Listed below are all the spells available to Sorcerers and Wizards. New and changed spells summarize their effects or alterations.
Cantrips[]
- 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[]
- Animate Weapon: Animates the target weapon in the caster's inventory. Lighter weapons remain animated for longer. Changed from: Shelgarn's Persistent Blade to Enchantment school.
- Burning Hands:
- Charm Person: Illusion school. The spell has a tiny AoE
- 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 Armour: AC changed to +3 armour AC for turns/level against bludgeoning and slashing attacks
- 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:
- Shield: AC bonus is now +3 Armor Bonus against Piercing Attacks
- 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[]
- 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 Armour: 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 Splendour: Turns/level duration
- Bear's 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[]
- 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 Enhancement Bonus 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[]
- 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:
Metamagic[]
Table is unconfirmed as server accurate, based on vanilla. Server specific spells to be added later.
Name | Level | Empower (2nd) | Extend (1st) | Maximize (3rd) | Quicken (4th) | Silent (1st) | Still (1st) |
---|---|---|---|---|---|---|---|
Acid splash | 0 | yes | no | yes | yes | yes | yes |
Daze | 0 | no | yes | no | yes | yes | yes |
Electric jolt | 0 | yes | no | yes | yes | yes | yes |
Flare | 0 | no | yes | no | yes | yes | no |
Light | 0 | no | yes | no | yes | yes | no |
Ray of frost | 0 | yes | no | yes | yes | yes | yes |
Resistance | 0 | no | yes | no | yes | yes | yes |
Burning hands | 1 | yes | no | yes | yes | yes | yes |
Charm person | 1 | no | yes | no | yes | yes | yes |
Color spray | 1 | yes | no | yes | yes | yes | yes |
Endure elements | 1 | no | yes | no | yes | yes | yes |
Expeditious retreat | 1 | no | yes | no | yes | yes | yes |
Grease | 1 | no | yes | no | yes | yes | yes |
Horizikaul's boom | 1 | yes | no | yes | yes | yes | yes |
Ice dagger | 1 | yes | no | yes | yes | yes | yes |
Identify | 1 | no | yes | no | yes | yes | yes |
Ironguts | 1 | no | yes | no | yes | yes | yes |
Mage armor | 1 | no | yes | no | yes | yes | yes |
Magic missile | 1 | yes | no | yes | yes | yes | yes |
Magic weapon | 1 | no | yes | no | yes | yes | yes |
Negative energy ray | 1 | yes | no | yes | yes | yes | yes |
Protection from alignment | 1 | no | yes | no | yes | yes | yes |
Ray of enfeeblement | 1 | yes | yes | yes | yes | yes | yes |
Scare | 1 | no | yes | no | yes | no | yes |
Shelgarn's persistent blade | 1 | yes | no | no | yes | yes | yes |
Shield | 1 | no | yes | no | yes | yes | yes |
Sleep | 1 | yes | yes | yes | yes | yes | yes |
Summon creature I | 1 | no | yes | no | yes | yes | yes |
True strike | 1 | no | no | no | yes | yes | no |
Balagarn's iron horn | 2 | no | no | no | yes | yes | yes |
Blindness/deafness | 2 | no | yes | no | yes | yes | no |
Bull's strength | 2 | yes | yes | yes | yes | yes | yes |
Cat's grace | 2 | yes | yes | yes | yes | yes | yes |
Cloud of bewilderment | 2 | no | yes | no | yes | yes | yes |
Combust | 2 | yes | no | yes | yes | yes | yes |
Continual flame | 2 | no | no | no | yes | yes | yes |
Darkness | 2 | no | yes | no | yes | yes | no |
Death armor | 2 | no | yes | no | yes | yes | yes |
Eagle's splendor | 2 | yes | yes | yes | yes | yes | yes |
Endurance | 2 | yes | yes | yes | yes | yes | yes |
Flame weapon | 2 | no | yes | no | yes | yes | yes |
Fox's cunning | 2 | yes | yes | yes | yes | yes | yes |
Gedlee's electric loop | 2 | yes | no | yes | yes | yes | yes |
Ghostly visage | 2 | no | yes | no | yes | yes | yes |
Ghoul touch | 2 | no | yes | no | yes | yes | yes |
Invisibility | 2 | no | yes | no | yes | yes | yes |
Knock | 2 | no | no | no | yes | no | yes |
Lesser dispel | 2 | no | no | no | no | yes | yes |
Melf's acid arrow | 2 | yes | no | yes | yes | yes | yes |
Owl's wisdom | 2 | yes | yes | yes | yes | yes | yes |
Resist elements | 2 | no | yes | no | yes | yes | yes |
See invisibility | 2 | no | yes | no | yes | yes | yes |
Stone bones | 2 | no | yes | no | yes | yes | yes |
Summon creature II | 2 | no | yes | no | yes | yes | yes |
Tasha's hideous laughter | 2 | yes | yes | yes | yes | yes | yes |
Ultravision | 2 | no | yes | no | no | yes | yes |
Web | 2 | no | yes | no | yes | yes | yes |
Clairaudience/clairvoyance | 3 | no | yes | no | yes | yes | yes |
Clarity | 3 | no | yes | no | yes | no | yes |
Dispel magic | 3 | no | no | no | yes | yes | yes |
Displacement | 3 | no | yes | no | yes | yes | no |
Find traps | 3 | no | yes | no | yes | yes | yes |
Fireball | 3 | yes | no | yes | yes | yes | yes |
Flame arrow | 3 | yes | no | yes | yes | yes | yes |
Greater magic weapon | 3 | no | yes | no | yes | yes | yes |
Gust of wind | 3 | no | no | no | yes | yes | yes |
Haste | 3 | no | yes | no | yes | yes | yes |
Hold person | 3 | no | yes | no | yes | yes | yes |
Invisibility sphere | 3 | no | yes | no | yes | yes | yes |
Keen edge | 3 | no | yes | no | yes | yes | yes |
Lightning bolt | 3 | yes | no | yes | yes | yes | yes |
Magic circle against alignment | 3 | no | yes | no | yes | yes | yes |
Mestil's acid breath | 3 | yes | no | yes | yes | yes | yes |
Negative energy burst | 3 | yes | no | yes | yes | yes | yes |
Protection from elements | 3 | no | yes | no | yes | yes | yes |
Scintillating sphere | 3 | yes | no | yes | yes | yes | yes |
Slow | 3 | no | yes | no | yes | yes | yes |
Stinking cloud | 3 | no | yes | no | yes | yes | yes |
Summon creature III | 3 | no | yes | no | yes | yes | yes |
Vampiric touch | 3 | yes | no | yes | yes | yes | yes |
New Spells[]
- 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.
Notes[]
Spell List |
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