Spell List

Blessing

Distance: Touch

Description: You bless the target bestowing a gift of your choosing to it for 1 hour.

Class: All Casters

Spell Level Blessing Choices by Level Uses Per Day
Level I Choose one:

1.       +5 Temporary HP

2.       +2 to attack and +1d6 to damage rolls

3.       +1 to up to 2 Skills

 

1

Level II Choose one:

1.       +8 Temporary HP

2.       +3 to attacks and +1d6+2 damage rolls

3.       +2 in up to 2 Skills

 

1

Level III Choose one:

1.       +12 Temporary HP

2.       +4 to attacks and +1d6+4 damage rolls

3.       +3 in up to 2 Skills

 

2

Level IV Choose one:

1.       +8 Temporary HP

2.       +1d6+2 to attacks and +2d6 damage rolls

3.       +3 in up to 3 Skills

 

2

 

Bolster

Distance: 40′

Description: A number of targets, as identified by the table below, gain the favor of the Cleric’s god. The effect lasts 10 minutes.

Class: Cleric

Spell Level Bolster by Level Uses Per Day
Level I 2 Targets gain +1 to attack rolls and +2 to damage rolls. 1
Level II 3 Targets gain +2 to attack rolls and +3 to damage rolls. 2
Level III 4 Targets gain +3 to attack rolls and +4 to damage rolls. 2
Level IV 4 Targets gain +4 to attack rolls and +1d6 to damage rolls. 3

 

Detect Evil/Good

Distance: 60′

Description: Using magic to your favor, you attempt to detect the opposing forces around you, embedded in an object or the nature of a creature.  You will know the general direction from which the force is coming, but will not be able to identify it by name without a successful History, Religion, or Arcana check. Caster rolls 2d6, a roll of 8 or higher is considered successful. A failed roll consumes a use.

Class: Cleric

Spell Level Detect Evil/Good by Level Uses Per Day
Level I Spell lasts a duration of 2d6 minutes. 1
Level II Spell lasts a duration of 2d6+2 minutes. 2
Level III Spell lasts a duration of 2d6+3 minutes. 3
Level IV Spell lasts a duration of 3d6 minutes. 3

Detect Magic

Distance: 60′

Description: You use your magic to identify the magic nature of an item or creature within range. Roll a 2d6. A roll of 9 or higher will allow you to determine the specific stats of an item or the nature of a creature as well as identify the type of magic imbued. A roll of 8 or lower will only allow the caster to identify if magic exists or not. Usable a number of times identified in the table below.

Class: All Casters

Spell Level Uses Per Day
Level I 1
Level II 2
Level III 3
Level IV 5

 

Celestial Owl

Distance: 60′

Description: The Mage summons a celestial owl send a message or perform another mundane task for the number of rounds identified in the table below, as well as travelling up to a maximum distance of the mileage identified below. The owl may only ever be summoned once per day. If the mage uses the owl to travel a distance, the mage must be familiar with the location to which the owl is being commanded.

Class: Mage

Spell Level Celestial Owl by Level Travel distance
Level I The owl is capable of being under the control of the mage for 1d6 rounds 100 miles
Level II The owl is capable of being under the control of the mage for 1d6 + 1 rounds 200 miles
Level III The owl is capable of being under the control of the mage for 1d6 + 3 rounds 200 miles
Level IV The owl is capable of being under the control of the mage for 2d6 rounds 300 miles

 

Conjure Food and Water

Distance: Self

Description: You conjure enough food and water to feed and hydrate a number of friendly targets as identified in the table below.

Class: All Casters

Spell Level Conjur Food and Water By Level Uses Per Day
Level I You create enough food and water for up to 1d3 friendly creatures 1
Level II You create enough food and water for up to 1d6 friendly creatures 2
Level III You create enough food and water for up to 1d6 + INT friendly creatures 2
Level IV You create enough food and water for up to 2d6 friendly creatures 3

 

Cure Light Wounds

Distance: Touch

Description: The cleric touches an ally and heals them for the amount noted in the spell table

Class: Cleric

Spell Level Cure Light Wounds by Level Uses Per Day
Level I Heals 1d3+1 damage 2
Level II Heals 1d6 damage 3
Level III Heals 1d6 + INT damage 4
Level IV Heals 2d6 damage 4

 

Entrapping Roots

Distance: 60′

Description: You call upon the roots of nature to ensnare a target from the ground. The target affected is unable to move, but can perform all other actions such as attack or speak. The target rolls an Agility saving throw vs the casters spell check. If successful, they are not entrapped, and the spell is not counted as used. If the check fails, they are ensnared for 1 minute and the spell is consumed. The spell effect is cancelled if the target takes damage. If the druid has multiple uses, the spell can be recast on the same target, but the target spell check will grant the target +2 for each subsequent re-cast to avoid.

Class: Druid

Spell Level Uses Per Day
Level I 1
Level II 1
Level III 2
Level IV 3

 

Falling Star

Distance: 60′

Description: At the Druid’s command, a white-hot falling star screams into the atmosphere and strikes a target with a fiery force.

Class: Druid

Spell Level Falling Star by Level Uses Per Day
Level I 1 star falls for 1d6 damage. 1
Level II 1 star falls for 2d6 damage. 1
Level III 2 stars fall for 2d6 damage each. 1
Level IV 2 stars fall for 2d6+2 damage each. 2

 

Feverbolt

Distance: 60′

Description: The Mage tosses an amorphous bolt of disease-ridden contagion.

Class: Mage

Spell Level Feverbolt by Level Uses Per Day
Level I Bolt deals 1d6 damage, and an additional 1d6 damage at the beginning of the target’s turn for a duration of 1d2 turns. 1
Level II Bolt deals 1d6+3 damage, and an additional 1d6 damage at the beginning of the target’s turn for a duration of 1d3 turns. 1
Level III Bolt deals 1d6+4 damage, and an additional 1d6+2 damage at the beginning of the target’s turn for a duration of 1d6 turns. 2
Level IV Bolt deals 2d6 damage, and an additional 1d6+3 damage at the beginning of the target’s turn for a duration of 1d6 turns. 2

 

Fireball

Distance: 80′

Description: The Mage creates a number of fireballs, as identified by the table, these fireballs can be distributed to a single target, or to a new target if the original target of the spell dies before the number of fireballs is consumed. The Mage does not need to identify additional targets prior to casting the spell, but can further identify the new target during the casting of this spell.

Class: Mage

Spell Level Fireball by Level Uses Per Day
Level I 2 fireballs are thrown, and deal 2d6 damage each. 1
Level II 2 fireballs are thrown, and deal 2d6 damage each. 2
Level III 3 fireballs are thrown, and deal 2d6+2 damage each. 2
Level IV 4 fireballs are thrown, and deal 3d6 damage each. 3

 

Firebolt

Distance: 60′

Description: The Mage throws a bolt of flame from their fingers, igniting a target. This is the Mage’ At-will spell.

Class: Mage

Spell Level Firebolt by Level
Level I 1 bolt is thrown for 1d6 damage.
Level II 1 bolt is thrown for 1d6 + Intelligence bonus damage.
Level III 1 bolt is thrown for 2d6 damage.
Level IV 2 bolts are thrown for 2d6 + Intelligence bonus damage each.

 

Flurry of Leaves

Distance: 60′

Description: The Druid casts forth a flurry of razor sharp leaves inflicting painful slices in the target’s flesh. This is the Druid’s At-will spell.

Class: Druid

Spell Level Flurry of Leaves by Level
Level I 1 flurry is cast for 1d6 damage.
Level II 1 flurry is cast for 1d6 + Intelligence bonus damage.
Level III 1 flurry is cast for 2d6 damage.
Level IV 2 flurries are cast for 2d6 + Intelligence damage each.

 

Fly

Distance: Touch

Description: Allows the target to fly for a duration identified by the table below. Caster Rolls 2d6, on a roll of 7 or higher, the spell succeeds. On a roll of 6 or lower, the spell is consumed for the day without being cast on a target. The effect is cancelled if the target is dealt damage.

Class: Druid

Spell Level Fly by Level Uses Per Day
Level I Fly for up to 5 minutes 1
Level II Fly for up to 5 minutes 2
Level III Fly for up to 10 minutes 2
Level IV Fly for up to 10 minutes 3

 

Fog

Distance: 30′

Description: The caster blankets a 30′ diameter area up to 30′ away with a dense blanket of fog. Attacks that occur in the fog are rolled at a severe disadvantage of -4 to attack rolls. Caster rolls a spell check (3d6+INT) and succeeds on a DC 10 or higher. A failure counts towards the use count. Attacks from external to the fog, but targeting in to the fog also receive the -4 attack roll penalty. All creatures that start their turn in the fog take 1d6 damage. The fog cloud lasts 1d6 minutes

Class: All Casters

Spell Level Uses Per Day
Level I 1
Level II 1
Level III 2
Level IV 2

 

Frostbolt

Distance: 60′

Description: The caster hurls a bolt of frost towards a target. In addition to damage dealt, the target’s movement speed is reduced by ½ until the end of their next turn.

Class: Mage / Druid

Spell Level Frostbolt by Level Uses Per Day
Level I 1 bolt is thrown and deals 1d6 damage. 1
Level II 1 bolt is thrown and deals 1d6+ Intelligence bonus damage. 1
Level III 1 bolt is thrown and deals 2d6 damage. 2
Level IV 2 bolts are thrown and deal 2d6 + Intelligence bonus damage each. 2

Gust of Wind

Distance: 40′

Description: A blast of air bursts from the Druid, knocking all items, objects and creatures back 10′. In addition, creatures knocked back have ½ their normal movement speed until the beginning of the caster’s next turn. Creatures within a 5′ radius around the caster are affected.

Class: Druid

Spell Level Uses Per Day
Level I 1
Level II 1
Level III 2
Level IV 3

 

Heal

Distance: 40′

Description: The caster heals a friendly target as identified by the table below. This spell is given to the Cleric by default, but may be taken as an option for Druids. No roll is needed to heal an ally.

Class: Cleric / Druid / Paladin

Spell Level Heal by Level Uses Per Day (Cleric / Druid&Paladin)
Level I Heals 1d6 damage. 2/1
Level II Heals 1d6 + INT damage. 3/2
Level III Heals 2d6 damage. 4/3
Level IV Heals 3d6 damage. 5/4

 

Invisibility

Distance: Touch

Description: The caster touches the target causing the target to disappear from sight. The target is able to interact with objects as they normally would, and able to move at their normal speed. The invisibility last for a number of turns as identified in the table below.

Class: All Casters

Spell Level Invisibility By Level Uses Per Day
Level I Lasts 1d6 rounds 1
Level II Lasts 1d6 + INT rounds 2
Level III Lasts 2d6 rounds 3
Level IV Lasts 2d6 + INT rounds 4

Lightning Bolt

Distance: 60′

Description: An arc of white-blue lightning surges from the Druids fingertips.

Class: Druid

Spell Level Lightning Bolt by Level Uses Per Day
Level I 1 bolt is arced causing 1d6 + Intelligence bonus damage. 1
Level II 2 bolts are arced causing 1d6 + INT damage each. 2
Level III 2 bolts are arced causing 2d6 + INT damage each. 2
Level IV 3 bolts are arced causing 3d6 damage each. 3

 

Magic Missile

Distance: 100′

Description: The Mage throws a number of missiles (identified below) of pure arcane energy. These missiles can be targeted on one target or multiple targets, but the target type (solo or multiple) must be declared prior to damage being rolled. These missiles automatically hit the target(s), and deal damage as identified in the table below.

Class: Mage

Spell Level Magic Missile by Level Uses Per Day
Level I 2 missiles are thrown for 1d6 damage each. 1
Level II 2 missiles are thrown for 1d6 + INT damage each. 2
Level III 3 missiles are thrown for 2d6 damage each. 2
Level IV 3 missiles are thrown for 3d6+ INT damage each. 3

 

Mage Armor

Distance: Self

Description: The Mage envelopes him/herself in an arcane force field that is capable of absorbing incoming damage. The effect lasts for 6 hours, and requires a full rest to regain the ability to re-cast. Once the rolled amount of damage is absorbed by the armor (via attack or otherwise), the spell fades.

Class: Mage

Spell Level Mage Armor by Level Uses Per Day
Level I 3d6 Damage is able to be absorbed. 1
Level II 4d6 Damage is able to be absorbed. 1
Level III 5d6 Damage is able to be absorbed. 1
Level IV 5d6 Damage is able to be absorbed. 2

 

Mend

Distance: 20′

Description: The caster is able to repair a weapon or item back to functional order. At higher spell levels, more powerful items are able to be mended back to functionality.

Class: All Casters

Spell Level Mend by Level Uses Per Day
Level I Repair a basic weapon or item. 1
Level II Repair a weapon or item of up to a + 1 bonus. 2
Level III Repair a weapon or item of up to a +3 bonus. 3
Level IV Repair a weapon or item of up to a +1d6 bonus. 3

 

Mind Control

Distance: 40′

Description: The caster declares what will be done upon a successful spell check prior to rolling. Once the declaration is told, the caster is able to attempt to gain control of a target’s mind. Upon a successful cast, the target must make an Intelligence Saving Throw that meets of exceed the casters spell check value. If the target fails, then the caster is able to give commands for a number of turns. However, if the target succeeds, it will know the caster attempted to control its mind, and will target the caster on the next opportunity.

Class: Mage / Druid

Spell Level Mind Control by Level Uses Per Day
Level I Target controlled for 2 turns. 1
Level II Target controlled for 3 turns. 2
Level III Target controlled for 4 turns. 2
Level IV Target controlled for 1d6 turns. 2

 

Poison Spores

Distance: 60′

Description: The Druid casts forth floating brown spine poison spores up to 60′ from where the Druid is standing. These spores emit a poison cloud that will cause any creature starting their turn (friend or foe) in the cloud to suffer 1d6 damage. Additionally, a target affected by damage taken during the start of their turn has their movement speed reduced by ½ until the start of their next turn. Each time damage is dealt to a creature, a spore is consumed and dissipates into thin air.

Class: Druid

Spell Level Poison Spores by Level Uses Per Day
Level I 2 spores are produced 1
Level II 2 spores are produced 2
Level III 3 spores are produced 2
Level IV 4 spores are produced 3

 

Radiant Light / Darkest Night

Distance: 60′

Description: The cleric bursts forth a bolt of pure energy (good or evil) at the target.

Class: Cleric

Spell Level Radiant Light/Darkest Night by Level
Level I 1 bolt is thrown for 1d6 damage.
Level II 1 bolt for 1d6+ Intelligence bonus damage.
Level III 1 bolt for 2d6 damage.
Level IV 2 bolts for 2d6 + Intelligence bonus damage each.

 

Ray of Acid

Distance: 60′

Description: The Mage flings a glob of burning acid at the target. In addition to initial damage, the acid deals an additional 1d6 damage for 1d6 turns.

Class: Mage

Spell Level Ray of Acid by Level Uses Per Day
Level I 1d6 initial damage. 1
Level II 1d6 + Intelligence bonus initial damage. 2
Level III 2d6 initial damage. 2
Level IV 2d6 + Intelligence bonus initial damage. 3

 

Scare

Distance: 30′

Description: The target runs in pure terror in a direction of the caster’s choosing.

Class: Mage/Druid

Spell Level Scare by Level Uses Per Day
Level I Target runs for 1d6 turns. 1
Level II Target runs for 1d6+1 turns 1
Level III Target runs for 1d6+2 turns 1
Level IV Target runs for 1d6+3 turns 2

 

Send Message

Distance: N/A

Description: The caster is able to send a message up to 500 miles away with complete accuracy. So long as the caster is familiar with the recipient, the message will reach its destination without any misunderstanding.

Class: All casters

Spell Level Uses Per Day
Level I 1
Level II 2
Level III 3
Level IV 4

 

Spider Climb

Distance: 30′

Description: The target(s) are able to scale walls and ceilings up to a duration noted in the spell’s table.

Class: Mage

Spell Level Spider Climb by Level Uses Per Day
Level I One target gains spider climb for 10 minutes. 1
Level II Up to Two targets gain spider climb for 2d6 minutes. 2
Level III Up to Three targets gain spider climb for 2d6 minutes. 2
Level IV Up to Four targets gain spider climb for 3d6 minutes. 3

 

Teleport

Distance: 40′

Description: The mage is able to teleport a number of targets a total distance as found respectively in the table below. If the target is not considered friendly to the caster, the target must make a DC 12 Mind saving throw to avoid being teleported. The caster must be able to either see where they are teleporting, or be familiar with the target location is it is not within eye-shot. The distance is based on the location of the target, and not the location of the caster.

Class: Mage

Spell Level Teleport By Level Uses Per Day
Level I Teleport 1 target up to 50′ away 1
Level II Teleport 1 target up to 100′ away 2
Level III Teleport 2 targets up to 100′ away 3
Level IV Teleport 3 targets up to 200′ away 4