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Listed below are all the spells available to Sorcerers and Wizards. New and changed spells summarize their effects or alterations.

CantripsEdit

  • Acid splash:
  • Arcane Mark: Creates a 24 hour personal mark on the ground which can be read with a Detect Magic spell
  • Daze:
  • Detect Magic: The caster can interpret an Arcane Mark or certain other magical signatures
  • Electric jolt:
  • Flare: Instead of -1 ab, this applies a 5% miss chance
  • Light: The light reaches 10m around the target and lasts 20 turns
  • Animate Hinge: Opens or closes the nearest unlocked door or container, and offers a 20% chance any traps are disabled for 2 rounds
  • Prestidigitation: The caster performs a minor trick – flashy casting without effect
  • Ray of frost: Damage reduced to 1d3
  • Resistance:

Level 1Edit

  • Burning hands:
  • Charm person: Illusion school. The spell has a tiny AoE
  • Color spray: Now Colour Spray
  • Endure elements: Turns/level duration
  • Expeditious retreat: 5 round duration
  • Grease:
  • Horizikaul's boom:
  • Ice dagger: Reduces movement by 20% for 1d4 rounds
  • Identify: Only adds a flat 10 lore
  • Ironguts:
  • Mage armor: AC changed to +3 armour AC for turns/level
  • Magic missile:
  • Magic weapon: Duration of turns/level
  • Negative energy ray:
  • Protection from alignment: Law/Chaos alignments are included. Effects are now +2 deflection AC and +3 saves vs mind effects against the chosen alignment. Duration of turns/level
  • Ray of enfeeblement:
  • Scare:
  • Shelgarn's persistent blade: Animates the target weapon in the caster's inventory. Lighter weapons remain animated for longer.
  • Shield: AC bonus is now +3 deflection AC
  • Sleep: Creatures get +2 to save vs Sleep. If cast on a single creature, no HD maximum applies
  • Summon creature I: Summoners can choose a theme. Duration of turns/level.
  • True strike: Duration of 2 rounds

Level 2Edit

  • Arcane Specialty: Useful to Specialist Wizards only. Effects vary by school.
  • Balagarn's iron horn:
  • Blindness/deafness:
  • Bull's strength: Turns/level duration
  • Cat's grace: Turns/level duration
  • Cloud of bewilderment:
  • Combust:
  • Continual flame: Creates a bright (20m) light for 24 hours upon an amulet
  • Darkness:
  • Death armor: Damage changed from Magical to Negative. Adds 3/- DR and -2 AC. Duration of 2 rounds/level. *Damage shield spells don't stack.
  • Eagle's splendor: Turns/level duration
  • Endurance: Turns/level duration
  • Flame weapon: Duration of 3 rounds/level. Can be cast from further away. The main weapon deals between 1 and 0,5 * level +2 fire damage per hit
  • Fox's cunning: Turns/level duration
  • Gedlee's electric loop:
  • Ghostly visage:
  • Ghoul touch: No spell resistance applies. The effects of a successful touch attack last 2+1 round/level (2 rounds if a fortitude save is passed)
  • Invisibility: Duration of 2 rounds/level
  • Knock: Opens locks up to DC 30
  • Lesser dispel:
  • Melf's acid arrow:
  • Owl's wisdom: Turns/level duration
  • Resist elements:
  • See invisibility:
  • Stone bones:
  • Summon creature II: Summoners can choose a theme. Duration of turns/level.
  • Tasha's hideous laughter: Removed +4 save bonus for racial mismatches
  • Ultravision:
  • Web: Movement reduction changed to 50%. On a failed save, a webbed creature suffers -1 STR for 1d4 rounds

Level 3Edit

  • Animate Dead Now a level 3 spell. Duration reduced to 10 rounds + 1 per level
  • Clairaudience/clairvoyance: Adds +10 perception and immunity to Silence (spell) for 10 turns/level
  • Clarity: Removes effects as normal and adds +5 to saves vs mind effects for 1 turn/level
  • Dispel magic:
  • Displacement:
  • Find traps: Effect replaced with +10 Search for 1 turn/level for those in the AoE
  • Fireball:
  • Flame arrow:
  • Greater magic weapon: Turns/level duration, adds 1 EB per 4 levels (mimimum +2)
  • Gust of wind:
  • Haste: AC bonus to Dodge is reduced by 2. After the spell ends the target suffers -1 ab until they rest or a *Restoration type spell is cast.
  • Hold person:
  • Invisibility sphere: Duration of 5 rounds/level
  • Keen edge: Blunt and Piercing weapons are also affected.
  • Lightning bolt:
  • Magic circle against alignment: Changes similar to Protection from Alignment
  • Mestil's acid breath:
  • Negative energy burst: Damage increased to 1d8 per 2 levels
  • Protection from elements: Turns/level duration
  • Remove blindness/deafness: Now a level 3 spell
  • Scintillating sphere:
  • Slow:
  • Stinking cloud: Allies are not affected by the cloud
  • Summon creature III: Summoners can choose a theme. Duration of turns/level.
  • Vampiric touch:

Level 4Edit

  • Bestow curse:
  • Charm monster: Illusion school. The spell has a tiny AoE
  • Confusion:
  • Contagion: Changed to a weapon buff adding Poison on hit for 1 turn/level
  • Elemental shield: Choice between Red and Blue, dealing fire or cold damage and offering 90% immunity to the other element. Damage shield spells do not stack.
  • Enervation:
  • Evard's black tentacles: No more than 2 tentacles grapple a single target. Small creatures get a +4 bonus to avoid capture
  • Fear: Victims cower rather than run after half the duration is past
  • Ice storm:
  • Improved invisibility: Duration of 3 rounds/level. Concealment bonus reduced to 25%
  • Isaac's lesser missile storm:
  • Lesser spell breach:
  • Minor globe of invulnerability:
  • Phantasmal killer:
  • Polymorph self: Zombie shape replaced with mephit shape
  • Remove curse:
  • Shadow conjuration: Summon Shadow duration reduced to 10 rounds + 1 per level
  • Stoneskin: Now DR 10/+2 absorbing 5 points per level
  • Summon creature IV: Summoners can choose a theme. Duration of turns/level.
  • Wall of fire:

New SpellsEdit

  • Arcane Mark: The first casting of this spell asks the caster to type out the description of a personal sigil. This sigil will be attached to all future castings of the spell. Subsequent casters ask the caster to type out up to 6 symbols. These symbols will be attached to that particular casting only. A mark will be placed on the ground at the casting location, containing the sigil and the symbols. This can only be read after casting a Detect Magic spell and the mark will remain for 24 hours before disappearing.
  • Detect Magic: When cast, all Arcane Marks within the area become readable to those in the area. The caster will also gain information about other magical signatures, such as those found in a wizard's laboratory or dungeon.
  • Animate Hinge: When cast, the hinges of the nearest door or container attempt to open or close. If the object is trapped, there is a 20% chance that the trap is disabled for the next 2 rounds. This success or failure will not be reported. The spell fails if the object has been locked.
  • Prestidigitation: This spell has no effects beyond those RPed by the caster.
  • Arcane Specialty: The effects of this spell depend upon the caster's chosen Spell School. It has no effect for a Generalist Wizard or a Sorcerer.
    • Abjuration creates a Spell Mantle effect, absorbing a single spell of 4th level or less. The spell lasts 1 round/level and can be cast upon any creature.
    • Conjuration summons the wizard's familiar (allowing multiple summonings per day) or grants it a +3 temporary HP per level for 1 turn per level if it's already present.
    • Divination allows the target to understand (but not speak) any language for 1 turn/level.
    • Enchantment confuses a single target for 1 round/level, if a Will save is failed. Spell resistance applies as normal.
    • Evocation creates a medium-radius fireball at the caster's feet, causing d4 fire damage/level to all but the caster. A successful Reflex save halves this damage. Spell resistance applies as normal.
    • Illusion adds a +5 bonus to Bluff for 1 turn/level. It also creates d6 silver coins per level. These coins have no value to experienced merchants and will show themselves to be fake after 1 round/level.
    • Necromancy turns one minion of the caster into an undead entity, granting immunity to mind spells, critical hits, death magic, poison and disease. After 1 round/level, the minion dies.
    • Transmutation converts a stack of Spell Crystals into one belonging to a different Spell School.
  • Contagion: Creates an OnHit Disease property (DC 14) for the selected weapon. This lasts 1 turn/level. The nature of the disease is randomized.

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