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---------------------------------
To find a specific item in the Guide, use Ctrl-F to open a Find box, and type
in the section code.
1. Background Information
------------------------------
1.1. Version History
1.2. About the Author
1.3. Contact Information
1.4. Copyrights
2. About this Guide
------------------------
2.1. Guide Format
3. Spell Lists
-------------------
3.1. Bard
3.2. Cleric
3.3. Druid
3.4. Paladin
3.5. Ranger
3.6. Sorcerer/Wizard
4. Power Lists
-------------------
4.1. Psion
4.2. Psychic Warrior
5. Spell Details
---------------------
5.1. A - C
5.2. D - F
5.3. G - I
5.4. J - L
5.5. M - O
5.6. P - S
5.7. T - V
5.8. W - Z
6. Power Details
---------------------
6.1. A - C
6.2. D - F
6.3. G - I
6.4. J - L
6.5. M - O
6.6. P - S
6.7. T - V
6.8. W - Z
1. Background Information
===========================
1.1 Version History
--------------------
1.00 - 8th February 2008
The Guide is finished! Full lists and descriptions for all spell casting
and power manifesting classes complete. Only minor changes will be done
now, mostly reader comments and other corrections.
0.90 - 6th February 2008
Added the Druid and Ranger spell lists and spell descriptions, and thanks
to a quick level glitch found on Gamefaqs, I will be able to add the
Psion and Pyschic Warrior power lists and power descriptions soon. Guide
should be finished by the end of the month.
0.80 - 22nd January 2008
Finished the Sorcerer and Wizard list, plus all the descriptions of the
spells. Once I complete the game with my current party (2nd play through),
I will start again with some Psionic based characters, and possibly a
Ranger to complete some more lists. Hopefully, the guide will be finished
by end of Febuary.
0.70 - 29th December 2007
Hit an impasse when my memory stick wiped itself. Lists for the sorcerer
are complete, but until I get a sorceror up to the lofty levels of 18
again, the actual spell details will be missing for the higher level
spells. If any of you readers (As of now I have submitted the guide),
wish to add any details to the spells, send them to me in the same
format as I have written here. Also, the lists for the Bard, Druid
Ranger, Psion and Pyschic Warrior would be appreciated.
0.66 - 20th December 2007
Whew, 2 updates in a day. Paladin spells entered. Now onto the
Sorcerer/Wizard spells.
0.33 - 20th December 2007
Finished adding all the Cleric spells. Now on to the Paladin's.
0.00 - 18th December 2007
Started this Guide for ease of reference to my main Guide
1.2 About the Author
---------------------
My name is Rob McDermott, and this is my second walkthrough/Game Guide.
This is a separate section to my main Guide, simply to keep the file
sizes down a bit. I am a pen and paper Dungeons and Dragons player
primarily, so there may be some references to that in this guide,
although I will try to keep them to a minimum. Any constructive
critisms are accepted, as well as any tips of your own that you have.
1.3 Contact Information
------------------------
Please send any comments to
[email protected].
Any e-mails with poor grammer or that are hard to understand I will
likely not read, or send back to you with a request to re-word or
make readable. This way information that is in this Guide will be clear.
1.4 Copyrights
---------------
All work in this Guide is Copyright Rob McDermott 2007. All Dungeons and
Dragons content in this Guide is Open Source. Go to www.wizards.com/dnd
for more information.
Currently, only Gamefaqs has permission to use this guide, if you wish to
have it on your website, please contact me.
2. About the Guide
====================
2.1 Guide Format
-----------------
The first thing in this guide are the spell an power lists for each class,
current to the characters I have played.
The next section will have the spells themselves, in alphabetical order.
The spell entries will look like the following:
-----------------
Spell Name
**********
Casters and Level
School
Casting Time
Range
Duration
Components
Spell Resistance
Saving Throw
Spells Effect
-----------------
The Casters and Level part of the spell tells you which classes get the
spell and what level that they need to be in order to cast it.
The school section isn't too important in Tactics, as there are no Spell
Focus feats. Casting time will affect what your character can do after
casting the spell. A casting time of Standard Action means that you can
move before or after casting the spell. A casting time of Full Round
means that you cannot do anything else beside cast the spell.
The range component is fairly self explanitory, except for Touch and
Ranged Touch. Touch means you have to hit the targets AC (if an Enemy) for
the spell to take affect. Ranged Touch means the same thing, except you
can be up to 30ft (usually) away from your target. Duration is fairly
straight forward, whereas Components isn't. A Spell with a V component is
a spoken spell, so your character must be able to speak. A spell with a S
component requires that you have a hand free in order to cast. For Clerics
this can be a problem, as you will want to use a shield to boost their AC,
being that they are front - middle line fighters.
Spell Resistance, or SR, is Armor Class for magic, your spellcaster needs
to beat it with a D20 + Character Level. The feats Spell Penetration and
Greater Spell Penetration add to this check. Most of the more powerful
enemies in this game have SR, so these feats are a good investment.
Saving Throw is either Fort, Ref or Will, and if the target succeeds, the
spell is either negated or the effect lessened.
Anyway, onto the Lists!
3. Spell Lists
================
3.1 Bard Spell List
--------------------
Level 0: Daze
Detect Magic
Flare
Light
Lullaby
Resistance
Level 1: Cause Fear
Charm Person
Confusion, Lesser
Cure Light Wounds
Expeditious Retreat
Hypnotism
Remove Fear
Sleep
Summon Monster 1
Level 2: Animal Trance
Blindness/Deafness
Blur
Calm Emotions
Cat's Grace
Cure Moderate Wounds
Daze Monster
Delay Poison
Eagle's Splendor
Fox's Cunning
Heroism
Hold Person
Hypnotic Pattern
Invisibility
Rage
Scare
Silence
Sound Burst
Summon Monster 2
Level 3: Blink
Charm Monster
Clairvoyance
Confusion
Cure Serious Wounds
Deep Slumber
Dispel Magic
Fear
Haste
Remove Curse
See Invisibility
Slow
Summon Monster 3
Level 4: Break Enchantment
Cure Critical Wounds
Dominate Person
Freedom of Movement
Hold Monster
Invisibility, Greater
Neutralise Poison
Rainbow Pattern
Shout
Summon Monster 4
Level 5: Cure Light Wounds, Mass
Greater Heroism
Mind Fog
Mislead
Summon Monster 5
Level 6: Cat's Grace, Mass
Charm Monster, Mass
Cure Moderate wounds, Mass
Fox's Cunning Mass
3.2 Cleric Spell List
----------------------
Level 0: Cure Minor Wounds
Detect Magic
Guidance
Inflict Minor Wounds
Light
Resistance
Virtue
Level 1: Bless
Cause Fear
Command
Cure Light Wounds
Detect Chaos
Detect Evil
Detect Good
Detect Law
Detect Undead
Divine Favor
Doom
Inflict Light Wounds
Magic Weapon
Remove Fear
Shield of Faith
Summon Monster 1
Level 2: Aid
Bear's Endurance
Bull's Strength
Calm Emotions
Cure Moderate Wounds
Delay Poison
Eagle's Splendor
Find Traps
Hold Person
Inflict Moderate Wounds
Owl's Wisdom
Remove Paralysis
Silence
Sound Burst
Spirtual Weapon
Summon Monster 2
Level 3: Animate Dead
Bestow Curse
Blindness/Deafness
Contagion
Cure Serious Wounds
Dispel Magic
Inflict Serious Wounds
Invisibility Purge
Magic Vestment
Remove Curse
Remove Disease
Summon Monster 3
Level 4: Cure Critical Wounds
Death Ward
Dismissal
Divine Power
Freedom of Movement
Inflict Critical Wounds
Neutralise Poison
Poison
Summon Monster 4
Level 5: Break Enchantment
Cure Light Wounds, Mass
Flame Strike
Inflict Light Wounds, Mass
Raise Dead
Summon Monster 5
Level 6: Bear's Endurance, Mass
Bull's Strength, Mass
Create Undead
Cure Moderate Wounds, Mass
Eagle's Splendor, Mass
Harm
Heal
Inflict Moderate Wounds, Mass
Owl's Wisdom, Mass
Death to Undeath
Level 7: Cure Serious Wounds, Mass
Destruction
Inflict Serious Wounds, Mass
Regeneration
Level 8: Antimagic Field
Cure Critical Wounds, Mass
Earthquake
Fire Storm
Inflict Critical Wounds, Mass
Level 9: Heal, Mass
Implosion
Miracle
True Resurrection
3.3 Druid Spell List
---------------------
Level 0: Cure Minor Wounds
Detect Magic
Guidance
Light
Resistance
Virtue
Level 1: Calm Animals
Charm Animal
Cure Light
Detect Snares and Pits
Entangle
Longstrider
Summon Nature's Ally 1
Level 2: Animal Trance
Barkskin
Bear's Endurance
Bull's Strength
Delay Poison
Fog Cloud
Hold Animal
Owl's Wisdom
Soften Earth and Stone
Summon Nature's Ally 2
Level 3: Call Lightning
Contagion
Cure Moderate Wounds
Dominate Animal
Neutralise Poison
Poison
Remove Disease
Summon Nature's Ally 3
Level 4: Cure Serious Wounds
Flame Strike
Freedom of Movement
Ice Storm
Summon Nature's Ally 4
Level 5: Call Lightning Storm
Commune with Nature
Control Winds
Cure Critical Wounds
Death Ward
Summon Nature's Ally 5
Wall of Fire
Level 6: Bear's Endurance, Mass
Bull's Strength, Mass
Cure Light Wounds, Mass
Eagle's Splendor, Mass
Owl's Wisdom, Mass
Level 7: Cure Moderate Wounds, Mass
Fire Storm
Heal
Level 8: Cure Serious Wounds, Mass
Earthquake
Finger of Death
Level 9: Cure Critical Wounds, Mass
Elemental Swarm
Foresight
Regenerate
3.4 Paladin Spell List
-----------------------
Level 1: Bless
Bless Weapon
Cure Light Wounds
Detect Undead
Divine Favor
Magic Weapon
Resistance
Virtue
Level 2: Delay Poison
Eagle's Splendor
Owl's Wisdom
Remove Paralysis
Level 3: Cure Moderate Wounds
Neutralise Poison
Remove Blindness/Deafness
Remove Curse
Level 4: Break Enchantment
Cure Serious Wounds
Death Ward
3.5 Ranger Spell List
----------------------
Level 1: Calm Animals
Charm Animal
Delay Poison
Detect Snares and Pits
Entangle
Longstrider
Summon Nature's Ally 1
Level 2: Barkskin
Bear's Endurance
Bull's Strength
Cure Light Wounds
Hold Animal
Owl's Wisdom
Summon Nature's Ally 2
Level 3: Cure Moderate Wounds
Darkvision
Neutralise Poison
Remove Disease
Summon Nature's Ally 3
Level 4: Commune with Nature
Cure Serious Wounds
Freedom of Movement
Summon Nature's Ally 4
3.6 Sorcerer/Wizard Spell List
-------------------------------
Level 0: Acid Splash
Daze
Detect Magic
Disrupt Undead
Flare
Light
Ray of Frost
Resistance
Touch of Fatigue
Level 1: Burning Hands
Cause Fear
Charm Person
Chill Touch
Detect Undead
Expeditious Retreat
Hypnotism
Mage Armor
Magic Missile
Magic Weapon
Ray of Enfeeblement
Shield
Shocking Grasp
Sleep
Summon Monster 1
True Strike
Level 2: Bear's Endurance
Blindness/Deafness
Blur
Bull's Strength
Cat's Grace
Control Undead
Darkvision
Daze Monster
Eagle's Splendor
False Life
Fog Cloud
Fox's Cunning
Hypnotic Pattern
Invisibility
Knock
Melf's Acid Arrow
Owl's Wisdom
Scare
Scorching Ray
See Invisibility
Summon Monster 2
Web
Level 3: Blink
Clairvoyance
Deep Slumber
Dispel Magic
Fireball
Flame Arrow
Haste
Heroism
Hold Person
Lightning Bolt
Rage
Slow
Summon Monster 3
Level 4: Animate Dead
Bestow Curse
Charm Monster
Confusion
Contagion
Evard's Black Tentacles
Fear
Globe of Invulnerability, Lesser
Ice Storm
Invisibility, Greater
Phantasmal Killer
Rainbow Pattern
Remove Curse
Shout
Solid Fog
Summon Monster 4
Wall of Fire
Level 5: Break Enchantment
Cloudkill
Cone of Cold
Dismissal
Dominate Person
Feeblemind
Hold Monster
Mind Fog
Summon Monster 5
Waves of Fatigue
Level 6: Acid Fog
Antimagic Field
Bear's Endurance, Mass
Bull's Strength, Mass
Cat's Grace, Mass
Chain Lightning
Circle of Death
Create Undead
Disintegrate
Eagle's Splendor, Mass
Fox's Cunning, Mass
Globe of Invulnerability
Heroism, Greater
Mislead
Otiluke's Freezing Sphere
Owl's Wisdom, Mass
Undeath to Death
Level 7: Control Undead
Finger of Death
Inivisibilty, Mass
Mordenkainen's Sword
Power Word, Blind
Waves of Exhaustion
Level 8: Charm Monster, Mass
Incendiary Cloud
Mind Blank
Moment of Prescience
Polar Ray
Power Word, Stun
Protection From Spells
Level 9: Dominate Monster
Foresight
Freedom
Meteor Swarm
Power Word, Kill
Time Stop
Wail of the Banshee
4. Power Lists
================
4.1 Psion Power List
---------------------
Level 1: Crystal Shard
Deceleration
Defensive Precognition
Demoralise
Detect Psionics
Dissipating Touch
Force Screen
Inertial Armor
Mind Thrust
Offensive Precognition
Psionic Charm
Psionic Daze
Psionic Vigor
Level 2: Aversion
Brain Lock
Concussion Blast
Ego Whip
Id Insinuation
Mental Disruption
Psionic Knock
Recall Agony
Swarm of Crystals
Level 3: Body Adjustment
Danger Sense
Eradicate Invisibility
Psionic Blast
Psionic Darkvision
Level 4: Aura Sight
Psionic Dominate
Psionic Freedom of Movement
Level 5: Psychic Crush
Level 6: Breath of the Black Dragon
Psionic Disintegrate
Level 7: Crisis of Life
Psionic Moment of Prescience
Ultrablast
Level 8: Recall Death
Level 9: Timeless Body
4.2 Psychic Warrior Power List
-------------------------------
Level 1: Burst
Defensive Precognition
Detect Psionics
Dissipating Touch
Force Screen
Inertial Armor
Metaphysical Weapon
Offensive Precognition
Psionic Vigor
Thick Skin
Level 2: Body Adjustment
Dissolving Touch
Psionic Darkvision
Level 3: Danger Sense
Exhalation of the Black Dragon
Level 4: Psionic Freedom of Movement
Level 5: Psychofeedback
Level 6: Breath of the Black Dragon
5. Spell Details
==================
5.1 A - C
----------
Acid Fog
********
Sorcerer/Wizard 6
School: Conjuration
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: 1 Round per level
Components: V, S
Spell Resistance: No
Saving Throw: None
You fill an area with a acidic fog. All creatures in the fog have their
movement speed cut in half. Any creature in the fog takes 2D6 points
of damage each round that they remain in the fog.
--------------------------------------------------------------------
Acid Splash
***********
Sorcerer/Wizard 0
School: Conjuration
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: Instantaneous
Components: V,S
Spell Resistance: No
Saving Throw: None
You conjure a orb of acid, which flies to it's target. If it hits, it
deals 1D3 points of damage.
--------------------------------------------------------------------
Aid
***
Cleric 2
School: Enchantment
Casting Time: Standard Action
Range: Touch
Duration: 1 minute (10 rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
Gain a +1 to attack rolls, +1 to Will saves against fear, and 1D8 +1 per
level (maximum 10) temporary Hit Points, which are added to your total
maximum Hit Points
--------------------------------------------------------------------
Animal Trance
*************
Bard 2, Druid 2
School: Enchantment
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: Concentrate
Components: V, S
Spell Resistance: Yes
Saving Throw: Will Save
You make up to 2d6 HD of creatures do nothing for the duration of the
spell. If you perform any action besides moving, the spell ends.
--------------------------------------------------------------------
Animate Dead
************
Cleric 3, Sorcerer/Wizard 4
Casting Time: Standard Action
Range: Close (25ft)
Duration: 1 Round per level
Components: V,S
Spell Resistance: No
Saving Throw: None
Bring a corpse to life as a Zombie to fight for you
--------------------------------------------------------------------
Antimagic Field
***************
Cleric 8, Sorcerer/Wizard 6
School: Abjuration
Casting Time: 1 Standard Action
Range: Personal
Duration: 1 Round per level
Components: V,S
Spell Resistance: No
Saving Throw: None
You create a field around you, 10ft (2 Squares) in diameter. Inside this
field, no spells can be cast, and any spells cast at you fail, as the
magical energy cannot enter the field.
--------------------------------------------------------------------
Barkskin
********
Druid 2, Ranger 2
School: Transmutation
Casting Time: 1 Standard Action
Range: Touch
Duration: 10 minutes (100 Rounds) per level
Components: V, S
Spell Resistance: No
Saving Throw: None
You grant the target creature a +2 bonus to AC. This bonus is a Natural
Armor bonus, so it stacks with any Armor, Shield or Deflection bonus the
target has. The armor bonus increases by +1 for every three levels beyond
3rd, (+3 at 6th level, +4 at 9th level, +5 at 12th level). The maximum
this spell can provide is +5.
--------------------------------------------------------------------
Bear's Endurance
****************
Cleric 2, Druid 2, Ranger 2, Sorcerer/Wizard 2
School: Transmutation
Casting Time: Standard Action
Range: Touch
Duration: 1 minute (10 rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
The target gains a +4 bonus to his Constitution score.
--------------------------------------------------------------------
Bear's Endurance, Mass
**********************
Cleric 6, Druid 6, Sorcerer/Wizard 6
School: Transmutation
Casting Time: Standard Action
Range: Touch
Duration: 1 minute (10 rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
All targets inside a 15ft radius gain +4 bonus to their Constitution
scores.
--------------------------------------------------------------------
Bestow Curse
************
Cleric 3, Sorcerer/Wizard 4
School: Necromancy
Casting Time: Standard Action
Range: Touch
Duration: Permanent
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
When you touch the target, you curse him for life. He now takes a -4
penalty on attack rolls, saving throws, Ability checks and skill checks.
--------------------------------------------------------------------
Bless
*****
Cleric 1, Paladin 1
School: Enchantment
Casting Time: Standard Action
Range: Long (400ft)
Duration: 1 minute (10 rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
All Allies within the area gain +1 to Attack, and a +1 bonus to Will
Saves against fear.
--------------------------------------------------------------------
Bless Weapon
************
Paladin 1
School: Transmution
Casting Time: Standard Action
Range: Touch
Duration: 1 minute (10 rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
You bless your weapon with holy energy. The weapon now has a +1
enhancement and deals an extra 2D6 points of damage to Undead. It is now
also considered good aligned, which means it can beat the damage reduction
of evil outsiders.
--------------------------------------------------------------------
Blindness/Deafness
******************
Bard 2, Cleric 3, Sorcerer/Wizard 2
School: Illusion
Casting Time: Standard Action
Range: Medium (100ft)
Duration: 1 minute (10 rounds) per level
Components: V,S
Spell Resistance: Yes
Saving Throw: Fortitude Save
The target is made blind and deaf. This means he has a 50% chance per
attack to miss you entirely
--------------------------------------------------------------------
Blink
*****
Bard 3, Sorcerer/Wizard 3
School: Transmutation
Casting Time: 1 Standard Action
Range: Personal
Duration: 1 Round per level
Components: V,S
Spell Resistance: Yes
Saving Throw: None
As you shift at random times between the Material Plane and the Etheral
Plane, attacks against you have a 50% chance to miss. Area effect spells
(like fireball) do half damage to you. You also get a 80% chance to hit
creatures on the Etheral Plane whilst this spell is in effect.
--------------------------------------------------------------------
Blur
****
Bard 2, Sorcerer/Wizard 2
School: Illusion
Casting Time: 1 Standard Action
Range: Touch
Duration: 1 minute (10 Rounds) per level
Components: V
Spell Resistance: Yes
Saving Throw: None
You make the creature touched blur to vision, which gives attacks a 20%
chance to miss you entirely.
--------------------------------------------------------------------
Break Enchantment
*****************
Bard 4, Cleric 5, Paladin 4, Sorcerer/Wizard 5
School: Divination
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: Instantaneous
Components: V,S
Spell Resistance: No
Saving Throw: None
This spell instantly removes all spells cast on the target, such as
Bless, Bull's Strength, Bestow Curse and similar.
--------------------------------------------------------------------
Bull's Strength
***************
Cleric 2, Druid 2, Ranger 2, Sorcerer/Wizard 2
School: Transmutation
Casting Time: Standard Action
Range: Touch
Duration: 1 minute (10 rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
The target gains a +4 bonus to his Strength score.
--------------------------------------------------------------------
Bull's Strength, Mass
*********************
Cleric 6, Druid 6, Sorcerer/Wizard 6
School: Transmutation
Casting Time: Standard Action
Range: Touch
Duration: 1 minute (10 rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
All targets inside a 15ft radius gain +4 bonus to their Strength scores.
--------------------------------------------------------------------
Burning Hands
*************
Sorcerer/Wizard 1
School: Evocation
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Reflex Save
A 15ft (3 Squares) cone of fire erupts from your hands, dealing 1D4 points
(max 5D4) of fire damage to anything in the area.
--------------------------------------------------------------------
Call Lightning
**************
Druid 3
School: Divination
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: Instantaneous
Components: V, S
Spell Resistance: No
Saving Throw: Reflex Save
You call forth from the sky bolts of lightning that deal 3d10 points of
electric damage.
--------------------------------------------------------------------
Call Lightning Storm
********************
Druid 5
School: Divination
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: Instantaneous
Components: V, S
Spell Resistance: No
Saving Throw: Reflex Save
You call forth from the sky bolts of lightning that deal 5d10 points of
electric damage.
--------------------------------------------------------------------
Calm Animals
************
Druid 1, Ranger 1
School: Enchantment
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: 1 minute (10 Rounds) per level
Components: V, S
Spell Resistance: Yes
Saving Throw: Will Save
This spell calms an animal, stopping it from attacking you until you make
a threatening move towards it, or the duration expires.
--------------------------------------------------------------------
Calm Emotions
*************
Bard 2, Cleric 2
School: Enchantment
Casting Time: Standard Action
Range: Medium (100ft)
Duration: 1 minute (10 rounds) per level
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
This spell removes the effects of the Barbarians rage, as well as any
spells that grant morale bonuses, like Bless and Aid.
--------------------------------------------------------------------
Cat's Grace
***********
Bard 2, Sorcerer/Wizard 2
School: Transmutation
Casting Time: Standard Action
Range: Touch
Duration: 1 minute (10 rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
The target gains a +4 bonus to his Dexterity score.
--------------------------------------------------------------------
Cat's Grace, Mass
*****************
Bard 6, Sorcerer/Wizard 6
School: Transmutation
Casting Time: Standard Action
Range: Touch
Duration: 1 minute (10 rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
All targets within a 15ft radius gain +4 to their Dexterity score.
--------------------------------------------------------------------
Cause Fear
**********
Bard 1, Cleric 1, Sorcerer/Wizard 1
School: Necromancy
Casting Time: Standard Action
Range: Close
Duration: 2 Rounds
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
Any creature with less than 5HD (levels) is made afraid, taking a -2
penalty to attack, damage and saving throws.
--------------------------------------------------------------------
Chain Lightning
***************
Sorcerer/Wizard 6
School: Evocation
Casting Time: 1 Standard Action
Range: Long (400ft)
Duration: Instantaneous
Components: V, S
Spell Resistance: Yes
Saving Throw: Reflex Save
You cast a lightning bolt at one target, dealing 1d6 points of damage per
level (max 20d6). Any enemy target within 30ft of the first target takes
half the damage of the first bolt, to a maximum of one enemy per level.
--------------------------------------------------------------------
Charm Animal
************
Druid 1, Ranger 1
School: Enchantment
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: 1 Round per level
Components: V, S
Spell Resistance: Yes
Saving Throw: Will Save
You can charm any animal, though any threatening move towards the target
instantly ends the spell.
--------------------------------------------------------------------
Charm Monster
*************
Bard 3, Sorcerer/Wizard 4
School: Enchantment
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: 1 Round per level
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
You cause an enemy monster to join your cause. Any aggressive act made
by it or towards it ends the spell.
--------------------------------------------------------------------
Charm Monster, Mass
*******************
Bard 6, Sorcerer/Wizard 8
School: Enchantment
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: 1 Round per level
Components: V
Spell Resistance: Yes
Saving Throw: Will Save
As per Charm Monster, but affects all targets within a 30ft area.
--------------------------------------------------------------------
Charm Person
************
Bard 1, Sorcerer/Wizard 1
School: Enchantment
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: 1 Round per level
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
You cause an enemy humanoid to join your cause. Any aggressive act made
by it or towards it ends the spell.
--------------------------------------------------------------------
Chill Touch
***********
Sorcerer/Wizard 1
School: Necromancy
Casting Time: 1 Standard Action
Range: Touch
Duration: Instantaneous
Components: V, S
Spell Resistance: Yes
Saving Throw: Fortitude Save
Negative energy deals 1D6 points of damage to the target, which also has
to make a Fortitude save or take 1 point of Strength damage. Undead that
this spell hit's take no damage, but if they fail a Will save, they flee
panicked for 1D4 rounds.
--------------------------------------------------------------------
Circle of Death
***************
Sorcerer/Wizard 6
School: Necromancy
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: Instantaneous
Components: V, S
Spell Resistance: Yes
Saving Throw: Fortitude Save
You instantly slay 1d4 HD of creatures per level (to a maximum of 20d4)
in a 40ft radius area. Any creature with more than 9HD is immune to this
spell.
--------------------------------------------------------------------
Clairvoyance
************
Bard 3, Sorcerer/Wizard 3
School: Divination
Casting Time: 1 Standard Action
Range: Personal
Duration: 1 Round
Components: Verbal, Somatic, Focus
Spell Resistance: No
Saving Throw: None
This spell removes the fog-of-war effect of the Adventure Map
--------------------------------------------------------------------
Cloudkill
*********
Sorcerer/Wizard 5
School: Conjuration
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: 2 Rounds
Components: V, S
Spell Resistance: No
Saving Throw: Fortitude Save
You create a cloud of poisonous fog, that kills any creature below 6HD
instantly. Higher level creatures are not affected, though the cloud
provides concealment to all those in it.
--------------------------------------------------------------------
Command
*******
Cleric 1
School: Enchantment
Casting Time: Standard Action
Range: Close (25ft)
Duration: 1 Round
Components: V
Spell Resistance: Yes
Saving Throw: Will Save
You can control the actions of the target for one round.
--------------------------------------------------------------------
Command Undead
**************
Sorcerer/Wizard 2
School: Necromancy
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: 1 ROund per level
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
You can commmad any Undead to move and attack for the duration of the
spell.
--------------------------------------------------------------------
Commune with Nature
*******************
Druid 5, Ranger 4
School: Divination
Casting Time: 1 Standard Action
Range: Personal
Duration: 1 Round
Components: V, S
Spell Resistance: No
Saving Throw: None
This spell removes the Fog of War from the level.
--------------------------------------------------------------------
Cone of Cold
************
Sorcerer/Wizard 5
School: Evocation
Casting Time: 1 Standard Action
Range: Long (400')
Duration: Instantaneous
Components: V, S
Spell Resistance: Yes
Saving Throw: Reflex Save
You create a cone of frigid air, starting from your character. This cone
deals 1d6 points if cold damage per level, to a maximum of 15d6.
--------------------------------------------------------------------
Confusion, Lesser
*****************
Bard 1
School: Enchantment
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: 1 Round
Components: V, S
Spell Resistance: Yes
Saving Throw: Will Save
The target becomes confused for one round.
--------------------------------------------------------------------
Confusion
*********
Bard 3, Sorcerer/Wizard 4
School: Enchantment
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: 1 Round per level
Components: V, S
Spell Resistance: Yes
Saving Throw: Will Save
The target of the spell will randomly move, attack a random target, or
simply stand still and do nothing.
--------------------------------------------------------------------
Contagion
*********
Cleric 3, Druid 3, Sorcerer/Wizard 4
School: Necromancy
Casting Time: Standard Action
Range: Touch
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Fortitude Save
You infect the target with your choice of disease. These all do some
sort of ability damage to the target.
--------------------------------------------------------------------
Control Undead
**************
Sorcerer/Wizard 7
School: Necromancy
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: 1 minute (10 Rounds) per level
Components: V, S
Spell Resistance: Yes
Saving Throw: Will Save
2HD per level worth of Undead fall under your control within a 15ft radius
area.
--------------------------------------------------------------------
Create Undead
*************
Cleric 6, Sorcerer/Wizard 6
School: Necromancy
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: 1 minute (10 Rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
Like Animate Dead, you summon an Undead to fight for you. The Undead that
you get depends on your level;
Level 11 or Lower: Ghoul
Level 12-13: Ghast
Level 14-15: Mummy
Level 16+: Mummy Lord
--------------------------------------------------------------------
Control Winds
*************
Druid 5
School: Transmutation
Casting Time: 1 Standard Action
Range: Long (400ft)
Duration: Instantaneous
Components: V, S
Spell Resistance: No
Saving Throw: None
This spell removes any fog and cloud based spells from the level, such as
Cloudkill.
--------------------------------------------------------------------
Cure Critical Wounds
********************
Bard 4, Cleric 4, Druid 5
School: Conjuration
Casting Time: Standard Action
Range: Touch
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
You use positive energy to heal the target of 4D8 + 1 per level (Max +20),
points of damage. As this is positive energy, you damage Undead instead
of healing it.
--------------------------------------------------------------------
Cure Critical Wounds, Mass
**************************
Cleric 8, Druid 9
School: Conjuration
Casting Time: Standard Action
Range: Close (25ft)
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
You use positive energy to heal a group of targets within a 30ft diameter
area to heal 4d8 + 1 per level (max +20) points of damage. This spell
damages any Undead within the area instead of healing them.
--------------------------------------------------------------------
Cure Light Wounds
*****************
Bard 1, Cleric 1, Druid 1, Paladin 1, Ranger 2.
School: Conjuration
Casting Time: Standard Action
Range: Touch
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
You use positive energy to heal the target of 1D8 + 1 per level (Max +5),
points of damage. As this is positive energy, you damage Undead instead
of healing it.
--------------------------------------------------------------------
Cure Light Wounds, Mass
***********************
Bard 5, Cleric 5, Druid 6
School: Conjuration
Casting Time: Standard Action
Range: Close (25ft)
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
You use positive energy to heal a group of targets within a 30ft diameter
area to heal 1d8 + 1 per level (max +5) points of damage. This spell
damages any Undead within the area instead of healing them.
--------------------------------------------------------------------
Cure Minor Wounds
*****************
Cleric 0, Druid 0
School: Conjuration
Casting Time: Standard Action
Range: Touch
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Will
Restore 1 Hp to the target.
--------------------------------------------------------------------
Cure Moderate Wounds
********************
Bard 2, Cleric 2, Druid 3, Paladin 3, Ranger 3.
School: Conjuration
Casting Time: Standard Action
Range: Touch
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Yes
You use positive energy to heal the target of 2D8 + 1 per level (Max +10),
points of damage. As this is positive energy, you damage Undead instead
of healing it.
--------------------------------------------------------------------
Cure Moderate Wounds, Mass
**************************
Bard 6, Cleric 6, Druid 7
School: Conjuration
Casting Time: Standard Action
Range: Close (25ft)
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
You use positive energy to heal a group of targets within a 30ft diameter
area to heal 2d8 + 1 per level (max +10) points of damage. This spell
damages any Undead within the area instead of healing them.
--------------------------------------------------------------------
Cure Serious Wounds
*******************
Bard 3, Cleric 3, Druid 4, Paladin 4, Ranger 4.
School: Conjuration
Casting Time: Standard Action
Range: Touch
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Yes
You use positive energy to heal the target of 3D8 + 1 per level (Max +15),
points of damage. As this is positive energy, you damage Undead instead
of healing it.
--------------------------------------------------------------------
Cure Serious Wounds, Mass
*************************
Cleric 7, Druid 8
School: Conjuration
Casting Time: Standard Action
Range: Close (25ft)
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
You use positive energy to heal a group of targets within a 30ft diameter
area to heal 3d8 + 1 per level (max +15) points of damage. This spell
damages any Undead within the area instead of healing them.
--------------------------------------------------------------------
5.2. D - F
----------
Darkvision
**********
Ranger 3, Sorcerer/Wizard 2
School: Transmutation
Casting Time: 1 Standard Action
Range: Touch
Duration: 1 hour (600 Rounds) per level
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
You gain the ability to see in the dark, for a distance of 60ft (12
Squares)
--------------------------------------------------------------------
Daze
****
Bard 0, Sorcerer/Wizard 0
School: Enchantment
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: 1 Round
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
If the target has less than 4HD, then the target is stunned for 1 round
if it fails it's save.
--------------------------------------------------------------------
Daze Monster
************
Bard 2, Sorcerer/Wizard 2
School: Enchantment
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: 1 Round
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
If the target has less than 6HD, then the target is stunned for 1 round
if it fails it's save.
--------------------------------------------------------------------
Death Ward
**********
Cleric 4, Druid 5, Paladin 4
School: Conjuration
Casting Time: Standard Action
Range: Touch
Duration: 1 minute (10 Rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: No
This spell protects the target from negative energy spells, preventing
effects like energy drain, death magic and ability damage/drain.
--------------------------------------------------------------------
Deep Slumber
************
Bard 3, Sorcerer/Wizard 3
School: Enchantment
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: 1 minute (10 Rounds) per level
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
This spell functions like sleep, except that it affects up to 10HD of
targets.
--------------------------------------------------------------------
Delay Poison
************
Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 1
School: Conjuration
Casting Time: Standard Action
Range: Touch
Duration: 1 hour (600 Rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: No
The target becomes immune to poison for the duration of the spell.
--------------------------------------------------------------------
Destruction
***********
Cleric 7
School: Necromancy
Casting Time: 1 Standard Action
Range: Close (25')
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Fortitude Save
Instantly slays the target. If the target makes the save, the target
instead takes 10D6 damage (which may be enough to kill the target anyway).
--------------------------------------------------------------------
Detect Chaos
************
Cleric 1
School: Divination
Casting Time: Standard Action
Range: Long (400ft)
Duration: 10 minutes (100 rounds)
Components: V,S
Spell Resistance: No
Saving Throw: None
Detect the presence of chaos.
--------------------------------------------------------------------
Detect Evil
***********
Cleric 1
School: Divination
Casting Time: Standard Action
Range: Long (400ft)
Duration: 10 minutes (100 rounds)
Components: V,S
Spell Resistance: No
Saving Throw: None
Detect the presence of evil.
--------------------------------------------------------------------
Detect Good
***********
Cleric 1
School: Divination
Casting Time: Standard Action
Range: Long (400ft)
Duration: 10 minutes (100 rounds)
Components: V,S
Spell Resistance: No
Saving Throw: None
Detect the presence of good.
--------------------------------------------------------------------
Detect Law
**********
Cleric 1
School: Divination
Casting Time: Standard Action
Range: Long (400ft)
Duration: 10 minutes (100 rounds)
Components: V,S
Spell Resistance: No
Saving Throw: None
Detect the presence of law.
--------------------------------------------------------------------
Detect Magic
************
Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0
School: Divination
Casting Time: Standard Action
Range: Long (400ft)
Duration: 10 minutes (100 rounds)
Components: V,S
Spell Resistance: No
Saving Throw: None
Detect the presence of magic, usually spells or magic items.
--------------------------------------------------------------------
Detect Snares and Pits
**********************
Druid 1, Ranger 1
School: Divination
Casting Time: 1 Standard Action
Range: Long (400ft)
Duration: 10 minutes (100 Rounds)
Components: V, S
Spell Resistance: No
Saving Throw: None
You detect the presence of traps in any natural enviroment.
--------------------------------------------------------------------
Detect Undead
*************
Cleric 1
School: Divination
Casting Time: Standard Action
Range: Long (400ft)
Duration: 10 minutes (100 rounds)
Components: V,S
Spell Resistance: No
Saving Throw: None
Detect the presence of Undead creatures.
--------------------------------------------------------------------
Disintegrate
************
Sorcerer/Wizard 6
School: Transmutation
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: Instantaneous
Components: V, S
Spell Resistance: Yes
Saving Throw: Fortitude Save
If you succeed at a ranged touch attack, a thin green ray hits the target,
dealing 2d6 points of damage per level (maximum 40d6). If this deals
enough damage to kill the target, it is turned into a fine dust. A target
that succeeds it's saving throw takes 5d6 damage instead, although if
this damage kills the target, it is also disintegrated.
--------------------------------------------------------------------
Dispel Magic
************
Bard 3, Cleric 3, Sorcerer/Wizard 3
School: Abjuration
Casting Time: Standard Action
Range: Medium
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: None
By making a Caster Level check (1D20 + level), you attempt to remove
any spells cast on the target. You have to beat a DC of 11 + the Spells
Casters level on the target.
--------------------------------------------------------------------
Dismissal
*********
Cleric 4, Sorcerer/Wizard 5
School: Abjuration
Casting Time: Standard Action
Range: Long (400ft)
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
This spell forces any Outsider Type or Elemental Type back to it's
native plane of existance if it fails a special Will save.
--------------------------------------------------------------------
Disrupt Undead
**************
Sorcerer/Wizard 0
School: Necromancy
Range: Close (25ft)
Casting Time: 1 Standard Action
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: None
If you succeed on a ranged touch attack, the targetted Undead takes 1D6
points of damage.
--------------------------------------------------------------------
Divine Favor
************
Cleric 1, Paladin 1
School: Evocation
Casting Time: Standard Action
Range: Personal
Duration: 1 minute (10 Rounds)
Components: V,S
Spell Resistance: No
Saving Throw: None
You gain a +1 bonus per three levels (maximum +3) to attack and damage.
--------------------------------------------------------------------
Divine Power
************
Cleric 4
School: Evocation
Casting Time: Standard Action
Range: Personal
Duration: 1 Round per level
Components: V,S
Spell Resistance: No
Saving Throw: None
You imbue yourself with great martial skill. Your BAB changes to match
your level (Maximum +20), and you gain +6 to your Strength, and 1
temporary Hp per level, which is added to your maximum possible Hp.
--------------------------------------------------------------------
Dominate Animal
***************
Druid 3
School: Enchantment
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: 1 Round per level
Components: V , S
Spell Resistance: Yes
Saving Throw: Will Save
The target animal becomes a faithful ally of the caster for the duration
of the spell.
--------------------------------------------------------------------
Dominate Monster
****************
Sorcerer/Wizard 9
School: Enchantment
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: 1 Round per level
Components: V, S
Spell Resistance: Yes
Saving Throw: Will Save
The target enemy becomes a faithful friend to the caster for the
duartion of the spell.
--------------------------------------------------------------------
Dominate Person
***************
Bard 4, Sorcerer/Wizard 5
School: Enchantment
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: 2 Rounds per level
Components: V, S
Spell Resistance: Yes
Saving Throw: Will Save
The target enemy becomes a faithful friend to the caster for the
duartion of the spell.
--------------------------------------------------------------------
Doom
****
Cleric 1
School: Enchantment
Casting Time: Standard Action
Range: Medium (100ft)
Duration: 1 minute (10 rounds) per level
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
The target receives a -2 penalty to all attack rolls, damage rolls, saving
throws, ability checks and skill checks.
--------------------------------------------------------------------
Eagle's Splendor
****************
Bard 2, Cleric 2, Paladin 2, Sorcerer/Wizard 2
School: Transmutation
Casting Time: Standard Action
Range: Touch
Duration: 1 minute (10 rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
The target gains a +4 bonus to his Charisma score.
--------------------------------------------------------------------
Eagle's Splendor, Mass
**********************
Cleric 6, Druid 6, Sorcerer/Wizard 6
School: Transmutation
Casting Time: Standard Action
Range: Touch
Duration: 1 minute (10 rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
All targets inside a 15ft radius gain +4 bonus to their Charisma scores.
--------------------------------------------------------------------
Earthquake
**********
Cleric 8, Druid 8
School: Evocation
Casting Time: 1 Standard Action
Range: Long (400ft)
Duration: Instantaneous
Components: V,S
Spell Resistance: No
Saving Throw: Reflex Save
You cause the ground to shake massively, dealing 8D6 points of damage
to all creatures within a 80ft radius area.
--------------------------------------------------------------------
Elemental Swarm
***************
Druid 9
School: Conjuration
Casting Time: Full-round Action
Range: Medium (100ft)
Duration: 1 Round per level
Components: V, S
Spell Resistance: No
Saving Throw: None
You summon a number of Large Earth Elementals to serve you.
--------------------------------------------------------------------
Entangle
********
Druid 1, Ranger 1
School: Transmutation
Casting Time: 1 Standard Action
Range: Long (400ft)
Duration: 1 minute (10 Rounds) per level
Components: V, S
Spell Resistance: No
Saving Throw: Reflex Save
You cause the local vegetation come to life, making it wrap around the
legs of any creatures in the spells 40ft target radius. A successful
Reflex save prevents the target from becoming entangled, however, all
movement through the area is halved.
--------------------------------------------------------------------
Evard's Black Tentacles
***********************
Sorcerer/Wizard 4
School: Conjuration
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: 1 Round per level
Components: V, S
Spell Resistance: No
Saving Throw: None
Magical black tentacles grow from the ground in a 20ft radius area from
the target. These tentacles try to grapple opponents, and if they succeed,
they deal 1d6 + 4 bludgeoning damage until the target escapes.
--------------------------------------------------------------------
Expeditious Retreat
*******************
Bard 1, Sorcerer/wizard 1
School: Transmutation
Casting Time: 1 Standard Action
Range: Personal
Duration: 1 minute (10 Rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
You gain 30ft (6 Squares) to your speed.
--------------------------------------------------------------------
False Life
**********
Sorcerer/Wizard 2
School: Necromancy
Casting Time: 1 Standard Action
Range: Personal
Duration: 1 minute (10 Rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
You gain 1D10 + 1 per level (max +10) temporary Hp, which are added to
your maximum score, by harnessing the power of Unlife.
--------------------------------------------------------------------
Fear
****
Bard 3, Sorcerer/Wizard 4
School: Necromancy
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: 1 Round per level
Components: V, S
Spell Resistance: Yes
Saving Throw: Will Save
A cone of deep terror washes out to the target, panicking any creatures
that fail their Will Save.
--------------------------------------------------------------------
Feeblemind
**********
Sorcerer/Wizard 5
School: Enchantment
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: Permanent
Components: V, S
Spell Resistance: Yes
Saving Throw: Will Save
You reduce the targets Int and Cha to 1, making them incapable of
casting spells or using skills based of those skills.
--------------------------------------------------------------------
Find Traps
**********
Cleric 2
School: Divination
Casting Time: Standard Action
Range: Personal
Duration: 1 minute (10 rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
You gain the ability to search for a traps like a Rogue can. You are also
granted a bonus to your Search skill equal to half your level (max +10).
--------------------------------------------------------------------
Finger of Death
***************
Druid 8, Sorcerer/Wizard 7
School: Necromancy
Casting Time: 1 Standard Action
Range: Long (400ft)
Duration: Instantaneous
Components: V, S
Spell Resistance: Yes
Saving Throw: Fortitude Save
The target must make the Fortitude save or die. If they succeed, they take
3d6 +1 per level (maximum +25) points of damage.
--------------------------------------------------------------------
Fireball
********
Sorcerer/Wizard 3
School: Evocation
Casting Time: 1 Standard Action
Range: Long (400ft)
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Reflex Save
This spell creates an explosion of fire, dealing 1d6 per level (max 10D6)
points of fire damage to all targets within a 20ft (4 Squares) radius.
--------------------------------------------------------------------
Firestorm
*********
Cleric 8, Druid 7
School: Evocation
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Reflex Save
You create a massive storm of fire, dealing 1D6 + 1 per level (max +15)
points of damage to all creatures within a 20ft (4 Squares) area.
--------------------------------------------------------------------
Flame Arrow
***********
Sorcerer/Wizard 3
School: Conjuration
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: 10 minutes (100 Rounds) per level
Components: V,S
Spell Resistance: Yes
Saving Throw: Reflex Save
You empower a companions arrows or bolts to do 1D6 points of fire damage.
--------------------------------------------------------------------
Flame Strike
************
Cleric 5, Druid 4
School: Evocation
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Reflex Save
You call upon a pillar of divine fire, dealing 1D6 points of damage
per level (max 15D6) to any creature within a 10ft (2 Squares) of the
target. As this damage is consider divine, fire resistance doesn't apply.
--------------------------------------------------------------------
Flare
*****
Bard 0, Sorcerer/Wizard 0
School: Evocation
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: 10 Rounds
Components: V
Spell Resistance: Yes
Saving Throw: Fortitude Save
You make a burst of bright light in front of the target, dazzling it. It
now has a -1 penalty to attack rolls for the duration of the spell.
--------------------------------------------------------------------
Fog Cloud
*********
Druid 2, Sorcerer/Wizard 2
School: Conjuration
Casting Time: 1 Standard Action
Range: Medium (100ftf)
Duration: 10 minutes (100 Rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
A thick fog spreads out from the target location, granting concealment
to all targets in or behind the fog.
--------------------------------------------------------------------
Foresight
*********
Druid 9, Sorcerer/Wizard 9
School: Divination
Casting Time: 1 Standard Action
Range: Touch
Duration: 10 minutes (100 Rounds) per level
Components: V, S
Spell Resistance: No
Saving Throw: None
This spell grants the target a +2 bonus to AC and a +2 bonus to Reflex
saves.
--------------------------------------------------------------------
Fox's Cunning
*************
Bard 2, Sorcerer/Wizard 2
School: Transmutation
Casting Time: Standard Action
Range: Touch
Duration: 1 minute (10 rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
The target gains a +4 bonus to his Intelligence score.
--------------------------------------------------------------------
Fox's Cunning, Mass
*******************
Bard 6, Sorcerer/Wizard 6
School: Transmutation
Casting Time: Standard Action
Range: Touch
Duration: 1 minute (10 rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
All targets within a 15ft radius gain a +4 bonus to their Intelligence
score.
--------------------------------------------------------------------
Freedom
*******
Sorcerer/Wizard 9
School: Abjuration
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: Instantaneous
Components: V, S
Spell Resistance: No
Saving Throw: None
This spell negates the effects of paralysis and stun, and spells that
restrict movement.
--------------------------------------------------------------------
Freedom of Movement
*******************
Bard 4, Cleric 4, Druid 4, Ranger 4
School: Abjuration
Casting Time: 1 Standard Action
Range: Touch
Duration: 1 minute (10 Rounds) per level
Components: V, S
Spell Resistance: No
Saving Throw: None
The target creature becomes immune to paralysis, stun, sleep,
and entanglement effects, as well as removing any of these effects on
the target.
--------------------------------------------------------------------
5.3. G - I
----------
Globe of Invulnerability, Lesser
********************************
Sorcerer/Wizard 4
School: Abjuration
Casting Time: 1 Standard Action
Range: Personal
Duration: 1 Round per level
Components: V, S
Spell Resistance: No
Saving Throw: None
This spell blocks all spells of 3rd level or lower from affecting the
caster.
--------------------------------------------------------------------
Globe of Invulnerability
************************
Sorcerer/Wizard 6
School: Abjuration
Casting Time: 1 Standard Action
Range: Personal
Duration: 1 Round per level
Components: V, S
Spell Resistance: No
Saving Throw: None
This spell blocks all spells of 4th level or lower from affecting
a 10ft radius area around the caster.
--------------------------------------------------------------------
Guidance
********
Cleric 0, Druid 0
School: Divination
Casting Time: Standard Action
Range: Touch
Duration: 1 Round
Components: V,S
Spell Resistance: No
Saving Throw: None
Grant a +1 bonus to attack rolls, saving throws and skill checks.
--------------------------------------------------------------------
Harm
****
Cleric 6
School: Necromancy
Casting Time: 1 Standard Action
Range: Touch
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
When you touch the target, you deal 10 points of damage per level, (to a
maximum of 150 points) of damage. If the target makes it's save, it only
takes half this damage. If the target is an Undead, it gets healed by
the same amount.
--------------------------------------------------------------------
Haste
*****
Bard 3, Sorcerer/Wizard 3
School: Transmutation
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: 1 Round per level
Components: V,S
Spell Resistance: No
Saving Throw: None
You speed up all beings within a 15ft radius area. While hasted, each
being moves at twice their movement, has one extra attack during a Full
Attack, and gains a +1 bonus to AC and attack.
--------------------------------------------------------------------
Heal
****
Cleric 6
School: Necromancy
Casting Time: 1 Standard Action
Range: Touch
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
When you touch the target, you heal 10 points of damage per level, (to a
maximum of 150) points of damage. If the target is Undead, it takes damage
instead, and a Will save halves the damage.
--------------------------------------------------------------------
Heal, Mass
**********
Cleric 9
School: Necromancy
Casting Time: 1 Standard Action
Range: Touch
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
You heal 10 points of damage per level (max 150) to all creatures within
a 30ft radius. This spell harms Undead instead of healing it.
--------------------------------------------------------------------
Heroism
*******
Bard 2, Sorcerer/Wizard 3
School: Enchantment
Casting Time: 1 Standard Action
Range: Touch
Duration: 10 minutes (100 Rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
You inspire great bravery with a touch, granting a +2 bonus to all
attacks, saving throws and ability checks.
--------------------------------------------------------------------
Heroism, Greater
****************
Bard 5, Sorcerer/Wizard 6
School: Enchantment
Casting Time: 1 Standard Action
Range: Touch
Duration: 1 minute (10 Rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
You inspire great bravery with a touch, granting a +4 bonus to all
attacks, saving throws and ability checks, and temporary Hp equal to the
casters' level (maximum 20).
--------------------------------------------------------------------
Hold Animal
***********
Druid 1, Ranger 1
School: Enchantment
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: 1 Round per level
Components: V, S
Spell Resistance: Yes
Saving Throw: Will Save
The target animal freezes, and can take no actions for the duration of the
spell.
--------------------------------------------------------------------
Hold Monster
************
Bard 4, Sorcerer/Wizard 5
School: Enchantment
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: 1 Round per level
Components: V, S
Spell Resistance: Yes
Saving Throw: Will Save
As Hold Person, but any enemy can be targeted with this spell.
--------------------------------------------------------------------
Hold Person
***********
Bard 2, Cleric 2, Sorcerer/Wizard 3
School: Enchantment
Casting Time: Standard Action
Range: Medium (100ft)
Duration: 1 Round per level
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
You paralyse the target. The target is allowed a new save each round the
spell lasts. The target must be human-shaped.
--------------------------------------------------------------------
Hypnotic Pattern
****************
Bard 2, Sorcerer/Wizard 2
School: Illusion
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: Concentrate
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
You create a hypnotic pattern that fascinates up to 2D4 + 1 per level
(maximum + 10).
--------------------------------------------------------------------
Hypnotism
*********
Bard 1, Sorcerer/Wizard 1
School: Enchantment
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: 5 Rounds
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
You cause up to 4HD of creatures to become fascinated, which means that
they will focus on you until you attack them.
--------------------------------------------------------------------
Ice Storm
*********
Druid 4, Sorcerer/Wizard 4
School: Evocation
Casting Time: 1 Standard Action
Range: Long (400ft)
Duration: 1 Round
Components: V, S
Spell Resistance: Yes
Saving Throw: None
You call forth a pilar of ice shards, that swirl ina 20ft radius area,
dealing 5d6 points of ice damage.
--------------------------------------------------------------------
Implosion
*********
Cleric 9
School: Evocation
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Fortitude Save
If the target fails it Fortitude save, it is instantly killed.
--------------------------------------------------------------------
Incendiary Cloud
****************
Sorcerer/Wizard 8
School: Conjuration
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: 1 Round per level
Components: V, S
Spell Resistance: No
Saving Throw: Reflex Save
You create a large cloud of smoke and embers that deals 4d6 points of fire
damage to any creature within it every round.
--------------------------------------------------------------------
Inflict Critical Wounds
***********************
Cleric 4
School: Necromancy
Casting Time: Standard Action
Range: Touch
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
Use negative energy to wound a target, dealing 4D8 + 1 per level (max +20)
points of damage. As this is negative energy, you heal Undead instead
of damaging it.
--------------------------------------------------------------------
Inflict Critical Wounds,Mass
****************************
Cleric 8
School: Necromancy
Casting Time: Standard Action
Range: Close (25ft)
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
Use negative energy to wound a targets within a 30ft diameter area,
dealing 4D8 + 1 per level (max +20) points of damage. This spell heals
any Undead in the spells area instead of damaging it.
--------------------------------------------------------------------
Inflict Light Wounds
********************
Cleric 1
School: Necromancy
Casting Time: Standard Action
Range: Touch
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
Use negative energy to wound a target, dealing 1D8 + 1 per level (max +5)
points of damage. As this is negative energy, you heal Undead instead
of damaging it.
--------------------------------------------------------------------
Inflict Light Wounds,Mass
*************************
Cleric 5
School: Necromancy
Casting Time: Standard Action
Range: Close (25ft)
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
Use negative energy to wound a targets within a 30ft diameter area,
dealing 1D8 + 1 per level (max +5) points of damage. This spell heals
any Undead in the spells area instead of damaging it.
--------------------------------------------------------------------
Inflict Moderate Wounds
***********************
Cleric 2
School: Necromancy
Casting Time: Standard Action
Range: Touch
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
Use negative energy to wound a target, dealing 2D8 + 1 per level (max +10)
points of damage. As this is negative energy, you heal Undead instead
of damaging it.
--------------------------------------------------------------------
Inflict Moderate Wounds,Mass
****************************
Cleric 6
School: Necromancy
Casting Time: Standard Action
Range: Close (25ft)
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
Use negative energy to wound a targets within a 30ft diameter area,
dealing 2D8 + 1 per level (max +10) points of damage. This spell heals
any Undead in the spells area instead of damaging it.
--------------------------------------------------------------------
Inflict Minor Wounds
********************
Cleric 0
School: Necromancy
Casting Time: Standard Action
Range: Touch
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
Inflict 1 point of damage to the target.
--------------------------------------------------------------------
Inflict Serious Wounds
**********************
Cleric 3
School: Necromancy
Casting Time: Standard Action
Range: Touch
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
Use negative energy to wound a target, dealing 3D8 + 1 per level (max +15)
points of damage. As this is negative energy, you heal Undead instead
of damaging it.
--------------------------------------------------------------------
Inflict Serious Wounds,Mass
***************************
Cleric 7
School: Necromancy
Casting Time: Standard Action
Range: Close (25ft)
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
Use negative energy to wound a targets within a 30ft diameter area,
dealing 3D8 + 1 per level (max +15) points of damage. This spell heals
any Undead in the spells area instead of damaging it.
--------------------------------------------------------------------
Invisibility
************
Bard 2, Sorcerer/Wizard 2
School: Illusion
Casting Time: 1 Standard Action
Range: Touch
Duration: 1 minute (10 Rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
The target of the spell becomes invisible to normal sight. The target
becomes visible when it takes a offensive action, a invisible cleric can
cast curing and buff spells without becoming visible.
--------------------------------------------------------------------
Invisibility, Greater
*********************
Bard 4, Sorcerer/Wizard 4
School: Illusion
Casting Time: 1 Standard Action
Range: Touch
Duration: 1 minute (10 Rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
This spell makes you invisible to both normal sight and darkvision. The
same conditions apply to this spell as Invisibility.
--------------------------------------------------------------------
Invisibility, Mass
******************
Sorcerer/Wizard 7
School: Illusion
Casting Time: 1 Standard Action
Range: Touch
Duration: 1 minute (10 Rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
All creatures within a 30ft radius vanish from both normal sight and
darkvision. Any creature that makes an attack ends the spell for that
creature.
Invisibility Purge
******************
Cleric 3
School: Evocation
Casting Time: Standard Action
Range: Personnal
Duration: 1 Round per level
Components: V,S
Spell Resistance: No
Saving Throw: None
You surrond yourself with an energy field that reveals any invisible
creatures within 5ft (1 Square) of you.
--------------------------------------------------------------------
5.4. J - L
----------
Knock
*****
Sorcerer/Wizard 2
School: Transmutation
Casting Time: 1 Standard Action
Range: Personal
Duration: Instantaneous
Components: V
Spell Resistance: No
Saving Throw: None
Instantly unlocks the target. Any door that is magically sealed, or any
"quest" type chest/door cannot be opened by this spell.
--------------------------------------------------------------------
Light
*****
Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0
School: Evocation
Casting Time: Standard Action
Range: Touch
Duration: 10 minutes (100 Rounds) per level
Components: V
Spell Resistance: No
Saving Throw: None
The target emits light like a torch, providing light out to 20ft (4
Squares), and shadowy light out an additional 20ft.
--------------------------------------------------------------------
Lightning Bolt
**************
Sorcerer/Wizard 3
School: Evocation
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Reflex Save
You send a bolt of electricity towards your target, dealing 1D6 points of
shock damage per level (max 10D6). This spell only effects a single target
as the PSP system isn't powerful enough to calculate ricochets.
--------------------------------------------------------------------
Longstrider
***********
Druid 1, Ranger 1
School: Transmutation
Casting Time: 1 Standard Action
Range: Personal
Duration: 1 hour (600 Rounds) per level
Components: V, S
Spell Resistance: No
Saving Throw: None
This spell increases your movement by 10ft (2 Squares).
--------------------------------------------------------------------
Lullaby
*******
Bard 0
School: Enchantment
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: Concentrate
Components: V, S
Spell Resistance: Yes
Saving Throw: Will Save
As long as the caster makes no actions, except to move, any creatures
affected by this spell fall asleep until the caster does something, such
as attacking, or casting another spell.
--------------------------------------------------------------------
5.5. M - O
----------
Mage Armor
**********
Sorcerer/Wizard 1
School: Conjuration
Casting Time: 1 Standard Action
Range: Touch
Duration: 1 Hour (600 Rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
You create a field of force that surrounds you, granting you a +4 AC
bonus.
--------------------------------------------------------------------
Magic Missile
*************
Sorcerer/Wizard 1
School: Evocation
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: None
You hurl magical bolts of force into a target. Each missile deals 1D4 + 1
damage, and you get one extra missile at 3rd, 5th, 7th and 9th levels.
--------------------------------------------------------------------
Magic Weapon
************
Cleric 1, Paladin 1, Sorcerer/Wizard 0
School: Transmutation
Casting Time: Standard Action
Range: Touch
Duration: 1 minute (10 rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
The characters currently equipped weapon gains a +1 enchancement, which
means the character gains a +1 to attack and damage.
--------------------------------------------------------------------
Magic Vestment
**************
Cleric 3
School: Transmutation
Casting Time: Standard Action
Range: Touch
Duration: 1 hour (600 rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
You grant the armor or shield touch an enchancement bonus of +1 per four
levels (maximum +5)
--------------------------------------------------------------------
Melf's Acid Arrow
*****************
Sorcerer/Wizard 2
School: Conjuration
Casting Time: 1 Standard Action
Range: Long (400ft)
Duration: Instantaneous
Components: V, S
Spell Resistance: No
Saving Throw: None
You lauch a bolt of acid at the target, dealing 2D4 acid damage. The spell
continues to damage the target for 1 round per three caster levels.
--------------------------------------------------------------------
Meteor Shower
*************
Sorcerer/Wizard 9
School: Evocation
Casting Time: 1 Standard Action
Range: Long (400ft)
Duration: Instantaneous
Components: V, S
Spell Resistance: Yes
Saving Throw: Reflex Save
You fire a meteor at a target. The target takes 2d6 damage, and the
resulting explosion deals 6d6 points of damage to all targets within
20ft of the impact point.
--------------------------------------------------------------------
Mind Blank
**********
Sorcerer/Wizard 8
School: Abjuration
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: 8 Hours (4800 Rounds)
Components: V, S
Spell Resistance: No
Saving Throw: None
This spell renders the target immune to all mind affecting spells.
--------------------------------------------------------------------
Mind Fog
********
Bard 5, Sorcerer/Wizard 5
School: Enchantment
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: 30 minutes (300 rounds)
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: Will Save
This fog weakens the minds of those in it, giving all a penalty of -10 to
all Will Saves and Wisdom checks
--------------------------------------------------------------------
Miracle
*******
Cleric 9
School: Evocation
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: 10 Rounds
Components: V,S
Spell Resistance: No
Saving Throw: None
You instantly remove all negative effects from the target, and heal it
of 10 points of damage per level. If the target is undamaged, it gains
50 temporary Hp, which are added to it's maximum total.
--------------------------------------------------------------------
Mislead
*******
Bard 5, Sorcerer/Wizard 6
School: Illusion
Casting Time: 1 Standard Action
Range: Personal
Duration: 2 Rounds per level
Components: S
Spell Resistance: Yes
Saving Throw: Will Save
This spell makes you invisible, and misdirects enemies at the smae time,
granting you +2 AC and +3 to attack (this is in addition to the bonuses
for being invisible).
--------------------------------------------------------------------
Moment of Prescience
********************
Sorcerer/Wizard 8
School: Divination
Casting Time: Free Action
Range: Personal
Duration: 1 Round
Components: V, S
Spell Resistance: No
Saving Throw: None
During the round that the spell is cast and the next round, you gain a
bonus to AC, attack, and saving throws equal to his caster level. For
example a 16th level caster would gain +16 AC, +16 to attack and +16 to
all his saving throws for the next round.
--------------------------------------------------------------------
Mordenkainen's Sword
********************
Sorcerer/Wizard 7
School: Evocation
Casting Time: 1 Standard Action
Range: Long (400ft)
Duration: 1 Round per level
Components: V, S
Spell Resistance: No
Saving Throw: None
You summon a sword that fights for you, dealing 4d6 + 3 points of
damage.
--------------------------------------------------------------------
Neutralise Poison
*****************
Bard 4, Cleric 4, Druid 3, Paladin 3, Ranger 3
School: Abjuration
Casting Time: 1 Standard Action
Range: Touch
Duration: 10 minutes (100 Rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
This spell removes any poison from the target.
--------------------------------------------------------------------
Otiluke's Freezing Sphere
*************************
Sorcerer/Wizard 4
School: Evocation
Casting Time: 1 Standard Action
Range: Long (400ft)
Duration: Instantaneous
Components: V, S
Spell Resistance: Yes
Saving Throw: Reflex Save
You create a sphere of intense cold, dealing 1d6 per level (maximum 15d6)
points of cold damage in a 10ft radius area.
--------------------------------------------------------------------
Owl's Wisdom
************
Cleric 2, Druid 2, Paladin 2, Ranger 2,Sorcerer/Wizard 2
School: Transmutation
Casting Time: Standard Action
Range: Touch
Duration: 1 minute (10 rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
The target gains a +4 bonus to his Wisdom score.
--------------------------------------------------------------------
Owl's Wisdom, Mass
******************
Cleric 6, Druid 6, Sorcerer/Wizard 6
School: Transmutation
Casting Time: Standard Action
Range: Touch
Duration: 1 minute (10 rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
All targets inside a 15ft radius gain +4 bonus to their Wisdom scores.
--------------------------------------------------------------------
5.6. P - S
----------
Phantasmal Killer
*****************
Sorcerer/Wizard 4
School: Illusion
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: Instantaneous
Components: V, S
Spell Resistance: Yes
Saving Throw: Will Save
This spell instantly kills a target from inflicting intense fear. If they
succed on the save, they instead take 3d6 points of damage. This spell
doesn't effect creatures with more than 9HD
--------------------------------------------------------------------
Poison
******
Cleric 4, Druid 3
School: Necromancy
Casting Time: 1 Standard Action
Range: Touch
Duration: Permanent
Components: V,S
Spell Resistance: Yes
Saving Throw: Fortitude Save
You inflict a deadly poison upon the target. You deal 1D10 points of
Constitution damage to the target, then another 1D10 points of damage
1 minute (10 Rounds) later.
--------------------------------------------------------------------
Polar Ray
*********
Sorcerer/Wizard 8
School: Evocation
Casting Time: 1 Standard Action
Range: Close (25)
Duration: Instantaneous
Components: V, S
Spell Resistance: Yes
Saving Throw: None
A ray of freezing cold leaps from your hand to deal 1d6 points of cold
damage per level (maximum 25d6) to the target.
--------------------------------------------------------------------
Power Word, Blind
*****************
Sorcerer/Wizard 7
School: Enchantment
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: Instantaneous
Components: Verbal
Spell Resistance: Yes
Saving Throw: None
This spell blinds the target if it has less than 201 Hp.
--------------------------------------------------------------------
Power Word, Kill
****************
Sorcerer/Wizard 9
School: Enchantment
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: Instantaneous
Components: Verbal
Spell Resistance: Yes
Saving Throw: None
Instantly kill a target with less than 101 Hp.
--------------------------------------------------------------------
Power Word, Stun
****************
Sorcerer/Wizard 8
School: Enchantment
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: 2 minutes (20 Rounds)
Components: Verbal
Spell Resistance: Yes
Saving Throw: None
This spell stuns any creature with less than 151 Hp.
--------------------------------------------------------------------
Protection From Spells
**********************
Sorcerer/Wizard 8
School: Abjuration
Casting Time: 1 Standard Action
Range: Touch
Duration: 10 minutes (100 Rounds) per level
Components: V, S
Spell Resistance: No
Saving Throw: None
This spell grants the target a +8 bonus to all saves against spells and
spell like abilities.
--------------------------------------------------------------------
Rage
****
Bard 2, Sorcerer/Wizard 3
School: Enchantment
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: Concentrate
Components: V,S
Spell Resistance: No
Saving Throw: None
This spell bestows the effects of a Barbarians rage on to the target,
granting a +4 bonus to Strength and Constitution, a +2 bonus on Will
Saves, -2 penalty to AC. When the spell ends, the target is fatigued. This
spell effects one creature per three levels in a 30ft diameter area.
--------------------------------------------------------------------
Rainbow Pattern
***************
Bard 4, Sorcerer/Wizard 4
School: Illusion
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: Concentrate
Components: V, S
Spell Resistance: Yes
Saving Throw: Will Save
As long as the caster focuses, all creatures with a 20ft radius are
fascinated by a field of glowing colours.
--------------------------------------------------------------------
Raise Dead
**********
Cleric 5
School: Conjuration
Casting Time: Full-round Action
Range: Touch
Duration: Instantaneous
Components: V,S
Spell Resistance: No
Saving Throw: None
You return the target to life, however the target only comes back with
1 Hp per level.
--------------------------------------------------------------------
Ray of Enfeeblement
*******************
Sorcerer/Wizard 1
School: Necromancy
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: 10 Rounds
Components: V,S
Spell Resistance: Yes
Saving Throw: None
With a successful ranged touch attack, you drain the Strength of the
target by 1D6 + 1 per 2 levels.
--------------------------------------------------------------------
Ray of Frost
************
Sorcerer/Wizard 0
School: Evocation
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: None
You project a beam of frost from your finger, dealing the target 1D3
points of cold damage.
--------------------------------------------------------------------
Regenerate
**********
Cleric 7, Druid 9
School: Conjuration
Casting Time: Full-round Action
Range: Touch
Duration: Instantaneous
Components: V,S
Spell Resistance: No
Saving Throw: None
You cure the target of 4D8 +1 per level (max 20) points of damage, and
remove the effects of exhaustion and fatigue.
--------------------------------------------------------------------
Remove Curse
************
Bard 3, Cleric 3, Paladin 3, Sorcerer/Wizard 4
School: Conjuration
Casting Time: Standard Action
Range: Touch
Duration: Instantaneous
Components: V,S
Spell Resistance: No
Saving Throw: None
All the effects of a curse and the curse itself are removed from the
target.
--------------------------------------------------------------------
Remove Disease
**************
Cleric 3, Druid 3, Ranger 3
School: Conjuration
Casting Time: Standard Action
Range: Touch
Duration: Instantaneous
Components: V,S
Spell Resistance: No
Saving Throw: None
You cure the target of disease, and remove any of the effects of the
disease.
--------------------------------------------------------------------
Remove Fear
***********
Bard 1, Cleric 1
School: Abjuration
Casting Time: Standard Action
Range: Close (25ft)
Duration: 10 minutes (100 rounds)
Components: V,S
Spell Resistance: No
Saving Throw: None
Grants a +4 bonus to resist fear spells. Also removes the effect of
Cause Fear and other fear spells.
--------------------------------------------------------------------
Remove Paralysis
****************
Cleric 2, Paladin 2
School: Conjuration
Casting Time: Standard Action
Range: Close (25ft)
Duration: Instantaneous
Components: V,S
Spell Resistance: No
Saving Throw: None
Frees up to four paralysed creatures within a 30ft (6 Squares) area.
--------------------------------------------------------------------
Resistance
**********
Bard 0, Cleric 0, Druid 0, Paladin 1, Sorcerer/Wizard 0
School: Abjuration
Casting Time: Standard Action
Range: Touch
Duration: 1 minute (10 rounds)
Components: V,S
Spell Resistance: No
Saving Throw: None
Gain a +1 bonus on all Saving Throws.
--------------------------------------------------------------------
Scare
*****
Bard 2, Sorcerer/Wizard 2
School: Necromancy
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: 1 Round per Level
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
The target creature is affected by fear, if it has less that 5HD, and
receives a -2 penalty to attack rolls, skill checks and ability checks.
--------------------------------------------------------------------
Scorching Ray
*************
Sorcerer/Wizard 2
School: Evocation
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: None
You fire a ray of fire to the target location, doing 4D6 points of
damage in a 20ft diameter area.
--------------------------------------------------------------------
See Invisibility
****************
Bard 3, Sorcerer/Wizard 2
School: Divination
Casting Time: 1 Standard Action
Range: Touch
Duration: 10 minutes (100 Rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
You see any object that has been made invisible. This spell doesn't
reveal any targets that are simply hiding.
--------------------------------------------------------------------
Shield
******
Sorcerer/Wizard 1
School: Abjuration
Casting Time: 1 Standard Action
Range: Personal
Duration: 1 minute (10 Rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
You create a disk of force in front of you that gives you a +4 AC bonus.
You are also immune to Magic Missile spells whilst the spells last.
--------------------------------------------------------------------
Shield of Faith
***************
Cleric 1
School: Abjuration
Casting Time: Standard Action
Range: Touch
Duration: 1 minute (10 rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
Grants a +2 deflection bonus to AC, with an additional +1 to AC for every
six levels the caster has (maximum +5).
--------------------------------------------------------------------
Shocking Grasp
**************
Sorcerer/Wizard 1
School: Evocation
Casting Time: 1 Standard Action
Range: Touch
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: None
You reach out and grasp the target, dealing 1D6 points of electrical
damage per level (max 5D6). You also get a +3 bonus to hit the target
if he his wearing metal armor.
--------------------------------------------------------------------
Shout
*****
Bard 4, Sorcerer/Wizard 4
School: Evocation
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: 1 minute (10 Rounds)
Components: Verbal
Spell Resistance: Yes
Saving Throw: Fortitude Save
You unleash a powerful scream, dealing 5d6 damage to any creature in the
area. You also deafen the creatures in the target area. A successful save
halves the damage taken, and negates the deafened affect.
--------------------------------------------------------------------
Silence
*******
Bard 2, Cleric 2
School: Illusion
Casting Time: Standard Action
Range: Long (100ft)
Duration: 1 minute (10 rounds) per level
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
This spell silences all targets in a 20ft diameter area. This prevents
spellcasters from casting any spells with the "V" component.
--------------------------------------------------------------------
Sleep
*****
Bard 1, Sorcerer/Wizard 1
School: Enchantment
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: 1 minute (10 Rounds) per level
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
You put to sleep up to 4HD's worth of targets in a 10ft (2 Squares) radius
area.
--------------------------------------------------------------------
Slow
****
Bard 3, Sorcerer/Wizard 3
School: Transmutation
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: 1 Round per level
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
All creatures in the spells area are slowed. This reduces their movement
range by 50%, they lose 1 attack per round, get a -1 penalty to AC, Reflex
saves and attack rolls.
--------------------------------------------------------------------
Soften Earth and Stone
**********************
Druid 2
School: Transmutation
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: 1 Round per level
Components: V, S
Spell Resistance: Yes
Saving Throw: Reflex Save
This spell softens the land in the target area. Any creature caught in the
area of the spell must make a Reflex save or be stuck in the mire.
--------------------------------------------------------------------
Solid Fog
*********
Sorcerer/Wizard 4
School: Conjuration
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: 1 minute (10 Rounds) per level
Components: V, S
Spell Resistance: No
Saving Throw: None
Create a dense, thick fog that makes it so hard to move that all creatures
in the area move at half speed
--------------------------------------------------------------------
Sound Burst
***********
Bard 2, Cleric 2
School: Evocation
Casting Time: Standard Action
Range: Close (25ft)
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Fortitude Save
You create a sonic boom in a 15ft diameter area, dealing those within it
1D8 damage. Those who fail their Fortitude save are stunned and unable to
act for one round.
--------------------------------------------------------------------
Spirtual Weapon
***************
Cleric 2
School: Evocation
Casting Time: Standard Action
Range: Close (25ft)
Duration: 1 Round per level
Components: V,S
Spell Resistance: No
Saving Throw: None
You summon a ghostly weapon, according to your Deity. It uses your attack
bonus to strike, and deals 1D8 points of damage.
--------------------------------------------------------------------
Summon Monster 1
****************
Bard 1, Cleric 1, Sorcerer/Wizard 1
School: Conjuration
Casting Time: Standard Action
Range: Close (25ft)
Duration: 1 Round per level
Components: V,S
Spell Resistance: No
Saving Throw: None
You summon a Celestial Dog to aid you in combat.
--------------------------------------------------------------------
Summon Monster 2
****************
Bard 2, Cleric 2, Sorcerer/Wizard 2
School: Conjuration
Casting Time: Standard Action
Range: Close (25ft)
Duration: 1 Round per level
Components: V,S
Spell Resistance: No
Saving Throw: None
You summon a Fiendish Wolf to aid you in combat.
--------------------------------------------------------------------
Summon Monster 3
****************
Bard 3, Cleric 3, Sorcerer/Wizard 3
School: Conjuration
Casting Time: Standard Action
Range: Close (25ft)
Duration: 1 Round per level
Components: V,S
Spell Resistance: No
Saving Throw: None
You summon a Dire Wolf to aid you in combat. This creature takes up
10ft (4 Squares) area on the map, so you cannot cast this spell in
tight areas.
--------------------------------------------------------------------
Summon Monster 4
****************
Bard 4, Cleric 4, Sorcerer/Wizard 4
School: Conjuration
Casting Time: Standard Action
Range: Close (25ft)
Duration: 1 Round per level
Components: V,S
Spell Resistance: No
Saving Throw: None
You summon a Monstrous Spider to aid you in combat. This creature takes up
10ft (4 Squares) area on the map, so you cannot cast this spell in
tight areas.
--------------------------------------------------------------------
Summon Monster 5
****************
Bard 5, Cleric 5, Sorcerer/Wizard 5
School: Conjuration
Casting Time: Standard Action
Range: Close (25ft)
Duration: 1 Round per level
Components: V,S
Spell Resistance: No
Saving Throw: None
You summon a Earth Elemental to aid you in combat.
--------------------------------------------------------------------
Summon Nature's Ally 1
**********************
Druid 1, Ranger 1
School: Conjuration
Casting Time: Standard Action
Range: Close (25ft)
Duration: 1 Round per level
Components: V,S
Spell Resistance: No
Saving Throw: None
You summon a wolf to serve as an ally in combat.
--------------------------------------------------------------------
Summon Nature's Ally 2
**********************
Druid 2, Ranger 2
School: Conjuration
Casting Time: Standard Action
Range: Close (25ft)
Duration: 1 Round per level
Components: V,S
Spell Resistance: No
Saving Throw: None
You summon a small earth elemental to serve as an ally in combat.
--------------------------------------------------------------------
Summon Nature's Ally 3
**********************
Druid 3, Ranger 3
School: Conjuration
Casting Time: Standard Action
Range: Close (25ft)
Duration: 1 Round per level
Components: V,S
Spell Resistance: No
Saving Throw: None
You summon a Dire Wolf to serve as an ally in combat. As this creature is
large, it requires a 10ft x 10ft space to be available.
--------------------------------------------------------------------
Summon Nature's Ally 4
**********************
Druid 4, Ranger 4
School: Conjuration
Casting Time: Standard Action
Range: Close (25ft)
Duration: 1 Round per level
Components: V,S
Spell Resistance: No
Saving Throw: None
You summon a medium earth elemental to serve as an ally in combat.
--------------------------------------------------------------------
Summon Nature's Ally 5
**********************
Druid 5
School: Conjuration
Casting Time: Standard Action
Range: Close (25ft)
Duration: 1 Round per level
Components: V,S
Spell Resistance: No
Saving Throw: None
You summon a large earth elemental to serve as an ally in combat. As this
creature is large, it requires a 10ft x 10ft square to be avilable.
--------------------------------------------------------------------
5.7. T - V
----------
Time Stop
*********
Sorcerer/Wizard 9
School: Transmutation
Casting Time: 1 Standard Action
Range: Personal
Duration: 3 Rounds
Components: V
Spell Resistance: No
Saving Throw: None
You stop time for all creatures on the adventure map for 3 rounds. You
then have these rounds to act freely (cast more spells, attack etc.,)
--------------------------------------------------------------------
Touch of Fatigue
****************
Sorcerer/Wizard 0
School: Necromancy
Casting Time: 1 Standard Action
Range: Touch
Duration: 1 Round per level
Components: V,S
Spell Resistance: Yes
Saving Throw: Fortitude Save
With a touch, you cause the target to become fatigued.
True Resurrection
*****************
Cleric 9
School: Conjuration
Casting Time: 1 Full Round Action
Range: Personal
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: None
You return to life all creatures within 15ft (3 Squares) of yourself.
--------------------------------------------------------------------
True Strike
***********
Sorcerer/Wizard 1
School: Divination
Casting Time: 1 Standard Action
Range: Personal
Duration: 2 Rounds
Components: V,S
Spell Resistance: No
Saving Throw: None
You gain a +20 bonus to hit for 1 round. The duration says two, but the
first round is the round you cast the spell, so you have this bonus to
Attacks of Opportunity.
--------------------------------------------------------------------
Undeath to Death
****************
Level: Cleric 6, Sorcerer/Wizard 6
School: Necromancy
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: Instantaneous
Components: V,S
Spell Resistance: Yes
Saving Throw: Will Save
This spell destroys 1D4 HD of Undead per level (max 20D4), destroying
those Undead with the fewest HD first, in a 40ft radius area. Any Undead
that have equal HD, the closest to the point of origin will be affected
first.
--------------------------------------------------------------------
Virtue
******
Cleric 0, Druid 0, Paladin 1
School: Transmutation
Casting Time: Standard Action
Range: Touch
Duration: 1 minute (10 Rounds) per level
Components: V,S
Spell Resistance: No
Saving Throw: None
Target gains 1 Temporary Hit Point, which is added to the maximum the
character has.
--------------------------------------------------------------------
5.8. W - Z
----------
Wail of the Banshee
*******************
Sorcerer/Wizard 9
School: Necromancy
Casting Time: 1 Standard Action
Range: Close (25ft)
Duration: Instantaneous
Components: V
Spell Resistance: Yes
Saving Throw: Fortitude Save
You kill a number of creatures in a 30ft radius equal to your caster
level. A Fortitude save prevents death.
--------------------------------------------------------------------
Wall of Fire
************
Druid 5, Sorcerer/Wizard 4
School: Evocation
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: 1 Round per level
Components: V, S
Spell Resistance: Yes
Saving Throw: None
You create a wall of flames that deal 2d6 +1 per level to any creatures
in the area.
--------------------------------------------------------------------
Waves of Exhaustion
*******************
Sorcerer/Wizard 7
School: Necromancy
Casting Time: 1 Standard Action
Range: Long (400ft)
Duration: Permanent
Components: V, S
Spell Resistance: Yes
Saving Throw: None
All those in the path of this negative energy become exhausted.
--------------------------------------------------------------------
Waves of Fatigue
****************
Sorcerer/Wizard 5
School: Necromancy
Casting Time: 1 Standard Action
Range: Long (400ft)
Duration: Permanent
Components: V, S
Spell Resistance: Yes
Saving Throw: None
All creatures in the target area become fatigued.
--------------------------------------------------------------------
Web
***
Sorcerer/Wizard 2
School: Conjuration
Casting Time: 1 Standard Action
Range: Medium (100ft)
Duration: 10 minutes (100 Rounds) per level
Components: V, S
Spell Resistance: No
Saving Throw: Reflex
You create a thick, ropey spider web in a 20ft radius. These webs slow any
creature that enters them, except for spiders.
--------------------------------------------------------------------
6. Power Details
==================
The format for these will be similar to that of spells, except for a few
minor changes. See below:
Power Name
**********
Level
School
Power Point Cost
Augmentable
Range
Duration
Power Resistance
Saving Throw
Description of Power effects
--------------------------------------------------------------------
The level of the power isn't that important, it only lets you know when
you can take that power. The important part is the Power Point cost, as
you need at least that number available to mainfest the power. If you
can augment teh spell, I will list in the description what the cost is
for augmentation and what it does. Basically, the more Power Points that
you spend in the manifestation of the power, the better the effects will
be. You can manifest powers as long as you have points remaining, the
weapons and armor you have on should not effect the ability to manifest,
like with spells. However, there are spells that are not available as'
powers, and vice versa. Example, while there is a spell to enhance ability
scores, there is no power to do so, and while their is a power to breathe
acid, there is no high level acid based spell.
You can only add up to your current level in power points to augment a
power. i.e., a 5th level psion can manifest 3rd level powers, costing
5 Power Points, and can augment a 2nd level power by up to 3 Power points
(so the total cost is 5 Power Points), and can augment a 1st level power
by up to 4 Power Points (once again the total cost is up to 5 Power
Points). This may not be very clear, it is somewhat tricky to explain, but
if you play a Psion you will soon figure it out.
For all intents and purposes, Power Resistance is the same as Spell
Resistance in Tactics.
Anyway, on to the Powers!
6.1. A - C
----------
Aura Sight
**********
Psion 4
School: Clairsentience
Power Point Cost: 7
Augmentable: No
Range: 60ft
Duration: 10 minutes (100 Rounds)
Power Resistance: No
Saving Throw: None
Detect any creature with a good or evil aura in a 60ft cone.
--------------------------------------------------------------------
Aversion
********
Psion 2
School: Telepathy
Power Point Cost: 3
Augmentable: No
Range: Personal
Duration: 1 minute (10 Rounds) per level
Power Resistance: Yes
Saving Throw: Will Save
Any creature within 30ft (6 squares) of the manifester becomes panicked,
if they succeed the Will Save, they are instead shaken.
--------------------------------------------------------------------
Body Adjustment
***************
Psion 3, Psychic Warrior 2
School: Psy-metabolism
Power Point Cost: 5 (Psions), 3 (Psychic Warriors)
Augmentable: Yes
Range: Personal
Duration: Instantaneous
Power Resistance: No
Saving Throw: None
You cure yourself of 1d12 points of damage.
Augmentation: For every 2 extra points spent, you heal an additional 1d12
points of damage.
--------------------------------------------------------------------
Brain Lock
**********
Psion 2
School: Telepathy
Power Point Cost: 3
Augmentable: No
Range: Medium (100ft)
Duration: Concentrate
Power Resistance: Yes
Saving Throw: Will Save
As long as the Psion concentrates, the target is dazed.
--------------------------------------------------------------------
Breath of the Black Dragon
**************************
Psion 6, Psychic Warrior 6
School: Psy-metabolism
Power Point Cost: 11
Augmentation: Yes
Range: Close (25ft)
Duration: Instantaneous
Power Resistance: Yes
Saving Throw: Reflex Save
Breath a cone of Acid, dealing 11d6 points of damage to anything in the
target area.
Augmentation: For every extra point spent, the damage increases by 1d6.
--------------------------------------------------------------------
Burst
*****
Psychic Warrior 1
School: Psychoportation
Power Point Cost: 1
Augmentable: No
Range: Personal
Duration: 1 Round
Power Resistance: No
Saving Throw: None
Gain a burst of speed for 1 round, moving 40ft (8 Squares) further
than normal. Manifest this before you move or you will waste the power.
--------------------------------------------------------------------
Concussion Blast
****************
Psion 2
School: Psychokinesis
Power Point Cost: 3
Augmentable: Yes
Range: Medium (100ft)
Duration: Instantaneous
Power Resistance: Yes
Saving Throw: None
You cause a blast of psychokinetic energy, dealing 1d6 points of damage.
Augmentation: For every 2 extra points spent, the damage increases by 1d6.
--------------------------------------------------------------------
Crisis of Life
**************
Psion 7
School: Metacreativity
Power Point Cost: 13
Augmentable: Yes
Range: Medium (100ft)
Duration: Instantaneous
Power Resistance: Yes
Saving Throw: Fortitude Save
You reach out mentally to stop the heart of the target. If it has less
than 11HD then it dies if it fails it's save. Targets with more HD or
ones that succeed their save instead take 7d6 damage.
Augmentation: For every extra point spent, the HD of the target that can
be affected increases by 1. The damage dealt to a target
that makes it save or has more HD than the power can affect
increases by 1d6.
--------------------------------------------------------------------
Crystal Shard
*************
Psion 1
School: Metacreativity
Power Point Cost: 1
Augmentable: Yes
Range: Close (25ft)
Duration: Instantaneous
Power Resistance: No
Saving Throw: None
You summon shards of crystal, hurling them at the target dealing 1d6
points of damage.
Augmentation: For every extra point spent, you deal an extra 1d6 points of
damage.
--------------------------------------------------------------------
6.2. D - F
----------
Danger Sense
************
Psion 3, Psychic Warrior 3
School: Clairsentience
Power Point Cost: 5
Augmentable: No
Range: Personal
Duration: 1 hour (600 Rounds) per level
Power Resistance: No
Saving Throw: None
You gain +4 to Reflex saves and +4 to AC
--------------------------------------------------------------------
Deceleration
************
Psion 1
School: Psychoportation
Power Point Cost: 1
Augmentable: No
Range: Close (25ft)
Duration: 1 minute (10 Rounds) per level
Power Resistance: Yes
Saving Throw: Reflex Save
Reduce the targets movement speed by 10ft (2 Squares). This power doesn't
affect targets of large size.
--------------------------------------------------------------------
Defensive Precognition
**********************
Psion 1, Psychic Warrior 1
School: Clairsentience
Power Point Cost: 1
Augmentable: Yes
Range: Personal
Duration: 1 minute (10 Rounds) per level
Power Resistance: No
Saving Throw: None
Gain a +1 bonus to AC, by dodging attacks.
Augmentation: For every 3 extra power points spent, the AC bonus increases
by +1.
--------------------------------------------------------------------
Demoralise
**********
Psion 1
School: Telepathy
Power Point Cost: 1
Augmentable: Yes
Range: Personal
Duration: 1 minute (10 Rounds) per level
Power Resistance: Yes
Saving Throw: Will Save
Demoralise any target within 30ft (6 Squares) of the manifester. Targets
failing the saving throw become shaken.
Augmentation: For every 2 points spent, the range of the power increases
by 5ft (1 Square).
--------------------------------------------------------------------
Detect Psionics
***************
Psion 1, Psychic Warrior 1
School: Clairsentience
Power Point Cost: 1
Augmentable: No
Range: 60ft
Duration: 1 minute (10 Rounds) per level
Power Resistance: No
Saving Throw: None
This spell reveals to the caster any active Psionic effects in the powers
range.
--------------------------------------------------------------------
Dissipating Touch
*****************
Psion 1, Psychic Warrior 1
School: Psychoportation
Power Point Cost: 1
Augmentable: Yes
Range: Touch
Duration: Instantaneous
Power Resistance: No
Saving Throw: None
Your touch teleports small fragments of the target away, dealing 1d6
points of damage.
Augmentation: For every power point spent, the damage increases by 1d6.
--------------------------------------------------------------------
Dissolving Touch
****************
Psychic Warrior 2
School: Psy-metabolism
Power Point Cost: 3
Augmentable: Yes
Range: Touch
Duration: Instantaneous
Power Resistance: No
Saving Throw: None
Your touch deals 4d6 points of acid damage.
Augmentation: For every 2 extra points spent, you deal an additional 1d6
points of damage.
--------------------------------------------------------------------
Ego Whip
********
Psion 2
School: Telepathy
Power Point Cost: 3
Augmentable: Yes
Range: Medium (100ft)
Duration: Instantaneous
Power Resistance: Yes
Saving Throw: Will Save
Your mind lances into your targets personality, dealing 4 points of
Charisma damage.
Augmentation: For every 4 extra points spent, you deal an extra 2 points
of Charisma damage.
--------------------------------------------------------------------
Eradicate Invisibility
**********************
Psion 3
School: Psychokinesis
Power Point Cost: 3
Augmentable: Yes
Range: Personal
Duration: Instantaneous
Power Resistance: No
Saving Throw: Reflex Save
You cause all invisible creatures to become visible that are within 30ft
(6 Squares) of you.
Augmentation: For every extra point spent, the radius increases by 5ft.
--------------------------------------------------------------------
Exhalation of the Black Dragon
******************************
Psychic Warrior 3
School: Psy-metabolism
Power Point Cost: 5
Augmentable: Yes
Range: Close (25ft)
Duration: Instantaneous
Power Resistance: Yes
Saving Throw: Reflex Save
You spew forth a line of acid, dealing 3d6 damage.
Augmentation: For every 2 extra points spent, the damage is increased by
1d6 points.
--------------------------------------------------------------------
Force Screen
************
Psion 1, Psychic Warrior 1
School: Psychokinesis
Power Point Cost: 1
Augmentable: Yes
Range: Personal
Duration: 1 minute (10 Rounds)
Spell Resistance: No
Saving Throw: None
This spell creates a mobile shield of force that grants +4 to AC.
Augmentation: For every 4 extra power points spent, the AC granted
increases by +1.
--------------------------------------------------------------------
6.3. G - I
----------
Id Insinuation
**************
Psion 2
School: Telepathy
Power Point Cost: 3
Augmentable: No
Range: Close (25ft)
Duration: Concentrate
Power Resistance: Yes
Saving Throw: Will Save
You send random thoughts into the targets mind, causing them to be
confused for as long as the target concentrates.
--------------------------------------------------------------------
Inertial Armor
**************
Psion 1, Psychic Warrior 1
School: Psychokinesis
Power Point Cost: 1
Augmentable: Yes
Range: Personal
Duration: 1 hour (600 Rounds) per level
Power Resistance: No
Saving Throw: None
Create a field of force that functions like armor, granting a +4 bonus
to AC.
Augmentation: For every 2 extra power points spent, the AC granted
increases by +1.
--------------------------------------------------------------------
6.4. J - L
----------
6.5. M - O
----------
Mental Disruption
*****************
Psion 2
School: Telepathy
Power Point Cost: 3
Augmentable: Yes
Range: Personal
Duration: 1 Round
Power Resistance: Yes
Saving Throw: Will Save
Every creature within 10ft radius (2 Squares) becomes dazed.
Augmentation: For every 2 extra points spent, the radius increases by 5ft.
--------------------------------------------------------------------
Metaphysical Weapon
*******************
Psychic Warrior 1
School: Metacreativity
Power Point Cost: 1
Augmentable: Yes
Range: Touch
Duration: 1 minute (10 Rounds) per level
Power Resistance: Yes
Saving Throw: Will Save
Your weapon gains a +1 enhancement bonus.
Augmentation: For every 4 extra points spent, the bonus increases by +1
--------------------------------------------------------------------
Mind Thrust
***********
Psion 1
School: Telepathy
Power Point Cost: 1
Range: Close (25ft)
Augmentable: Yes
Duration: Instantaneous
Power Resistance: Yes
Saving Throw: Will Save
You launch a barrage of random thoughts at the targets mind, dealing 1d10
points of damage.
Augmentation: For every extra point spent, the damage increases by 1d10
points.
--------------------------------------------------------------------
Offensive Precognition
**********************
Psion 1, Psychic Warrior 1
School: Clairsentience
Power Point Cost: 1
Augmentable: Yes
Range: Personal
Duration: 1 minute (10 Rounds) per level
Power Resistance: No
Saving Throw: None
You gain a +1 bonus to attack rolls.
Augmentation: For every 3 extra points spent, the bonus increases by +1
--------------------------------------------------------------------
6.6. P - S
----------
Psionic Blast
*************
Psion 3
School: Telepathy
Power Point Cost: 5
Augmentable: No
Range: Close (25ft)
Duration: 1 Round
Power Resistance: No
Saving Throw: Will Save
You create a cone shaped burst of mental energy, dazing all creatures
within 30ft for 1 round.
--------------------------------------------------------------------
Psionic Charm
*************
Psion 1
School: Telepathy
Power Point Cost: 1
Augmentable: No
Range: Close (25ft)
Duration: 1 Round per level
Power Resistance: Yes
Saving Throw: Will Save
You become friends with the target. Any aggressive action towards the
target breaks the power.
--------------------------------------------------------------------
Psionic Darkvision
******************
Psion 3, Psychic Warrior 2
Level: Psion 3, Psychic Warrior 2
School: Clairsentience
Power Point Cost: 5 (Psions), 3 (Psychic Warriors)
Range: Personal
Duration: 1 hour (600 Rounds) per level
Power Resistance: Yes
Saving Throw: Will Save
This power grants the manifester darkvision to 60ft (12 Squares)
--------------------------------------------------------------------
Psionic Daze
************
Psion 1
School: Telepathy
Power Point Cost: 1
Augmentable: Yes
Range: Close (25ft)
Duration: 1 Round
Power Resistance: Yes
Saving Throw: Will Save
You daze any creature that has less than 5HD for 1 Round.
Augmentation: For every extra point spent, the HD of the creature affected
increases by +1.
--------------------------------------------------------------------
Psionic Disintegrate
********************
Psion 6
School: Psychoportation
Power Point Cost: 11
Augmentable: No
Range: Medium (100ft)
Duration: Instantaneous
Power Resistance: Yes
Saving Throw: Fortitude Save
You cast a thin ray at the target. If the target fails it's save, it is
turned into dust. If the target succeeds it's save, it instead takes 5d6
points of damage.
--------------------------------------------------------------------
Psionic Dominate
****************
Psion 4
School: Telepathy
Power Point Cost: 1
Augmentable: No
Range: Medium (100ft)
Duration: Concentrate
Power Resistance: Yes
Saving Throw: Will Save
You cause the target to fight for you as long as you concentrate.
--------------------------------------------------------------------
Psionic Freedom of Movement
***************************
Psion 4, Psychic Warrior 4
School: Psychoportation
Power Point Cost: 7
Augmentation: No
Range: Personal
Duration: 10 minutes (100 Rounds) per level
Power Resistance: Yes
Saving Throw: Will Save
You are freed from, and immune to any spell or power that hampers
movement in any way.
--------------------------------------------------------------------
Psionic Knock
*************
Psion 2
School: Psychoportation
Power Point Cost: 3
Augmentable: No
Range: Touch
Duration: Instantaneous
Power Resistance: No
Saving Throw: None
Open a chest or door instantly.
--------------------------------------------------------------------
Psionic Moment of Prescience
****************************
Psion 7
School: Clairsentience
Power Point Cost: 13
Augmentable: No
Range: Personal
Duration: 1 Round
Power Resistance: No
Saving Throw: None
You gain a bonus equal to your level to your attacks, AC and saves for 1
Round.
--------------------------------------------------------------------
Psionic Vigor
*************
Psion 1, Psychic Warrior 1
School: Psy-metabolism
Power Point Cost: 1
Augmentable: Yes
Range: Personal
Duration: 1 minute (10 Rounds) per level
Power Resistance: No
Saving Throw: None
You gain 5 temporary Hit Points.
Augmentation: For every extra point spent, you gain an additional 5Hp.
--------------------------------------------------------------------
Psychic Crush
*************
Psion 5
School: Telepathy
Power Point Cost: 9
Augmentable: Yes
Range: Close (25ft)
Duration: Instantaneous
Power Resistance: Yes
Saving Throw: Will Save
Instantly kill a target that fails it save. If it succeeds it's save, it
instead takes 3d6 damage.
Augmentation: For every 2 extra points spent, the damage dealt to the
target when it saves is increased by 1d6.
--------------------------------------------------------------------
Psychofeedback
**************
Psychic Warrior 5
School: Psy-metabolism
Power Point Cost: 9
Augmentable: No
Range: Personal
Duration: 1 Round per level
Power Resistance: No
Saving Throw: None
You gain +4 to Str and take -4 to Wis. I do not recommend using this
power as it also takes away any power points you have for having a high
Wis.
--------------------------------------------------------------------
Recall Agony
************
Psion 2
School: Clairsentience
Power Point Cost: 3
Augmentable: Yes
Range: Medium (100ft)
Duration: Instantaneous
Power Resistance: Yes
Saving Throw: Will Save
You make the target recall vividly a previous injury, dealing 2d6 points
of damage.
Augmentation: For every extra point spent, the damage increases by 1d6.
--------------------------------------------------------------------
Recall Death
************
Psion 8
School: Clairsentience
Power Point Cost: 15
Augmentable: No
Range: Medium (100ft)
Duration: Instantaneous
Power Resistance: Yes
Saving Throw: Will Save
You make the target see it's death in it's future. The horror caused by
this instantly kills the target if it fails it's save. If it succeeds it's
save, it takes 5d6 damage instead.
--------------------------------------------------------------------
Swarm of Crystals
*****************
Psion 2
School: Metacreativity
Power Point Cost: 3
Augmentable: Yes
Range: 15ft
Duration: Instantaneous
Power Resistance: No
Saving Throw: None
You shoot a cloud of razor sharp crystals, dealing 3d4 points of damage to
all creatures in a 15ft (3 Squares) cone.
Augmentation: For every extra point spent, the damage increases by 1d4.
--------------------------------------------------------------------
6.7. T - V
----------
Thick Skin
**********
Psychic Warrior 1
School: Psy-metabolism
Power Point Cost: 1
Augmentable: Yes
Range: Personal
Duration: 10 minutes (100 Rounds) per level
Power Resistance: No
Saving Throw: None
Your skin thickens, granting you a +1 natural armor bonus.
Augmentation: For every 3 extra points spent, the bonus increases by +1.
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Timeless Body
*************
School: Psychoportation
Power Point Cost: 17
Augmentable: No
Range: Personal
Duration: 2 Rounds
Power Resistance: Yes
Saving Throw: None
For the rest of this Round and the next, you become immune to all harmful
effects.
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Ultrablast
**********
Psion 7
School: Telepathy
Power Point Cost: 13
Augmentable: Yes
Range: Personal
Duration: Instantaneous
Power Resistance: Yes
Saving Throw: Will Save
You make a loud psionic shriek, dealing 13d6 points of damage to all
targets within 15ft (3 Squares) of you.
Augmentation: For every extra point spent, the damage increases by 1d6.
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6.8. W - Z
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END OF GUIDE