, Drain, Weak, Hope. Other effects can be added to this list as requested.
Regen - The target regains 3 hit points.
Poison - The target loses 2 hit points and has -1 to strength and endurance bonuses.
Disease - The target loses 1 hit point and has -2 to strength and endurance bonuses.
Confusion - The target attacks those about them at random as determined by a dice roll, both friend and foe.
Blind - The target is unable to see visually. This does not work on machines.
Deaf - The target cannot perceive sound. This does not work on machines.
Silence - The target is incapable of using magic/psionic attacks or speaking.
Stun - The target loses its combat turn and is unable to act.
Drain - Siphons 3 hit points from a target to the caster.
Weak - Removes 3 from the strength and endurance bonuses of a target. Does not affect target HP.
Hope - Grants the target +1 to all rolls.
Level 0:
Detect Magic - Enables the magical aura around an object to be seen.
Eldritch Blast - The caster fires a 1d6 bolt of magical energy.
Gentle Breeze - Conjures up a light breeze which can blow away dust, foul air, etc.
Intuition - The caster gains a vague idea of the direction in which what they seek lies, but not the distance.
Lesser Glamour - Allows the caster to disguise themselves as another race/phenotypic variation of a race.
Lesser Levitation - Allows the levitation and movement of an object under five pounds.
Light - Produces either an orb of light or light about an object which will radiate outwards 30 feet for one hour.
Mending - Makes minor repairs to everyday objects.
Minor Illusion - Allows the caster to produce a small visual illusion that will stand up to cursory but not intense scrutiny.
Purify Water - Turns nonpotable water potable.
Read Runes - Allows the caster to read magical writing without effort.
Level 1:
Arcane Armor - Grants +3 armor for 1d3 rounds to target.
Alarm Ward - Sets a mystical alarm that can only be detected by the caster on a portal for 24 hours.
Animal Communion - Allows communication with animals for 1 hour.
Charm Humanoid - Charms a person to the caster's sway for 1d3 rounds in combat and 1d3 hours outside of combat.
Create Food - Creates a basic loaf of bread which will meet the nutritional requirements of a person.
Create Scroll - Allows the caster to place a spell onto a scroll for use.
Grow Plants - The caster can rapidly increase the growth of plants about them and improve crops.
Inspiration - The caster is given a flash of insight into where to look for something which is greater than a vague directional clue.
Magic Blast - deals 1d6 + power bonus in magical damage.
Purify Food - removes any contamination from food thereby making it edible.
Resist Element - grants an 8 HP soak to damage from a designated element; the element must be selected at the time of casting.
Sleep - Places 1d3+1 targets in a magical sleep which lasts for 1d6 rounds in combat and 1d6 hours outside of combat.
Spell Shield - Protects a target from spells of level 0-2 for 1d3.
Wood Whisper - Allows the caster to speak to plants for an hour.
Level 2:
Animate Corpse - Allows the caster to make skeletons and zombies.
Animal Friendship - Causes animals affected to be friendly and helpful to the caster for 1d4 hours.
Command Lesser Undead - Allows the caster to command skeletons and zombies.
Detect Invisibility - Allows the caster to see things rendered invisible by magic or cloaking.
Foul Cloud - Creates a noxious cloud of gas; those within the cloud must roll an endurance save or lose their action being sick.
Hold Person - Freezes 1d2 targets in place for 1d2 rounds (each target is rolled separately).
Invisibility - Makes the target invisible for 1d4 rounds or 1d4 hours.
Invisibility to Technology - Makes the target invisible to technology for 1d4 rounds or 1d4 hours.
Knock - Magically opens a lock/
Magic Lock - Seals a lock magically and can only be undone by Knock or Dispel Magic.
Protection Ward - Allows the caster to place a temporary protective ward upon on area that will keep harm away. The area cannot be larger than a radius of 10 feet.
Protection from Evil - Protects an area with a radius of 15 feet from evil.
Repel Undead - The caster can force undead to move away from them.
Slow Posion/Disease - The caster slows the effects of poisons and disease for 1d24 hours.
Web/Tangle - Produces a web or tangle of vines depending on the caster and the location which ensnares a target for 1d4 rounds, making them unable to move from the spot and reducing their defense.
Level 3:
Create Advanced Undead - Allows the caster to create Wraiths, Ghouls and Ghasts.
Cure Poison/Disease - The caster cures a target of either disease or poison.
Change Self - The caster can turn themselves into another humanoid species of similar mass to their own, this is not an illusion. The effect lasts for 1d12 hours
Fireball - The caster deals 2d4+power bonus of fire damage to an area with a 5 foot diameter.
Fortune's Favor - The caster can +/- 3 from one roll made by a target per casting.
Greater Sleep - Puts 1d10 targets into an enchanted sleep that lasts 1d6 rounds in combat and 2d12 hours outside of combat.
Lightning Bolt - The caster deals 2d4+power bonus of electric damage to a target and any targets in a direct line behind it.
Minor Earth Shape - Allows the caster to shape a volume of earth (dirt/clay) of 12 cubic feet.
Nature's Ally - Allows the caster to summon one of nature's creatures to aid them for 1d3 rounds. Addition spell slots can be spent upon casting this spell to summon a more powerful creature, however Nature will notice if it is being taken advantage of in frequent casting.
Wind Gust - Summons a wind which knocks back a target or group of targets (Depending upon spacing) depending upon their mass. The gust can cause damage if the target is blown back into a solid large object. It will be the GM's discretion on how much damage is dealt.
Level 4:
Dispel Magic - Removes the effects of magic from a target of the fourth level and below.
Freezing Storm - Deals 2d6+power bonus to all within an area of 40 feet of the target.
Greater Arcane Armor - Grants +6 armor to a target for 1d6 rounds.
Heal, Multiple - This spell will affect 1d4 targets and heal each for 1d4+power bonus.
Lesser Weather Manipulation - Allows the caster to control the weather within a radius of 100 feet. The caster can increase or decrease the intensity of existing weather conditions, cause temperature shifts of +/- 10 celsius, shift weather conditions from one to another within natural reason of the current climate and location.
Minor Spell Shield - Protects the target from spells of level 3 and below.
Monster Charm - Sways a monster to the caster's side for 1d4 rounds.
Protection from Element - Gives a target 1d4 rounds of immunity to a single specified element.
Scrying - Allows the caster to view a given location, person, or object from a distance in a reflective surface. This might at times require GM indicated materials and take the caster significant time.
Shadows -
Whirling Blades -
Level 5:
Curse - Places a curse upon a target. See the GM.
Command Greater Undead - allows the caster to command all previous forms of undead in addition to mummies, spectres, and vampires.
Cripple
Dust
Flesh - Returns a stoned target to flesh.
Mind Erase
Mind Shield
Poison Cloud -
Remove Curse - Lifts a curse from a target.
Raise Dead - This spell will bring back a recently killed target whose body is still intact. The target cannot have been dead for more than day.
Stone - Turns a flesh target to stone.
Summon Spirit - Summons a spirit to the caster. The caster must know the spirit's name. This spell takes an hour to perform.
Teleport - Allows the caster to move to any point in an unobstructed line of sight.
Level 6:
Agony
Cleanse -
Create Greater Undead - Allows the caster to create mummies, spectres, and vampires.
Corrupt -
Greater Weather Manipulation - The caster can control the weather within a radius of one mile, do everything described in lesser weather manipulation, and can force the weather to change rapidly in unnatural ways.
Heal, All - This will heal all members of the party for 2d4+power bonus.
Permanence - Makes the effects of another spell on a location or object last permanently. This cannot be used on living things.
Resurrection - Return a fallen character to life, who has passed well beyond the veil, regardless of the state of their body.
Level 7:
Legendary Curse -
Nullification -
Summon Extraplanar Being see GM
Miracle - Special Costs see GM
Wish - Special Costs see GM
Elemental Spells:
Elemental spells are an invocation of a particular element, typically for an offensive purpose. All elemental spells follow the formula below for levels 0-7. They can be recorded on a sheet as Fire 1, Earth 3, Water 2, etc. The effect of these spells will normally be to attack with an element. The damage dealt is Power Statistic bonus x level + any Ability bonus die.
Healing Spells:
Healing spells which affect a single target work as follows:
For levels 1-7 respectively the healing dice per cast are: 1d3+power bonus, 1d4+power bonus, 1d6+power bonus, 1d8+power bonus, 2d6+power bonus, 2d8+power bonus, 2d10+power bonus.
These spells will not work on undead and will instead harm them.
Statistic Modifying Spells
Spells that would raise or lower a statistic temporarily are level 2-7 spells. Starting at level 2 a spell grants +/-1 points to a specified statistic, at level 3 +/-2, at level 4 +/-3, and so on. The statistic is specified at the time the character learns the spell. Different statistics would be different forms of this spell, each one needing to be learned.
Status Effect Spells
Status effect spells have a duration of 1dx where x is the number of rounds they have the potential to act over; x equals the level of the spell. A spell that is a pure status effect can be from level 1-7, and may only be one designated effect. Each status effect is a different spell which must be taken at either creation or by learning in game.
The following are status effects: Regen, Poison, Disease, Confusion, Sleep, Blind, Deaf, Silence, Stun, Drain, Weak, Hope. Other effects can be added to this list as requested.
Regen - The target regains 3 hit points.
Poison - The target loses 2 hit points and has -1 to strength and endurance bonuses.
Disease - The target loses 1 hit point and has -2 to strength and endurance bonuses.
Confusion - The target attacks those about them at random as determined by a dice roll, both friend and foe.
Blind - The target is unable to see visually. This does not work on machines.
Deaf - The target cannot perceive sound. This does not work on machines.
Silence - The target is incapable of using magic/psionic attacks or speaking.
Stun - The target loses its combat turn and is unable to act.
Drain - Siphons 3 hit points from a target to the caster.
Weak - Removes 3 from the strength and endurance bonuses of a target. Does not affect target HP.
Hope - Grants the target +1 to all rolls.