Abjur | |
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Conj | |
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Div | |
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Ench |
- Daze: Humanoid creature of 4 HD or less loses next action.
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Evoc | |
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Illu | |
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Necr | |
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Tran | |
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Abjur |
- Endure Elements: Exist comfortably in hot or cold environments.
- Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
- Sanctuary: Opponents cant attack you, and you can't attack.
- Shield of Faith: Aura grants +2 or higher deflection bonus.
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Conj | |
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Div | |
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Ench |
- Bless: Allies gain +1 on attack rolls and saves against fear.
- Hypnotism: Fascinates 2d4 HD of creatures.
- Sleep: Puts 4 HD of creatures into magical slumber.
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Evoc |
- Burning Hands: 1d4/level fire damage (max 5d4).
- Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
- Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
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Illu | |
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Necr |
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
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Tran | |
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Abjur |
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
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Conj | |
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Div | |
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Ench | |
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Evoc | |
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Illu | |
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Tran | |
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Abjur | |
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Conj | |
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Div | |
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Ench |
- Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
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Evoc | |
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Illu |
- Invisibility: Subject is invisible for 1 min./level or until it attacks.
- Major Image: As silent image, plus sound, smell and thermal effects.
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Tran | |
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Abjur | |
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Conj | |
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Div | |
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Evoc |
- Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
- Lightning Bolt: Electricity deals 1d6/level damage.
- Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
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Illu |
- Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
- Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
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Necr |
- Death Ward: Grants immunity to death spells and negative energy effects.
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Tran | |
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Abjur | |
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Conj | |
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Div | |
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Ench |
- Bewildering Mischance: Target must take the lower of two rolls for each save, attack roll, and skill check.
- Confusion: For 1 round/level, subject will attack caster 10%, act normally 10%, babble 30%, flee 20%, attack nearest creature 30%.
- Feeblemind: Subjects Int and Cha drop to 1.
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Evoc |
- Dragon Breath: You choose a dragon type and mimic its breath weapon.
- Energy Vortex: Burst of energy centered on you damages nearby creatures.
- Flame Strike: Smite foes with divine fire (1d6/level damage).
- Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
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Illu | |
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Tran | |
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Abjur | |
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Conj |
- Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
- Fire Seeds: Acorns and berries become grenades and bombs.
- Heal: Cures 10 points/level of damage, all diseases and mental conditions.
- Rapid ResurrectionM: Restores a person to life who died within the last 2 rounds and damages caster.
- Summon Nature's Ally VI: Calls creature to fight.
- Teleport: Instantly transports you as far as 100 miles/level.
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Div | |
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Evoc | |
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Illu |
- Permanent ImageM: Includes sight, sound, and smell.
- Veil: Changes appearance of group of creatures.
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Tran | |
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