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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[]

Level 2[]

Level 3[]

Level 4[]

Metamagic[]

Table is unconfirmed as server accurate, based on vanilla. Server specific spells to be added later.

Sorcerer/wizard Metamagic
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
Bard SpellsWizard & Sorcerer SpellsDruid SpellsPaladin SpellsPriest SpellsRanger Spells
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