Login | Register


All times are UTC - 5 hours [ DST ]


It is currently Sat Dec 15, 2018 11:09 pm




Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 12 posts ] 
Author Message
PostPosted: Sat Apr 12, 2008 6:07 pm 
Caenyr Newcomer
Caenyr Newcomer

Joined: Fri Mar 28, 2008 1:50 am
Posts: 47
Location: Ohio
The following is an In-Character series of books over Michael Stern's stay at the Dominus Adunatio Arcanum. Over many studious, restless nights, this Encyclopedia was quilled in a expensive black ink, and finished promptly after the idea was thought. With inspiration through Jaerik and his Father, Michaels attempt to further spread knowledge barely took a toll on his body. Michael only published a single copy of the Encyclopedia at first (Hand-written), with full intentions to mass produce it, if taken well.

Reader note : To find the specific Volume that fits your inquiry, simply hit (Ctrl+F) and enter the codes as follows. For example, to find Volume Four, hit (Ctrl+F) then enter 'V4' in the search box.

    Volume One (V1): Every spell known to Sorcerers and Wizards.
    Volume Two (V2) : Disadvantages and Advantages of Offensive and Defensive spells.
    Volume Three (V3): The Offensive Caster.
    Volume Four (V4): The Defensive Caster.
    Volume Four, Book Two (V4-2): The Art of Counterspelling.
    Volume Five (V5): The ‘Jack’ of all Spells.
    Volume Six (V6): The Creation of Potions.
    Volume Six, Book Two (V6-2): The Creation of Wands.
    Volume Six, Book Three (V6-3): The Creation of Scrolls, and the spreading of Knowledge.
    Volume Seven (V7): The ‘Feats’ and/or Studies.
    Volume Eight (V8 ): The Additions of Knowledge.


Last edited by Professor Stern on Tue Apr 15, 2008 10:31 pm, edited 18 times in total.

Top
 Offline Profile  
 
 Post subject:
PostPosted: Sat Apr 12, 2008 6:09 pm 
Caenyr Newcomer
Caenyr Newcomer

Joined: Fri Mar 28, 2008 1:50 am
Posts: 47
Location: Ohio
Glossary and Quick-finding ::Volume One - Every spell known to Sorcerers and Wizards.

Reader note : To find the specific spell level that fits your inquiry, simply hit (Ctrl+F) and enter the codes as follows. For example, to find third level spells, hit (Ctrl+F) then enter 'SP3' in the search box.

    * Practice Level Wizard and Sorcerer Spells (Cantrips) - SP0
    * First Level Wizard and Sorcerer Spells - SP1
    * Second Level Wizard and Sorcerer Spells - SP2
    * Third Level Wizard and Sorcerer Spells - SP3
    * Forth Level Wizard and Sorcerer Spells - SP4
    * Fifth Level Wizard and Sorcerer Spells - SP5
    * Sixth Level Wizard and Sorcerer Spells - SP6
    * Seventh Level Wizard and Sorcerer Spells - SP7
    * Eighth Level Wizard and Sorcerer Spells - SP8
    * Ninth Level Wizard and Sorcerer Spells - SP9


Last edited by Professor Stern on Sat Apr 12, 2008 6:29 pm, edited 5 times in total.

Top
 Offline Profile  
 
 Post subject:
PostPosted: Sat Apr 12, 2008 6:16 pm 
Caenyr Newcomer
Caenyr Newcomer

Joined: Fri Mar 28, 2008 1:50 am
Posts: 47
Location: Ohio
Volume One - Every spell known to Sorcerers and Wizards. (V1)

The Bigsby's Spells are (will be) listed in Volume Eight! (V8 )

Practice Level Sorcerer/Wizard Spells (cantrips – SP0)

    - Acid Splash -
    Caster Level(s): Wizard/Sorcerer 0
    Innate Level: 0
    School: Conjuration
    Descriptor(s): Acid
    Component(s), Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Single
    Duration: Instant
    Additional Counter Spells: None
    Save: None
    Spell Resistance: Yes
    Description: The caster fires a small orb of acid at the target for 1d3
    points of damage.


    - Daze -
    Caster Level(s): Bard 0, Wizard/Sorcerer 0
    Innate Level: 0
    School: Enchantment
    Descriptor(s): Mind-Affecting
    Component(s): Verbal, Somatic
    Range: Long
    Area of Effect/Target: Single
    Duration: 2 Rounds
    Additional Counter Spells: Clarity
    Save: Will negates
    Spell Resistance: Yes
    Description: If the target creature has 5 Hit Die or less, they are dazed for
    2 rounds.


    - Electric Jolt -
    Caster Level(s): Wizard/Sorcerer 0
    Innate Level: 0
    School: Evocation
    Descriptor(s): Electricity
    Component(s): Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Single
    Duration: Instant
    Additional Counter Spells: None
    Save: None
    Spell Resistance: Yes
    Description: The caster does 1d3 points of electrical damage to a target.


    - Flare -
    Caster Level(s): Bard 0, Druid 0, Wizard/Sorcerer 0
    Innate Level: 0
    School: Evocation
    Descriptor(s): None
    Component(s): Verbal
    Range: Medium
    Area of Effect/Target: Single
    Duration: 10 rounds
    Additional Counter Spells: None
    Save: Fortitude negates
    Spell Resistance: Yes
    Description: A burst of hot light is fired from the caster to one target,
    making it suffer a -1 penalty to attack rolls.


    - Light -
    Caster Level(s): Bard 0, Cleric 0, Druid 0, Wizard/Sorcerer 0
    Innate Level: 0
    School: Evocation
    Descriptor(s): None
    Component(s): Verbal
    Range: Touch
    Area of Effect/Target: Single
    Duration: 1 Hour per level
    Additional Counter Spells: Darkness
    Save: Harmless
    Spell Resistance: No
    Description: Creates a small light source above the target creature's head.
    The light travels with the target and is capable of illuminating a small area.


    - Ray of Frost -
    Caster Level(s): Wizard/Sorcerer 0
    Innate Level: 0
    School: Conjuration
    Descriptor(s): Cold
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Single
    Duration: Instant
    Additional Counter Spells: None
    Save: None
    Spell Resistance: Yes
    Description: Does 1d4+1 cold damage to a single target creature, provided the
    caster succeeds at a ranged touch attack.


    - Resistance -
    Caster Level(s): Bard 0, Cleric 0, Druid 0, Paladin 1, Wizard/Sorcerer 0
    Innate Level: 0
    School: Abjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Single
    Duration: 2 Turns
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: Grants the target creature a +1 bonus to all saving throws.

First Level Sorcerer/Wizard Spells ( SP1 )

    - Burning Hands -
    Caster Level(s): Wizard/Sorcerer 1
    Innate Level: 1
    School: Transmutation
    Descriptor(s): Fire
    Component(s): Verbal, Somatic
    Range: 30 feet
    Area of Effect/Target: Spell Cone
    Duration: Instant
    Additional Counter Spells: None
    Save: Reflex halves
    Spell Resistance: Yes
    Description: A cone of fire shoots forth from the caster's hands, burning all
    those within its area of effect for 1d4 damage per caster level, up to a
    maximum of 5d4.


    - Charm Person -
    Caster Level(s): Bard 1, Wizard/Sorcerer 1
    Innate Level: 1
    School: Enchantment
    Descriptor(s): Mind-Affecting
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Single
    Duration: 2 rounds + 1 per 3 levels
    Additional Counter Spells: Clarity
    Save: Will negates
    Spell Resistance: Yes
    Description: In the eyes of the target humanoid, the personal reputation of
    the caster is improved by 50%.


    - Color Spray -
    Caster Level(s): Wizard/Sorcerer 1
    Innate Level: 1
    School: Illusion
    Descriptor(s): Mind-Affecting
    Component(s): Verbal, Somatic
    Range: Cone, 30 feet
    Area of Effect/Target: Spell Cone
    Duration: Instant
    Additional Counter Spells: None
    Save: Will negates
    Spell Resistance: Yes
    Description: Color Spray sends forth a dazzling array of lights to confound
    all creatures within the area of effect. It's effects vary according to the
    Hit Dice of the affected creatures: 1-2 HD: Sleep for 3 + 1d4 rounds. 3-4
    HD: Blinded for 2 + 1d4 rounds. Over 4 HD: Stunned for 1 + 1d4 rounds.


    - Endure Elements -
    Caster Level(s): Cleric 1, Druid 1, Paladin 1, Wizard/Sorcerer 1
    Innate Level: 2
    School: Abjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Single
    Duration: 24 hours
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: The target creature gains damage resistance 10/- against all
    elemental forms of damage. The spell ends after absorbing 20 points of
    damage from any single elemental type.


    - Grease -
    Caster Level(s): Bard 1, Druid 1, Ranger 1, Wizard/Sorcerer 1
    Innate Level: 1
    School: Conjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Medium
    Duration: 2 rounds + 1 per 3 levels
    Additional Counter Spells: Freedom of Movement
    Save: Reflex partial
    Spell Resistance: Yes
    Description: A churning field of oil and grease fills the target area,
    causing all within to either fall down or move at a reduced speed.


    - Identify -
    Caster Level(s): Bard 1, Wizard/Sorcerer 1, Cleric 1 (with Knowledge Domain)
    Innate Level: 1
    School: Divination
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Personal
    Duration: 2 rounds
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: Over the next two rounds, the caster gains a bonus of 10 + 1 per
    caster level to their Lore skill.


    - Mage Armor -
    Caster Level(s): Bard 1, Wizard/Sorcerer 1, Cleric 1 (with Magic Domain)
    Innate Level: 1
    School: Conjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Single
    Duration: 1 hour per level
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: The selected target gains the following bonuses to his AC: +1
    natural armor, +1 dodge, +1 deflection, and +1 enhancement. The dodge bonus
    stacks with other dodge bonuses to AC, but the other bonuses do not stack
    with bonuses of the same type.


    - Magic Missile -
    Caster Level(s): Wizard/Sorcerer 1
    Innate Level: 1
    School: Evocation
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Long
    Area of Effect/Target: Single
    Duration: Instant
    Additional Counter Spells: None
    Save: None
    Spell Resistance: Yes
    Description: The caster creates a shimmering projectile of magical force that
    unerringly slams into a single selected target. After level 1, the spell
    creates 1 additional missile every two caster levels, to a maximum of 5
    missiles at level 9. Magic missiles do 1d4+1 points of damage each.


    - Negative Energy Ray -
    Caster Level(s): Cleric 2, Wizard/Sorcerer 1, Cleric 1 (with Evil Domain)
    Innate Level: 1
    School: Necromancy
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Single
    Duration: Instant
    Additional Counter Spells: None
    Save: Will halves
    Spell Resistance: Yes
    Description: A ray of negative energy slams into the target creature, doing
    1d6 points of damage. After level 1, the spell does an addition 1d6 points
    of damage for every 2 caster levels, to a maximum of 5d6 at level 9.
    Negative energy spells have a reverse effect on undead, healing instead of
    harming them.


    - Protection from Alignment -
    Caster Level(s): Bard 1, Cleric 1, Paladin 1, Wizard/Sorcerer 1
    Innate Level: 1
    School: Abjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Single
    Duration: 1 hour per level
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: When this spell is cast, the caster chooses a target to be
    protected from either good or evil. The target receives a +2 deflection
    bonus to Armor Class, +2 to all saving throws, and immunity to any
    mind-affecting spells and spell-like abilities used by creatures of the
    chosen alignment.


    - Ray of Enfeeblement -
    Caster Level(s): Wizard/Sorcerer 1
    Innate Level: 1
    School: Necromancy
    Descriptor(s): None
    Component(s): Somatic
    Range: Short
    Area of Effect/Target: Single
    Duration: 1 round per level
    Additional Counter Spells: Bull's Strength
    Save: Fortitude negates
    Spell Resistance: Yes
    Description: The target creature takes 1d6 Strength damage, plus 1 per 2
    caster levels, to a maximum of 11 damage.


    - Scare -
    Caster Level(s): Bard 1, Cleric 1, Wizard/Sorcerer 1
    Innate Level: 1
    School: Necromancy
    Descriptor(s): Fear
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Single
    Duration: 1d4 rounds
    Additional Counter Spells: Remove Fear
    Save: Will negates
    Spell Resistance: Yes
    Description: A target creature with 5 Hit Dice or less is afflicted with fear
    and suffers a -2 morale check to attack, damage, and saving throws.


    - Sleep -
    Caster Level(s): Bard 1, Druid 1, Ranger 2, Wizard/Sorcerer 1
    Innate Level: 1
    School: Enchantment
    Descriptor(s): Mind-Affecting
    Component(s): Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Huge
    Duration: 3 rounds + 1 per caster level
    Additional Counter Spells: Clarity
    Save: Will negates
    Spell Resistance: Yes
    Description: Causes 4 + 1d4 HD of creatures to fall into a comatose slumber,
    beginning with those with the fewest HT. Creatures with 5 or more HD are
    unaffected.


    - Summon Creature I -
    Caster Level(s): Bard 1, Cleric 1, Druid 1, Ranger 1, Wizard/Sorcerer 1
    Innate Level: 1
    School: Conjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Point
    Duration: 24 hours
    Additional Counter Spells: None
    Save: None
    Spell Resistance: No
    Description: The caster summons a dire badger to be a faithful and loyal
    servant.



Second Level Sorcerer/Wizard Spells ( SP2 )

    - Blindness/Deafness -
    Caster Level(s): Bard 2, Cleric 3, Wizard/Sorcerer 2
    Innate Level: 2
    School: Enchantment
    Descriptor(s): None
    Component(s): Verbal
    Range: Medium
    Area of Effect/Target: Single
    Duration: 1 round per level
    Additional Counter Spells: Remove Blindness/Deafness
    Save: Fortitude negates
    Spell Resistance: Yes
    Description: The target creature is struck blind and deaf.


    - Bull's Strength -
    Caster Level(s): Bard 2, Cleric 2, Druid 2, Paladin 2, Wizard/Sorcerer 2
    Innate Level: 2
    School: Transmutation
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Single
    Duration: 1 hour per level
    Additional Counter Spells: Ray of Enfeeblement
    Save: Harmless
    Spell Resistance: No
    Description: The target creature's Strength is increased by 1d4+1.


    - Cat's Grace -
    Caster Level(s): Bard 2, Ranger 2, Wizard/Sorcerer 2, Cleric 2 (with Animal
    & War Domains)
    Innate Level: 2
    School: Transmutation
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Single
    Duration: 1 hour per level
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: The target creature's Dexterity is increased by 1d4+1.


    - Darkness -
    Caster Level(s): Bard 2, Cleric 2, Wizard/Sorcerer 2
    Innate Level: 2
    School: Evocation
    Descriptor(s): None
    Component(s): Verbal
    Range: Long
    Area of Effect/Target: Huge
    Duration: 1 round per level
    Additional Counter Spells: Light
    Save: None
    Spell Resistance: Yes
    Description: All creatures within the area of effect are shrouded in a haze
    of darkness which can only be pierced by Ultravision. The creator of the
    zone of Darkness is able to see as normal.


    - Eagle's Splendor -
    Caster Level(s): Bard 2, Cleric 2, Paladin 2, Wizard/Sorcerer 2
    Innate Level: 2
    School: Transmutation
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Single
    Duration: 1 hour per level
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: The target creatures Charisma is increased by 1d4+1.


    - Endurance -
    Caster Level(s): Cleric 2, Wizard/Sorcerer 2
    Innate Level: 2
    School: Transmutation
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Single
    Duration: 1 hour per level
    Additional Counter Spells: None
    Save: None
    Spell Resistance: No
    Description: The target creature's Constitution is increased by 1d4+1.


    - Fox's Cunning -
    Caster Level(s): Bard 2, Cleric 2, Wizard/Sorcerer 2
    Innate Level: 2
    School: Transmutation
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Single
    Duration: 1 hour per level
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: The target creature's Intelligence is increased by 1d4+1.


    - Ghostly Visage -
    Caster Level(s): Bard 2, Wizard/Sorcerer 2
    Innate Level: 2
    School: Illusion
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Personal
    Area of Effect/Target: Caster
    Duration: 1 turn per level
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: The caster is surrounded by a ghostly nimbus of light that
    grants damage reduction 5/+1, prevents all spells of level 1 or lower from
    affecting the caster, and grants 10% concealment.


    - Ghoul Touch -
    Caster Level(s): Wizard/Sorcerer 2
    Innate Level: 2
    School: Necromancy
    Descriptor(s): Poison
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Single
    Duration: 1d6 + 2 rounds
    Additional Counter Spells: Cure Light Wounds
    Save: Fortitude negates
    Spell Resistance: Yes
    Description: The caster's hand glows with an unearthly radiance. If the
    caster makes a successful touch attack, the target creature must make a
    Fortitude save or becomes paralyzed. Creatures paralyzed by this spell emit
    a noxious cloud that dazes all enemy creatures within 5 feet.


    - Invisibility -
    Caster Level(s): Bard 2, Wizard/Sorcerer 2, Cleric 2 (with Trickery Domain)
    Innate Level: 2
    School: Illusion
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Single
    Duration: 1 turn per level
    Additional Counter Spells: See Invisibility
    Save: Harmless
    Spell Resistance: No
    Description: The target creature becomes invisible and impossible to detect
    using normal vision. Any attack or spellcasting action taken by the
    invisible creature will immediately cancel the invisibility.


    - Knock -
    Caster Level(s): Wizard/Sorcerer 2, Cleric 2 (with Knowledge Domain)
    Innate Level: 2
    School: Transmutation
    Descriptor(s): None
    Component(s): Verbal
    Range: Self
    Area of Effect/Target: Extreme
    Duration: Instant
    Additional Counter Spells: None
    Save: None
    Spell Resistance: No
    Description: This spell will unlock doors and containers sealed by
    conventional locks in a 150 foot radius around the caster. Exceptionally
    complex locking mechanisms or magically sealed doors and containers are
    beyond the abilities of this spell.


    - Lesser Dispel -
    Caster Level(s): Bard 1, Cleric 2, Druid 2, Wizard/Sorcerer 2
    Innate Level: 1
    School: Abjuration
    Descriptor(s): None
    Component(s): Somatic
    Range: Medium
    Area of Effect/Target: Colossal
    Duration: Instant
    Additional Counter Spells: None
    Save: No
    Spell Resistance: Yes
    Description: This spell attempts to strip all magical effects from a single
    target. It can also target a group of creatures, attempting to remove the
    most powerful spell effect from each creature. To remove an effect from a
    creature the caster makes a dispel check of 1d20 + 1 per caster level (to a
    maximum of +5) against a DC of 11 + the spell effect's caster level.


    - Melf's Acid Arrow -
    Caster Level(s): Wizard/Sorcerer 2, Cleric 2 (with Magic Domain)
    Innate Level: 2
    School: Conjuration
    Descriptor(s): Acid
    Component(s): Verbal, Somatic
    Range: Long
    Area of Effect/Target: Single
    Duration: 1 round + 1 round per 3 levels
    Additional Counter Spells: None
    Save: None
    Spell Resistance: Yes
    Description: The caster targets a single creature with an acid bolt and must
    succeed at a ranged touch attack for the missile to be effective. The
    initial damage from the spell is 3d6, +1d6 every round until the spell
    expires.


    - Owl's Wisdom -
    Caster Level(s): Bard 2, Cleric 2, Wizard/Sorcerer 2
    Innate Level: 2
    School: Transmutation
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Single
    Duration: 1 hour per level
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: The target creature's Wisdom is increased by 1d4+1.


    - Resist Elements -
    Caster Level(s): Cleric 2, Druid 2, Paladin 2, Ranger 1, Wizard/Sorcerer 2
    Innate Level: 2
    School: Abjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Single
    Duration: 1 turn per level
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: The target creature gains damage resistance 20/- against all
    elemental forms of damage. The spell ends after absorbing 30 points of
    damage from any single element type.


    - See Invisibility -
    Caster Level(s): Bard 2, Wizard/Sorcerer 2
    Innate Level: 2
    School: Divination
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Single
    Duration: 1 turn per level
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: The target creature is able to see all invisible creatures
    within his line of sight.


    - Summon Creature II -
    Caster Level(s): Bard 2, Cleric 2, Druid 2, Ranger 2, Wizard/Sorcerer 2
    Innate Level: 2
    School: Conjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Point
    Duration: 24 hours
    Additional Counter Spells: None
    Save: None
    Spell Resistance: No
    Description: The caster summons a dire boar to be a faithful and loyal
    servant.


    - Web -
    Caster Level(s): Wizard/Sorcerer 2, Cleric 2 (with Travel Domain)
    Innate Level: 2
    School: Conjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Huge
    Duration: 1 round per level
    Additional Counter Spells: Freedom of Movement
    Save: Reflex partial
    Spell Resistance: Yes
    Description: Sticky strands cling to all creatures within the area of effect,
    entangling them. Creatures who make their save can move, but at a reduced
    rate dependent on their Strength.


    - Ultravision -
    Caster Level(s): Bard 2, Cleric 2, Druid 1, Ranger 1, Wizard/Sorcerer 2
    Innate Level: 2
    School: Transmutation
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Single
    Duration: 1 hour per level
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: The target creature's ability to see in complete darkness is
    improved beyond that of Darkvision. When this spell is applied even the
    effects of magical darkness are pierced.



Third Level Sorcerer/Wizard Spells ( SP3 )

    - Clairaudience/Clairvoyance -
    Caster Level(s): Bard 3, Wizard/Sorcerer 3, Cleric 3 (with Knowledge Domain)
    Innate Level: 3
    School: Divination
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Single
    Duration: 1 round per level
    Additional Counter Spells: Blindness/Deafness
    Save: Harmless
    Spell Resistance: No
    Description: For the duration of the spell, the target creature gains a +10
    bonus to all Spot and Listen checks.


    - Clarity -
    Caster Level(s): Bard 2, Cleric 3, Wizard/Sorcerer 3
    Innate Level: 2
    School: Necromancy
    Descriptor(s): Mind-Affecting
    Component(s): Somatic
    Range: Medium
    Area of Effect/Target: Single
    Duration: 1 turn
    Additional Counter Spells: Charm Person
    Save: None
    Spell Resistance: No
    Description: This spell removes the effects of Sleep, Confusion, Stun, and
    Charm, and protects against such effects until it expires. For every effect
    removed by the spell, the target creature sustains 1 point of damage.


    - Dispel Magic -
    Caster Level(s): Bard 3, Cleric 3, Druid 4, Paladin 3, Wizard/Sorcerer 3
    Innate Level: 3
    School: Abjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Single or Colossal
    Duration: Instant
    Additional Counter Spells: None
    Save: None
    Spell Resistance: Yes
    Description: This spell attempts to strip all magical effects from a single
    target. It can also target a group of creatures, attempting to remove the
    most powerful spell effect from each creature. To remove an effect, the
    caster makes a dispel check of 1d20 + 1 per caster level (to a maximum of
    +10) against a DC of 11 + the spell effect's caster level.


    - Find Traps -
    Caster Level(s): Bard 3, Cleric 2, Wizard/Sorcerer 3
    Innate Level: 2
    School: Divination
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Personal
    Area of Effect/Target: Colossal
    Duration: Instant
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: All traps within the area of effect become known to the caster
    of the spell.


    - Fireball -
    Caster Level(s): Wizard/Sorcerer 3
    Innate Level: 3
    School: Evocation
    Descriptor(s): Fire
    Component(s): Verbal, Somatic
    Range: Large
    Area of Effect/Target: Huge
    Duration: Instant
    Additional Counter Spells: None
    Save: Reflex halves
    Spell Resistance: Yes
    Description: The caster unleashes a fiery projectile that explodes upon all
    within the area of effect for 1d6 points of fire damage per caster level, to
    a maximum of 10d6.


    - Flame Arrow -
    Caster Level(s): Wizard/Sorcerer 3
    Innate Level: 3
    School: Conjuration
    Descriptor(s): Fire
    Component(s): Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Single
    Duration: Instant
    Additional Counter Spells: None
    Save: Reflex halves
    Spell Resistance: Yes
    Description: The caster launches 1 conjured fiery arrow at the target
    creature for every 4 caster levels. Each arrow does 4d6 points of damage.


    - Haste -
    Caster Level(s): Bard 3, Wizard/Sorcerer 3, Cleric 5 (with Travel Domain)
    Innate Level: 3
    School: Transmutation
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Single
    Duration: 1 round per level
    Additional Counter Spells: Slow
    Save: Harmless
    Spell Resistance: No
    Description: The target of this spell gains a +4 bonus to dodge AC, 1 extra
    action per round (allowing an additional attack or spell to be cast), and has
    their movement increased by 50%.


    - Hold Person -
    Caster Level(s): Bard 2, Cleric 2, Wizard/Sorcerer 3
    Innate Level: 2
    School: Enchantment
    Descriptor(s): Mind-Affecting
    Component(s): Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Single
    Duration: 1 round per level
    Additional Counter Spells: Freedom of Movement
    Save: Will negates
    Spell Resistance: Yes
    Description: The target humanoid is paralyzed for the duration of the spell.


    - Invisibility Sphere -
    Caster Level(s): Bard 3, Wizard/Sorcerer 3, Cleric 3 (with Trickery Domain)
    Innate Level: 3
    School: Illusion
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Personal
    Area of Effect/Target: Caster, 15 foot radius
    Duration: 1 turn per level
    Additional Counter Spells: Invisibility Purge
    Save: Harmless
    Spell Resistance: No
    Description: The caster brings into being a zone of invisibility that travels
    with him for the duration of the spell. All allies within the spell's area
    of effect are rendered invisible, but not to each other. Those that leave
    the sphere are visible once more.


    - Lightning Bolt -
    Caster Level(s): Wizard/Sorcerer 3
    Innate Level: 3
    School: Evocation
    Descriptor(s): Electricity
    Component(s): Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Chain of targets in a straight line
    Duration: Instant
    Additional Counter Spells: None
    Save: Reflex halves
    Spell Resistance: Yes
    Description: The caster fires a bolt of lightning that passes through all
    creatures in a straight line from the caster. The bolt does 1d6 points of
    electricity damage per caster level, to a maximum of 10d6.


    - Magic Circle against Alignment -
    Caster Level(s): Bard 3, Cleric 3, Paladin 3, Wizard/Sorcerer 3
    Innate Level: 3
    School: Abjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Single, Medium
    Duration: 1 hour per level
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: When this spell is cast, the caster chooses to be protected from
    either good or evil. The caster and all allies within 10 feet receive a +2
    deflection bonus to Armor Class, +2 to all saving throws, and immunity to any
    mind-affecting spells and spell-like abilities used by creatures of the
    chosen alignment.


    - Negative Energy Burst -
    Caster Level(s): Wizard/Sorcerer 3, Cleric 3 (with Evil & Magic Domains)
    Innate Level: 3
    School: Necromancy
    Descriptor(s): None
    Component(s): Verbal Somatic
    Range: Medium
    Area of Effect/Target: Huge
    Duration: Instant
    Additional Counter Spells: Negative Energy Protection
    Save: Will halves
    Spell Resistance: Yes
    Description: All creatures caught in the area of effect take 1d8 points of
    negative energy damage, +1 per caster level, to a maximum of +20. All
    creatures caught in the area also lose 1 point to strength per 4 caster
    levels. Negative energy spells have the reverse effect on undead, healing
    instead of harming them.


    - Protection from Elements -
    Caster Level(s): Cleric 3, Druid 3, Ranger 2, Wizard/Sorcerer 3
    Innate Level: 2
    School: Abjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Single
    Duration: 24 hours
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: The target creature gains damage resistance 30/- against all
    elemental forms of damage. The spell ends after absorbing 40 points of
    damage from any single elemental type.


    - Slow -
    Caster Level(s): Bard 3, Wizard/Sorcerer 3, Cleric 4 (with Travel Domain)
    Innate Level: 3
    School: Transmutation
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Colossal, 1 creature per level
    Duration: 1 round per level
    Additional Counter Spells: Haste
    Save: Will negates
    Spell Resistance: Yes
    Description: All enemy creatures within the area of effect have their
    movement lowered by 50% and lose a single attack per round.


    - Stinking Cloud -
    Caster Level(s): Wizard/Sorcerer 3, Cleric 3 (with Destruction Domain)
    Innate Level: 3
    School: Conjuration
    Descriptor(s): Poison
    Component(s): Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Huge
    Duration: 1 round per level
    Additional Counter Spells: None
    Save: Fortitude negates
    Spell Resistance: Yes
    Description: All creatures caught within the area of effect are dazed. These
    effects last as long as they remain within the cloud and for 1 round after
    they leave.


    - Summon Creature III -
    Caster Level(s): Bard 3, Cleric 3, Druid 3, Ranger 3, Wizard/Sorcerer 3
    Innate Level: 3
    School: Conjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Point
    Duration: 24 hours
    Additional Counter Spells: None
    Save: None
    Spell Resistance: No
    Description: The caster summons a dire wolf to be a faithful and loyal
    servant.


    - Vampiric Touch -
    Caster Level(s): Wizard/Sorcerer 3
    Innate Level: 3
    School: Necromancy
    Descriptor(s): Negative
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Single
    Duration: Instant
    Additional Counter Spells: Negative Energy Protection
    Save: None
    Spell Resistance: Yes
    Description: If the caster succeeds at a touch attack, the target creature
    takes 1d6 points of damage for every 2 caster levels. This damage is then
    applied to the caster's Hit Points as a temporary bonus.



Forth Level Sorcerer/Wizard Spells ( SP4 )

    - Bestow Curse -
    Caster Level(s): Bard 3, Cleric 3, Wizard/Sorcerer 4
    Innate Level: 3
    School: Transmutation
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Single
    Duration: Permanent
    Additional Counter Spells: Remove Curse
    Save: Will negates
    Spell Resistance: Yes
    Description: Bestow Curse lowers all of the target creature's ability score
    by 2.


    - Charm Monster -
    Caster Level(s): Bard 3, Wizard/Sorcerer 4
    Innate Level: 3
    School: Enchantment
    Descriptor(s): Mind-Affecting
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Single
    Duration: 3 round + 1 per 2 levels
    Additional Counter Spells: Clarity
    Save: Will negates
    Spell Resistance: Yes
    Description: In the eye of the target creature, the personal reputation of
    the caster is improved by 50%.


    - Confusion -
    Caster Level(s): Bard 3, Wizard/Sorcerer 4
    Innate Level: 3
    School: Enchantment
    Descriptor(s): Mind-Affecting
    Component(s): Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Large
    Duration: 1 round per level
    Additional Counter Spells: Clarity
    Save: Will negates
    Spell Resistance: Yes
    Description: Affected creatures either wander randomly, attack a random
    target, or simply stand still.


    - Contagion -
    Caster Level(s): Cleric 3, Druid 3, Wizard/Sorcerer 4
    Innate Level: 3
    School: Necromancy
    Descriptor(s): Disease
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Single
    Duration: Instant
    Additional Counter Spells: Remove Disease
    Save: Fortitude negates
    Spell Resistance: Yes
    Description: The target creature is struck down with one of the following
    debilitating diseases, randomly chose: Blinding Sickness, Cackle Fever, Mind
    Fire, Red Ache, Shakes, or Slimy Doom.


    - Edvard's Black Tentacles -
    Caster Level(s): Wizard/Sorcerer 4
    Innate Level: 4
    School: Conjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Large, 1d4 tentacles + 1 per caster level
    Duration: 1 round per level
    Additional Counter Spells: None
    Save: Fortitude special
    Spell Resistance: No
    Description: A field of thick, rubbery tentacles rises from the ground. For
    every round that a creature is caught within the area of effect, it suffers
    attacks from 1d4 tentacles, each capable of doing 1d6+4 points bludgeoning
    damage. Each attack can be resisted with a successful Fortitude save.


    - Elemental Shield -
    Caster Level(s): Wizard/Sorcerer 4
    Innate Level: 4
    School: Evocation
    Descriptor(s): Fire
    Component(s): Verbal, Somatic
    Range: Personal
    Area of Effect/Target: Caster
    Duration: 1 round per level
    Additional Counter Spells: None
    Save: None
    Spell Resistance: No
    Description: The caster is surrounded by a ring of fire that damages all
    opponents who make a successful melee attack on the caster. The damage
    inflicted is 1d6 + 1 point per caster level. The caster also gains 50%
    immunity to cold and fire.


    - Enervation -
    Caster Level(s): Wizard/Sorcerer 4, Cleric 5 (with Death & Evil Domains)
    Innate Level: 4
    School: Necromancy
    Descriptor(s): Negative
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Single
    Duration: 1 hour per caster level
    Additional Counter Spells: None
    Save: Fortitude negates
    Spell Resistance: Yes
    Description: The target creature temporarily loses 1d4 character levels.


    - Fear -
    Caster Level(s): Bard 3, Wizard/Sorcerer 4
    Innate Level: 3
    School: Necromancy
    Descriptor(s): Fear
    Component(s): Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Large
    Duration: 1 round per level
    Additional Counter Spells: Remove Fear
    Save: Will negates
    Spell Resistance: Yes
    Description: Affected creatures are consumed with mind-numbing fear that
    overrides all other actions. The affected creatures run away from all those
    they do not consider allies.


    - Ice Storm -
    Caster Level(s): Bard 6, Druid 5, Wizard/Sorcerer 4, Cleric 5 (with Magic &
    Water Domains)
    Innate Level: 4
    School: Evocation
    Descriptor(s): Cold
    Component(s): Verbal, Somatic
    Range: Long
    Area of Effect/Target: Huge
    Duration: Instant
    Additional Counter Spells: None
    Save: None
    Spell Resistance: Yes
    Description: All creatures in the area of effect take 3d6 points of
    bludgeoning damage and 2d6 points of cold damage. Ice Storm will do an
    additional 1d6 cold damage per additional 3 caster levels.


    - Improved Invisibility -
    Caster Level(s): Bard 4, Wizard/Sorcerer 4, Cleric 5 (with Trickery Domain)
    Innate Level: 4
    School: Illusion
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Single
    Duration: 1 turn per level
    Additional Counter Spells: Invisibility Purge
    Save: Harmless
    Spell Resistance: No
    Description: The target creature becomes invisible and impossible to detect
    using normal vision. After attacking or casting spells the target creature
    will become partially visible and detectable by enemies, but still retains a
    50% cover bonus.


    - Lesser Spell Breach -
    Caster Level(s): Wizard/Sorcerer 4
    Innate Level: 4
    School: Abjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Single
    Duration: Instant
    Additional Counter Spells: Minor Globe of Invulnerability, Lesser Spell Mantle
    Save: None
    Spell Resistance: No
    Description: This spell strips an enemy mage of up to two magical defenses,
    including Spell Mantles, Gloves of Invulnerability, Stoneskins, Premonition,
    Protection from Elements, Ghostly and Ethereal Visage, Mage Armor, Shadow
    Shield, and Elemental Shield. This spell will also reduce the target
    creature's SR by 3.


    - Minor Globe of Invulnerability -
    Caster Level(s): Wizard/Sorcerer 4, Cleric 4 (with Protection Domain)
    Innate Level: 4
    School: Abjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Personal
    Area of Effect/Target: Caster
    Duration: 1 round per level
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: A shimmering field of energy prevents all spells of level 3 or
    lower from affecting the caster.


    - Phantasmal Killer -
    Caster Level(s): Wizard/Sorcerer 4, Cleric 4 (with Death Domain)
    Innate Level: 4
    School: Illusion
    Descriptor(s): Fear
    Component(s): Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Single
    Duration: Instant
    Additional Counter Spells: True Seeing
    Save: Will and Fortitude
    Spell Resistance: Yes
    Description: The caster conjures an image of utmost horror to strike down a
    single creature. The target may attempt a Will save to disbelieve the spell,
    avoiding all ill effects. Failing that, the target then makes a Fortitude
    save to avoid instant death. A successful save still inflicts 3d6 points of
    damage.


    - Polymorph Self -
    Caster Level(s): Ranger 4, Wizard/Sorcerer 4, Cleric 5 (with Animal Domain)
    Innate Level: 4
    School: Transmutation
    Descriptor(s): None
    Component(s): Verbal
    Range: Personal
    Area of Effect/Target: Caster
    Duration: 1 turn per level
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: The caster is able to turn himself into one of the following
    forms: Giant Spider, Troll, Umber Hulk, Pixie, or Zombie.


    - Remove Deafness/Deafness -
    Caster Level(s): Cleric 3, Paladin 3, Wizard/Sorcerer 4
    Innate Level: 3
    School: Divination
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Medium
    Duration: Instant
    Additional Counter Spells: Deafness/Deafness
    Save: Harmless
    Spell Resistance: No
    Description: All allies within the area of effect are cured of blindness and
    deafness.


    - Remove Curse -
    Caster Level(s): Bard 3, Cleric 3, Wizard/Sorcerer 4
    Innate Level: 3
    School: Abjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Single
    Duration: Instant
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: All curses and curse effects are removed from the target
    creature.


    - Shadow Conjuration -
    Caster Level(s): Wizard/Sorcerer 4
    Innate Level: 4
    School: Illusion
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Special
    Area of Effect/Target: Special
    Duration: Special
    Additional Counter Spells: None
    Save: Special
    Spell Resistance: Yes
    Description: The caster conjures a shadow variant of one of the following
    spells: Darkness, Invisibility, Mage Armor, Magic Missile, or Summon Shadow.


    - Stoneskin -
    Caster Level(s): Druid 4, Wizard/Sorcerer 4, Cleric 4 (with Earth, Good, &
    Magic Domains), Cleric 5 (with Strength Domain)
    Innate Level: 4
    School: Abjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Single
    Duration: 1 hour per level
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: This spell grants the target creature damage reduction 10/+5.
    The spell absorbs 10 points of melee damage per caster level, to a maximum of
    100, before collapsing.


    - Summon Creature IV -
    Caster Level(s): Bard 4, Cleric 4, Druid 4, Ranger 4, Wizard/Sorcerer 4
    Innate Level: 4
    School: Conjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Point
    Duration: 24 hours
    Additional Counter Spells: None
    Save: None
    Spell Resistance: No
    Description: The caster summons a dire spider to be a faithful and loyal
    servant.


    - Wall of Fire -
    Caster Level(s): Druid 5, Wizard/Sorcerer 4, Cleric 4 (with Fire Domain)
    Innate Level: 4
    School: Evocation
    Descriptor(s): Fire
    Component(s): Verbal Somatic
    Range: Medium
    Area of Effect/Target: Wall 30 feet long
    Duration: 1 round per 2 level
    Additional Counter Spells: None
    Save: None
    Spell Resistance: Yes
    Description: This spell creates a curtain of fire that deals 4d6 points of
    fire damage to any creature that attempts to pass through it.


Fifth Level Sorcerer/Wizard Spells ( SP5 )

    - Animate Dead -
    Caster Level(s): Cleric 3, Wizard/Sorcerer 5
    Innate Level: 3
    School: Necromancy
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Point
    Duration: 24 hours
    Additional Counter Spells: Sunbeam
    Save: None
    Spell Resistance: No
    Description: Animate Dead summons forth an undead minion. The type of undead
    summoned is dependent upon the caster level. Levels 1 to 5: Tyrantfog Zombie.
    Levels 6 to 9: Skeletal Warrior. Level 10 or more: Skeletal Chieftain.


    - Cloudkill -
    Caster Level(s): Wizard/Sorcerer 5
    Innate Level: 5
    School: Conjuration
    Descriptor(s): Poison
    Component(s): Verbal, Somatic
    Range: Long
    Area of Effect/Target: Large
    Duration: 1 round per 2 levels
    Additional Counter Spells: None
    Save: Fortitude special
    Spell Resistance: Yes
    Description: A billowing cloud of noxious vapors settles over the area. Its
    effects vary according to the Hit Dice of the affected creatures. 1-3 HD:
    Instant death. 4-6 HD: Fortitude save or death. Over 6 HD: 1d10 damage


    - Cone of Cold -
    Caster Level(s): Wizard/Sorcerer 5
    Innate Level: 5
    School: Evocation
    Descriptor(s): Cold
    Component(s): Verbal, Somatic
    Range: Cone, 30 feet
    Area of Effect/Target: Spell Cone
    Duration: Instant
    Additional Counter Spells: None
    Save: Reflex halves
    Spell Resistance: Yes
    Description: A cone of frost and snow shoots forth from the caster's hands,
    doing 1d6 points of cold damage per caster level to all those within the area
    of effect, to a maximum of 15d6.


    - Dismissal -
    Caster Level(s): Bard 4, Cleric 4, Wizard/Sorcerer 5
    Innate Level: 4
    School: Abjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Colossal
    Duration: Instant
    Additional Counter Spells: Gate
    Save: Will negates
    Spell Resistance: Yes
    Description: All summoned creatures, animal companions, and familiars
    belonging to the enemy spellcasters are unsummoned within the area of effect.


    - Dominate Person -
    Caster Level(s): Bard 4, Wizard/Sorcerer 5
    Innate Level: 4
    School: Enchantment
    Descriptor(s): Mind-Affecting
    Component(s): Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Single
    Duration: 2 round + 1 round per 3 caster levels
    Additional Counter Spells: Clarity
    Save: Will negates
    Spell Resistance: Yes
    Description: The target person temporarily becomes a faithful and loyal
    servant of the caster.


    - Energy Buffer -
    Caster Level(s): Bard 6, Druid 6, Sorcerer/Wizard 5, Cleric 5 (with Earth,
    Fire, & Protection Domains)
    Innate Level: 5
    School: Abjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Caster
    Duration: 1 turn per caster level
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: The target creature gains damage resistance 40/- against all
    elemental forms of damage. The spell ends after absorbing 60 points of
    damage from any single elemental type.


    - Feeblemind -
    Caster Level(s): Wizard/Sorcerer 5
    Innate Level: 5
    School: Divination
    Descriptor(s): Mind-Affecting
    Component(s): Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Single
    Duration: 1 round per 2 levels
    Additional Counter Spells: Heal
    Save: Will negates
    Spell Resistance: Yes
    Description: With a successful ranged touch attack, the caster does 1d4
    points of Intelligence damage to the creature for every 4 caster levels.


    - Greater Shadow Conjuration -
    Caster Level(s): Wizard/Sorcerer 5
    Innate Level: 5
    School: Illusion
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Special
    Area of Effect/Target: Special
    Duration: Special
    Additional Counter Spells: None
    Save: Special
    Spell Resistance: Special
    Description: Allows the caster to conjure a shadow variant of one of the
    following spells: Summon Shadow, Melf's Acid Arrow, Ghostly Visage, Web, or
    Minor Globe of Invulnerability.


    - Hold Monster -
    Caster Level(s): Bard 4, Druid 4, Wizard/Sorcerer 5
    Innate Level: 4
    School: Enchantment
    Descriptor(s): Mind-Affecting
    Component(s): Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Single
    Duration: 1 round per level
    Additional Counter Spells: Freedom of Movement
    Save: Will negates
    Spell Resistance: Yes
    Description: The target monster is paralyzed for the duration of the spell.


    - Lesser Mind Blank -
    Caster Level(s): Wizard/Sorcerer 5
    Innate Level: 5
    School: Abjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Single
    Duration: 1 turn per level
    Additional Counter Spells: Confusion
    Save: Harmless
    Spell Resistance: No
    Description: This spell renders the target creature immune to mind-affecting
    spells and spell-like effects, and removes all negative effects caused by
    such spells.


    - Lesser Planar Binding -
    Caster Level(s): Wizard/Sorcerer 5, Cleric 5 (with Good Domain)
    Innate Level: 5
    School: Conjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Single or Point
    Duration: 1 round per 2 levels
    Additional Counter Spells: Dismissal
    Save: Will negates
    Spell Resistance: No
    Description: This spell has two modes of operation: targeting a single
    outsider, or summoning a planar ally. Targeted outsiders are paralyzed for 1
    round per 2 caster levels. The type of summoned ally is based on the
    caster's alignment. Evil: Imp. Neutral: Red Slaad. Good: Lantern Archon.


    - Lesser Spell Mantle -
    Caster Level(s): Wizard/Sorcerer 5
    Innate Level: 5
    School: Abjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Personal
    Area of Effect/Target: Caster
    Duration: 1 round per level
    Additional Counter Spells: Lesser Spell Breach, Lesser Spell Mantle
    Save: Harmless
    Spell Resistance: No
    Description: Creates a barrier around the caster that absorbs all incoming
    spells and spell-like abilities. It can absorb up to 1d4+6 levels of spells
    before collapsing.


    - Mind Fog -
    Caster Level(s): Bard 5, Wizard/Sorcerer 5
    Innate Level: 5
    School: Enchantment
    Descriptor(s): Mind-Affecting
    Component(s): Verbal, Somatic
    Range: Long
    Area of Effect/Target: Colossal
    Duration: 2 round + 1 per 2 levels
    Additional Counter Spells: None
    Save: Will negates
    Spell Resistance: Yes
    Description: This spell creates a bank of blue fog that saps the will of all
    those who enter it. Victims take a -10 penalty on Will saving throws against
    mind-affecting spells and effects. This penalty persists for as long as the
    creature remains in the fog and for an additional 2d6 rounds upon leaving.


    - Summon Creature V -
    Caster Level(s): Bard 5, Cleric 5, Druid 5, Wizard/Sorcerer 5
    Innate Level: 5
    School: Conjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Point
    Duration: 24 hours
    Additional Counter Spells: None
    Save: None
    Spell Resistance: No
    Description: The caster summons a dire bear to be a faithful and loyal
    servant.


Sixth Level Sorcerer/Wizard Spells ( SP6 )

    - Acid Fog -
    Caster Level(s): Wizard/Sorcerer 6, Cleric 6 (with Destruction Domain)
    Innate Level: 6
    School: Conjuration
    Descriptor(s): Acid
    Component(s): Verbal, Somatic
    Range: Long
    Area of Effect/Target: Large
    Duration: 1 round per 2 levels
    Additional Counter Spells: None
    Save: Fortitude partial
    Spell Resistance: Yes
    Description: Acid Fog creates a thick, clinging, greenish cloud. Creatures
    entering the cloud take 4d6 acid damage. Creatures inside the cloud must
    make a Fortitude save or have their movement reduced by 50%. Every round a
    creature spends in the cloud, it suffers 2d6 acid damage.


    - Chain Lightning -
    Caster Level(s): Wizard/Sorcerer 6, Cleric 6 (with Air Domain)
    Innate Level: 6
    School: Evocation
    Descriptor(s): Electricity
    Component(s): Verbal, Somatic
    Range: Long
    Area of Effect/Target: Colossal, 1 target per level
    Duration: Instant
    Additional Counter Spells: None
    Save: Reflex halves
    Spell Resistance: Yes
    Description: A bolt of electricity arcs through the caster's enemies for 1d6
    points of electrical damage per caster level, up to a maximum of 20d6 points
    of damage to the initial target and half that amount to all secondary targets.


    - Circle of Death -
    Caster Level(s): Wizard/Sorcerer 6
    Innate Level: 6
    School: Necromancy
    Descriptor(s): Death
    Component(s): Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Colossal
    Duration: Instant
    Additional Counter Spells: Death Ward
    Save: Fortitude negates
    Spell Resistance: Yes
    Description: A wave of negative energy bursts from the target location. A
    number of enemy creatures equal to 1d4 per caster level must make a Fortitude
    save or die, beginning with those creatures with the lowest Hit Dice.
    Creatures with 9 or more Hit Dice are unaffected.


    - Ethereal Visage -
    Caster Level(s): Bard 5, Wizard/Sorcerer 6
    Innate Level: 5
    School: Illusion
    Descriptor(s): None
    Component(s): Verbal
    Range: Personal
    Area of Effect/Target: Caster
    Duration: 1 round per level
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: The caster is surrounded by a ghostly nimbus of light that
    grants damage reduction 20/+3, prevents all spells of level 2 or lower from
    affecting the caster, and provides a 25 concealment bonus.


    - Globe of Invulnerability -
    Caster Level(s): Wizard/Sorcerer 6
    Innate Level: 6
    School: Abjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Personal
    Area of Effect/Target: Single
    Duration: 1 round per level
    Additional Counter Spells: Greater Glove of Invulnerability, Greater Spell Breach
    Save: None
    Spell Resistance: No
    Description: A shimmering field of energy prevents all spells of level 4 or
    lower from affecting the caster.


    - Greater Dispelling -
    Caster Level(s): Bard 5, Cleric 6, Druid 6, Wizard/Sorcerer 6
    Innate Level: 6
    School: Abjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Single or Colossal
    Duration: Instant
    Additional Counter Spells: None
    Save: None
    Spell Resistance: No
    Description: Greater Dispelling attempts to strip all magical effects from a
    single target. It can also target a group of creatures, attempting to remove
    the most powerful spell effect from each creature. To remove an effect, the
    caster makes a dispel check of 1d20, +1 per caster level (to a maximum of
    +15) against a DC of 11 + the spell effect's caster level.


    - Greater Spell Breach -
    Caster Level(s): Wizard/Sorcerer 6
    Innate Level: 6
    School: Abjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Single
    Duration: Instant
    Additional Counter Spells: Glove of Invulnerability, Greater Spell Mantle
    Save: None
    Spell Resistance: No
    Description: This spell strips an enemy mage of up to four magical defenses,
    including Spell Mantle, Gloves of Invulnerability, Stoneskins, Premonition,
    Protection from Elements, Ghostly and Ethereal Visage, Mage Armor, Shadow
    Shield, and Elemental Shield. This spell will also lower the target
    creatures SR rating by 5.


    - Greater Stoneskin -
    Caster Level(s): Druid 6, Wizard/Sorcerer 6
    Innate Level: 6
    School: Transmutation
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Personal
    Area of Effect/Target: Caster
    Duration: 1 hour per level
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: Grants the caster a damage reduction of 20/+5. The spell
    absorbs 10 points of melee damage per caster level, to a maximum of 150,
    before fading.


    - Legend Lore -
    Caster Level(s): Bard 4, Wizard/Sorcerer 6, Cleric 6 (with Knowledge Domain)
    Innate Level: 6
    School: Divination
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Caster
    Duration: 1 turn per level
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: This spell grants the caster a +10 bonus to Lore checks, +1 per
    2 caster levels.


    - Mass Haste -
    Caster Level(s): Bard 6, Wizard/Sorcerer 6
    Innate Level: 6
    School: Enchantment
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Large
    Duration: 1 round per level
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: All allies within the area of effect gain 1 extra action per
    round (allowing an additional attack or spell casting) and have their
    movement speed increased by 50%.


    - Planar Binding -
    Caster Level(s): Wizard/Sorcerer 6
    Innate Level: 6
    School: Conjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Single or Point
    Duration: 1 hour per level
    Additional Counter Spells: None
    Save: Will (-2) negates
    Spell Resistance: No
    Description: This spell has two modes of operation: targeting a single
    outsider, or summoning a planar ally. Targeted outsiders are paralyzed for 1
    round per 2 caster levels. The type of summoned ally is based on the
    caster's alignment. Evil: Succubus. Neutral: Green Slaad. Good: Hound
    Archon.


    - Shades -
    Caster Level(s): Wizard/Sorcerer 6
    Innate Level: 6
    School: Illusion
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Special
    Area of Effect/Target: Special
    Duration: Special
    Additional Counter Spells: None
    Save: Special
    Spell Resistance: Special
    Description: The caster conjures a shadow variant of one of the following
    spells: Cone of Cold, Fireball, Stoneskin, Wall of Fire, or Summon Shadow.


    - Summon Creature VI -
    Caster Level(s): Bard 6, Cleric 6, Druid 6, Wizard/Sorcerer 6
    Innate Level: 6
    School: Conjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Point
    Duration: 24 hours
    Additional Counter Spells: None
    Save: None
    Spell Resistance: No
    Description: The caster summons a dire tiger to be a faithful and loyal
    servant.


    - Tenser's Transformation -
    Caster Level(s): Wizard/Sorcerer 6
    Innate Level: 6
    School: Transmutation
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Personal
    Area of Effect/Target: Caster
    Duration: 1 round per level
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: The caster becomes an engine of destruction, gaining a +1 attack
    bonus for every 2 caster levels, a +4 natural armor AC bonus, +2d4 Strength,
    +2d4 Dexterity, +5 to their Fortitude saving throws, and +1d6 additional Hit
    Points per caster level. In this state, however, the caster suffers a -10
    penalty to his primary spellcasting ability score.


    - True Seeing -
    Caster Level(s): Cleric 5, Druid 7, Wizard/Sorcerer 6, Cleric 3 (with Animal
    Domain), Cleric 4 (with Knowledge Domain)
    Innate Level: 5
    School: Divination
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Single
    Duration: 1 turn per level
    Additional Counter Spells: Greater Shadow Conjuration
    Save: Harmless
    Spell Resistance: No
    Description: The target creature can see through Sanctuary and Invisibility
    effects, and automatically spots hiding opponents.


Seventh Level Sorcerer/Wizard Spells ( SP7 )

    - Control Undead -
    Caster Level(s): Cleric 6, Wizard/Sorcerer 7
    Innate Level: 7
    School: Necromancy
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Huge
    Duration: 1 hour per level
    Additional Counter Spells: Sunbeam
    Save: Will negates
    Spell Resistance: Yes
    Description: A single undead creature with up to 2 Hit Dice per caster level
    falls under the caster's control unless it makes a successful Will save.


    - Delayed Blast Fireball -
    Caster Level(s): Wizard/Sorcerer 7
    Innate Level: 7
    School: Evocation
    Descriptor(s): Fire
    Component(s): Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Huge
    Duration: 1 round per 3 levels
    Additional Counter Spells: None
    Save: Reflex halves
    Spell Resistance: Yes
    Description: The caster creates a small, magical zone that can detect the
    passage of enemy creatures. When the field is activated, it explodes, doing
    1d6 points of fire damage per caster level to all within the area of effect,
    to a maximum of 20d6.


    - Finger of Death -
    Caster Level(s): Druid 8, Wizard/Sorcerer 7
    Innate Level: 7
    School: Necromancy
    Descriptor(s): Death
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Single
    Duration: Instant
    Additional Counter Spells: None
    Save: Fortitude partial
    Spell Resistance: Yes
    Description: The target creature must make a Fortitude save or die. If they
    succeed, they still take 3d6 points of damage + 1 point per caster level.


    - Mordenkainen's Sword -
    Caster Level(s): Wizard/Sorcerer 7
    Innate Level: 7
    School: Transmutation
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Point
    Duration: 1 round per level
    Additional Counter Spells: None
    Save: None
    Spell Resistance: No
    Description: The caster summons a powerful, sword-wielding helmed horror that
    acts as a faithful and loyal servant.


    - Power Word, Stun -
    Caster Level(s): Wizard/Sorcerer 7
    Innate Level: 7
    School: Divination
    Descriptor(s): Mind-Affecting
    Component(s): Verbal
    Range: Short
    Area of Effect/Target: Single
    Duration: Instant
    Additional Counter Spells: Clarity
    Save: None
    Spell Resistance: Yes
    Description: Automatically stuns a single target for a duration based on the
    target's Hit Points. Under 50 Hit Points: 4d4 rounds. 51-100 Hit Points:
    2d4 rounds. 101-150 Hit Points: 1d4 rounds.


    - Prismatic Spray -
    Caster Level(s): Wizard/Sorcerer 7
    Innate Level: 7
    School: Evocation
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Spell Cone
    Duration: Instant
    Additional Counter Spells: None
    Save: Special
    Spell Resistance: Yes
    Description: All creatures within the area of effect randomly experience 1 or
    2 of the following effects: 20 fire damage, 40 acid damage, 80 electrical
    damage, struck with Bebilith Venom poison, paralyzed for 10 rounds, confused
    for 10 rounds, or struck dead.


    - Protection from Spells -
    Caster Level(s): Wizard/Sorcerer 7
    Innate Level: 7
    School: Enchantment
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Large, 1 creature per 4 levels
    Duration: 1 turn per level
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: Within the area of effect, up to one ally per 4 caster levels
    receives a +8 bonus on all saving throws against spells.


    - Shadow Shield -
    Caster Level(s): Wizard/Sorcerer 7
    Innate Level: 7
    School: Illusion
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Personal
    Area of Effect/Target: Caster
    Duration: 1 turn per level
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: The caster is shrouded in a cloak of shadow that protects them
    with the following effects: +5 natural AC bonus, 10/+3 damage reduction,
    immunity to instant death effects, and immunity to necromancy spells.


    - Spell Mantle -
    Caster Level(s): Wizard/Sorcerer 7
    Innate Level: 7
    School: Abjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Personal
    Area of Effect/Target: Caster
    Duration: 1 round per level
    Additional Counter Spells: Spell Breach
    Save: Harmless
    Spell Resistance: No
    Description: Creates a barrier around the caster that absorbs all incoming
    spells and spell-like abilities. It can absorb up to 1d8+8 spell levels
    before collapsing.


    - Summon Creature VII -
    Caster Level(s): Cleric 7, Druid 7, Wizard/Sorcerer 7
    Innate Level: 7
    School: Conjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Point
    Duration: 24 hours
    Additional Counter Spells: None
    Save: None
    Spell Resistance: No
    Description: The caster summons a random huge elemental to be a faithful and
    loyal servant.


Eighth Level Sorcerer/Wizard Spells ( SP8 )

    - Create Undead -
    Caster Level(s): Cleric 6, Wizard/Sorcerer 8
    Innate Level: 6
    School: Necromancy
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Point
    Duration: 24 hours
    Additional Counter Spells: Sunbeam
    Save: None
    Spell Resistance: No
    Description: The caster brings an undead creature into being. The type of
    undead is based upon the caster's level. Under level 11: Ghoul. Level
    12-13: Ghast. Level 14-15: Wight. Level 16 and over: Specter.


    - Greater Planar Binding -
    Caster Level(s): Wizard/Sorcerer 8
    Innate Level: 8
    School: Conjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Single
    Area of Effect/Target: Single or Point
    Duration: 1 round per level
    Additional Counter Spells: None
    Save: Will (-5) negates
    Spell Resistance: No
    Description: This spell has two modes of operation: targeting a single
    outsider, or summoning a planar ally. Targeted outsiders are paralyzed for 1
    round per 2 caster levels. The type of summoned ally is based on the
    caster's alignment. Evil: Vrock. Neutral: Death Slaad. Good: Celestial
    Avenger.


    - Horrid Wilting -
    Caster Level(s): Wizard/Sorcerer 8
    Innate Level: 8
    School: Necromancy
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Long
    Area of Effect/Target: Colossal
    Duration: Instant
    Additional Counter Spells: None
    Save: Fortitude halves
    Spell Resistance: Yes
    Description: All creatures within the area of effect take 1d8 points of
    withering energy damage per caster level, to a maximum of 25d8.


    - Incendiary Cloud -
    Caster Level(s): Wizard/Sorcerer 8
    Innate Level: 8
    School: Evocation
    Descriptor(s): Fire
    Component(s): Verbal, Somatic
    Range: Long
    Area of Effect/Target: Large
    Duration: 1 round per level
    Additional Counter Spells: None
    Save: Reflex halves
    Spell Resistance: Yes
    Description: The caster creates a cloud of smoke and embers that causes 4d6
    points of fire damage each round to all creatures within the area of effect.


    - Mass Blindness/Deafness -
    Caster Level(s): Wizard/Sorcerer 8
    Innate Level: 8
    School: Illusion
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Medium
    Duration: 1 round per level
    Additional Counter Spells: Remove Deafness/Deafness
    Save: Fortitude negates
    Spell Resistance: Yes
    Description: All enemies within a 10 foot radius are struck blind and deaf.


    - Mass Charm -
    Caster Level(s): Wizard/Sorcerer 8
    Innate Level: 8
    School: Enchantment
    Descriptor(s): Mind-Affecting
    Component(s): Verbal
    Range: Short
    Area of Effect/Target: Large
    Duration: 1 round per level
    Additional Counter Spells: None
    Save: Will negates
    Spell Resistance: Yes
    Description: In the eyes of all non-allied creatures within the area of
    effect, the personal reputation of the caster is improved by 50%. The caster
    can charm up to twice his hit dice in creatures.


    - Mind Blank -
    Caster Level(s): Wizard/Sorcerer 8
    Innate Level: 8
    School: Abjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Huge
    Duration: 1 turn per level
    Additional Counter Spells: Mass Charm
    Save: Harmless
    Spell Resistance: No
    Description: This spell renders all allies within the area of effect immune
    to mind-affecting spells and effects. All negative mind-affecting effects
    are also removed from the target creatures.


    - Premonition -
    Caster Level(s): Druid 8, Wizard/Sorcerer 8
    Innate Level: 8
    School: Divination
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Touch
    Area of Effect/Target: Personal
    Duration: 1 hour per level or until discharged
    Additional Counter Spells: Feeblemind
    Save: Harmless
    Spell Resistance: No
    Description: Premonition allows the caster to see a few moments into the
    future. This grants him damage reduction 30/+5, and absorbs 10 points of
    melee damage per caster level before collapsing.


    - Summon Creature VIII -
    Caster Level(s): Cleric 8, Druid 8, Wizard/Sorcerer 8
    Innate Level: 8
    School: Conjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Point
    Duration: 24 hours
    Additional Counter Spells: None
    Save: None
    Spell Resistance: No
    Description: The caster summons a random greater elemental to be a faithful
    and loyal servant.


Last edited by Professor Stern on Sun Apr 13, 2008 10:44 pm, edited 5 times in total.

Top
 Offline Profile  
 
 Post subject:
PostPosted: Sat Apr 12, 2008 6:18 pm 
Caenyr Newcomer
Caenyr Newcomer

Joined: Fri Mar 28, 2008 1:50 am
Posts: 47
Location: Ohio
Ninth Level Sorcerer/Wizard Spells ( SP 9 )

    - Dominate Monster -
    Caster Level(s): Wizard/Sorcerer 9
    Innate Level: 9
    School: Enchantment
    Descriptor(s): Mind-Affecting
    Component(s): Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Single
    Duration: 3 turns + 1 per level
    Additional Counter Spells: None
    Save: Will negates
    Spell Resistance: Yes
    Description: The target monster temporarily becomes a faithful and loyal
    servant of the caster.


    - Energy Drain -
    Caster Level(s): Cleric 9, Wizard/Sorcerer 9
    Innate Level: 9
    School: Necromancy
    Descriptor(s): Negative
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Single
    Duration: Instant
    Additional Counter Spells: None
    Save: Fortitude negates
    Spell Resistance: Yes
    Description: The target creature temporarily loses 2d4 character levels.


    - Gate -
    Caster Level(s): Cleric 9, Wizard/Sorcerer 9
    Innate Level: 9
    School: Conjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Point
    Duration: 1 round per level
    Additional Counter Spells: None
    Save: None
    Spell Resistance: No
    Description: This powerful summoning spell opens a portal to another plane,
    calling forth a Balor. If the caster is protected by the effects of
    Protection from Evil, Magic Circle versus Evil, or Aura versus Evil, the
    Balor becomes their faithful and loyal servant. If the caster is not so
    protected, the Balor attempts to destroy them.


    - Greater Spell Mantle -
    Caster Level(s): Wizard/Sorcerer 9
    Innate Level: 9
    School: Abjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Personal
    Area of Effect/Target: Caster
    Duration: 1 round per level
    Additional Counter Spells: Greater Spell Breach
    Save: None
    Spell Resistance: No
    Description: Creates a barrier around the caster that absorbs all incoming
    spells and spell-like abilities. It can absorb up to 1d12+10 levels of
    spells before collapsing.


    - Meteor Swarm -
    Caster Level(s): Wizard/Sorcerer 9
    Innate Level: 9
    School: Evocation
    Descriptor(s): Fire
    Component(s): Verbal, Somatic
    Range: Caster Centered
    Area of Effect/Target: Colossal
    Duration: Instant
    Additional Counter Spells: None
    Save: Reflex halves
    Spell Resistance: Yes
    Description: The spell causes everything within the area of effect to be
    pummeled by incoming meteors. All those caught in the destruction take 20d6
    points of damage. All creatures within 5 feet of the caster are protected
    from the spell's effect.


    - Mordenkainen's Disjunction -
    Caster Level(s): Wizard/Sorcerer 9
    Innate Level: 9
    School: Abjuration
    Descriptor(s): None
    Component(s): Verbal
    Range: Medium
    Area of Effect/Target: Colossal
    Duration: Instant
    Additional Counter Spells: None
    Save: None
    Spell Resistance: No
    Description: Mordenkainen's Disjunction attempts to strip all magical effects
    from a single target. It can also target a group of creatures, attempting to
    remove the most powerful spell effect from each creature. To remove an
    effect, the caster makes a dispel check of 1d20 + 1 per caster level (to a
    maximum of +20) against a DC of 11 + the spell effect's caster level. Also,
    this spell strips an enemy mage of up to 6 magical defenses or a group of
    mages of two spell protections each. This spell will also lower the SR of
    all creatures within the area of effect by 10. Affected spells include:
    Spell Mantles, Globes of Invulnerability, Stoneskins, Premonition,
    Protection from Elements, Ghostly and Ethereal Visage, Mage Armor, Shadow
    Shield, and Elemental Shield.


    - Power Word, Kill -
    Caster Level(s): Wizard/Sorcerer 9
    Innate Level: 9
    School: Divination
    Descriptor(s): Death
    Component(s): Verbal
    Range: Short
    Area of Effect/Target: Large, Single
    Duration: Instant
    Additional Counter Spells: Death Ward
    Save: None
    Spell Resistance: Yes
    Description: This spell may be cast on a single creature or as an area
    effect. A targeted creature of up to 100 Hit Points is killed instantly. As
    an area effect, this spell will kill all creatures with fewer than 20 Hit
    Points, to a maximum total of 200 Hit Points.


    - Shapechange -
    Caster Level(s): Druid 9, Wizard/Sorcerer 9
    Innate Level: 9
    School: Transmutation
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Personal
    Area of Effect/Target: Caster
    Duration: 1 turn per level
    Additional Counter Spells: None
    Save: Harmless
    Spell Resistance: No
    Description: The caster is temporarily transformed into one of several
    fearsome creatures of destruction. Possible forms include: Red Dragon, Fire
    Giant, Balor, Death Slaad, or Iron Golem.


    - Summon Creature IX -
    Caster Level(s): Cleric 9, Druid 9, Wizard/Sorcerer 9
    Innate Level: 9
    School: Conjuration
    Descriptor(s): None
    Component(s): Verbal, Somatic
    Range: Short
    Area of Effect/Target: Point
    Duration: 24 hours
    Additional Counter Spells: None
    Save: None
    Spell Resistance: No
    Description: The caster summons a random elder elemental to be a faithful and
    loyal servant.


    - Time Stop -
    Caster Level(s): Wizard/Sorcerer 9
    Innate Level: 9
    School: Transmutation
    Descriptor(s): None
    Component(s): Verbal
    Range: Personal
    Area of Effect/Target: Caster
    Duration: 9 seconds
    Additional Counter Spells: None
    Save: None
    Spell Resistance: No
    Description: The caster is able to defy the sands of time, casting spells,
    moving about, and attacking normally while the rest of the world appears
    suspended, as if in stasis.


    - Wail of the Banshee -
    Caster Level(s): Wizard/Sorcerer 9
    Innate Level: 9
    School: Necromancy
    Descriptor(s): Sonic
    Component(s): Verbal
    Range: Short
    Area of Effect/Target: Colossal, 1 creature per level
    Duration: Instant
    Additional Counter Spells: Silence
    Save: Fortitude negates
    Spell Resistance: Yes
    Description: All enemies within the area of effect must succeed at a
    Fortitude save or die, to a maximum of 1 enemy per caster level.


    - Weird -
    Caster Level(s): Wizard/Sorcerer 9
    Innate Level: 9
    School: Illusion
    Descriptor(s): Fear
    Component(s): Verbal, Somatic
    Range: Medium
    Area of Effect/Target: Colossal
    Duration: Instant
    Additional Counter Spells: True Seeing
    Save: Fortitude and Will
    Spell Resistance: Yes
    Description: A horrible phantasm rises to stand before enemy creatures in the
    area of effect, causing them to make a Will save or die. Those who succeed
    must then make a Fortitude save or take 3d6 points of damage.


Top
 Offline Profile  
 
 Post subject:
PostPosted: Sat Apr 12, 2008 6:38 pm 
Caenyr Newcomer
Caenyr Newcomer

Joined: Fri Mar 28, 2008 1:50 am
Posts: 47
Location: Ohio
Volume Two: Disadvantages and Advantages of Offensive and Defensive spells. (V2)

This short, yet informative Volume is to merely give an honorable mention for the worlds most deadly of spells, and the world’s best in defense. I am –very- aware that most inductees will proceed to test these out on their own with a form of a ‘trial and error’ mentality, but I assure you, that process of this sort of thinking can get someone killed, very quick, with the higher level tier of spells. I am only writing this Volume with an attempt to save lives, and an attempt to relieve the very gods themselves from sorting out the mess.

    Area Of Effect Spells ::

    Burning Hands
    Grease
    Darkness
    Lesser Dispel
    Web
    Dispel Magic
    Fireball
    Negative Energy Burst
    Slow
    Stinking Cloud
    Fear
    Wall of Fire
    Cloud kill
    Cone of Cold
    Dismissal
    Mind Fog
    Acid Fog
    Chain Lightning
    Circle of Death
    Greater Dispelling
    Delayed Blast Fireball
    Prismatic Spray
    Horrid Wilting
    Mass Blindness/Deafness
    Meteor Swarm
    Power Word, Kill
    Wail of the Banshee
    Weird
My fellow casters, listen to me. The spells listed above go from the weakest at the top, to strongest at the bottom (in the sense of tiers). I have to stress the fact that every single solitary spell listed above can cause –death- if used improperly. Now, you can obviously see the advantages of the most deadly, area effecting spells out there, but the only real disadvantage is the usual explosion range. Once they get in close, your done for! Keep this in mind, for wizards choose their arsenal beforehand, so make sure you balance them appropriately.
There are of course ways to protect yourself as your progress through the higher tiers, through spells that ‘suck up’ others. Those mentioned, are listed below. Each spell listed below are for just that, to protect yourself against other –spells-. I do not mention all forms of damage reduction spells, until Volume Four (V4).

    Protection Spells ::

    Endure Elements
    Protection from Alignment
    Endurance
    Ghostly Visage
    Resist Elements
    Clarity
    Protection from Elements
    Minor Globe of Invulnerability
    Energy Buffer
    Lesser Mind Blank
    Lesser Spell Mantle
    Ethereal Visage
    Globe of Invulnerability
    Protection from Spells
    Shadow Shield
    Spell Mantle
    Mind Blank
    Greater Spell Mantle
Again, from top to bottom, weakest to strongest. The spells just listed give a complete defense against those attempting to put our your ‘misery’ per say, with their own deadly spells. Again, although these are truly helpful, all have their disadvantages. With these however, there is no real disadvantage, other than casting time. There are better spells to be used for defense that are better than others, and for those merely go from bottom to top.

Of course, there are ways to stop them from casting, altogether. (See Volume Four, Book Two (V4-2)


Last edited by Professor Stern on Sun Apr 13, 2008 5:11 pm, edited 2 times in total.

Top
 Offline Profile  
 
 Post subject:
PostPosted: Sat Apr 12, 2008 6:38 pm 
Caenyr Newcomer
Caenyr Newcomer

Joined: Fri Mar 28, 2008 1:50 am
Posts: 47
Location: Ohio
Volume Three: The Offensive Caster. (V3)

The following is a further attempt to inform the reader on the most offensive of spells, starting with a quick review of AOE (Area of Effect) spells, and single target spells.

A.O.E. or simply 'Area of Effect' spells, effect a targeted area centered around a point. The point is usually designated during a canting, to be a specific person or object, or a specific point, being the ground or otherwise. To be specific, unless trained and experience to wield these spells in a close range environment, do not use these spells unless the impact zone is well away from yourself.

Single targeting spells are specifically for targeting one, and only one enemy. For my love for the reader, I will again list a couple of those single targeting spells for an easier read. To further explain single targeting spells, I can only list a couple examples. Spells that are the most effective and deadly for single target spells include some of the following:

    Finger of Death
    Chain Lightning
    Phantasmal Killer
    Firebrand
    Flame Arrow

Of course there are many other spells out there that are single targeting spells, but I can only list so much so often. Volume One (V1), as I stated before holds a complete list of every spell, and that will definitely fit your interest in what spells do what. Keep in mind that the disadvantages of a mage using only single targeting spells dwindle if they cross a group of enemies, having to take them out one by one. By person three, I am almost positive you have run out of your spell arsenal, and can only try your best at running. Simple heed my warning and keep your arsenal ripe with both ‘A.O.E.’ spells, and single target spells.


Last edited by Professor Stern on Sun Apr 13, 2008 5:53 pm, edited 3 times in total.

Top
 Offline Profile  
 
 Post subject:
PostPosted: Sat Apr 12, 2008 6:40 pm 
Caenyr Newcomer
Caenyr Newcomer

Joined: Fri Mar 28, 2008 1:50 am
Posts: 47
Location: Ohio
Volume Four: The Defensive Caster. (V4)

To put it simply, the defensive caster concentrates more on buffing his comrades, more than casting for damage. Usually, this mage would concentrate on casting only damage reducers, then proceed to stay in counterspelling mode. The best of defensive mages master all of Bibsby's spells, knocking everything still or ineffective in battle.

    Defensive Spells::

    Greater Spell Mantle
    Premonition
    Greater Stoneskin
    Bigsby's Interposing Hand
    Bigsby's Grasping Hand
    Bigsby's Forceful Hand

The second, and only other mention for a defensive mage is as stated above, but more casting more irritating spells, to draw away attention from the damage casters, or other damage tanks. A distractive mage well trained would enter the front lines, and proceed to take the beating whilst the warrior comes in second, catching the others off guard.



Volume Four, Book Two: The Art of Counterspelling. (V4-2)

This volume, simply, is to teach you how to Counterspell. I do warn you ahead of time, a Counterspell Mage is -not- in any way offensive. Primarily, this technique.. this.. art form, is to keep everyone safe. This keeps spells from going off accidentally, even keep a spell-based assassination from occurring. Simply put, this is the bane of wizards. Sorcerers make the best all-around Counterspell Mages, but it is wholly possible for a Wizard to predict what to counterspell.

(Note: To enter the Counterspelling mode, enter the mode by clicking through your radial menu, and selecting it. There is no other possible way to get to it, other than the mentioned method. Also, it is fully possible to set this inside a quickslot.)

For those interested in this fine art, you must keep one thing in mind. Mordenkainen's Disjunction trumps everything! I cannot stress enough that this single spells is able to counterspell most anything that can possibly be thrown at you. Greater Dispellings, Dispellings, and other spells that include 'dispelling' in its name, will also counter spells on the same level.

To be more specific on the art of Counterspelling, for those Wizards among us, to counter a specific spell at a specific time, you will need to refer to Volume One (V1) for specific counterspelling methods. You will need to keep specific spells in your arsenal to counterspell the specific spell your trying to counterspell. This also applies to Sorcerers that have passed on the memorization of these specific dispelling methods as they leveled through their tiers.


Last edited by Professor Stern on Sun Apr 13, 2008 10:31 pm, edited 7 times in total.

Top
 Offline Profile  
 
 Post subject:
PostPosted: Sat Apr 12, 2008 6:41 pm 
Caenyr Newcomer
Caenyr Newcomer

Joined: Fri Mar 28, 2008 1:50 am
Posts: 47
Location: Ohio
Volume Five: The 'Jack' of All Spells. (V5)

The following is a simple spell suggestion to those most talented of mages. To follow the rest of the readers, this is merely a professional opinion on what a mage should keep in their arsenal at all times. (Note: This list is significantly different for 'Counterspell Mages') This arsenal is universal, but depending on the situation, it can be subject to change instantaneously. I'll proceed to list the best of spells, most useful at anytime.

    Grease
    Mage Armor
    Magic Missle
    Protection from Alignment
    All Statatistic Boosters
    Clarity
    Flame Arrow
    Protection from Elements
    Elemental Shield
    Ice Storm
    Improved Invisibility
    Phantasmal Killer
    Energy Buffer
    Fire Brand
    Ethereal Visage
    Greater Spell Breach
    Greater Stoneskin
    True Seeing
    Finger of Death
    Shadow Shield
    Horrid Wilting
    Mind Blank
    Premonition
    Greater Spell Mantle
    Time Stop
    Wail of the Banshee

With a simple list, the spells above are what I believe to be the best in the business. With only a couple of the above mentioned spells cast, you could be immune to damage, and spells, at the very same time. This leaves you time to cast whatever damage you can to the opposition, and if needed, time to escape. I can personally assure that the above list will get you through any situation, but situations and strategies are easily tweaked.


Last edited by Professor Stern on Sun Apr 13, 2008 9:14 pm, edited 3 times in total.

Top
 Offline Profile  
 
 Post subject:
PostPosted: Sat Apr 12, 2008 6:41 pm 
Caenyr Newcomer
Caenyr Newcomer

Joined: Fri Mar 28, 2008 1:50 am
Posts: 47
Location: Ohio
Volume Six : The Creation of Potions. (V6)

Reader note : To find the specific technique that fits your inquiry, simply hit (Ctrl+F) and enter the codes as follows. For example, to find ‘Craft Potions’, hit (Ctrl+F) then enter 'POT' in the search box.

Code:
Quick Reference ::
*Potions (POT)
*Wands (WAN)
*Scrolls (SCR)


For the reader to gain a complete understanding over crafting, a few things must be explained. A simple review over the most basic concepts is in order, following with what studies are needed for the reader to gain the ability to craft these magical, high selling items. To imbue is to create, and to create is to further knowledge. First, we must go over the before mentioned basics.

First, you must at least have skills in the casting of Fifth Level tier spells, and the knowledge required to imbue a specific item. To imbue wands, you must of course had to have studied the ability to ‘Craft Wands’ as your knowledge in magic and casting progresses from Tier One, to Tier Twenty. The same follows with brewing potions by learning ‘Brew Potion’, and scribing scrolls, with ‘Scribe Scroll’.

Second, and lastly of the very basics; This costs money, and experience. If you don’t have enough gold or experience to craft the item, you will be informed of this. No gold or experience will be wasted, although the spell will fail. Note that you will never lose a level due to experience loss. If you don’t have enough experience to craft a wand without losing a level, you will not be allowed to imbue it at all.


BREW POTION
----------------------
Type of Feat: Item Creation
Prerequisite: Spellcaster Level 3+
Specifics: The character can create a potion of any spell of 3rd level or lower that the character
knows and that targets a single creature. Brewing a potion will cost a small amount of XP as
well as some gold to cover the material cost. The cost for brewing a potion depends on the
level of the spell as well as the level of the resulting potion. Some examples:

    *potion of bless (1) will cost 50 gold and 2XP
    *potion of prayer (5) will cost 750 gold and 30XP
Use: Selected (In order to brew a potion, the character has to cast the spell in question on an
empty magical potion bottle.)


Image
Image
Image
Image
Image





Volume Six, Book Two : The Creation of Wands. (V6-2)

CRAFT WAND
---------------------
Type of Feat: Class
Prerequisite: Spellcaster Level 5+
Specifics: The spellcaster can create a wand of any spell of 4th level or lower that he knows.
Crafting a wand costs a small amount of XP and gold, depending on the level of the spell to be
crafted into the wand. A newly created wand has 1d20 + 1 charge per level of the character (up
to a maximum of 50 charges). The cost for crafting a wand depends on the level of the spell, as
well as the level of the resulting wand. Spells granted by feats or special abilities cannot be
used to craft a wand. Some examples:

    *wand of magic missiles (5) will cost 3750 gold and 150XP
    *wand of acid arrow (5) will cost 7500 gold and 300 XP
    *wand of fireballs (5) will cost 11250 gold and 450 XP



Image
Image
Image
Image
Image
Image






Volume Six, Book Three : The Creation of Scrolls. (V6-3)

SCRIBE SCROLL
------------------------
Type of Feat: Item Creation
Prerequisite: Spellcaster Level 1
Specifics:The character can create a scroll of any spell that he knows. Scribing a scroll costs a
small amount of XP and gold, depending on the level of the spell to scribe. The cost for scribing
a scroll depends on the level of the spell, as well as the level of the resulting scroll. Some
examples:
    *scroll of bless (1) will cost 25 gold and 6XP
    *scroll of fireball (5) will cost 375 gold and 15XP
    *scroll of chain lightning (11) will cost 1650 gold and 66XP
Use: Selected (In order to brew a potion, the character has to cast the spell in question on an
empty magical potion bottle.)



Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image


Last edited by Professor Stern on Sat Apr 12, 2008 8:13 pm, edited 7 times in total.

Top
 Offline Profile  
 
 Post subject:
PostPosted: Sat Apr 12, 2008 6:42 pm 
Caenyr Newcomer
Caenyr Newcomer

Joined: Fri Mar 28, 2008 1:50 am
Posts: 47
Location: Ohio
Volume Seven : The ‘Feats’ and/or Studies. (V7)

Be Studious.

Any one inductee can learn any of the listed techniques below, over their advancement over the Spell Tiers. Of course, some take a lot more time than some of the other more advanced techniques, but some are better than others. To be quite honest, understanding every one of these techniques can be difficult, but it is possible. I will first start with a simple list of all the studious techniques that there are, then follow it up with what in my opinion, are the best and greatest.



    Combat Casting
    -----------------------
    Prerequisite: Ability to cast 1st-level spells.
    Specifics: The character is adept at casting spells in combat, and does not suffer the standard -4 penalty to Concentration checks when within three meters of an enemy.



    Empower Spell
    ---------------------
    Prerequisite: Ability to cast 2nd-level spells.
    Specifics: All variable, numeric effects of an empowered spell are increased by 50%. An empowered spell does 50% more damage, has 50% more range and area, and so on. Empowerment does not increase spell duration.
    Use: An empowered spell occupies a spell slot two levels higher than normal. Saving throws and opposed rolls, such as those made when Dispel Magic is cast, are not affected.



    Extend Spell
    -------------------
    Prerequisite: Ability to cast 1st-level spells.
    Specifics: Extended spells have their duration doubled, lasting twice as long as normal.
    Use: An extended spell occupies a spell slot one level higher than normal.
    Note: Spells with a duration of instantaneous or permanent are not affected.



    Maximize Spell
    ---------------------
    Prerequisite: Ability to cast 3rd-level spells.
    Specifics: Maximized spells apply all variable numeric effects - including damage, number of targets, and so on - at their maximum values.
    Use: A maximized spell occupies a spell slot three levels higher than normal. Saving throws and opposed rolls, such as those made when Dispel Magic is cast, are not affected.



    Quicken Spell
    -------------------
    Prerequisite: Ability to cast 4th-level spells.
    Specifics: Quickened spells can be cast instantaneously, making them invulnerable to counterspells or interruption. A quickened spell is cast as a free action, and another action can be attempted within the same round, including the casting of another spell. Only one quickened spell can be cast per round.
    Use: Quickened spells occupy spell slots four levels higher than normal.



    Silent Spell
    ------------------
    Prerequisite: Ability to cast 1st-level spells.
    Specifics: Silent spells are cast without a verbal component.
    Use: A silenced spell occupies a spell slot one level higher than normal.



    Spell Focus
    ------------------
    Prerequisite: Ability to cast 1st-level spells.
    Specifics: A character with this feat is adept in a certain school of magic, gaining a +2 bonus to spell save DC for all spells that they cast from that school.
    Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different school of magic in each case. Gnomes receive Spell Focus (illusion) for free at level 1.



    Greater Spell Focus
    ----------------------------
    Prerequisite: Spell Focus
    Specifics: A character becomes even more adept with spells of a particular school of magic. The character gains a +4 bonus to the spell save DC for all spells of the chosen school.
    Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different school of magic in each case.



    Spell Penetration
    --------------------------
    Prerequisite: Ability to cast 1st-level spells.
    Specifics: A spellcaster with this feat gains a +2 bonus to caster level checks to beat a creature's spell resistance.
    Use: Automatic.



    Greater Spell Penetration
    ------------------------------------
    Prerequisite: Spell Penetration
    Specifics: A +4 bonus on caster level checks is granted to the character, when trying to beat a creature's spell resistance.
    Use: Automatic



    Still Spell
    ----------------
    Prerequisite: Ability to cast 1st-level spells.
    Specifics: Still spells are cast without a somatic component. Any penalties incurred from casting in armor do not apply to a spell prepared with this feat.
    Use: A stilled spell occupies a spell slot one level higher than normal.



    Toughness
    -----------------
    Prerequisite: None.
    Specifics: A character with this feat is tougher than normal, gaining one bonus hit point per level. Hit points are gained retroactively when choosing this feat.
    Use: Automatic.

Now, I merely list from top to bottom the best techniques, in my professional opinion. I figure I wouldn't require much reiteration on the issue, hopefully as you have already read the previous list, and what they do. There are of course different uses for each individual technique about to be listed, so I will leave you on your own for strategy.

    *Spell Penetration
    *Greater Spell Penetration
    *Maximize Spell
    *Empower Spell
    *Extend Spell
    *Still Spell
    *Spell Focus
    *Greater Spell Focus
    *Toughness
    *Combat Casting
    *Quicken Spell

    And for crafting purposes only:
    *Scribe Scroll
    *Craft Wand
    *Brew Potion


Top
 Offline Profile  
 
 Post subject:
PostPosted: Sun Apr 13, 2008 10:37 pm 
Caenyr Newcomer
Caenyr Newcomer

Joined: Fri Mar 28, 2008 1:50 am
Posts: 47
Location: Ohio
Volume Eight - The Additions of Knowledge. (V8 )

This portion of the encyclopedia is for the bits and pieces of knowledge and/or the missed portions and sections previously skipped in the printing.

    Additional Spells.

    -Bigby's Interposing Hand-
    Caster Level(s): Wizard / Sorcerer 5
    Innate Level: 5
    School: Evocation
    Components:Verbal, Somatic
    Range: Long
    Area of Effect/ Target: Single
    Duration: 1 round / level
    Additional Counter Spells:
    Save: None
    Spell Resistance: Possible.

    A meddlesome giant hand appears over the target,
    making it difficult for him to attack. He receives a -10
    penalty to all attack rolls for the duration of the spell.



    -Bigby's Grasping Hand-
    Caster Level(s): Wizard / Sorcerer 7
    Innate Level: 7
    School: Evocation
    Components: Verbal, Somatic
    Range: Long
    Area of Effect/ Target: Single
    Duration: 1 round / level
    Additional Counter Spells:
    Save: Yes
    Spell Resistance: Yes

    A grabby giant hand appears and makes a grab
    for the target. If the hand hits and succeeds in
    a grapple check the opponent will be held for the
    duration of the spell.


    -Bigby's Crushing Hand -
    Caster Level(s): Wizard / Sorcerer 9
    Innate Level: 9
    School: Evocation
    Components: Verbal, Somatic
    Range: Long
    Area of Effect/ Target: Single
    Duration: 1 round / level
    Additional Counter Spells:
    Save: Fortitude
    Spell Resistance: Yes

    A mighty giant hand appears and attacks the target.
    If it hits and succeeds in a grapple check, the target
    is held fast for the duration of the spell and suffers
    2d6+12 points of damage each round.


    -Bigby's Forceful Hand -
    Caster Level(s): Wizard / Sorcerer 6
    Innate Level: 6
    School: Evocation
    Components: Verbal, Somatic
    Range: Long
    Area of Effect/ Target: Single
    Duration: 1 round / level
    Additional Counter Spells:
    Save: None
    Spell Resistance: Yes

    A somewhat pushy giant hand appears and attempts
    to bull rush one target. The hand gains a +14 bonus
    on the Strength check. A target that is bull rushed
    suffers 1d8 points of damage and is dazed for the
    duration of the spell.



    -Bigby's Clenched Fist-
    Caster Level(s): Wizard / Sorcerer 8
    Innate Level: 8
    School: Evocation
    Components: Verbal, Somatic
    Range: Long
    Area of Effect/ Target: Single
    Duration: 1 round / level
    Additional Counter Spells:
    Save: Fortitude
    Spell Resistance: Yes

    A hostile giant hand appears and attacks the target,
    once each round for the duration of the spell. Each
    hit causes 1d8+12 points of damage to the target and
    if they fail their saving throw they are stunned for
    that round as well.


Top
 Offline Profile  
 
PostPosted: Mon May 28, 2012 1:42 am 
WoC Architect
WoC Architect
User avatar

Joined: Sun Aug 19, 2007 1:10 pm
Posts: 1464
Location: Vancouver BC
GSID: Waterjules
Name of Main PC: Laurel Dy'ness
More Mysterious and Religious Writings:


The Ageless Kin
History of the Ancients
The Blood of the Fold
Celessa, the Streams and Celestial Races Information regarding half-Celestials
Celestial Races Revisited
The Children of Hate
The Complete Works of Agren : Champion of Raekhan
The Creation
Dracolytes
Dreams
The Encyclopedia of Everything Magic
The Fallen Plane and the Dark Knights
The Gods and the Dark Knights
Half-Bebilith (Half-Demon Subtype)
Heart of Zenegral (The Great Wyrm)
Legend of the Aryan Tree
The Legend of the Frozen Soul
The Legend of Soulblighter
Libris Arcanum - The Tome of Magic
The Llith
Master Trees and Barklings
Moons of Caenyr
Necropolises
The Nightmare
Nilah Mirshann
On Dreams
On Orcs: The Turgma and the Har’akla
The Planes of Caenyr
The Psalms of Melivar
Rentop’s Journal
The Seven Faces
The Spirit Folk
Staff of Fury
Star Stories
Tale of Ascension
Tellers of Tales
Thanathos and The Circle of Erebus
Tome of the Fallen Mount
Unique Undead of Etaria
Valinor’s Tooth
Vhestij
The Whispering Lake
The Witch Masters

_________________
Teehee(c) Laurelicious Inc.
Image
Bringer of Shiny since 2002
My Blog


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 12 posts ] 

All times are UTC - 5 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
cron