Knights Of Dragons Dawn

Welcome To KODD Forums
 
HomeFAQSearchRegisterMemberlistUsergroupsLog in

Share | 
 

 Mage/sorcerer Spells

Go down 
AuthorMessage
Dungeon Master
Knight
Knight


Number of posts : 49
Registration date : 2007-12-18

PostSubject: Mage/sorcerer Spells   Wed Jan 09, 2008 7:38 pm

0-LEVEL SPELLS

Abjur

Resistance Subject gains +1 on Saving throws

Conj
Ray of Frost Ray deals 1d3 cold damage

Div
Detect Poison Detects poison in one creature or small object

Ench

Daze Creature loses next action

Evoc
Flare Dazzles one creature (-1 attack)
Light Object shines like a torch

Illus
Dancing Lights Figment torches or other lights
Ghost Sound Figment sounds

Necro
Disrupt Undead Deals 1d6 damage to one undead

Trans
Mage Hand 5 pound telekinesis
Mending Makes minor repairs on an object
Open/Close Opens or closes small or light things

Univ
Arcane Mark Inscribes a personal rune (visible or invisible)
Detect Magic Detects spells and magic items within 60 ft
Prestidigitation Performs minor tricks
Read Magic Read scrolls and spellbooks


Last edited by on Thu Jan 10, 2008 3:05 pm; edited 3 times in total
Back to top Go down
View user profile
Dungeon Master
Knight
Knight


Number of posts : 49
Registration date : 2007-12-18

PostSubject: Re: Mage/sorcerer Spells   Wed Jan 09, 2008 8:09 pm

1ST LEVEL SPELLS

Abjur
Alarm Wards an area for 2 hours/level
Endure Elements Ignores 5 damage/round from one energy type.
Hold Portal Holds door shut
Shield Invisible disc gives cover and blocks magic missles

Conj
Grese Makes 10-ft. square or one object slippery
Mage Armor Gives subject +4 armor bonus
Mount Summons riding hourse for 2 hr./level
Obscuring Mist Fog surrounds you
Summon Monster I Calls outsider to fight for you
Unseen Servant Creates invisible force that obeys your commands.

Div
Comprehend Languages Understands all spoken and written languages
Detect Secret Doors Reveals hidden doors within 60 ft
Detect Undead Reveals undead within 60 ft
Identify Determines single feature of magic item
True Strike Adds +20 to your next attack roll

Ench
Charm Person Makes one person your friend
Hypnotism Fascinates 2d4 HD of creatures
Sleep Put 2d4 HD of creatures into comatose slumber

Evoc
Magic Missile 1d4+1 damage; +1 missile/two levels above 1st (max +5)
Tenser's Floating Disk 2-ft diameter horizontal disk that holds 100 lb/level

Illus
Change Self Changes your appearance
Color Spray Knocks unconscious, blinds, or stuns 1d6 weak creatures
Nystul's Magical Aura Grants object false magic aura
Nystul's Undetectable Aura Masks magic items aura
Silent Image Creates Minor Illusion of your design
Ventriloquism Throws voice for 1min/level

Necro
Cause Fear One creature fees for 1d4 rounds
Chill Touch 1 touch/level deals 1d6 damage and possibly 1 Str damage
Ray of Enfeeblement Ray reduces Str by 1d6 points +1 points/two levels

Trans
Animate Rope Makes a rope move at your command
Burning Hands 1d4 fire damage/level (max 5d4)
Enlarge Object or creature grows +10%level (max +50%)
Erase Mundane or magical writing vanshes
Expeditious Retreat Doubles your speed
Feather Fall Objects or creatures falls slowly
Jump Subject gets +30 on Jump checks
Magic Weapon Weapon Gains +1 bonus
Message Whispered conversation at distance
Reduce Object or creature shrinks 10%/level (max 50%)
Shocking Grasp Touch delivers 1d8 +1/level exlectricity
Spider Climb Grants ability to walk on walls and ceilings
Back to top Go down
View user profile
 
Mage/sorcerer Spells
Back to top 
Page 1 of 1
 Similar topics
-
» Faust's Ice Demon Slayer Magic
» Sorcere
» Class Info- Magic Weaver
» Lord Jamben Urthadar, the Sorcerer
» Dragon Slayer vs Celestial Spirit Mage (Mari and Alice)

Permissions in this forum:You cannot reply to topics in this forum
Knights Of Dragons Dawn :: KODD RPG :: Players Handbook-
Jump to: