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Realm of Aesair
Welcome to Aesair! We are glad to have you here to play with us. Rules are rather lax so sit back and try and enjoy yourself. Here at Aesair, we want you to be as comfortable as possible. As we have just gotten things up and running, we are a little vacant right now, but any suggestions are welcome for improving your Forum going experience.
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Sorcerer/Wizard Spells

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Sorcerer/Wizard Spells Empty Sorcerer/Wizard Spells

Post by Support Team Tue Feb 11, 2014 12:35 pm

0-LEVEL SORCERER/WIZARD SPELLS
(CANTRIPS)
Abjur Resistance: Subject gains +1 on saving throws.
Conj Acid Splash: Orb deals 1d3 acid damage.
Div Detect Poison: Detects poison in one creature or small
object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Ench Daze: Humanoid creature of 4 HD or less loses next action.
Evoc Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Illus Ghost Sound: Figment sounds.
Necro Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Trans Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Univ Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.
1ST-LEVEL SORCERER/WIZARD SPELLS
Abjur Alarm: Wards an area for 2 hours/level.
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Protection from Chaos/Evil/Good/Law: +2 to AC and
saves, counter mind control, hedge out elementals and
outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conj Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Summon Monster I: Calls extraplanar creature to fight for
you.
Unseen Servant: Invisible force obeys your commands.
Div Comprehend Languages: You understand all spoken and
written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Identify M: Determines properties of magic item.
True Strike: +20 on your next attack roll.
Ench Charm Person: Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Sleep: Puts 4 HD of creatures into magical slumber.
Evoc Burning Hands: 1d4/level fire damage (max 5d4).
Magic Missile: 1d4+1 damage; +1 missile per two levels
above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity
damage (max 5d6).
Tenser’s Floating Disk: Creates 3-ft.-diameter horizontal
disk that holds 100 lb./level.
Illus Color Spray: Knocks unconscious, blinds, and/or stuns 1d6
weak creatures.
Disguise Self: Changes your appearance.
Nystul’s Magic Aura: Alters object’s magic aura.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level.
Necro Cause Fear: One creature of 5 HD or less flees for 1d4
rounds.
Chill Touch: One touch/level deals 1d6 damage and
possibly 1 Str damage.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str
damage.
Trans Animate Rope: Makes a rope move at your command.
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Jump checks.
Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size.
2ND-LEVEL SORCERER/WIZARD SPELLS
Abjur Arcane Lock M: Magically locks a portal or chest.
Obscure Object: Masks object against scrying.
Protection from Arrows: Subject immune to most ranged
attacks.
Resist Energy: Ignores first 10 (or more) points of
damage/attack from specified energy type.
Conj Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Melf’s Acid Arrow: Ranged touch attack; 2d4 damage for 1
round +1 round/three levels.
Summon Monster II: Calls extraplanar creature to fight
for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Div Detect Thoughts: Allows “listening” to surface thoughts.
Locate Object: Senses direction toward object (specific or
type).
See Invisibility: Reveals invisible creatures or objects.
Ench Daze Monster: Living creature of 6 HD or less loses next
action.
Tasha’s Hideous Laughter: Subject loses actions for 1
round/level.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and
Cha damage.
Evoc Continual Flame M: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage,
lasts 1 round/level.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage,
+1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline
creatures.
Illus Blur: Attacks miss subject 20% of the time.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it
attacks.
Leomund’s Trap M: Makes item seem trapped.
Magic Mouth M: Speaks once when triggered.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per
three levels, max Cool.
Misdirection: Misleads divinations for one creature or
object.
Necro Blindness/Deafness: Makes subject blinded or deafened.
Command Undead: Undead creature obeys your commands.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Ghoul Touch: Paralyzes one subject, which exudes stench
that makes those nearby sickened.
Scare: Panics creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to
deliver touch attacks.
Trans Alter Self: Assume form of a similar creature.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Pyrotechnics: Turns fire into blinding light or choking
smoke.
Rope Trick: As many as eight creatures hide in extradimensional
space.
Spider Climb: Grants ability to walk on walls and ceilings.
Whispering Wind: Sends a short message 1 mile/level.
3RD-LEVEL SORCERER/WIZARD SPELLS
Abjur Dispel Magic: Cancels magical spells and effects.
Explosive Runes: Deals 6d6 damage when read.
Magic Circle against Chaos/Evil/Good/Law: As protection
spells, but 10-ft. radius and 10 min./level.
Nondetection M: Hides subject from divination, scrying.
Protection from Energy: Absorb 12 points/level of damage
from one kind of energy.
Conj Phantom Steed: Magic horse appears for 1 hour/level.
Sepia Snake Sigil M: Creates text symbol that immobilizes
reader.
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.
Summon Monster III: Calls extraplanar creature to fight
for you.
Div Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for
1 min./level.
Tongues: Speak any language.
Ench Deep Slumber: Puts 10 HD of creatures to sleep.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2
to AC.
Suggestion: Compels subject to follow stated course of
action.
Evoc Daylight: 60-ft. radius of bright light.
Fireball: 1d6 damage per level, 20-ft. radius.
Leomund’s Tiny Hut: Creates shelter for ten creatures.
Lightning Bolt: Electricity deals 1d6/level damage.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Illus Displacement: Attacks miss subject 50%.
Illusory Script M: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal
effects.
Necro Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.
Ray of Exhaustion: Ray makes subject exhausted.
Vampiric Touch: Touch deals 1d6/two levels damage;
caster gains damage as hp.
Trans Blink: You randomly vanish and reappear for 1 round/level.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly
slowly.
Haste: One creature/level moves faster, +1 on attack rolls,
AC, and Reflex saves.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Secret Page: Changes one page to hide its real content.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, –2 to
AC, –2 on attack rolls.
Water Breathing: Subjects can breathe underwater.
4TH-LEVEL SORCERER/WIZARD SPELLS
Abjur Dimensional Anchor: Bars extradimensional movement.
Fire Trap M: Opened object deals 1d4 damage +1/level.
Globe of Invulnerability, Lesser: Stops 1st- through 3rdlevel
spell effects.
Remove Curse: Frees object or person from curse.
Stoneskin M: Ignore 10 points of damage per attack.
Conj Dimension Door: Teleports you short distance.
Evard’s Black Tentacles: Tentacles grapple all within 15 ft.
spread.
Leomund’s Secure Shelter: Creates sturdy cottage.
Minor Creation: Creates one cloth or wood object.
Solid Fog: Blocks vision and slows movement.
Summon Monster IV: Calls extraplanar creature to fight
for you.
Div Arcane Eye: Invisible floating eye moves 30 ft./round.
Detect Scrying: Alerts you of magical eavesdropping.
Locate Creature: Indicates direction to familiar creature.
Scrying F: Spies on subject from a distance.
Ench Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage
rolls, saves, and checks.
Geas, Lesser: Commands subject of 7 HD or less.
Evoc Fire Shield: Creatures attacking you take fire damage;
you’re protected from heat or cold.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Otiluke’s Resilient Sphere: Force globe protects but traps
one subject.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out
to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or
hemisphere can trap creatures inside.
Illus Hallucinatory Terrain: Makes one type of terrain appear
like another (field into forest, or the like).
Illusory Wall: Wall, floor, or ceiling looks real, but
anything can pass through.
Invisibility, Greater: As invisibility, but subject can attack
and stay invisible.
Phantasmal Killer: Fearsome illusion kills subject or deals
3d6 damage.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Shadow Conjuration: Mimics conjuration below 4th level,
but only 20% real.
Necro Animate Dead M: Creates undead skeletons and zombies.
Bestow Curse: –6 to an ability score; –4 on attack rolls,
saves, and checks; or 50% chance of losing each action.
Contagion: Infects subject with chosen disease.
Enervation: Subject gains 1d4 negative levels.
Fear: Subjects within cone flee for 1 round/level.
Trans Enlarge Person, Mass: Enlarges several creatures.
Polymorph: Gives one willing subject a new form.
Rary’s Mnemonic Enhancer F: Wizard only. Prepares extra
spells or retains one just cast.
Reduce Person, Mass: Reduces several creatures.
Stone Shape: Sculpts stone into any shape.
5TH-LEVEL SORCERER/WIZARD SPELLS
Abjur Break Enchantment: Frees subjects from enchantments,
alterations, curses, and petrification.
Dismissal: Forces a creature to return to native plane.
Mordenkainen’s Private Sanctum: Prevents anyone from
viewing or scrying an area for 24 hours.
Conj Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD
take Con damage.
Leomund’s Secret Chest F: Hides expensive chest on
Ethereal Plane; you retrieve it at will.
Major Creation: As minor creation, plus stone and metal.
Mordenkainen’s Faithful Hound: Phantom dog can
guard, attack.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD
or less until it performs a task.
Summon Monster V: Calls extraplanar creature to fight for
you.
Teleport: Instantly transports you as far as 100 miles/level.
Wall of Stone: Creates a stone wall that can be shaped.
Div Contact Other Plane: Lets you ask question of extraplanar
entity.
Prying Eyes: 1d4 +1/level floating eyes scout for you.
Rary’s Telepathic Bond: Link lets allies communicate.
Ench Dominate Person: Controls humanoid telepathically.
Feeblemind: Subject’s Int and Cha drop to 1.
Hold Monster: As hold person, but any creature.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Symbol of Sleep M: Triggered rune puts nearby creatures
into catatonic slumber.
Evoc Bigby’s Interposing Hand: Hand provides cover against
one opponent.
Cone of Cold: 1d6/level cold damage.
Sending: Delivers short message anywhere, instantly.
Wall of Force: Wall is immune to damage.
Illus Dream: Sends message to anyone sleeping.
False Vision M: Fools scrying with an illusion.
Mirage Arcana: As hallucinatory terrain, plus structures.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Persistent Image: As major image, but no concentration
required.
Seeming: Changes appearance of one person per two levels.
Shadow Evocation: Mimics evocation below 5th level, but
only 20% real.
Necro Blight: Withers one plant or deals 1d6/level damage to
plant creature.
Magic Jar F: Enables possession of another creature.
Symbol of Pain M: Triggered rune wracks nearby creatures
with pain.
Waves of Fatigue: Several targets become fatigued.
Trans Animal Growth: One animal/two levels doubles in size.
Baleful Polymorph: Transforms subject into harmless
animal.
Fabricate: Transforms raw materials into finished items.
Overland Flight: You fly at a speed of 40 ft. and can hustle
over long distances.
Passwall: Creates passage through wood or stone wall.
Telekinesis: Moves object, attacks creature, or hurls object
or creature.
Transmute Mud to Rock: Transforms two 10-ft. cubes per
level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per
level.
Univ Permanency X: Makes certain spells permanent.
6TH-LEVEL SORCERER/WIZARD SPELLS
Abjur Antimagic Field: Negates magic within 10 ft.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Globe of Invulnerability: As lesser globe of invulnerability,
plus 4th-level spell effects.
Guards and Wards: Array of magic effects protect area.
Repulsion: Creatures can’t approach you.
Conj Acid Fog: Fog deals acid damage.
Planar Binding: As lesser planar binding, but up to 12 HD.
Summon Monster VI: Calls extraplanar creature to fight
for you.
Wall of Iron M: 30 hp/four levels; can topple onto foes.
Div Analyze Dweomer F: Reveals magical aspects of subject.
Legend Lore M F: Lets you learn tales about a person, place,
or thing.
True Seeing M: Lets you see all things as they really are.
Ench Geas/Quest: As lesser geas, plus it affects any creature.
Heroism, Greater: Gives +4 bonus on attack rolls, saves,
skill checks; immunity to fear; temporary hp.
Suggestion, Mass: As suggestion, plus one subject/level.
Symbol of Persuasion M: Triggered rune charms nearby
creatures.
Evoc Bigby’s Forceful Hand: Hand pushes creatures away.
Chain Lightning: 1d6/level damage; 1 secondary bolt/level
each deals half damage.
Contingency F: Sets trigger condition for another spell.
Otiluke’s Freezing Sphere: Freezes water or deals cold
damage.
Illus Mislead: Turns you invisible and creates illusory double.
Permanent Image: Includes sight, sound, and smell.
Programmed Image M: As major image, plus triggered by
event.
Shadow Walk: Step into shadow to travel rapidly.
Veil: Changes appearance of group of creatures.
Necro Circle of Death M: Kills 1d4/level HD of creatures.
Create Undead M: Creates ghouls, ghasts, mummies, or
mohrgs.
Eyebite: Target becomes panicked, sickened, and comatose.
Symbol of Fear M: Triggered rune panics nearby creatures.
Undeath to Death M: Destroys 1d4/level HD of undead
(max 20d4).
Trans Bear’s Endurance, Mass: As bear’s endurance, affects one
subject/level.
Bull’s Strength, Mass: As bull’s strength, affects one subject/
level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Control Water: Raises or lowers bodies of water.
Disintegrate: Makes one creature or object vanish.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one
subject/level.
Flesh to Stone: Turns subject creature into statue.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/
level.
Mordenkainen’s Lucubration: Wizard only. Recalls spell of
5th level or lower.
Move Earth: Digs trenches and build hills.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/
level.
Stone to Flesh: Restores petrified creature.
Tenser’s Transformation M: You gain combat bonuses.
7TH-LEVEL SORCERER/WIZARD SPELLS
Abjur Banishment: Banishes 2 HD/level of extraplanar creatures.
Sequester: Subject is invisible to sight and scrying; renders
creature comatose.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Conj Drawmij’s Instant Summons M: Prepared object appears
in your hand.
Mordenkainen’s Magnificent Mansion F: Door leads to
extradimensional mansion.
Phase Door: Creates an invisible passage through wood or
stone.
Plane Shift F: As many as eight subjects travel to another
plane.
Summon Monster VII: Calls extraplanar creature to fight
for you.
Teleport, Greater: As teleport, but no range limit and no offtarget
arrival.
Teleport Object: As teleport, but affects a touched object.
Div Arcane Sight, Greater: As arcane sight, but also reveals
magic effects on creatures and objects.
Scrying, Greater: As scrying, but faster and longer.
Vision M X: As legend lore, but quicker and strenuous.
Ench Hold Person, Mass: As hold person, but all within 30 ft.
Insanity: Subject suffers continuous confusion.
Power Word Blind: Blinds creature with 200 hp or less.
Symbol of Stunning M: Triggered rune stuns nearby
creatures.
Evoc Bigby’s Grasping Hand: Hand provides cover, pushes, or
grapples.
Delayed Blast Fireball: 1d6/level fire damage; you can
postpone blast for 5 rounds.
Forcecage M: Cube or cage of force imprisons all inside.
Mordenkainen’s Sword F: Floating magic blade strikes
opponents.
Prismatic Spray: Rays hit subjects with variety of effects.
Illus Invisibility, Mass: As invisibility, but affects all in range.
Project Image: Illusory double can talk and cast spells.
Shadow Conjuration, Greater: As shadow conjuration, but
up to 6th level and 60% real.
Simulacrum M X: Creates partially real double of a creature.
Necro Control Undead: Undead don’t attack you while under
your command.
Finger of Death: Kills one subject.
Symbol of Weakness M: Triggered rune weakens nearby
creatures.
Waves of Exhaustion: Several targets become exhausted.
Trans Control Weather: Changes weather in local area.
Ethereal Jaunt: You become ethereal for 1 round/level.
Reverse Gravity: Objects and creatures fall upward.
Statue: Subject can become a statue at will.
Univ Limited Wish X: Alters reality—within spell limits.
8TH-LEVEL SORCERER/WIZARD SPELLS
Abjur Dimensional Lock: Teleportation and interplanar travel
blocked for one day/level.
Mind Blank: Subject is immune to mental/emotional
magic and scrying.
Prismatic Wall: Wall’s colors have array of effects.
Protection from Spells M F: Confers +8 resistance bonus.
Conj Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Maze: Traps subject in extradimensional maze.
Planar Binding, Greater: As lesser planar binding, but up to
18 HD.
Summon Monster VIII: Calls extraplanar creature to fight
for you.
Trap the Soul M F: Imprisons subject within gem.
Div Discern Location: Reveals exact location of creature or
object.
Moment of Prescience: You gain insight bonus on single
attack roll, check, or save.
Prying Eyes, Greater: As prying eyes, but eyes have true
seeing.
Ench Antipathy: Object or location affected by spell repels
certain creatures.
Binding M: Utilizes an array of techniques to imprison a
creature.
Charm Monster, Mass: As charm monster, but all within 30
ft.
Demand: As sending, plus you can send suggestion.
Otto’s Irresistible Dance: Forces subject to dance.
Power Word Stun: Stuns creature with 150 hp or less.
Symbol of Insanity M: Triggered rune renders nearby
creatures insane.
Sympathy F: Object or location attracts certain creatures.
Evoc Bigby’s Clenched Fist: Large hand provides cover, pushes,
or attacks your foes.
Otiluke’s Telekinetic Sphere: As Otiluke’s resilient sphere,
but you move sphere telekinetically.
Polar Ray: Ranged touch attack deals 1d6/level cold
damage.
Shout, Greater: Devastating yell deals 10d6 sonic damage;
stuns creatures, damages objects.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Illus Scintillating Pattern: Twisting colors confuse, stun, or
render unconscious.
Screen: Illusion hides area from vision, scrying.
Shadow Evocation, Greater: As shadow evocation, but up to
7th level and 60% real.
Necro Clone M F: Duplicate awakens when original dies.
Create Greater Undead M: Create shadows, wraiths, spectres,
or devourers.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Symbol of Death M: Triggered rune slays nearby creatures.
Trans Iron Body: Your body becomes living iron.
Polymorph Any Object: Changes any subject into anything
else.
Temporal Stasis M: Puts subject into suspended animation.
9TH-LEVEL SORCERER/WIZARD SPELLS
Abjur Freedom: Releases creature from imprisonment.
Imprisonment: Entombs subject beneath the earth.
Mordenkainen’s Disjunction: Dispels magic, disenchants
magic items.
Prismatic Sphere: As prismatic wall, but surrounds on all
sides.
Conj Gate X: Connects two planes for travel or summoning.
Refuge M: Alters item to transport its possessor to you.
Summon Monster IX: Calls extraplanar creature to fight
for you.
Teleportation Circle M: Circle teleports any creature inside
to designated spot.
Div Foresight: “Sixth sense” warns of impending danger.
Ench Dominate Monster: As dominate person, but any creature.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Power Word Kill: Kills one creature with 100 hp or less.
Evoc Bigby’s Crushing Hand: Large hand provides cover,
pushes, or crushes your foes.
Meteor Swarm: Four exploding spheres each deal 6d6 fire
damage.
Illus Shades: As shadow conjuration, but up to 8th level and 80%
real.
Weird: As phantasmal killer, but affects all within 30 ft.
Necro Astral Projection M: Projects you and companions onto
Astral Plane.
Energy Drain: Subject gains 2d4 negative levels.
Soul Bind F: Traps newly dead soul to prevent resurrection.
Wail of the Banshee: Kills one creature/level.
Trans Etherealness: Travel to Ethereal Plane with companions.
Shapechange F: Transforms you into any creature, and
change forms once per round.
Time Stop: You act freely for 1d4+1 rounds.
Univ Wish X: As limited wish, but with fewer limits.

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