| Spells, yo. Cantrips; Level 0 Sorcerer Spells: Resistance- Subject gains +1 on saving throws. Ray of Frost- Does 1d4 cold damage. Detect Poison- Detects poison in one creature or small object. Daze- Creature loses last action. Dancing Lights- Creates torches or other lights for a short while. Flare- Lowers opponent's attack by 1. Light- Object shines like a torch. Ghost Sound- Figment sounds. Disrupt Undead- Deals 1d6 damage to one undead. Mage Hand- 5 pound telekenesis. Mending- Makes minor repairs on an object. Open/Close- Opens or closes small or light things. Arcane Mark- Inscribes personal rune (Visable or Invisable) Detect Magic- Detects spells and magic items within 60 feet. Prestidigitation- Performs minor tricks. Read Magic- Reads scrolls and spellbooks. At level 1, you can learn 4 of these spells. You can cast 5 a day. (Meaning the same one twice, or any mixture) Level 1 Sorcerer Spells: Alarm- Wards an area from anything larger than Tiny. Can be audible or mental. Lasts 2 Hours/Level. Endure Elements- Ignores 5 damage and 5 rounds from one energy type. Hold Portal- Holds a door shut. Protection from Chaos/Evil/Good/Law- +2 AC and saves, counter mind control, hedge out elementals and outsiders. Sheild- Blocks Magic Missles. Grease- Makes one 10 foot square or object slippery. Mage Armor- Gives subject +4 armor bonus. Mount- Summons a riding horse for 2 Hours/Level. Obscuring Mist- Fog surrounds you. Summon Monster I- Summons a monster. Unseen Sevent- Invisible force obeys your commands. Comprehend Languages- Understands all spoken and written languages. Detect Secret Doors- Reveals hidden doors within 60 feet. Detect Undead- Reveals undead within 60 feet. Identify- Determines single feature of Magic Item. True Strike- Adds +20 Bonus to your next attack roll. Charm Person- Makes one person your friend. Hypnotism- Fascinates 2d4 HD worth of creatures. Sleep- Put 2d4 HD of creatures into a deep sleep. Evocation; Magic Missle- 1d4 +1 damage; +1 Missle/Two levels above first (Max +5), multiple creatures attacked must within 15 feet of each. Tenser's Floating Disk- 3 foot diameter horizontal disk that supports up to 100pounds/Level. Change Self- Changes your apparence. Color Spray- Knocks opponent unconcious, blinds, or stuns 1d6 weak creatures. Nystul's Magical Aura- Grants object false magical aura. Nystul's Undetectable Aura- Masks magic item's aura. Silent Image- Creates minor illusion of your design. Ventriloquism- Throws voice for 1 minute/Level. Cause Fear- One creature flees for 1d4 rounds. Chill Touch- 1 Touch/Level deals 1d6 damage and possibly 1 STR damage. Ray of Enfeeblement- Ray reduces STR by 1d6 points +1 point/Two levels. Animate Rope- Makes a rope move at your command. Burning Hands- 1d4 Fire damage/level. (Max 5d4). 10 feet radius infront of finger tips. Enlarge- Object or creature grows 10%/Level. (Max 50%) Erase- Mundane or magical writing vanishes. Expeditious Retreat- Doubles your speed. Feather Fall- Lowers falling speed. Jump- Subject gets +30 on Jump Checks. Magic Weapon- Weapon gains +1 Bonus. Message- Whispered conversation at a distance. Reduce- Object or creature shrinks 10%/Level. (Max 50%) Shocking Grasp- Touch delivers 1d8 +1/Level electricity. Spider Climb- Grants ability to walk on walls and ceilings. At level 1, you can learn 2 of these spells. You can cast 3. (Meaning the same one twice, or any mixture) ~ ~ ~ ~ ~ Orisons; Level 0 Druid Spells: Create Water- Creates 2 gallons/level. Cure Minor Wounds- Cures 1 point of damage. (I kill you if you pick this) Detect Magic- Detects spells and magic items within 60 feet. Detect Poison- Detects poison in one creature or object. Flare- Lowers opponent's attack by 1. Guidance- +1 on all rolls, throws, and checks. Know Direction- You can tell where North, East, West, and South lie. Light- Object shines like torch. Mending- Makes minor repairs on object. Purify Food and Drink- Purifies 1 cubic ft./level of food or water. Read Magic- Read scrolls and spellbooks. Resistance- Subject gains +1 on saving throws. Virtue- Subject gains 1 temporary HP. Level 1 Druid Spells: Animal Friendship- You gain a permanent animal companion. Calm Animals- Calms 2d4 +1/level hit dice of animals and beasts. Cure Light Wounds- Cures 1d8 +1/level of damage (Max +5) Detect Animals or Plants- Detects species of animal or plant. Detect Snares and Pits- Reveals natural or primitive traps. Endure Elements- Ignores 5 damage and 5 rounds from one energy type. Entangle- Plants entangle everyone in 40 ft radius circle. Faerie Fire- Outlines subjects with light, canceling concealment, etc. Goodberry- 2d4 berries cure 1 hp (max 8 hp/24 hours) Invisibility to Animals- Animals can't perceive one subject/level. Magic Fang- One natural weapon of subject creature gets a +1 to attack and damage. Obscuring Mist- Fog surrounds you, concealing your sight. Pass without Trace- One subject/level leaves no tracks. Shillelagh- Cudgel or Quarterstaff becomes +1 weapon (1d10 damage) for 1 minute/level. Summon Nature's Ally I- Calls creature to fight. (Badger, Dire Rat, Dog, Hawk, Viper) Last edited by SephirothKirby; 03-08-2007 at 01:58 PM. |