Post by Stix on Apr 26, 2007 23:58:33 GMT -5
2. Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
2. Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
2. Alter Self: Assume form of a similar creature.
2. Animal Messenger: Sends a Tiny animal to a specific place.
2. Animal Trance: Fascinates 2d6 HD of animals.
2. Arcane Lock M: Magically locks a portal or chest.
2. Augury M F: Learns whether an action will be good or bad.
2. Barkskin: Grants +2 (or higher) enhancement to natural armor.
2. Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
2. Blur: Attacks miss subject 20% of the time.
2. Bull’s Strength: Subject gains +4 to Str for 1 min./level.
2. Calm Emotions: Calms creatures, negating emotion effects.
2. Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
2. Chill Metal: Cold metal damages those who touch it.
2. Command Undead: Undead creature obeys your commands.
2. Consecrate M: Fills area with positive energy, making undead weaker.
2. Continual Flame M: Makes a permanent, heatless torch.
2. Cure Moderate Wounds: Cures a wound up to 2d8+(1/level, max +10) HP.
2. Darkness: 20-ft. radius of supernatural shadow.
2. Darkvision: See 60 ft. in total darkness.
2. Daze Monster: Living creature of 6 HD or less loses next action.
2. Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
2. Delay Poison: Stops poison from harming subject for 1 hour/level.
2. Desecrate M: Fills area with negative energy, making undead stronger.
2. Detect Thoughts: Allows “listening” to surface thoughts.
2. Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
2. Enthrall: Captivates all within 100 ft. + 10 ft./level.
2. False Life: Gain 1d10 temporary hp +1/level (max +10).
2. Find Traps: Notice traps as a rogue does.
2. Fire Trap M: Opened object deals 1d4 +1/level damage.
2. Flame Blade: Touch attack deals 1d8 +1/two levels damage.
2. Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
2. Fog Cloud: Fog obscures vision.
2. Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
2. Gentle Repose: Preserves one corpse.
2. Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
2. Glitterdust: Blinds creatures, outlines invisible creatures.
2. Glossolalia: Cone-shaped shriek distracts smart foes, makes concentrating difficult.
2. Gust of Wind: Blows away or knocks down smaller creatures.
2. Heat Metal: Make metal so hot it damages those who touch it.
2. Heroism: Gives +2 on attack rolls, saves, skill checks.
2. Hideous Laughter: Subject loses actions for 1 round/level.
2. Hold Animal: Paralyzes one animal for 1 round/level.
2. Hold Person: Paralyzes one humanoid for 1 round/level.
2. Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
2. Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
2. Invisibility: Subject invisible 1 min./level or until it attacks.
2. Knock: Opens locked or magically sealed door.
2. Levitate: Subject moves up and down at your direction.
2. Magic Mouth M: Speaks once when triggered.
2. Make Whole: Repairs an object.
2. Minor Image: As silent image, plus some sound.
2. Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
2. Misdirection: Misleads divinations for one creature or object.
2. Obscure Object: Masks object against scrying.
2. Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
2. Phantom Trap M: Makes item seem trapped.
2. Produce Flame: 1d6 damage +1/ level, touch or thrown.
2. Protection from Arrows: Subject immune to most ranged attacks.
2. Pyrotechnics: Turns fire into blinding light or choking smoke.
2. Reduce Animal: Shrinks one willing animal.
2. Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
2. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
2. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
2. Rope Trick: As many as eight creatures hide in extradimensional space.
2. Scare: Panics creatures of less than 6 HD.
2. Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
2. See Invisibility: Reveals invisible creatures or objects.
2. Shatter: Sonic vibration damages objects or crystalline creatures.
2. Shield Other F: You take half of subject’s damage.
2. Silence: Negates sound in 20-ft. radius.
2. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
2. Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
2. Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
2. Spider Climb: Grants ability to walk on walls and ceilings.
2. Spiritual Weapon: Magic weapon attacks on its own.
2. Status: Monitors condition, position of allies.
2. Summon Monster II: Calls extraplanar creature to fight for you.
2. Summon Nature’s Ally II: Calls creature to fight.
2. Summon Swarm: Summons swarm of bats, rats, or spiders.
2. Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
2. Touch of Madness: Touch attack renders target unable to act for 1 round/level.
2. Tree Shape: You look exactly like a tree for 1 hour/level.
2. Undetectable Alignment: Conceals alignment for 24 hours.
2. Warp Wood: Bends wood (shaft, handle, door, plank).
2. Web: Fills 20-ft.-radius spread with sticky spiderwebs.
2. Whispering Wind: Sends a short message 1 mile/level.
2. Wind Wall: Deflects arrows, smaller creatures, and gases.
2. Wood Shape: Rearranges wooden objects to suit you.
2. Zone of Truth: Subjects within range cannot lie.
2. Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
2. Alter Self: Assume form of a similar creature.
2. Animal Messenger: Sends a Tiny animal to a specific place.
2. Animal Trance: Fascinates 2d6 HD of animals.
2. Arcane Lock M: Magically locks a portal or chest.
2. Augury M F: Learns whether an action will be good or bad.
2. Barkskin: Grants +2 (or higher) enhancement to natural armor.
2. Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
2. Blur: Attacks miss subject 20% of the time.
2. Bull’s Strength: Subject gains +4 to Str for 1 min./level.
2. Calm Emotions: Calms creatures, negating emotion effects.
2. Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
2. Chill Metal: Cold metal damages those who touch it.
2. Command Undead: Undead creature obeys your commands.
2. Consecrate M: Fills area with positive energy, making undead weaker.
2. Continual Flame M: Makes a permanent, heatless torch.
2. Cure Moderate Wounds: Cures a wound up to 2d8+(1/level, max +10) HP.
2. Darkness: 20-ft. radius of supernatural shadow.
2. Darkvision: See 60 ft. in total darkness.
2. Daze Monster: Living creature of 6 HD or less loses next action.
2. Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
2. Delay Poison: Stops poison from harming subject for 1 hour/level.
2. Desecrate M: Fills area with negative energy, making undead stronger.
2. Detect Thoughts: Allows “listening” to surface thoughts.
2. Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
2. Enthrall: Captivates all within 100 ft. + 10 ft./level.
2. False Life: Gain 1d10 temporary hp +1/level (max +10).
2. Find Traps: Notice traps as a rogue does.
2. Fire Trap M: Opened object deals 1d4 +1/level damage.
2. Flame Blade: Touch attack deals 1d8 +1/two levels damage.
2. Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
2. Fog Cloud: Fog obscures vision.
2. Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
2. Gentle Repose: Preserves one corpse.
2. Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
2. Glitterdust: Blinds creatures, outlines invisible creatures.
2. Glossolalia: Cone-shaped shriek distracts smart foes, makes concentrating difficult.
2. Gust of Wind: Blows away or knocks down smaller creatures.
2. Heat Metal: Make metal so hot it damages those who touch it.
2. Heroism: Gives +2 on attack rolls, saves, skill checks.
2. Hideous Laughter: Subject loses actions for 1 round/level.
2. Hold Animal: Paralyzes one animal for 1 round/level.
2. Hold Person: Paralyzes one humanoid for 1 round/level.
2. Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
2. Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
2. Invisibility: Subject invisible 1 min./level or until it attacks.
2. Knock: Opens locked or magically sealed door.
2. Levitate: Subject moves up and down at your direction.
2. Magic Mouth M: Speaks once when triggered.
2. Make Whole: Repairs an object.
2. Minor Image: As silent image, plus some sound.
2. Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
2. Misdirection: Misleads divinations for one creature or object.
2. Obscure Object: Masks object against scrying.
2. Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
2. Phantom Trap M: Makes item seem trapped.
2. Produce Flame: 1d6 damage +1/ level, touch or thrown.
2. Protection from Arrows: Subject immune to most ranged attacks.
2. Pyrotechnics: Turns fire into blinding light or choking smoke.
2. Reduce Animal: Shrinks one willing animal.
2. Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
2. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
2. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
2. Rope Trick: As many as eight creatures hide in extradimensional space.
2. Scare: Panics creatures of less than 6 HD.
2. Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
2. See Invisibility: Reveals invisible creatures or objects.
2. Shatter: Sonic vibration damages objects or crystalline creatures.
2. Shield Other F: You take half of subject’s damage.
2. Silence: Negates sound in 20-ft. radius.
2. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
2. Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
2. Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
2. Spider Climb: Grants ability to walk on walls and ceilings.
2. Spiritual Weapon: Magic weapon attacks on its own.
2. Status: Monitors condition, position of allies.
2. Summon Monster II: Calls extraplanar creature to fight for you.
2. Summon Nature’s Ally II: Calls creature to fight.
2. Summon Swarm: Summons swarm of bats, rats, or spiders.
2. Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
2. Touch of Madness: Touch attack renders target unable to act for 1 round/level.
2. Tree Shape: You look exactly like a tree for 1 hour/level.
2. Undetectable Alignment: Conceals alignment for 24 hours.
2. Warp Wood: Bends wood (shaft, handle, door, plank).
2. Web: Fills 20-ft.-radius spread with sticky spiderwebs.
2. Whispering Wind: Sends a short message 1 mile/level.
2. Wind Wall: Deflects arrows, smaller creatures, and gases.
2. Wood Shape: Rearranges wooden objects to suit you.
2. Zone of Truth: Subjects within range cannot lie.