Post by Stix on Apr 26, 2007 23:58:58 GMT -5
1. Alarm: Wards an area for 2 hours/level.
1. Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
1. Animate Rope: Makes a rope move at your command.
1. Bane: Enemies take -1 on attack rolls and saves against fear.
1. Bless: Allies gain +1 on attack rolls and saves against fear.
1. Bless Water M: Makes holy water.
1. Bless Weapon: Weapon strikes true against foes of opposite alignment.
1. Burning Hands: 1d4/level fire damage (max 5d4).
1. Calm Animals: Calms (2d4 + level) HD of animals.
1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
1. Charm Animal: Makes one animal your friend.
1. Charm Person: Makes one person your friend.
1. Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
1. Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
1. Command: One subject obeys selected command for 1 round.
1. Comprehend Languages: You understand all spoken and written languages.
1. Confusion, Lesser: One creature is confused for 1 round.
1. Cure Light Wounds: Cures a wound up to 1d8+(1/level, max +5) HP.
1. Deathwatch: Reveals how near death subjects within 30 ft. are.
1. Detect Animals or Plants: Detects kinds of animals or plants.
1. Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
1. Detect Evil: Reveals creatures, spells, or objects of selected alignment.
1. Detect Good: Reveals creatures, spells, or objects of selected alignment.
1. Detect Law: Reveals creatures, spells, or objects of selected alignment.
1. Detect Secret Doors: Reveals hidden doors within 60 ft.
1. Detect Snares and Pits: Reveals natural or primitive traps.
1. Detect Undead: Reveals undead within 60 ft.
1. Disguise Self: Changes your appearance.
1. Divine Favor: You gain +1 per three levels on attack and damage rolls.
1. Doom: One subject takes -2 on attack rolls, saves, and checks.
1. Endure Elements: Exist comfortably in hot or cold environments.
1. Enlarge Person: Humanoid creature doubles in size.
1. Entangle: Plants entangle everyone in 40-ft.-radius.
1. Entropic Shield: Ranged attacks against you have 20% miss chance.
1. Erase: Mundane or magical writing vanishes.
1. Expeditious Retreat: Your speed increases by 30 ft.
1. Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
1. Feather Fall: Objects or creatures fall slowly.
1. Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
1. Goodberry: 2d4 berries each cure 1 HP (max 8 hp/24 hours).
1. Grease: Makes 10-ft. square or one object slippery.
1. Hide from Animals: Animals can’t perceive one subject/level.
1. Hide from Undead: Undead can’t perceive one subject/level.
1. Hold Portal: Holds door shut.
1. Hypnotism: Fascinates 2d4 HD of creatures.
1. Identify M: Determines properties of magic item.
1. Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
1. Jump: Subject gets bonus on Jump checks.
1. Longstrider: Increases your speed.
1. Mage Armor: Gives subject +4 armor bonus.
1. Magic Aura: Alters object’s magic aura.
1. Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
1. Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
1. Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
1. Magic Weapon: Weapon gains +1 bonus.
1. Mount: Summons riding horse for 2 hours/level.
1. Obscuring Mist: Fog surrounds you.
1. Pass without Trace: One subject/level leaves no tracks.
1. Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1. Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1. Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
1. Reduce Person: Humanoid creature halves in size.
1. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
1. Sanctuary: Opponents can’t attack you, and you can’t attack.
1. Shield: Invisible disc gives +4 to AC, blocks magic missiles.
1. Shield of Faith: Aura grants +2 or higher deflection bonus.
1. Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
1. Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
1. Silent Image: Creates minor illusion of your design.
1. Sleep: Puts 4 HD of creatures into magical slumber.
1. Summon Monster I: Calls extraplanar creature to fight for you.
1. Summon Nature’s Ally I: Calls creature to fight.
1. True Strike: +10 on your next attack roll.
1. Unseen Servant: Invisible force obeys your commands.
1. Ventriloquism: Throws voice for 1 min./level.
1. Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
1. Animate Rope: Makes a rope move at your command.
1. Bane: Enemies take -1 on attack rolls and saves against fear.
1. Bless: Allies gain +1 on attack rolls and saves against fear.
1. Bless Water M: Makes holy water.
1. Bless Weapon: Weapon strikes true against foes of opposite alignment.
1. Burning Hands: 1d4/level fire damage (max 5d4).
1. Calm Animals: Calms (2d4 + level) HD of animals.
1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
1. Charm Animal: Makes one animal your friend.
1. Charm Person: Makes one person your friend.
1. Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
1. Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
1. Command: One subject obeys selected command for 1 round.
1. Comprehend Languages: You understand all spoken and written languages.
1. Confusion, Lesser: One creature is confused for 1 round.
1. Cure Light Wounds: Cures a wound up to 1d8+(1/level, max +5) HP.
1. Deathwatch: Reveals how near death subjects within 30 ft. are.
1. Detect Animals or Plants: Detects kinds of animals or plants.
1. Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
1. Detect Evil: Reveals creatures, spells, or objects of selected alignment.
1. Detect Good: Reveals creatures, spells, or objects of selected alignment.
1. Detect Law: Reveals creatures, spells, or objects of selected alignment.
1. Detect Secret Doors: Reveals hidden doors within 60 ft.
1. Detect Snares and Pits: Reveals natural or primitive traps.
1. Detect Undead: Reveals undead within 60 ft.
1. Disguise Self: Changes your appearance.
1. Divine Favor: You gain +1 per three levels on attack and damage rolls.
1. Doom: One subject takes -2 on attack rolls, saves, and checks.
1. Endure Elements: Exist comfortably in hot or cold environments.
1. Enlarge Person: Humanoid creature doubles in size.
1. Entangle: Plants entangle everyone in 40-ft.-radius.
1. Entropic Shield: Ranged attacks against you have 20% miss chance.
1. Erase: Mundane or magical writing vanishes.
1. Expeditious Retreat: Your speed increases by 30 ft.
1. Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
1. Feather Fall: Objects or creatures fall slowly.
1. Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
1. Goodberry: 2d4 berries each cure 1 HP (max 8 hp/24 hours).
1. Grease: Makes 10-ft. square or one object slippery.
1. Hide from Animals: Animals can’t perceive one subject/level.
1. Hide from Undead: Undead can’t perceive one subject/level.
1. Hold Portal: Holds door shut.
1. Hypnotism: Fascinates 2d4 HD of creatures.
1. Identify M: Determines properties of magic item.
1. Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
1. Jump: Subject gets bonus on Jump checks.
1. Longstrider: Increases your speed.
1. Mage Armor: Gives subject +4 armor bonus.
1. Magic Aura: Alters object’s magic aura.
1. Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
1. Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
1. Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
1. Magic Weapon: Weapon gains +1 bonus.
1. Mount: Summons riding horse for 2 hours/level.
1. Obscuring Mist: Fog surrounds you.
1. Pass without Trace: One subject/level leaves no tracks.
1. Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1. Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1. Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
1. Reduce Person: Humanoid creature halves in size.
1. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
1. Sanctuary: Opponents can’t attack you, and you can’t attack.
1. Shield: Invisible disc gives +4 to AC, blocks magic missiles.
1. Shield of Faith: Aura grants +2 or higher deflection bonus.
1. Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
1. Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
1. Silent Image: Creates minor illusion of your design.
1. Sleep: Puts 4 HD of creatures into magical slumber.
1. Summon Monster I: Calls extraplanar creature to fight for you.
1. Summon Nature’s Ally I: Calls creature to fight.
1. True Strike: +10 on your next attack roll.
1. Unseen Servant: Invisible force obeys your commands.
1. Ventriloquism: Throws voice for 1 min./level.