Forums    Newsletter    Guestbook    About    Search    Updates      
         Copyright © Randy Bowers. All rights reserved.


 

Bard Spells

2nd-Level Bard Spells
    Imitate. You may copy a physical action done by someone else.
    Maligard's Morning Ministrations. Clean, clothe, and groom yourself.
    Minor Empathy. Detect and manipulate another creatures emotions with your own.

3rd-Level Bard Spells
    Circle of Magical Detection. You detect magical auras in a 5ft./level radius.
    Disinterest. Cause 1 creature/3 levels to ignore a person or thing.
    Fascinate. Cause 1 creature/3 levels to become fascinated with a person or thing.
    Melody of Pain. Penalties and subdual damage suffered by approaching creatures.
    Tallidon's Revealing Locator. Object named softly glows for 1 minute/level.

4th-Level Bard Spells
    Dim Utterance. Creatures are blinded in a 30' radius burst.
    True Hearing. Grant increased hearing powers and the ability to discern lies.
    Wall of Silence. Blocks sonic attacks; hemisphere or sphere also allows private conversation.

5th-Level Bard Spells
    Bright Utterance. 30' rad. burst; creatures receive see in darkness, cured of blindness.
    Broken Tongue. You stop a creature from being able to understand a language.
    Empathy. You spy upon and completely control all emotions a creature feels.

6th-Level Bard Spells
    Broken Word. Creatures in a 60 ft. radius become unable to speak coherently.
    Know Language. Learn one language.
    Spoken Word. Creatures in a 60 ft. radius become able to understand each other.


Cleric Spells

0th-Level Cleric Spells (Orisons)
    Blood Vision. Creates an image of the creature whose blood or corpse you touch.
    Cognition. Allows target to control what they dream while sleeping.
    Create Earth. Creates one cubic foot/level of non-precious earth.
    Detect Greater Path. You detect Greater Path mages in a 60 ft long quarter circle.
    Putrefy Food and Drink. Putrefies 1 cu. ft./level of food or water.
    Tallidon's Triangulation. You learn the distance and direction to a familiar location.
    Wake. Causes target to cease sleeping upon a specified event.
    Water to Wine. You convert 1 cubic foot ordinary water per level to wine.
    Wine to Water. You convert 1 cubic foot ordinary wine per level to water.

1st-Level Cleric Spells
    Falsify. Target suffers a -4 penalty to bluff, diplomacy, and intimidate checks.
    Legitimize. Target gains a +4 bonus to bluff, diplomacy, and intimidate checks.
    Light Link. Creates a thread of light to join to two or more creatures.
    Rest. Target creatures are rejuvenated as if having slept 8 hours.
    Transcription. Words spoken are transcribed on a writing surface.

2nd-Level Cleric Spells
    Absolution. Grants a creature a +3 bonus to saves and attacks for 1 hour.
    Beacon. Create a flash of light and threads of magic to guide friends to you.
    Dream Ward. Protect 1 creature/level from spells or creatures that effect dreams.
    Insomnia. Curse 1 creature/3 levels. They cannot sleep for 1 day/level.
    Last Rites. Corpse touched cannot be risen from the dead or become undead.
    Luchard's Somnolent Observation. View the dreams of a creature you touch.
    Maligard's Morning Ministrations. Clean, clothe, and groom yourself.
    Protection from Summoning. Grant immunity to conjuration summoning spells for 2 hours/level.
    Solid Ground. Target becomes immune to attempts to change its physical location.
    Steal Flesh. A corpse's flesh becomes yours, providing healing and disguise benifits.

3rd-Level Cleric Spells
    Circle of Magical Detection. You detect magical auras in a 5ft./level radius.
    Curative Ward. Cure wounds spells heal target undead creature during 10 minutes/level.
    Grasp of the Earth. Earthen substance holds target checked for 1 round/level.
    Imprison Life Force. You prevent a soul from leaving it's body when slain.
    Luchard's Sleeping Sight. View in your dreams a place you have physically visited.
    Luchard's Somnolent Interaction. Interact and influence a creatures dreams.
    Temptation. Curse a creature to succumb to a given temptation.
    Wounding Ward. Inflict wounds spells heal target living creature during 10 minutes/level.

4th-Level Cleric Spells
    Exorcism. Forces a possessing spirit out of a host body.
    Luchard's Nocturnal Chores. Program 1 creature to perform an action while asleep.
    True Hearing. Grant increased hearing powers and the ability to discern lies.
    Violate. Target creature is able to penetrate protective spells below 4th level.
    Wall of Silence. Blocks sonic attacks; hemisphere or sphere also allows private conversation.

5th-Level Cleric Spells
    Broken Tongue. You stop a creature from being able to understand a language.
    Corruption. Curse a creature to carry out deeds of evil.
    Dim Cloud. A poisonous cloud that confuses the mind and spirit.
    Dim Utterance. Creatures are blinded in a 30' radius burst.
    Dream Speak. Allows two creatures to communicate to each other through dreams.
    Excommunicate. Banish one creature from your faiths benefits and its clergy.
    Knowing. You pose questions and gain answers from a target creatures mind.
    Liberate Life Force. Slay an undead whose hit dice are no more than 1/3rd yours.
    Location. View in your mind a three-dimensional map of the surrounding area.
    Pillar of Stone. Raise a 5 ft./level tall pillar of rock from the earth.
    Vindication. You receive numerous benefits for relentlessly pursuing a holy quest.

6th-Level Cleric Spells
    Bright Utterance. 30' rad. burst; creatures receive see in darkness, cured of blindness.
    Broken Word. Creatures in a 60 ft. radius become unable to speak coherently.
    Exploding Earth. Cause explosions of earth to erupt beneath your enemies.
    Know Language. Learn one language.
    Reflect Pain. Creatures attacking you suffer damage and pain.
    Spoken Word. Creatures in a 60 ft. radius become able to understand each other.

7th-Level Cleric Spells
    Deconstruction. Disassemble one object into its component parts.
    Giant Strength. Increase targets strength by 1d6 plus 1 per 2 levels.
    Reconstruction. Restore a broken, destroyed, or worn object to a new condition.

8th-Level Cleric Spells
    Defile Nature. Destroys organic matter in a 100 ft. radius.
    Disincorporate. Turn one creature into a ghost which you can demand a service of.
    Reincorporate. Restore an undead spirit to life.
    Solace. Create an area safe from harm and mental influence for all who enter within.

9th-Level Cleric Spells
    Cloak of Pestilence. Target is covered with biting insects and eminates a landbound swarm.
    Ruin. Places a powerful curse upon a household that does not believe in your god.
    Soul Shield. Target gains immunity to most mind and spirit affecting magicks.
    Spirit Roam. Creates a remote image of the caster that can interact with its surroundings.
    Wrath of Stone. Cause stones to fall from the sky, harming all in their path.


Druid Spells

0th-Level Druid Spells (Orisons)
    Chill. Target gains +1 bonus to next heat save or -1 penalty to next cold save.
    Create Earth. Creates one cubic foot/level of non-precious earth.

1st-Level Druid Spells
    Growth. You cause 1 plant/level to age up to 10 years.

2nd-Level Druid Spells
    Ice Fan. Create a razor sharp fan of ice that cuts nearby enemies.
    Solid Ground. Target becomes immune to attempts to change its physical location.

3rd-Level Druid Spells
    Grasp of the Earth. Earthen substance holds target checked for 1 round/level.
    Ice Lance. Lances of ice spring from your fingers to damage an enemy for 2d8/2 levels.
    Root Speech. Convey messages over great distances through the earth.

4th-Level Druid Spells
    Improved Growth. Cause all vegetation in a 10 ft. square/level to mature 20 years.
    Mirage. Flickering lights or menacing shadows fill a large area and delay those who enter.

5th-Level Druid Spells
    Form Lock. Permanently returns a shape changing creature to its natural form.
    Pillar of Stone. Raise a 5 ft./level tall pillar of rock from the earth.
    True Hearing. Grant increased hearing powers and the ability to discern lies.

6th-Level Druid Spells
    Exploding Earth. Cause explosions of earth to erupt beneath your enemies.
    Ice Spike. Creates a thatch of ice spikes that impale and pin a creature.
    Stone to Water. One 5 ft. on a side cube of stone per caster level becomes water.
    Water to Stone. One 5 ft. on a side cube of water per caster level becomes stone.

8th-Level Druid Spells
    Tree Gate. Travel from one tree to any other you have touched.

9th-Level Druid Spells
    Cloak of Pestilence. Target is covered with biting insects and eminates a landbound swarm.


Paladin Spells

2nd-Level Paladin Spells
    Absolution. Grants a creature a +3 bonus to saves and attacks for 1 hour.


Ranger Spells

1st-Level Ranger Spells
    Rest. Target creatures are rejuvenated as if having slept 8 hours.
    Tallidon's Triangulation. You learn the distance and direction to a familiar location.
    Wake. Causes target to cease sleeping upon a specified event.

3rd-Level Ranger Spells
    Root Speech. Convey messages over great distances through the earth.


Sorcerer/Wizard Spells

0th-Level Sorcerer/Wizard Spells (Cantrips)
    Bestow Dweomer. Imbue an inanimate item with a magic aura.
    Chill. Target gains +1 bonus to next heat save or -1 penalty to next cold save.
    Cognition. Allows target to control what they dream while sleeping.
    Detect Greater Path. You detect Greater Path mages in a 60 ft long quarter circle.
    Open Channel. Greater Path mages can study magic with this spell.
    Ping. Cause a disturbance in the Weave at a remote location, but not at yours.
    Tallidon's Triangulation. You learn the distance and direction to a familiar location.
    Wake. Causes target to cease sleeping upon a specified event.
    Weave Sensitivity. You detect Greater Path disturbances in the Weave.

1st-Level Sorcerer/Wizard Spells
    Flame Burst. You set flammable objects in a 5 ft. cube aflame.
    Light Link. Creates a thread of light to join to two or more creatures.
    Night's Silent Blade. You enchant a weapon to strike silently.
    Tag Thread. Invisibly mark an item so it can later be found with Weave Sight.
    Transcription. Words spoken are transcribed on a writing surface.
    Weave Touch. Learn the distance and direction of the nearest magical node.

2nd-Level Sorcerer/Wizard Spells
    Beacon. Create a flash of light and threads of magic to guide friends to you.
    Delay Effect. Creates an object with a time-delayed spell effect.
    Dream Ward. Protect 1 creature/level from spells or creatures that effect dreams.
    Electrical Ward. A ball of electricity attacks nearby targets floats near you.
    Ice Fan. Create a razor sharp fan of ice that cuts nearby enemies.
    Imitate. You may copy a physical action done by someone else.
    Insomnia. Curse 1 creature/3 levels. They cannot sleep for 1 day/level.
    Luchard's Somnolent Observation. View the dreams of a creature you touch.
    Maligard's Morning Ministrations. Clean, clothe, and groom yourself.
    Malloriac's Ripple Inhibitor. Cloak disturbances caused by your Greater Path spells.
    Minor Empathy. Detect and manipulate another creatures emotions with your own.
    Obscure Aura. Make a magic item appear non-magical for 1 day/level.
    Protection from Summoning. Grant immunity to conjuration summoning spells for 2 hours/level.
    Steal Flesh. A corpse's flesh becomes yours, providing healing and disguise benifits.

3rd-Level Sorcerer/Wizard Spells
    Circle of Magical Detection. You detect magical auras in a 5ft./level radius.
    Disinterest. Cause 1 creature/3 levels to ignore a person or thing.
    Fascinate. Cause 1 creature/3 levels to become fascinated with a person or thing.
    Fumes of Fury. Expel an acidic cloud from your lungs upon an adjacent opponent.
    Giant Step. Creature gains ability to move 10-ft./level in a single step, as a move action.
    Golden Ball. Force effect injures and knocks back target.
    Ice Lance. Lances of ice spring from your fingers to damage an enemy for 2d8/2 levels.
    Luchard's Sleeping Sight. View in your dreams a place you have physically visited.
    Luchard's Somnolent Interaction. Interact and influence a creatures dreams.
    Sensation of Flesh. Experience the senses of another creature whose flesh you've consumed.
    Tallidon's Revealing Locator. Object named softly glows for 1 minute/level.
    Transaudience. Hear through the ears of other touched creatures.
    Transvoyance. See through the eyes of other touched creatures.
    Weave Sight. You can see the fabric of magic all around you.
    Weave Walk. You teleport to the location of an inanimate item.

4th-Level Sorcerer/Wizard Spells
    Alexior's Perfect Flight. You and 50 lbs./level are flown to a destination you determine.
    Dim Utterance. Creatures are blinded in a 30' radius burst.
    Improved Fireball. As fireball but you and 1 creature/2 levels are immune to it.
    Improved Weave Sensitivity. Provides better information than the 0th-level Weave Sensitivity.
    Luchard's Nocturnal Chores. Program 1 creature to perform an action while asleep.
    Mirage. Flickering lights or menacing shadows fill a large area and delay those who enter.
    Night's Paper Creatures. Animate folded paper constructs to do your bidding.
    Peer. You can see through 1 in./level of material for 1 minute/level.
    Preemptive Decision. You grant one creature the ability to predict the actions of another.
    Spell Trap. Set a spell as a trap that executes when it detects a spell being cast.
    True Hearing. Grant increased hearing powers and the ability to discern lies.
    Wall of Silence. Blocks sonic attacks; hemisphere or sphere also allows private conversation.

5th-Level Sorcerer/Wizard Spells
    Absence. Remove a creatures ability to affect their physical surroundings.
    Ball of Stone. A stone boulder flies to strike a target and then explodes on impact.
    Bright Utterance. 30' rad. burst; creatures receive see in darkness, cured of blindness.
    Broken Tongue. You stop a creature from being able to understand a language.
    Divide the Light. Creates a wall of darkness. Will save to bypass or be checked, plus 1d6 cold/2 levels.
    Draw Remote Quintessence. Make your Greater Path spell casting undetectable.
    Dream Lock. Target creatures fall into a debilitating, nightmarish sleep for 1 day/level.
    Dream Speak. Allows two creatures to communicate to each other through dreams.
    Empathy. You spy upon and completely control all emotions a creature feels.
    Fiery Jaunt. Medium range teleport causes fire damage and blinds nearby creatures.
    Form Lock. Permanently returns a shape changing creature to its natural form.
    Knowing. You pose questions and gain answers from a target creatures mind.
    Lifepool. Inflict temporary ability score damage on yourself to fuel your spells.
    Location. View in your mind a three-dimensional map of the surrounding area.
    Mage-Link. You and one other spellcaster combine your spellcasting abilities.
    Presence. Cause a creatures physical presence to affect distant objects.
    Ptaro's Sieve of Unravelment. Forces another spellcaster to make will saves to cast spells.
    Reflect Pain. Creatures attacking you suffer damage and pain.
    Summon Ice Beast. Summons a creature of solid ice to do your bidding.

6th-Level Sorcerer/Wizard Spells
    Arise. You control one creatures actions while they sleep.
    Cube of Absorption. You create a cubic area that drains energy sources.
    Entropic Transformation. Touched creature is disintegrated over the course of several rounds.
    Ice Spike. Creates a thatch of ice spikes that impale and pin a creature.
    Know Language. Learn one language.
    Protection from Spellburn. Protect yourself from the effects of spellburn for 1 hour/level.
    Spell Sink. Spells entering the area of effect must save or be dispelled.
    Stone to Water. One 5 ft. on a side cube of stone per caster level becomes water.
    Transensation. Target creature wholly experiences the senses of another creature.
    Wall of Flesh. A wall of flesh and grasping arms that grapples all who come near.
    Water to Stone. One 5 ft. on a side cube of water per caster level becomes stone.

7th-Level Sorcerer/Wizard Spells
    Deconstruction. Disassemble one object into its component parts.
    Flesh to Ice. Turn one creature into an icey statue.
    Giant Strength. Increase targets strength by 1d6 plus 1 per 2 levels.
    Globe of Vulnerability. A sphere that prevents 1st to 4th level spells from passing without.
    Ice to Flesh. Restore a creature turned to ice or change a volume of ice to flesh.
    Malloriac's Crippling Spell Burn. Cause magic users to suffer harm when they cast spells.
    Portal. Create a temporary portal to another place on your plane of existance.
    Possession of Flesh. Possess willing living creature's body as your own.
    Reconstruction. Restore a broken, destroyed, or worn object to a new condition.
    Saric's Threads of Confusion. Inhibit other spell casters ability to cast spells.
    Shalsaer's Summoning. Bring one creature you have touched instantly to you.
    Spell Magnet. Spells that pass into this field have their effect centered in this field.
    Theodophilus' Thought Pool. Create a telepathic bond between 1 creature/2 levels.
    Transfer Damage. Target creature suffers damage done to you, instead of you.
    Wall of Lightning. An immobile wall of electricity that strikes those who come near.

8th-Level Sorcerer/Wizard Spells
    Archaios' Impenetrable Sphere. Creates a sphere impermeable to physical and energy attacks.
    Disincorporate. Turn one creature into a ghost which you can demand a service of.
    Dreamality. Subjects physical body is altered to match their dream personas physique.
    Ghost Form. Temporarily separate your spirit from your body and travel as a ghost.
    Improved Weave Walk. Transport you and 200lbs/level to a place you can accurately picture.
    Magic Regeneration. Cause one Greater Path mage to regenerate his potential twice as fast.
    Ptaro's Severing. Remove one creatures spellcasting abilities permanently.

9th-Level Sorcerer/Wizard Spells
    Corpora Chimera. Creates one illusory copy of per 5 caster levels that can talk and cast spells.
    Eye Upon the Speaker. Those who speak your name attract your distant scrutiny.
    Forced Manifest. As dimensional lock and transplanar creatures are forced to fully manifest.
    Frankirr's Beams of Destruction. Disintegrating rays strike random targets from a central point.
    Gaze of Medusa. You gain the petrifying gaze of a medusa, affecting all in a 30 ft. cone.
    Improved Telekinesis. As telekinesis, but you lift more, move faster, and throw further.
    Soul Shield. Target gains immunity to most mind and spirit affecting magicks.
    Spirit Roam. Creates a remote image of the caster that can interact with its surroundings.


Epic Spells


    DC42  Ray of Dawn. Sunlight illuminates the sky and earth beneath in a great radius.
    DC50  Cloud Journey. Transport creatures in a 500ft radius through the sky, within a vast cloud.