Post by Stix on Apr 26, 2007 23:57:03 GMT -5
6. Acid Fog: Fog deals acid damage.
6. Analyze Dweomer F: Reveals magical aspects of subject.
6. Animate Objects: Objects attack your foes.
6. Antilife Shell: 10-ft. field hedges out living creatures.
6. Antimagic Field: Negates magic within 10 ft.
6. Banishment: Banishes 2 HD/level of extraplanar creatures.
6. Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
6. Blade Barrier: Wall of blades deals 1d6/level damage.
6. Bolt of Glory: Ranged touch attack deals 1d6/level damage to evil creatures or undead.
6. Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
6. Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
6. Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
6. Charm Monster, Mass: As charm monster, but all within 30 ft.
6. Circle of Death M: Kills 1d4/level HD of creatures.
6. Contingency F: Sets trigger condition for another spell.
6. Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
6. Cure Moderate Wounds, Mass: Cures wounds up to 2d8+(1/level) for many creatures.
6. Disintegrate: Makes one creature or object vanish.
6. Dispel Magic, Greater: As dispel magic, but up to +20 on check.
6. Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
6. Eyebite: Target becomes panicked, sickened, and comatose.
6. Find the Path: Shows most direct way to a location.
6. Fire Seeds: Acorns and berries become grenades and bombs.
6. Flesh to Stone: Turns subject creature into statue.
6. Forbiddance M: Blocks planar travel, damages creatures of different alignment.
6. Forceful Hand: Hand pushes creatures away.
6. Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level.
6. Freezing Sphere: Freezes water or deals cold damage.
6. Geas/Quest: As lesser geas, plus it affects any creature.
6. Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
6. Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
6. Guards and Wards: Array of magic effects protect area.
6. Harm: Deals 10 points/level damage to target.
6. Heal: Cures 10 points/level of damage, all diseases and mental conditions.
6. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
6. Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
6. Ironwood: Magic wood is strong as steel.
6. Irresistible Dance: Forces subject to dance.
6. Legend Lore M F: Lets you learn tales about a person, place, or thing.
6. Liveoak: Oak becomes treant guardian.
6. Mage’s Lucubration: Wizard only. Recalls spell of 5th level or lower.
6. Mental Pinnacle M: You gain the mental powers of a psion.
6. Mislead: Turns you invisible and creates illusory double.
6. Move Earth: Digs trenches and builds hills.
6. Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
6. Permanent Image: Includes sight, sound, and smell.
6. Planar Ally X: As lesser planar ally, but up to 12 HD.
6. Planar Binding: As lesser planar binding, but up to 12 HD.
6. Probe Thoughts: Read subject’s memories, one question/ round.
6. Programmed Image M: As major image, plus triggered by event.
6. Project Image: Illusory double can talk and cast spells.
6. Raise Dead M: Restores life to subject who died as long as one day/level ago.
6. Repel Wood: Pushes away wooden objects.
6. Repulsion: Creatures can’t approach you.
6. Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
6. Spellstaff: Stores one spell in wooden quarterstaff.
6. Stone Tell: Talk to natural or worked stone.
6. Stone to Flesh: Restores petrified creature.
6. Summon Monster VI: Calls extraplanar creature to fight for you.
6. Summon Nature’s Ally VI: Calls creature to fight.
6. Symbol of Fear M: Triggered rune panics nearby creatures.
6. Symbol of Persuasion M: Triggered rune charms nearby creatures.
6. Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
6. Transformation M: You gain combat bonuses.
6. Transport via Plants: Move instantly from one plant to another of the same kind.
6. Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4).
6. Veil: Changes appearance of group of creatures.
6. Wall of Iron M: 30 hp/four levels; can topple onto foes.
6. Wall of Stone: Creates a stone wall that can be shaped.
6. Wind Walk: You and your allies turn vaporous and travel fast.
6. Analyze Dweomer F: Reveals magical aspects of subject.
6. Animate Objects: Objects attack your foes.
6. Antilife Shell: 10-ft. field hedges out living creatures.
6. Antimagic Field: Negates magic within 10 ft.
6. Banishment: Banishes 2 HD/level of extraplanar creatures.
6. Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
6. Blade Barrier: Wall of blades deals 1d6/level damage.
6. Bolt of Glory: Ranged touch attack deals 1d6/level damage to evil creatures or undead.
6. Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
6. Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
6. Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
6. Charm Monster, Mass: As charm monster, but all within 30 ft.
6. Circle of Death M: Kills 1d4/level HD of creatures.
6. Contingency F: Sets trigger condition for another spell.
6. Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
6. Cure Moderate Wounds, Mass: Cures wounds up to 2d8+(1/level) for many creatures.
6. Disintegrate: Makes one creature or object vanish.
6. Dispel Magic, Greater: As dispel magic, but up to +20 on check.
6. Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
6. Eyebite: Target becomes panicked, sickened, and comatose.
6. Find the Path: Shows most direct way to a location.
6. Fire Seeds: Acorns and berries become grenades and bombs.
6. Flesh to Stone: Turns subject creature into statue.
6. Forbiddance M: Blocks planar travel, damages creatures of different alignment.
6. Forceful Hand: Hand pushes creatures away.
6. Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level.
6. Freezing Sphere: Freezes water or deals cold damage.
6. Geas/Quest: As lesser geas, plus it affects any creature.
6. Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
6. Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
6. Guards and Wards: Array of magic effects protect area.
6. Harm: Deals 10 points/level damage to target.
6. Heal: Cures 10 points/level of damage, all diseases and mental conditions.
6. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
6. Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
6. Ironwood: Magic wood is strong as steel.
6. Irresistible Dance: Forces subject to dance.
6. Legend Lore M F: Lets you learn tales about a person, place, or thing.
6. Liveoak: Oak becomes treant guardian.
6. Mage’s Lucubration: Wizard only. Recalls spell of 5th level or lower.
6. Mental Pinnacle M: You gain the mental powers of a psion.
6. Mislead: Turns you invisible and creates illusory double.
6. Move Earth: Digs trenches and builds hills.
6. Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
6. Permanent Image: Includes sight, sound, and smell.
6. Planar Ally X: As lesser planar ally, but up to 12 HD.
6. Planar Binding: As lesser planar binding, but up to 12 HD.
6. Probe Thoughts: Read subject’s memories, one question/ round.
6. Programmed Image M: As major image, plus triggered by event.
6. Project Image: Illusory double can talk and cast spells.
6. Raise Dead M: Restores life to subject who died as long as one day/level ago.
6. Repel Wood: Pushes away wooden objects.
6. Repulsion: Creatures can’t approach you.
6. Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
6. Spellstaff: Stores one spell in wooden quarterstaff.
6. Stone Tell: Talk to natural or worked stone.
6. Stone to Flesh: Restores petrified creature.
6. Summon Monster VI: Calls extraplanar creature to fight for you.
6. Summon Nature’s Ally VI: Calls creature to fight.
6. Symbol of Fear M: Triggered rune panics nearby creatures.
6. Symbol of Persuasion M: Triggered rune charms nearby creatures.
6. Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
6. Transformation M: You gain combat bonuses.
6. Transport via Plants: Move instantly from one plant to another of the same kind.
6. Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4).
6. Veil: Changes appearance of group of creatures.
6. Wall of Iron M: 30 hp/four levels; can topple onto foes.
6. Wall of Stone: Creates a stone wall that can be shaped.
6. Wind Walk: You and your allies turn vaporous and travel fast.