SPELLS

Charm: A Nearby NPC or Monster obeys a simple command (if they fail a save attempt) and will perform a simple Action. They will not fight anyone or attempt to harm themselves. You can attempt to charm multiple opponents at a cost of 3 mana per each. All charmed will remain so for 1d4+2 rounds. Can increase 1 round per 1 mana spent.

Magic Missile: A Faraway or Distant target takes magic damage. Increase damage by 1 for every 1 mana spent.

Light: Creates dim light from a Nearby spot or object that lasts for 1d8 Minutes. You can see only up to near distance and any who have dark sight abilities are hindered and it does not work.

Shield: Gives the caster Arcane Mail (AC+4) - Lasts 1d6+2 rounds and can be increased further by spending 1 mana/round for as many as you like.

Sleep: Roll the Casters Intelligence +d20, Nearby Creatures will roll d20 + Intelligence + Constitution and if roll less than the caster, they fall asleep - lasts 1d6 Minutes and can be increased 1 minute per extra 1 mana spent.

Detect Magic: Everything Nearby that is magic glows - lasts Ud6 Minutes.

Knock/Lock: A Nearby door or lock is either opened or locked.

Web: Traps a Nearby area, stopping movement - lasts Ud6 Minutes.

Darkness: Pure darkness covers a Nearby area and blocks all types of vision - lasts Ud6 Minutes.

Dispel Magic: Removes or reverses the effects of a Nearby Arcane spell.

Magic Mouth: Creates an illusory mouth that repeats a phrase to all Nearby Creatures.

Read Languages/Magic: Read all languages and magic - lasts Ud12 Minutes.

Invisibility: A Nearby Creature is made invisible until it Attacks or the spell is dispelled.

Fireball: 1d4 Nearby Creatures take 1d6 damage for each of the Spell caster’s Levels.

Dark vision: A Nearby Creature can see in absolute darkness - lasts Ud6 Minutes.

Confusion: 2d6 Nearby targets immediately make a Reaction Roll (p.31 in the main rule book).

Telekinesis: As an Action, the Spell caster mayMove a Nearby object - lasts Ud10 Minutes.

Polymorph Self/Other: Transform a Nearby Creature to have the appearance of another for a Day.

Remove Curse: Removes a curse from a Nearby target.

Elemental Wall:Wall of one of the four elements (air, earth, fire, or water) covers a Nearby area, any Creature that comes Close takes damage equal to its HD.

Dimension Door: Teleport a target to a Distant location.

Animate Dead: Reanimate 2d4 Nearby corpses. Each has half the Spellcaster’s HD and is under the
effects of Charm.

Flesh to Stone: Turns a Nearby Creature into stone (or vice versa).

Feeble minded: Reduces a Nearby target’s INT to 4 - lasts Ud6 Moments.

Elemental: Create an elemental (p.91 in the main rule book) of any type with 1d6 HD. It is under the effect of Charm.

Invisible Stalker: Summons an extra-dimensional monster (1d6 HD) to perform a complex task.

Cloud kill: Creates a cloud Nearby, Creatures that touch it are taken OofA - lasts Ud4 Moments.

Teleport: Transports a Nearby target to any place known to the Spellcaster.

Anti-Magic Shell: Cancels all Arcane magic Nearby to the caster - lasts Ud6 Moments.

Death Spell: 2d4 Nearby targets with 7HD or fewer are taken OofA.

Contact Higher Plane: Ask three questions and receive truthful answers from the outer gods.

Meteor Swarm: Nearby Creatures take 8d6 damage.

Conjuration of Daemons: Summons a demon (p.84-85 in the main rule book) with 1d8 HD that is under the effect of a Charm spell - the caster must make a INT Attribute Test to maintain the Charm when used.

Disintegrate: A single Nearby Creature of lower Level than the Spellcaster turns into a fine powder.

Power Word, Kill: A Nearby Creature with 50HP or less dies and cannot be resurrected.

Level Drain: A Nearby Creature must Test its CON, if they fail that Test they lose a Level and all its benefits.

Time Stop: Stops time completely in a Nearby area - lasts Ud4 Moments.

Limited Wish: Change reality in a minor and limited way (at the GM’s discretion).



Prayer spells

Cure Light Wounds: Heal a Nearby target 1d8 HP.

Detect Evil: Everything Nearby that is evil glows - lasts Ud6 Minutes.

Light: Create dim light from a Nearby spot or object - lasts Ud8 Minutes.

Protection from Evil: Advantage on all harmful tests against an evil source - lasts Ud8 Minutes.

Purify Food and Drink: Purifies all Nearby food and drink.

Bless: Nearby allies gain +1 to stats when making Attacks and saves - lasts Ud8 Minutes.

Find Traps: Notice all Nearby traps - lasts Ud6 Minutes.

Hold Person: Paralyses 1d4 Nearby targets. Test WIS each Turn to see if the effect lasts.

Silence: Magical silence covering everything Nearby to a target - lasts Ud8 Minutes.

Speak with Animals: Can understand and talk with animals - lasts Ud8 Minutes.

Daylight: A Nearby area is illuminated by sunlight - lasts Ud8 Minutes.

Cure Disease: Cures a Nearby target of all diseases.

Locate Object: Sense the direction of a known object - lasts Ud6 Minutes.

Prayer: All Nearby allies Defend against Attacks with Advantage - lasts Ud4 Moments.

Remove Curse: Removes a curse
from a Nearby target.

Speak with the Dead: Ask a Nearby corpse three questions.

Create Food/Water: Create enough food/water for all Close Creatures for one Day.

Cure Serious Wounds: Heal a Nearby target 3d8+3 HP.

Neutralize Poison: Instantly remove a poison or immunize a Nearby target from poison.

Protect: Gives Nearby Characters Aura (AV2) - when each Armour Die is Broken it’s gone for good.

Commune: The Cleric’s deity truthfully answers 3 questions.

Dispel Evil: Removes a Nearby evil spell.

Finger of Death: Choose a Nearby evil Monster and make aWIS test. If passed the target is OofA.

Plague: Test WIS. On a success 1d12 Nearby targets lose 2d8 HP and take Ongoing Damage.

Quest: Force a Nearby Creature to obey a complex series of up to 2d4 orders or steps.

Raise Dead: Return a Nearby willing target to life, who’s died within the last seven Days.

Animate Object: Give a Nearby object motion and a simple intelligence.

Blade Barrier: Blades cover a Nearby area, any Creature that comes Close takes its HD in
damage.

Conjure Elemental: Create an elemental (p.91 in the main rule book) with HD equal to caster’s Level - lasts Ud12 Minutes.

Find Path: The path to a chosen location is made known - lasts Ud10 Minutes.

Word of Recall: Gives the caster the ability to teleport back to the location this prayer was cast.

Astral Spell: Projects an avatar of the caster into a chosen place - lasts Ud8 Minutes.

Control Weather: Controls the Nearby weather to all extremes - lasts Ud6 Minutes.

Earthquake: Test WIS for each Nearby Creature, on a success, they are taken OofA.

Holy Word: Nearby Creatures with 5HD or less drop dead, those with 6-8HD are Paralyzed and Creatures with 9-10HD cannot make an Action for the next 1d6 Minutes.

Wind Walk: The caster may turn into mist and back, at will for the rest of the session.

Restoration: Returns all Levels lost by the caster or a single Nearby Creature via Level drain.




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