Spells

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Spells

Post by Draxion on August 25th 2014, 1:46 am

Bard Spells




0-LEVEL BARD SPELLS (CANTRIPS)


1ST-LEVEL BARD SPELLS


2ND-LEVEL BARD SPELLS


  • Alter Self: Assume form of a similar creature.

  • Animal Messenger: Sends a Tiny animal to a specific place.

  • Animal Trance: Fascinates 2d6 HD of animals.

  • Blindness/Deafness: Makes subject blind or deaf.

  • Blur: Attacks miss subject 20% of the time.

  • Calm Emotions: Calms creatures, negating emotion effects.

  • Cat's Grace: Subject gains +4 to Dex for 1 min./level.

  • Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).

  • Darkness: 20-ft. radius of supernatural shadow.

  • Daze Monster: Living creature of 6 HD or less loses next action.

  • Delay Poison: Stops poison from harming subject for 1 hour/ level.

  • Detect Thoughts: Allows “listening” to surface thoughts.

  • Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.

  • Enthrall: Captivates all within 100 ft. + 10 ft./level.

  • Feign Death: Puts subject into a near death state.

  • Fox's Cunning: Subject gains +4 to Int for 1 min./level.

  • Glitterdust: Blinds creatures, outlines invisible creatures.

  • Glossolalia: Cone-shaped shriek distracts smart foes, makes concentrating difficult.

  • Heroism: Gives +2 on attack rolls, saves, skill checks.

  • Hold Person: Paralyzes one humanoid for 1 round/level.

  • Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.

  • Invisibility: Subject is invisible for 1 min./level or until it attacks.

  • Locate Object: Senses direction toward object (specific or type).

  • Minor Image: As silent image, plus some sound.

  • Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8 ).

  • Misdirection: Misleads divinations for one creature or object.

  • Pyrotechnics: Turns fire into blinding light or choking smoke.

  • Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.

  • Scare: Panics creatures of less than 6 HD.

  • Shatter: Sonic vibration damages objects or crystalline creatures.

  • Silence: Negates sound in 20-ft. radius.

  • Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.

  • Suggestion: Compels subject to follow stated course of action.

  • Summon Monster II: Calls extraplanar creature to fight for you.

  • Summon Swarm: Summons swarm of bats, rats, or spiders.

  • Whispering Wind: Sends a short message 1 mile/level.

3RD-LEVEL BARD SPELLS


4TH-LEVEL BARD SPELLS


5TH-LEVEL BARD SPELLS


6TH-LEVEL BARD SPELLS



Last edited by Draxion on July 13th 2016, 4:13 am; edited 3 times in total
Draxion
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D&D Character sheet
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Re: Spells

Post by Draxion on August 28th 2014, 12:06 am

Cleric Spells


0-LEVEL CLERIC SPELLS (ORISONS)


1ST-LEVEL CLERIC 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 M: Makes holy water.

  • Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

  • Command: One subject obeys selected command for 1 round.

  • Cure Light Wounds: Cures 1d8 damage +1/level (max +5).

  • Curse Water M: Makes unholy water.

  • Deathwatch: Reveals how near death subjects within 30 ft. are.

  • Detect Chaos: Reveals creatures, spells, or objects of selected alignment.

  • Detect Evil: Reveals creatures, spells, or objects of selected alignment.

  • Detect Good: Reveals creatures, spells, or objects of selected alignment.

  • Detect 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 rolls, saves, and checks.

  • Endure Elements: Exist comfortably in hot or cold environments.

  • Entropic Shield: Ranged attacks against you have 20% miss chance.

  • Hide from Undead: Undead can’t perceive one subject/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: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.

  • Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.

  • Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.

  • Protection from Law: +2 to 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.

2ND-LEVEL CLERIC SPELLS


3RD-LEVEL CLERIC SPELLS


4TH-LEVEL CLERIC SPELLS

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Re: Spells

Post by Draxion on July 13th 2016, 3:18 am

Cleric Domains

Air Domain

Granted Powers
Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Air Domain Spells


*Cast as an air spell only.

Animal Domain

Granted Powers
You can use speak with animals once per day as a spell-like ability.
Add Knowledge (nature) to your list of cleric class skills.

Animal Domain Spells


*Can only summon animals.

Chaos Domain

Granted Power
You cast chaos spells at +1 caster level.

Chaos Domain Spells


*Cast as a chaos spell only.

Death Domain

Granted Power
You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).

Death Domain Spells


Destruction Domain

Granted Power
You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.

Destruction Domain Spells


Earth Domain

Granted Power
Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Earth Domain Spells


*Cast as an earth spell only.

Evil Domain

Granted Power
You cast evil spells at +1 caster level.

Evil Domain Spells


*Cast as an evil spell only.

Fire Domain

Granted Power
Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Fire Domain Spells


  • Burning Hands: 1d4/level fire damage (max 5d4).
  • Produce Flame: 1d6 damage +1/ level, touch or thrown.
  • Resist Energy*: Ignores 10 (or more) points of damage/attack from specified energy type.
  • 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.
  • Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
  • Fire Seeds: Acorns and berries become grenades and bombs.
  • Fire Storm: Deals 1d6/level fire damage.
  • Incendiary Cloud: Cloud deals 4d6 fire damage/round.
  • Elemental Swarm**: Summons multiple elementals.

*Resist cold or fire only.
**Cast as a fire spell only.

Good Domain

Granted Power
You cast good spells at +1 caster level.

Good Domain Spells


  • Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
  • Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
  • Holy Smite: Damages and blinds evil creatures.
  • Dispel Evil: +4 bonus against attacks by evil creatures.
  • Blade Barrier: Wall of blades deals 1d6/level damage.
  • Holy Word F: Kills, paralyzes, slows, or deafens nongood subjects.
  • Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
  • Summon Monster IX*: Calls extraplanar creature to fight for you.

*Cast as a good spell only.

Healing Domain

Granted Power
You cast healing spells at +1 caster level.

Healing Domain Spells


Knowledge Domain

Granted Power
Add all Knowledge skills to your list of cleric class skills.
You cast divination spells at +1 caster level.

Knowledge Domain Spells


Law Domain

Granted Power
You cast law spells at +1 caster level.

Law Domain Spells


*Cast as a law spell only.

Luck Domain

Granted Power
You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.

Luck Domain Spells


  • Entropic Shield: Ranged attacks against you have 20% miss chance.
  • Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
  • Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
  • Freedom of Movement: Subject moves normally despite impediments.
  • Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
  • Mislead: Turns you invisible and creates illusory double.
  • Spell Turning: Reflect 1d4+6 spell levels back at caster.
  • Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
  • Miracle X: Requests a deity’s intercession.

Magic Domain

Granted Power
Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.

Magic Domain Spells


Plant Domain

Granted Powers
Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Add Knowledge (nature) to your list of cleric class skills.

Plant Domain Spells


  • Entangle: Plants entangle everyone in 40-ft.-radius.
  • Barkskin: Grants +2 (or higher) enhancement to natural armor.
  • Plant Growth: Grows vegetation, improves crops.
  • Command Plants: Sway the actions of one or more plant creatures.
  • Wall of Thorns: Thorns damage anyone who tries to pass.
  • Repel Wood: Pushes away wooden objects.
  • Animate Plants: One or more trees animate and fight for you.
  • Control Plants: Control actions of one or more plant creatures.
  • Shambler: Summons 1d4+2 shambling mounds to fight for you.

Protection Domain

Granted Power
You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Protection Domain Spells


Strength Domain

Granted Power
You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

Strength Domain Spells


Sun Domain

Granted Power
Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.

Sun Domain Spells


  • Endure Elements: Exist comfortably in hot or cold environments.
  • Heat Metal: Make metal so hot it damages those who touch it.
  • Searing Light: Ray deals 1d8/two levels, more against undead.
  • Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
  • Flame Strike: Smite foes with divine fire (1d6/level damage).
  • Fire Seeds: Acorns and berries become grenades and bombs.
  • Sunbeam: Beam blinds and deals 4d6 damage.
  • Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  • Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Travel Domain

Granted Powers
For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
This granted power is a supernatural ability.
Add Survival to your list of cleric class skills.

Travel Domain Spells


Trickery Domain

Granted Power
Add Bluff, Disguise, and Hide to your list of cleric class skills.

Trickery Domain Spells


War Domain

Granted Power
Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.

War Domain Spells


Water Domain

Granted Power
Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Water Domain Spells



Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
Draxion
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"Ultimate Dungeon Master"

Posts 42896
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D&D Character sheet
Name: Tymar Luthdin
Hit Points:
13/13  (13/13)
Experience:
0/1000  (0/1000)
http://www.draxionsgameden.com

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Re: Spells

Post by Draxion on July 13th 2016, 3:21 am

Druid Spells

0-LEVEL DRUID SPELLS (ORISONS)


1ST-LEVEL DRUID SPELLS


2ND-LEVEL DRUID SPELLS


3RD-LEVEL DRUID SPELLS


4TH-LEVEL DRUID SPELLS


5TH-LEVEL DRUID SPELLS


6TH-LEVEL DRUID SPELLS


7TH-LEVEL DRUID SPELLS


8TH-LEVEL DRUID SPELLS


9TH-LEVEL DRUID SPELLS



Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
Draxion
Head Dungeon Master
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"Ultimate Dungeon Master"

Posts 42896
Gold 11191




D&D Character sheet
Name: Tymar Luthdin
Hit Points:
13/13  (13/13)
Experience:
0/1000  (0/1000)
http://www.draxionsgameden.com

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Re: Spells

Post by Draxion on July 13th 2016, 3:23 am

Paladin Spells

1ST-LEVEL PALADIN SPELLS


2ND-LEVEL PALADIN SPELLS


3RD-LEVEL PALADIN SPELLS


4TH-LEVEL PALADIN SPELLS


  • Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.

  • Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).

  • Death Ward: Grants immunity to death spells and negative energy effects.

  • Dispel Chaos: +4 bonus against attacks by chaotic creatures.

  • Dispel Evil: +4 bonus against attacks by evil creatures.

  • Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.

  • Mark of Justice: Designates action that will trigger curse on subject.

  • Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.

  • RestorationM: Restores level and ability score drains.


Ranger Spells

1ST-LEVEL RANGER SPELLS


2ND-LEVEL RANGER SPELLS


3RD-LEVEL RANGER SPELLS


4TH-LEVEL RANGER SPELLS



Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
Draxion
Head Dungeon Master
avatar
"Ultimate Dungeon Master"

Posts 42896
Gold 11191




D&D Character sheet
Name: Tymar Luthdin
Hit Points:
13/13  (13/13)
Experience:
0/1000  (0/1000)
http://www.draxionsgameden.com

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Re: Spells

Post by Draxion on July 13th 2016, 3:25 am

Sorcerer/Wizard Spells


0-LEVEL SORCERER/WIZARD SPELLS (CANTRIPS)

Abjur

Conj

Div

Ench

  • DazeHumanoid creature of 4 HD or less loses next action.

Evoc

Illus

Necro

Trans

  • Mage Hand: 5-pound telekinesis.

  • Mending: Makes minor repairs on an object.

  • Message: Whispered conversation at distance.

  • Open/Close: Opens or closes small or light things.

Univ

1ST-LEVEL SORCERER/WIZARD SPELLS

Abjur

Conj

Div

Ench

  • Charm Person: Makes one person your friend.

  • Hypnotism: Fascinates 2d4 HD of creatures.

  • Sleep: Puts 4 HD of creatures into magical slumber.

Evoc

  • Burning Hands: 1d4/level fire damage (max 5d4).

  • Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.

  • Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).

  • Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

Illus

Necro

  • Cause Fear: One creature 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 damage.

Trans

2ND-LEVEL SORCERER/WIZARD SPELLS

Abjur

Conj

  • Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.

  • Fog Cloud: Fog obscures vision.

  • Glitterdust: Blinds creatures, outlines invisible creatures.

  • Summon Monster II: Calls extraplanar creature to fight for you.

  • Summon Swarm: Summons swarm of bats, rats, or spiders.

  • Web: Fills 20-ft.-radius spread with sticky spiderwebs.

Div

Ench

Evoc

  • Continual FlameM: Makes a permanent, heatless torch.

  • Darkness: 20-ft. radius of supernatural shadow.

  • Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.

  • Gust of Wind: Blows away or knocks down smaller creatures.

  • Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).

  • Shatter: Sonic vibration damages objects or crystalline creatures.

Illus

Necro

Trans

3RD-LEVEL SORCERER/WIZARD SPELLS

Abjur

Conj

Div

Ench

  • Deep Slumber: Puts 10 HD of creatures to sleep.

  • Heroism: Gives +2 bonus on attack rolls, saves, skill checks.

  • Hold Person: Paralyzes one humanoid for 1 round/level.

  • Rage: Subjects gains +2 to Str and Con +1 on Will saves, –2 to AC.

  • Suggestion: Compels subject to follow stated course of action.

Evoc

  • Daylight: 60-ft. radius of bright light.

  • Fireball: 1d6 damage per level, 20-ft. radius.

  • Lightning Bolt: Electricity deals 1d6/level damage.

  • Tiny Hut: Creates shelter for ten creatures.

  • Wind Wall: Deflects arrows, smaller creatures, and gases.

Illus

Necro

Trans

  • Blink: You randomly vanish and reappear for 1 round/level.

  • Flame Arrow: Arrows deal +1d6 fire damage.

  • Fly: Subject flies at speed of 60 ft.

  • Gaseous Form: Subject becomes insubstantial and can fly slowly.

  • Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.

  • Keen Edge: Doubles normal weapon’s threat range.

  • Magic Weapon, Greater: +1/four levels (max +5).

  • Secret Page: Changes one page to hide its real content.

  • Shrink Item: Object shrinks to one-sixteenth size.

  • Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.

  • Water Breathing: Subjects can breathe underwater.

4TH-LEVEL SORCERER/WIZARD SPELLS

Abjur

Conj

Div

Ench

Evoc

  • Dweomer of Transference: Convert spellcasting into psionic power points.

  • Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.

  • Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.

  • Resilient Sphere: Force globe protects but traps one subject.

  • Shout: Deafens all within cone and deals 5d6 sonic 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.

  • Wall of IceIce plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.

Illus

Necro

  • Animate DeadM: Creates undead skeletons and zombies.

  • Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.

  • Contagion: Infects subject with chosen disease.

  • Enervation: Subject gains 1d4 negative levels.

  • Fear: Subjects within cone flee for 1 round/level.

Trans

5TH-LEVEL SORCERER/WIZARD SPELLS

Abjur

Conj

Div

Ench

Evoc

Illus

  • Dream: Sends message to anyone sleeping.

  • False VisionM: Fools scrying with an illusion.

  • Mirage Arcana: As hallucinatory terrain, plus structures.

  • Nightmare: Sends vision dealing 1d10 damage, fatique.

  • Persistent Image: As major image, but no concentration required.

  • Seeming: Changes appearance of one person per two levels.

  • Shadow Evocation: Mimics evocation below 5th level, but only 20% real.

Necro

  • Blight: Withers one plant or deals 1d6/level damage to plant creature.

  • Magic JarF: Enables possession of another creature.

  • Symbol of PainM: Triggered rune wracks nearby creatures with pain.

  • Waves of Fatigue: Several targets become fatigued.

Trans

Univ

6TH-LEVEL SORCERER/WIZARD SPELLS

Abjur

Conj

Div

Ench

Evoc

Illus

Necro

Trans

7TH-LEVEL SORCERER/WIZARD SPELLS

Abjur

  • Banishment: Banishes 2 HD/level of extraplanar creatures.

  • Psychic Turmoil, Greater: As psychic turmoil, but you gain power points as temporary hit points.

  • Sequester: Subject is invisible to sight and scrying; renders creature comatose.

  • Spell Turning: Reflect 1d4+6 spell levels back at caster.

Conj

Div

Ench

Evoc

Illus

Necro

Trans

Univ

8TH-LEVEL SORCERER/WIZARD SPELLS

Abjur

Conj

Div

Ench

Evoc

  • Clenched Fist: Large hand provides cover, pushes, or attacks your foes.

  • Polar Ray: Ranged touch attack deals 1d6/level cold damage.

  • Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.

  • Sunburst: Blinds all within 10 ft., deals 6d6 damage.

  • Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.

Illus

Necro

Trans

9TH-LEVEL SORCERER/WIZARD SPELLS

Abjur

Conj

  • GateX: Connects two planes for travel or summoning.

  • RefugeM: Alters item to transport its possessor to you.

  • Summon Monster IX: Calls extraplanar creature to fight for you.

  • Teleportation CircleM: Circle teleports any creature inside to designated spot.

Div

  • Foresight: “Sixth sense” warns of impending danger.

Ench

Evoc

  • Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

  • Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.

Illus

  • Shades: As shadow conjuration, but up to 8th level and 80% real.

  • Weird: As phantasmal killer, but affects all within 30 ft.

Necro

Trans

  • Etherealness: Travel to Ethereal Plane with companions.

  • ShapechangeF: Transforms you into any creature, and change forms once per round.

  • Time Stop: You act freely for 1d4+1 rounds.

Univ

  • WishX: As limited wish, but with fewer limits.


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
Draxion
Head Dungeon Master
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"Ultimate Dungeon Master"

Posts 42896
Gold 11191




D&D Character sheet
Name: Tymar Luthdin
Hit Points:
13/13  (13/13)
Experience:
0/1000  (0/1000)
http://www.draxionsgameden.com

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