[URL="http://www.d20srd.org/srd/spells/acidSplash.htm"][COLOR=#666666] [B]Acid Splash[/B] [/COLOR][/URL]
Conjuration Level: Sor/Wiz 0
[URL="http://www.d20srd.org/srd/spells/detectMagic.htm"][COLOR=#666666] [B]Detect Magic[/B] [/COLOR][/URL]
Divination Level: Sor/Wiz 0
[URL="http://www.d20srd.org/srd/spells/detectPoison.htm"][COLOR=#666666] [B]Detect Poison[/B] [/COLOR][/URL]
Divination Level: Sor/Wiz 0
[URL="http://www.d20srd.org/srd/spells/disruptUndead.htm"][COLOR=#666666] [B]Disrupt Undead[/B] [/COLOR][/URL]
Necromancy Level: Sor/Wiz 0
[URL="http://www.d20srd.org/srd/spells/light.htm"][COLOR=#666666] [B]Light[/B] [/COLOR][/URL]
Evocation [Light] Level: Sor/Wiz 0
[B][U]Arcane Material Component: A firefly or a piece of phosphorescent moss.[/U][/B]
[URL="http://www.d20srd.org/srd/spells/mending.htm"][COLOR=#666666] [B]Mending[/B] [/COLOR][/URL]
Transmutation Level: Sor/Wiz 0.
[URL="http://www.d20srd.org/srd/spells/prestidigitation.htm"][COLOR=#666666] [B]Prestidigitation[/B] [/COLOR][/URL]
Universal Level: Sor/Wiz 0
[B]* Electric Jolt[/B]
School: Evocation [Electricity]
Level: Sorcerer/wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Description
You release a small stroke of electrical energy. You must succeed on a
ranged touch attack with the ray to strike a target. The spell deals 1d3
points of electricity damage.
><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
[URL="http://www.d20srd.org/srd/spells/expeditiousRetreat.htm"][COLOR=#666666] [B]Expeditious Retreat[/B][/COLOR][/URL]
Transmutation Level: sorcerer/wizard 1
[URL="http://www.d20srd.org/srd/spells/featherFall.htm"][COLOR=#666666] [B]Feather Fall[/B] [/COLOR][/URL]
Transmutation Level: sorcerer/wizard 1
[B* ]Low Light Vision[/B]
School: Transmutation
Level: Assassin 1, druid 1, ranger 1,
sorcerer/wizard 1
Components: V, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Description:
The subject creature gains low-light vision.
[B][U][I]Arcane Material Component: A small candle.[/I][/U][/B]
[URL="http://www.d20srd.org/srd/spells/magicMissile.htm"][COLOR=#666666] [B]Magic Missile[/B] [/COLOR][/URL]
Evocation [force] Level: sorcerer/wizard 1
[B]* Orb of Acid, Lesser[/B]
School: Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb of acid
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description:
An orb of acid about 2 inches across shoots from your palm at its target,
dealing 1d8 points of acid damage. You must succeed on a ranged touch
attack to hit your target. For every two caster levels beyond 1st, your
orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at
5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
[B]* Persistent Blade[/B]
School: Evocation [Force]
Level: Sorcerer/wizard 1
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One dagger made of force
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
Description:
You bring into being a tiny blade of force. The blade flies at a speed of
40 feet (perfect) and attacks any target within its range, as you desire,
starting in the round when you cast the spell. The blade attacks on your
turn once each round, striking with an attack bonus equal to your base
attack bonus + 1/2 your Cha modifier or Int modifier (for sorcerers and
wizards, respectively) and deals 1d4 points of damage, with a critical
threat range of 19–20. If an ally also attacks the creature, the blade
moves on your turn to flank the target. As a force effect, it can strike
ethereal and incorporeal creatures. The blade cannot be attacked. Each
round after the first, you can use a standard action to switch the blade
to a new target; otherwise, it continues to attack the same target. If an
attacked creature has spell resistance, the resistance is checked the first
time the persistent blade strikes. If the blade is successfully resisted, the
spell is dispelled. If not, the blade has its normal full effect on that
creature for the duration of the spell. [B][U]Focus: A silvered dagger[/U][/B]
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
[URL="http://www.d20srd.org/srd/spells/acidArrow.htm"][COLOR=#666666] [B](Melf’s) Acid Arrow[/B] [/COLOR][/URL]
Conjuration (Creation) [Acid] Level: Sor/Wiz 2
[U][B]Material Component:[/B] Powdered rhubarb leaf and an adder’s stomach.
[B]Focus:[/B] A dart.[/U]
[B]* Body of the Sun[/B]
School: Transmutation [Fire]
Level: Druid 2, sorcerer/wizard 2
Components: V, S, DF
Casting Time: 1 standard action Range: 5 ft.
Area: 5-ft.-radius emanation centered on you
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
Description
Fire extends 5 feet in all directions from your body, illuminating the area
and dealing 1d4 points of fire damage per two caster levels (maximum
5d4). Adjacent creatures take fire damage each round on your turn.
[URL="http://www.d20srd.org/srd/spells/darkvision.htm"][COLOR=#666666] [B]Darkvision[/B] [/COLOR][/URL]
Transmutation Level: sorcerer/wizard 2
[B][U](either a pinch of dried carrot or an agate)[/U][/B]
[URL="http://www.d20srd.org/srd/spells/resistEnergy.htm"][COLOR=#666666] [B]Resist Energy[/B] [/COLOR][/URL]
Abjuration Level: sorcerer/wizard 2
[URL="http://www.d20srd.org/srd/spells/spiderClimb.htm"][COLOR=#666666] [B]Spider Climb[/B] [/COLOR][/URL]
Transmutation Level: sorcerer/wizard 2
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
[B]* Acid Breath[/B]
School: Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Description
You breathe forth a cone of acidic droplets. The cone deals 1d6 points of
acid damage per caster level (maximum 10d6). [B]Material Component: A
handful of fire ants (alive or dead).[/B] Focus: A glass sculpture of a
humanoid (worth 50 gp).
[B]* Disrupt Undead, Greater[/B]
School: Necromancy
Level: Sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Description
You must succeed on a ranged touch attack with the ray to strike a target.
This spell functions like disrupt undead, except that this ray deals 1d8
points of damage per caster level to any undead, to a maximum of 10d8.
If the damage is sufficient to destroy the first target, then you can redirect
the ray to another undead target within 15 feet of the first target. If you
make a successful ranged touch attack on the second target, that target
takes half of the damage rolled for the first target.
[B]Mage Armor, greater[/B]
Mage Armor, Greater
School: Conjuration (Creation) [Force]
Level: Sorcerer/wizard 3
Components: V, S
Description:
This spell functions like mage armor, except that it requires no material
component and its tangible field of force provides a +6 armor bonus to
Armor Class.
[URL="http://www.d20srd.org/srd/spells/mageArmor.htm"][COLOR=#666666] mage armor [/COLOR][/URL]
[URL="http://www.d20srd.org/srd/spells/haste.htm"][COLOR=#666666] [B]Haste[/B] [/COLOR][/URL]
Transmutation Level: sorcerer/wizard 3
(a shaving of licorice root)
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
[B]* Force Missiles[/B]
School: Evocation [Force]
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to four creatures, no two of which are more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Description:
You create powerful missiles of magical force, each of which darts from your
fingertips and unerringly strikes its target, dealing 2d6 points of damage.
The missile then explodes in a burst of force that deals half this amount of
damage to any creatures adjacent to the primary target. The missile strikes
unerringly, even if the target is in melee or has anything less than total
cover or concealment. A caster cannot single out specific parts of a creature.
The spell can target and damage unattended objects. You gain one missile
for every four caster levels. You can make more than one missile strike a
single target, if desired. However, you must designate targets before
rolling for spell resistance or damage.
[B]* Orb of Acid[/B]
School: Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb of acid
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: No
Description:
An orb of acid about 3 inches across shoots from your palm at its target,
dealing 1d6 points of acid damage per caster level (maximum 15d6). You
must succeed on a ranged touch attack to hit your target. A creature
struck by the orb takes damage and becomes sickened by the acid’s
noxious fumes for 1 round. A successful Fortitude save negates the
sickened effect but does not reduce the damage.
[URL="http://www.d20srd.org/srd/spells/stoneShape.htm"][COLOR=#666666] [B]Stoneshape[/B] [/COLOR][/URL]
Transmutation [earth] Level: sorcerer/wizard 4
[B][U][I](soft clay)[/I][/U][/B]
[URL="http://www.d20srd.org/srd/spells/stoneskin.htm"][COLOR=#666666] [B]Stoneskin[/B] [/COLOR][/URL]
Abjuration Level: sorcerer/wizard 4
[B](granite and diamond dust worth 250 gp)[/B]
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><
[URL="http://www.d20srd.org/srd/spells/fabricate.htm"][COLOR=#666666] [B]Fabricate[/B] [/COLOR][/URL]
Transmutation Level: sorcerer/wizard 5
[B][U][I](the original material, which costs the same amount as the raw materials
required to craft the item to be created)[/I][/U]
* Planar Tolerance[/B]
Level: sorcerer/wizard 5
Duration: 1 hour/level
Description:
This spell functions like avoid planar effects, except as noted above.
[B]* Avoid Planer Effects[/B]
Abjuration Level: sorcerer/wizard 3
Components: V
Casting Time: 1 immediate action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst
centered on you
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)
Description
You gain a temporary respite from the natural effects of a specific plane.
These effects include extremes in temperature, lack of air, poisonous
fumes, emanations of positive or negative energy, or other attributes of
the plane itself (DMG 150). Avoid planar effects provides protection from
the 3d10 points of fire damage that characters normally take when on a
plane with the fire-dominant trait. Avoid planar effects allows a character
to breathe water on a water dominant plane and ignore the threat of
suffocation on an earth-dominant plane. A character protected by avoid
planar effects can’t be blinded by the energy of a major positive-dominant
plane and automatically stops gaining temporary hit points when they
equal the character’s full normal hit point total. Negative-dominant planes
don’t deal damage or bestow negative levels to characters protected by
avoid planar effects. In addition, some effects specific to a plane are negated
by avoid planar effects. In the D&D cosmology, avoid planar effects negates
the deafening effect of Pandemonium and the cold damage on the Cania
layer of the Nine Hells. The DM can add additional protections for a cosmology
he creates. If the campaign has an Elemental Plane of Cold, for example,
avoid planar effects protects against the base cold damage dealt to everyone
on the plane. The effects of gravity traits, alignment traits, and magic traits
aren’t negated by avoid planar effects, nor is the special entrapping trait of
certain planes (such as Elysium and Hades). The spell does not provide
protection against creatures, native or otherwise, nor does it protect against
spells, special abilities, or extreme and non-natural formations within the
plane. This spell allows you to survive on the Elemental Plane of Earth, for
instance, but it won’t protect you if you walk into a pool of magma on that
same plane.
[B]* Reciprocal Gyre[/B]
School: Abjuration
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Will half, then Fortitude negates; see text
Spell Resistance: No
Description:
The subject takes 1d12 points of damage per functioning spell or spell-like
ability currently affecting it (maximum 25d12). In addition, any creature so
affected that fails its Will save must then succeed on a Fortitude save or be
dazed for 1d6 rounds. Only spells specifically targeted on the creature in
question can be used to create the backlash of a reciprocal gyre, so spells
that affect an area can’t be used to deal reciprocal damage to creatures
within their area. Likewise, persistent or continuous effects from magic
items can’t be used to deal reciprocal damage, but targeted spell effects
can be. [B]Material Component: A tiny closed loop of copper wire.
* Vitriolic Sphere[/B]
School: Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 10-ft.-radius burst
Duration: Instantaneous; see text
Saving Throw: Reflex partial; see text
Spell Resistance: No
Description
Affected creatures take 6d6 points of acid damage. Creatures that succeed
on their Reflex saving throws take half of this damage. Creatures that fail
their Reflex saves take full damage, and also take 6d6 points of acid damage
in each of the following 2 rounds.[B] Material Component: A tiny glass vial
filled with aqua regia (Nitric Acid)[/B]
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
[B]* Acid Storm[/B]
School: Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (20-ft. radius, 20 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
Description
Acid rain deals 1d6 points of acid damage per caster level (maximum 15d6)
to each creature in the area.[B] Material Component: A flask of acid (10 gp).
* Elemental Body III[/B]
School transmutation (polymorph);
Level sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (the element you plan to assume)
Range personal
Target you
Duration 1 min/level (D)
Description
This spell functions as elemental body I, except that it also allows you to
assume the form of a Large air, earth, fire, or water elemental. The abilities
you gain depend upon the type of elemental you change into. You are also
immune to critical hits and sneak attacks while in elemental form.
[U]Air elemental:[/U] As elemental body I except that you gain a +2
enhancement bonus to your Strength, +4 enhancement bonus to your
Dexterity, and a +4 natural armor bonus.
[U]Earth elemental: [/U]As elemental body I except that you gain a +6
enhancement bonus to your Strength, a –2 penalty on your Dexterity, a
+2 enhancement bonus to your Constitution, and a +6 natural armor bonus.
[U]Fire elemental[/U]: As elemental body I except that you gain a +4
enhancement bonus to your Dexterity, a +2 enhancement bonus to your
Constitution, and a +4 natural armor bonus.
[U]Water elemental:[/U] As elemental body I except that you gain a +2
enhancement bonus to your Strength, a –2 penalty on your Dexterity, a
+6 enhancement bonus to your Constitution, and a +6 natural armor bonus.
[URL="http://www.d20srd.org/srd/spells/heroismGreater.htm"][COLOR=#666666] [B]Heroism, Greater[/B] [/COLOR][/URL]
Eenchantment (compulsion) [mind-affecting] Level:sorcerer/wizard 6
[URL="http://www.d20srd.org/srd/spells/heroism.htm"][COLOR=#666666] [B]Heroism[/B] [/COLOR][/URL]
Enchantment (compulsion) [mind-affecting] Level: sorcerer/wizard 3
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
[URL="http://www.d20srd.org/srd/spells/banishment.htm"][COLOR=#666666] [B]Banishment[/B] [/COLOR][/URL]
Abjuration Level: Sor/Wiz 7
[B][U][I]Arcane Focus: Any item that is distasteful to the subject
(optional, see above).[/I][/U][/B]
[URL="http://www.d20srd.org/srd/spells/limitedWish.htm"][COLOR=#666666] [B]Limited Wish[/B] [/COLOR][/URL]
Universal Level:sorcerer/wizard 7
[B](diamond worth 1,500 gp + special)[/B]
[URL="http://www.d20srd.org/srd/spells/magesSword.htm"][COLOR=#666666] [B]Mage’s Sword[/B] [/COLOR][/URL]
Evocation [Force] Level: Sor/Wiz 7
[B]Focus: A miniature platinum sword with a grip and pommel of copper and
zinc. It costs 250 gp to construct.[/B]
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
[B]* Form of the Dragon III[/B]
School transmutation (polymorph);
Level sorcerer/wizard 8
Description:
This spell functions as form of the [U]dragon I[/U] except that it also allows
you to assume the form of a Huge chromatic or metallic dragon. You gain the
following abilities: a +10 enhancement bonus to Strength, a +8 enhancement
bonus to Constitution, a +8 natural armor bonus, fly 120 feet (poor),
blindsense 60 feet, darkvision 120 feet, a breath weapon, DR 10/magic,
frightful presence (DC equal to the DC for this spell), and immunity to one
element (of the same type form of the dragon I grants resistance to). You
also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one
tail slap attack (2d6). You can use the breath weapon as often as you like, but
you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points
of damage and allow a Reflex save for half damage. Line breath weapons
increase to 100-foot lines and cones increase to 50-foot cones.
[B]* Form of the Dragon I[/B]
School transmutation (polymorph);
Level sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M[B] (a scale of the dragon type you plan to assume)[/B]
Range personal
Target you
Duration 1 min/level (D)
Save see below;
Spell Resistance: no
Description
When you cast this spell you assume the form of a Medium chromatic
or metallic dragon. You gain the following abilities: a +4 enhancement
bonus to Strength, a +2 enhancement bonus to Constitution, a +4
natural armor bonus, fly 60 feet (poor), darkvision 60 feet, a breath
weapon, and resistance to one element. You also gain one bite (1d8),
two claws (1d6), and two wing attacks (1d4). Your breath weapon and
resistance depend on the type of dragon that you transform into. You
can only use the breath weapon once per casting of this spell. All breath
weapons deal 6d8 points of damage and allow a Reflex save for half
damage. In addition, some of the dragon types grant additional abilities
as noted below.
Black dragon: 60-foot line of acid, resist acid 20, swim 60 feet
Blue dragon: 60-foot line of electricity, resist electricity 20, burrow 20
feet
Green dragon: 30-foot cone of acid, resist acid 20, swim 40 feet
Red dragon: 30-foot cone of fire, resist fire 30, vulnerability to cold
White dragon: 30-foot cone of cold, resist cold 20, swim 60 feet,
vulnerability to fire
Brass dragon: 60-foot line of fire, resist fire 20, burrow 30 feet,
vulnerability to cold
Bronze dragon: 60-foot line of electricity, resist electricity 20, swim
60 feet
Copper dragon: 60-foot line of acid, resist acid 20, spider climb (always
active)
Gold dragon: 30-foot cone of fire, resist fire 20, swim 60 feet
Silver dragon: 30-foot cone of cold, resist cold 30, vulnerability to fire
[URL="http://www.d20srd.org/srd/spells/polarRay.htm"][COLOR=#666666] [B]Polar Ray[/B] [/COLOR][/URL]
Evocation [cold] Level: sorcerer/wizard 8
[B] (a white ceramic cone or prism)[/B]
[URL="http://www.d20srd.org/srd/spells/sunburst.htm"][COLOR=#666666] [B]Sunburst[/B] [/COLOR][/URL]
Evocation [light]Level: sorcerer/wizard 8
[B](sunstone and fire source)[/B]
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
[B]* Absorption[/B]
School: Abjuration
Level: Sorcerer/wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Until expended or 10 minutes/level
Description
Spells and spell-like effects that target you are absorbed, their energy stored to
power spells of your own. Absorption absorbs only ranged spells that have you
as a target. Touch spells, effect spells, and area spells that affect you cannot be
absorbed. Once the spell is cast, you can absorb 1d4+6 spell levels (rolled secretly
by the DM). The level of each spell you absorb is subtracted from the total. If a
spell is only partially absorbed (because its level exceeds the number of levels
remaining to be absorbed), divide the number of spell levels left unabsorbed by the
original spell level. For spells that deal damage, use the result to determine what
fraction of the damage you take. For spells that create effects, use the result as a
percentage chance to be affected. For example, you have three spell levels of
absorption remaining and are struck by dominate person cast as a 5th- level spell.
Absorption absorbs three levels of the spell, resulting in a 40% chance (2/5) that you
will be affected normally. If affected, any saving throw the spell allows you still applies.
Likewise, if you’re struck by disintegrate cast as a 6th-level spell with four levels of
absorption remaining, two levels of the spell remain, and you take only 33% (1/3) of the
damage you would normally take from the spell. You can use captured spell energy to
cast any spell you know or have prepared, but spells so cast don’t disappear from your
list of prepared spells or count against the number of spells you can normally cast per
day (so you so must keep a running total of spell levels absorbed and used). The levels
of spell energy you have stored must be equal to or greater than the level of the spell
you want to cast, and you must have at hand (and expend) any material components
required for the spell.
[URL="http://www.d20srd.org/srd/spells/shapechange.htm"][COLOR=#666666] [B]Shapechange[/B] [/COLOR][/URL]
Transmutation (polymorph) Level: wizard/sorcerer 9
Focus [B] (jade circlet worth 1,500 gp)[/B]