(c) Jerry Harris, 2012
Published here as Open Game Content.
SPELL LIST Continued
3RD-LEVEL
WIZARD SPELLS (DC 15 to cast)
Blink: You vanish (become ethereal) for
1 round/level and then reappear.
Clairaudience/Clairvoyance: Hear or see at a distance for 1
rd./level. Line of sight, through 1
wall.
Daylight: 60-ft. radius of bright light. 1
turn/level.
Dispel
Magic: Cancels
magical spells and effects. Roll a normal Spellcheck to cast, then also compare
that to DC 11 + ½ the original caster’s level.
Both must be successful to dispel the magic. If the just the Spellcheck is successful, it
doesn't count as a spell failure (Caster Check)
Displacement: Successful attacks miss subject
50%. Encounter. Disrupted by a successful hit.
Fireball: 6 + Spellcheck fire damage + 1d6
continuing damage until extinguished, 20-ft. radius. (Ref Sv ½ damage) Medium
range. Note that this spell does have the capacity to set off flammable objects
in the area, especially on successful saves, and go out of control quickly.
Fly: Subject flies at speed of 60
ft./rd, 1 turn/level. Disrupted by any hit.
Gaseous
Form: Subject
becomes insubstantial and can fly slowly. 1 turn/level.
Heroism: Gives +2 bonus on attack rolls,
saves, skill checks. Encounter.
Hold
Person: Paralyzes
one humanoid for 1 round/level. (Will Sv) Disrupted by any hit.
Lightning
Bolt: 6 +
Spellcheck electrical damage + Stun 1 rd + Knocked Down. (Ref Sv ½ damage)
Medium range.
Magic
Weapon, Greater:
+1 per two levels of caster (max +5). Encounter.
Nondetection: Hides subject from divination,
scrying. 1 turn/level
Suggestion: Compels non-hostile subject to
follow stated course of action. 1 turn/level. (Will Sv)
Summon
Monster III: Calls
3HD extraplanar creature to fight for you.
Encounter. Forbidden spell. Ceremony Spell.
Tiny
Hut: Creates
shelter for ten creatures. 1 turn/level.
Tongues: Speak any language. 1 turn/level.
Water
Breathing:
Subjects can breathe underwater. 1 turn/level.
Wind
Wall: Deflects
arrows, smaller creatures, and gases. Encounter.
4TH-LEVEL
WIZARD SPELLS (DC 16 to cast)
Animate
Dead: Creates
undead Skeletons and Zombies 2/level. Can permanently control up to 4 HD/level
undead total. Forbidden spell. Ceremony Spell. Requires corpses or full
skeletons.
Arcane
Eye: Invisible floating
eye moves 30 ft./round. 1 turn/level
Charm
Monster: Makes
monster believe it is your ally.
Encounter/turn. (Will Sv)
Dimensional
Anchor: Bars
extradimensional movement of individual. 1 turn/level. (Will Sv to resist,
Dispel Magic to break afterward)
Dimension
Door: Teleports
you short distance. Line of sight, up to 1 wall.
Fear: Non-allied subjects within
5’/level flee for 1 turn/level. (Will Sv)
Hallucinatory
Terrain: Makes one
type of terrain appear like another (field into forest, plain into lake, or the
like). 1 turn/level. Area is 1 mile/level.
(Will Sv to disbelieve if suspicious.)
Ice
Blast: Hail
deals 8 + Spellcheck freezing damage + Stun 1 rd + dropped to last in
Initiative. (Ref Sv ½ damage) Medium range.
Illusory
Wall: Wall, floor,
or ceiling looks real, but anything can pass through. 1 turn/level. Area is 10’
squared/level (Will Sv to disbelieve if suspicious.)
Invisibility,
Greater: As
Invisibility, but subject can attack and stay invisible. 0 Bonuses to hit by
melee or ranged, +4 Saving Throws vs spells, disrupted by any hit. Encounter.
Locate
Creature:
Indicates direction of creature (specific or type within 1 mile. Requires a Sympathy.
Polymorph: Gives one willing subject a new
form. 1 day or until discharged by subject.
Remove
Curse: Frees
object or person from curse. (Caster Check)
Scrying: Spies on subject from a distance
(1 mile). Requires a Sympathy. 1 turn/level.
Stoneskin: Ignore 10 points of damage per
attack. Encounter.
Summon
Monster IV: Calls
4HD extraplanar creature to fight for you. Encounter. Forbidden
spell. Ceremony Spell.
Wall
of Fire: 8 +
Spellcheck fire damage + 1d8 continuing damage until extinguished out to 10 ft.
and 1d6 out to 20 ft. Passing through wall deals x2 damage. Lasts 1 turn per ½
level. (Ref Sv ½ damage to avoid initial appearance.) Short range. Note that
this spell does have the capacity to set off flammable objects in the area and
go out of control quickly.
Wall of
Ice: Ice plane
creates wall with 15 hp +1/level, or hemisphere can trap creatures inside. (Ref
Sv to avoid being trapped. Can batter
their way out in 10 less HD rds.) Short range.
5TH-LEVEL
WIZARD SPELLS (DC 17 to cast)
Baleful
Polymorph:
Transforms subject into harmless animal.
Permanent. Requires physical
presence of target and a Sympathy, Forbidden spell. (Will Sv, Caster Check to break.)
Break
Enchantment: Frees
subjects from enchantments, alterations, curses, and petrifaction. (Caster
Check)
Cloudkill: Kills 3 HD or less individuals
(No Save); 4-6 HD (Fort Sv or die), 6+ HD stunned 1 rd and flee 1 turn. Immediate area or 30' sq. Lasts 1 turn.
Cone
of Cold: 10 +
Spellcheck cold damage + Stun 1 rd + dropped to last in Initiative cold damage.
(Ref Sv ½ damage) Medium range.
Contact
Other Plane: Lets
you ask 1 question of extraplanar entity.
Dismissal: Forces a creature to return to
native plane. Must be of less HD than Caster. (Will Sv)
Dominate
Person: Controls
humanoid telepathically. 1 turn/level. (Will Sv)
Hold
Monster: As Hold
Person, but any creature. (Will Sv)
Mage's
Private Sanctum:
Prevents anyone from viewing or scrying an area for 24 hours.
Passwall: Creates passage through wood or
stone wall. 1 turn/level.
Permanency: Can make certain spell effects
permanent, such as magical enchantments and wards.
● This spell can be used to create
magic weapons. Costs 5 XP + 1 XP per
bonus being added to item, such as adding a +1 enchantment to a sword costs 6
XP. Up to +4.
● Other types of items (like a
Crystal Ball with Scrying) and areas (such as large scale illusionary terrain,
walls, Dimensional Locks, Anti-Magic Fields) can be enchanted in a similar
fashion. 5 XP + 1 XP per Spell
level.
● Wands and Staves may be enchanted
with a spell with 5 charges (5 XP + 1 XP per spell level). 5 XP per 5 charges, up to 20 charges. They can be recharged with a Ceremony (roll a Spellcheck for the spell being
used) at the cost of just the spell level (for example, 1 XP/5 charges for a
Magic Missile wand). Recharging spells
can be done without the Permanency spell, just with the knowledge of the spell
being recharged.
● Ceremony spell. (Dispel Magic Caster Check
to un-enchant permanent illusions.
Mage’s Disjunction spell to un-enchant weapons, items, wands, and
staves.)
Seeming: Changes appearance of one person
per ½ level. 1 turn/level. (Will Sv to viewers)
Sending: Delivers short message anywhere,
instantly.
Summon
Monster V: Calls
5HD extraplanar creature to fight for you.
Encounter. Forbidden spell. Ceremony Spell.
Telepathic
Bond: Link lets allies
communicate. 1 turn/level.
Telekinesis: Moves object, 25 lbs/level
weight. Using an object against a
creature (Ref Sv or Knock Out 1 turn) or direct push on a creature (Will Sv or
Knock back or down).
Teleport: Instantly transports you as far
as 100 miles/level.
Transmute
Mud to Rock:
Transforms two 10-ft. cubes per level. 1 turn/level
Transmute
Rock to Mud:
Transforms two 10-ft. cubes per level. 1 turn/level
Wall of
Force: Wall is
immune to physical damage. 10’/level.
May take any shape. Encounter/turn.
Wall of
Stone: Creates a
stone wall that can be shaped as desired, 10’/level. May take any shape. 1 turn/level.
High Level Spells
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