Listed below are all the spells available to Sorcerers and Wizards. New and changed spells summarize their effects or alterations.
Cantrips
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- Acid splash:
- Arcane Mark: Creates a 24 hour personal mark on the ground which can be read with a Detect Magic spell
- Daze:
- Detect Magic: The caster can interpret an Arcane Mark or certain other magical signatures
- Electric jolt:
- Flare: Instead of -1 ab, this applies a 5% miss chance
- Light: The light reaches 10m around the target and lasts 20 turns
- Animate Hinge: Opens or closes the nearest unlocked door or container, and offers a 20% chance any traps are disabled for 2 rounds
- Prestidigitation: The caster performs a minor trick – flashy casting without effect
- Ray of frost: Damage reduced to 1d3
- Resistance:
Level 1
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- Burning hands:
- Charm person: Illusion school. The spell has a tiny AoE
- Color spray: Now Colour Spray
- Endure elements: Turns/level duration
- Expeditious retreat: 5 round duration
- Grease:
- Horizikaul's boom:
- Ice dagger: Reduces movement by 20% for 1d4 rounds
- Identify: Only adds a flat 10 lore
- Ironguts:
- Mage armor: AC changed to +3 armour AC for turns/level
- Magic missile:
- Magic weapon: Duration of turns/level
- Negative energy ray:
- Protection from alignment: Law/Chaos alignments are included. Effects are now +2 deflection AC and +3 saves vs mind effects against the chosen alignment. Duration of turns/level
- Ray of enfeeblement:
- Scare:
- Shelgarn's persistent blade: Animates the target weapon in the caster's inventory. Lighter weapons remain animated for longer.
- Shield: AC bonus is now +3 deflection AC
- Sleep: Creatures get +2 to save vs Sleep. If cast on a single creature, no HD maximum applies
- Summon creature I: Summoners can choose a theme. Duration of turns/level.
- True strike: Duration of 2 rounds
Level 2
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- Arcane Specialty: Useful to Specialist Wizards only. Effects vary by school.
- Balagarn's iron horn:
- Blindness/deafness:
- Bull's strength: Turns/level duration
- Cat's grace: Turns/level duration
- Cloud of bewilderment:
- Combust:
- Continual flame: Creates a bright (20m) light for 24 hours upon an amulet
- Darkness:
- Death armor: Damage changed from Magical to Negative. Adds 3/- DR and -2 AC. Duration of 2 rounds/level. *Damage shield spells don't stack.
- Eagle's splendor: Turns/level duration
- Endurance: Turns/level duration
- Flame weapon: Duration of 3 rounds/level. Can be cast from further away. The main weapon deals between 1 and 0,5 * level +2 fire damage per hit
- Fox's cunning: Turns/level duration
- Gedlee's electric loop:
- Ghostly visage:
- Ghoul touch: No spell resistance applies. The effects of a successful touch attack last 2+1 round/level (2 rounds if a fortitude save is passed)
- Invisibility: Duration of 2 rounds/level
- Knock: Opens locks up to DC 30
- Lesser dispel:
- Melf's acid arrow:
- Owl's wisdom: Turns/level duration
- Resist elements:
- See invisibility:
- Stone bones:
- Summon creature II: Summoners can choose a theme. Duration of turns/level.
- Tasha's hideous laughter: Removed +4 save bonus for racial mismatches
- Ultravision:
- Web: Movement reduction changed to 50%. On a failed save, a webbed creature suffers -1 STR for 1d4 rounds
Level 3
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- Animate Dead Now a level 3 spell. Duration reduced to 10 rounds + 1 per level
- Clairaudience/clairvoyance: Adds +10 perception and immunity to Silence (spell) for 10 turns/level
- Clarity: Removes effects as normal and adds +5 to saves vs mind effects for 1 turn/level
- Dispel magic:
- Displacement:
- Find traps: Effect replaced with +10 Search for 1 turn/level for those in the AoE
- Fireball:
- Flame arrow:
- Greater magic weapon: Turns/level duration, adds 1 EB per 4 levels (mimimum +2)
- Gust of wind:
- Haste: AC bonus to Dodge is reduced by 2. After the spell ends the target suffers -1 ab until they rest or a *Restoration type spell is cast.
- Hold person:
- Invisibility sphere: Duration of 5 rounds/level
- Keen edge: Blunt and Piercing weapons are also affected.
- Lightning bolt:
- Magic circle against alignment: Changes similar to Protection from Alignment
- Mestil's acid breath:
- Negative energy burst: Damage increased to 1d8 per 2 levels
- Protection from elements: Turns/level duration
- Remove blindness/deafness: Now a level 3 spell
- Scintillating sphere:
- Slow:
- Stinking cloud: Allies are not affected by the cloud
- Summon creature III: Summoners can choose a theme. Duration of turns/level.
- Vampiric touch:
Level 4
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- Bestow curse:
- Charm monster: Illusion school. The spell has a tiny AoE
- Confusion:
- Contagion: Changed to a weapon buff adding Poison on hit for 1 turn/level
- Elemental shield: Choice between Red and Blue, dealing fire or cold damage and offering 90% immunity to the other element. Damage shield spells do not stack.
- Enervation:
- Evard's black tentacles: No more than 2 tentacles grapple a single target. Small creatures get a +4 bonus to avoid capture
- Fear: Victims cower rather than run after half the duration is past
- Ice storm:
- Improved invisibility: Duration of 3 rounds/level. Concealment bonus reduced to 25%
- Isaac's lesser missile storm:
- Lesser spell breach:
- Minor globe of invulnerability:
- Phantasmal killer:
- Polymorph self: Zombie shape replaced with mephit shape
- Remove curse:
- Shadow conjuration: Summon Shadow duration reduced to 10 rounds + 1 per level
- Stoneskin: Now DR 10/+2 absorbing 5 points per level
- Summon creature IV: Summoners can choose a theme. Duration of turns/level.
- Wall of fire:
New Spells
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- Arcane Mark: The first casting of this spell asks the caster to type out the description of a personal sigil. This sigil will be attached to all future castings of the spell. Subsequent casters ask the caster to type out up to 6 symbols. These symbols will be attached to that particular casting only. A mark will be placed on the ground at the casting location, containing the sigil and the symbols. This can only be read after casting a Detect Magic spell and the mark will remain for 24 hours before disappearing.
- Detect Magic: When cast, all Arcane Marks within the area become readable to those in the area. The caster will also gain information about other magical signatures, such as those found in a wizard's laboratory or dungeon.
- Animate Hinge: When cast, the hinges of the nearest door or container attempt to open or close. If the object is trapped, there is a 20% chance that the trap is disabled for the next 2 rounds. This success or failure will not be reported. The spell fails if the object has been locked.
- Prestidigitation: This spell has no effects beyond those RPed by the caster.
- Arcane Specialty: The effects of this spell depend upon the caster's chosen Spell School. It has no effect for a Generalist Wizard or a Sorcerer.
- Abjuration creates a Spell Mantle effect, absorbing a single spell of 4th level or less. The spell lasts 1 round/level and can be cast upon any creature.
- Conjuration summons the wizard's familiar (allowing multiple summonings per day) or grants it a +3 temporary HP per level for 1 turn per level if it's already present.
- Divination allows the target to understand (but not speak) any language for 1 turn/level.
- Enchantment confuses a single target for 1 round/level, if a Will save is failed. Spell resistance applies as normal.
- Evocation creates a medium-radius fireball at the caster's feet, causing d4 fire damage/level to all but the caster. A successful Reflex save halves this damage. Spell resistance applies as normal.
- Illusion adds a +5 bonus to Bluff for 1 turn/level. It also creates d6 silver coins per level. These coins have no value to experienced merchants and will show themselves to be fake after 1 round/level.
- Necromancy turns one minion of the caster into an undead entity, granting immunity to mind spells, critical hits, death magic, poison and disease. After 1 round/level, the minion dies.
- Transmutation converts a stack of Spell Crystals into one belonging to a different Spell School.
- Contagion: Creates an OnHit Disease property (DC 14) for the selected weapon. This lasts 1 turn/level. The nature of the disease is randomized.