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Old 03-06-2007, 04:24 PM   #13
SephirothKirby
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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.
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