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 Sorcerer/Wizard Spells

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Aviaris_Sevanthis
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Aviaris_Sevanthis


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Sorcerer/Wizard Spells Empty
PostSubject: Sorcerer/Wizard Spells   Sorcerer/Wizard Spells Empty2012-02-11, 3:06 am

(Gonna keep this simple and brief, will add the other levels as I finish adjusting them.)

The higher the casters level of mastery, the more they can use the lower level spells.

Level 0 Spells

Acid Splash: You fire a small orb of acid at the target. Low damage.

Arcane Mark: This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. The mark enables you to etch the rune upon any substance without harm to the material upon which it is placed. Spells or abilities that reveal invisible items work to see it. If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month. Arcane mark must be cast on an object prior to casting Instant Summons on the same object.

Dancing Lights: You create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required). The lights can move up to 100 feet per six seconds. A light winks out if the distance between you and it exceeds the spell’s range, or a minute passes. Lasts 1 minute per attained spell level. (10 max) Can be made permanent with a Permanency spell.

Daze: This enchantment clouds the mind of a humanoid creature with a weak mind so that it takes no actions. Humanoids with average mental strength are not affected.

Detect Magic: You detect magical auras within 60 ft. The amount of information revealed depends on how long you study a particular area or subject. Six seconds: Presence or absence of magical auras. Twelve seconds: Number of different magical auras and the power of the most potent aura. 18 seconds: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can determine the type of magic involved in each. Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. A magical aura lingers for a short while after its original source dissipates or is destroyed.

Detect Poison: You determine whether a creature, object, or area has been poisoned or is poisonous. Concentration reveals the type of poison. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Disrupt Undead: You direct a ray of positive energy that deals low damage to undead.

Flare: Creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is partially blinded for 1 minute. Sightless creatures, as well as creatures already hit with it, are not affected by Flare.

Ghost Sound: Allows you to create a volume of sound for that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound it creates when casting it and cannot thereafter change the sound’s basic character. Lasts 1 minute per attained spell level. (10 max) Can be made permanent with a Permanency spell.

Light: This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. A light spell counters and dispels a darkness spell of an equal or lower level. Lasts 10 minutes per attained spell level. (1 hour 40 minutes max)

Mage Hand: 5-pound telekinesis. You point your finger at an object and can lift it and move it at will from a distance.

Mending: Mending repairs small breaks or tears in objects. It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).

Message: You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within 100 ft +10 per attained spell level(200 max). Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers. To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.

Open/Close: You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell’s ability to affect.

Prestidigitation: Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot area each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Ray of Frost: A ray of freezing air and ice projects from your pointing finger. Low damage.

Read Magic: You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify any Symbol spell. Last 10 minutes per attained spell level (1 hour 40 minutes max). Can be made permanent with a Permanency spell.

Resistance: You imbue the subject with magical energy that slightly raises it's resistances. Lasts 1 minute per attained spell level. (10 max) Can be made permanent with a Permanency spell.

Touch of Fatigue: You channel negative energy through your touch, fatiguing the target. The subject is immediately fatigued for the spell’s duration, which is six seconds per attained spell level. (1 minute max) This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell’s duration expires.
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Aviaris_Sevanthis
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Aviaris_Sevanthis


Posts : 8401
Join date : 2010-09-22
Age : 32
Location : Under Your Bed

Sorcerer/Wizard Spells Empty
PostSubject: Re: Sorcerer/Wizard Spells   Sorcerer/Wizard Spells Empty2012-02-11, 5:03 am

Level 1 Spells

Alarm: Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible. A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm. An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.

In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing. Ethereal or astral creatures do not trigger the alarm. Lasts 2 hours per attained spell level. (20 hours max) Alarm can be made permanent with a permanency spell.

Animate Rope: Makes a rope move at your command.

Burning Hands: A cone of searing flame shoots from your fingertips. Range of 15 feet.

Cause Fear: The affected creature becomes frightened, and flee's for twelve seconds. Above average willpower, they are only a bit shaken. Strong willpower and they are unaffected.

Charm Person: This charm makes a humanoid creature regard you as its trusted friend and ally. If the creature is currently being threatened or attacked by you or your allies, however, there is a high, but not certain, chance of failure. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming. 1 hour per spell level. (10 max)

Chill Touch: A touch from your hand, which glows with blue energy, disrupts the life force of living creatures, causing low damage and lowering their strength by 10%. 1 use per spell level. (10 max)

Color Spray: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. 15 ft. Sightless creatures are not affected. Resisted by people of strong willpower.

Comprehend Languages: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic. It does not decipher codes or reveal messages concealed in otherwise normal text. 10 minutes per spell level. (Max 1 hour 40 minutes) Can be made permanent with a Permanency spell.

Detect Secret Doors: You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject. Six seconds: Presence or absence of secret doors. Twelve seconds: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location. Every six seconds after: The mechanism or trigger for one particular secret portal closely examined by you. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Undead: You detect undead within 60 ft. The amount of information revealed depends on how long you study a particular area. Six seconds: Presence or absence of undead. Twelve seconds: Number of undead and the power of the strongest aura. 18 seconds: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. An undead aura lingers for a short while after its original source is destroyed.

Disguise Self: You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. A creature that interacts with the glamour may recognize it as an illusion. 10 minutes per spell level. (Max 1 hour 40 minutes)

Endure Elements: A creature protected by Endure Elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without consequence. The creature’s equipment is likewise protected. Doesn't provide any protection from fire or ice damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. Lasts 24 hours.

Enlarge Person: This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may try to forcibly burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a creature is similarly enlarged by the spell. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. Multiple magical effects that increase size do not stack. Enlarge person counters and dispels reduce person. 1 minute per spell level. (10 max) Can be made permanent with a Permanency spell.

Erase: Removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%. Magic writing must be touched to be erased. If you fail to erase explosive runes, or a sepia snake sigil, you accidentally activate that writing instead.

Expeditious Retreat: This spell doubles your base land speed. 1 minute per spell level. (10 max)

Feather Fall: The affected creatures or objects fall slowly. Subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes. You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. The spell affects one or more Medium or smaller creatures or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth. One Medium or smaller freefalling object or creature per spell level,(20 max) no two of which may be more than 20 ft. apart. Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

Floating Disk: You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per spell level. (1000 max, If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range (75 feet) and will accompany you at a rate of no more than your normal speed. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it. 1 hour per spell level. (10 max)

Grease: A grease spell covers a solid surface of 10 ft. with a layer of slippery grease. The spell can also be used to create a greasy coating on an item, which may make it too slippery to hold. Greased armor can allow escapes from grapples. Six seconds per spell level. (1 minute max)

Hold Portal: This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked.

Hypnotism: Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Only creatures that can see or hear you, and are much more weak-willed than you, are affected, but they do not need to understand you to be fascinated. While the subject is fascinated by this spell, you can make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request. Lasts 1 minute, affects 30 ft. area.

Identify: The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).

Jump: Jumping ability doubles.

Mage Armor: An invisible but tangible field of force surrounds the subject of a mage armor spell, giving a 40% durability increase. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

Magic Aura: You alter an item’s aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify. If the object bearing magic aura has identify cast on it or is similarly examined, the examiner, if powerful enough, recognizes that the aura is false and detects the object’s actual qualities. If the targeted item’s own aura is exceptionally powerful, magic aura doesn’t work. 1 day per spell level. (10 max) Objects of 5 pounds per spell level. (50 max)

Magic Missile: A missile of magical energy darts forth from your fingertip and strikes its target for minor damage. Cannot miss. For every two spell levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature.

Magic Weapon: Magic weapon gives a weapon an increase in power of 10%. 1 minute per spell level. (10 max)

Mount: You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle. 2 hours per spell level. (20 max)

Obscuring Mist: A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 24 seconds. A strong wind (21+ mph) disperses the fog in 6 seconds. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage. Does not function underwater. Cloud spreads in 20-ft. radius from you, 20 ft. high. 1 minute per spell level. (10 max)

Protection from Harm: This spell wards a creature from attacks by all creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a 20% increase to durability and resistances. Second, the barrier blocks any attempt to possess the warded creature or to exercise mental control over the creature. The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection effect. If the protection effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast.

Third, the spell prevents bodily contact by summoned creatures. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. 1 minute per spell level. (10 max)

Ray of Enfeeblement: A coruscating ray springs from your hand. Reduces targets strength by 5% per spell level.

Reduce Person: This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. All equipment worn or carried by a creature is similarly enlarged by the spell. Other magical properties are not affected by this spell. Any reduced item that leaves a reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. Multiple magical effects that decrease size do not stack. Reduce person counters and dispels enlarge person. 1 minute per spell level. (10 max) Can be made permanent with a Permanency spell.

Shield: Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. This bonus applies against incorporeal attacks, since it is a force effect. 1 minute per spell level. (10 max)

Shocking Grasp: Your touch deals low electricity damage (increases with spell level). When delivering the jolt, opponent's movement is reduced by 30% if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).

Silent Image: This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect. Cannot extend beyond forty feet +10 per spell level. (130 feet) Lasts as long as user concentrates.

Sleep: Causes a magical slumber to come upon average-above average willed targets. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Sleep does not target unconscious creatures, constructs, or undead creatures. 10 ft. radius. 1 minute per spell level. (10 max)

Summon Monster I: This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st-level list. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Six seconds per spell level. (1 minute max) (Summon list below)

True Strike: You gain temporary, intuitive insight into the immediate future during your next attack.

Unseen Servant: An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It can lift 20 pounds or drag 100 pounds. It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. The servant cannot attack in any way. It cannot be killed, but it dissipates if it takes damage from area attacks. If you attempt to send it beyond the spell’s range (measured from your current position), the servant ceases to exist. 75 ft. 1 hour per spell level. (10 max)

Ventriloquism: You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. 1 minute per spell level. (10 max)

Summon Monster List: Level 1
Celestial Dog
Celestial Owl
Celestial Giant Fire Beetle
Celestial Porpoise
Celestial Badger
Celestial Monkey
Fiendish Dire Rat
Fiendish Raven
Fiendish Monstrous Centipede, Medium
Fiendish Monstrous Scorpion, Small
Fiendish Hawk
Fiendish Monstrous Spider, Small
Fiendish Octopus
Fiendish Snake, Small Viper
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