PumpkinEater
2009-07-24, 10:59 PM
This class was designed for a low-magic setting I'm working on. I also just realised that I need to modify the spell list. I'll put that up later once I finish it (hopefully not long). Anyway, PEACH this thing! (I'm not sure whether or not the Spell Mastery abilities (both) are overpowered or not).
The Magician (Better names anyone? Haha)
Hit Dice: d6
Weapon Proficiencies: Magicians are proficient with simple weapons, and one other weapon group of their choosing.
Armor Proficiencies: Magicians are proficient with light armor. Magicians are able to cast their spells in light armor without any arcane spell failure.
Alignment: Magicians can be of any alignment, but are commonly Lawful.
Skill Points: 4 + Intelligence Modifier (x 4 at first level)
Class Skills: Ten + Intelligence Modifier + Craft, Knowledge (Any), Spellcraft
Spells: Arcane, based off of charisma.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|
Special|
-0-|1st|2nd|3rd|4th
1st|
+0|
+0|
+0|
+2|
Summon Familiar|3|-|-|-|-
2nd|
+1|
+0|
+0|
+3|
---|4|-|-|-|-
3rd|
+2|
+1|
+1|
+3|
Brew Potion|5|1|-|-|-
4th|
+3|
+1|
+1|
+4|
Bonus Feat|5|2|-|-|-
5th|
+3|
+1|
+1|
+4|
Craft Wondrous Item|5|3|-|-|-
6th|
+4|
+2|
+2|
+5|
Craft Wand|5|4|1|-|-
7th|
+5|
+2|
+2|
+5|
Mastery of Cantrips|X|5|2|-|-
8th|
+6|
+2|
+2|
+6|
Bonus Feat|X|5|3|-|-
9th|
+6|
+3|
+3|
+6|
Summon Familiar II|X|5|4|1|-
10th|
+7|
+3|
+3|
+7|
Greater Cantrip Mastery|X|5|5|2|-
11th|
+8|
+3|
+3|
+7|
---|X|5|5|3|-
12th|
+9|
+4|
+4|
+8|
Bonus Feat|X|5|5|4|1
13th|
+9|
+4|
+4|
+8|
Forge Ring|X|5|5|5|2
14th|
+10|
+4|
+4|
+9|
Spell Mastery|X|X|5|5|3
15th|
+11|
+5|
+5|
+9|
---|X|X|5|5|4
16th|
+12|
+5|
+5|
+10|
Bonus Feat|X|X|5|5|5
17th|
+12|
+5|
+5|
+10|
---|X|X|5|5|5
18th|
+13|
+6|
+6|
+11|
Greater Spell Mastery|X|X|5|5|5
19th|
+14|
+6|
+6|
+11|
---|X|X|5|5|5
20th|
+15|
+6|
+6|
+12|
Bonus Feat|X|X|5|5|5[/table]
Summon Familiar: Magicians are able to summon familiars exactly like wizards and sorcerers.
Bonus Feat: Selected from the Wizard's bonus feat list.
Mastery of Cantrips: Magicians are able to cast an unlimited number of 0-level spells per day.
Summon Familiar II: Magicians are able to summon a second familiar. This familiar is treated as if the master's HD was 8 lower.
Greater Cantrip Mastery: Either the effects of the Still Spell or Silent Spell metamagic feats are automatically applied to any 0-level spell a magician casts (their choice at the time of the casting of the spell, and the spell still takes up a 0-level spell slot).
Spell Mastery: Magicians are able to cast an unlimited number of 1st level spells per day. In addition, both Still Spell and Silent Spell are applied to any 0-level spell the magician casts.
Greater Spell Mastery: Either the effects of the Still Spell or Silent Spell metamagic feats are automatically applied to any 1st level spell a magician casts (their choice at the time of the casting of the spell, and the spell still takes up a 1st level spell slot).
Magician Spells
0 – Level Magician Spells (Cantrips)
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Daze: Humanoid creature of 4 HD or less loses next action.
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 feet.
Flare: Dazzles one creature (-1 on attack rolls).
Ghost Sound: Figment sounds.
Know Direction: You discern north.
Light: Object shines like a torch.
Lullaby: Makes subject drowsy; -5 on Spot and Listen checks, -2 on will saves against sleep.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at a distance.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
1st – Level Magician Spells
Alarm: Wards an area for 2 hours/level.
Animate Rope: Makes a rope move at your command.
Charm Person: Makes one person your friend.
Color Spray: Knocks unconscious, blinds, and/or stuns subject.
Command: One subject obeys selected command for 1 round.
Disguise Self: Changes your appearance.
Enlarge Person: Humanoid creatures doubles in size.
Erase: Mundane or magical writing vanishes.
Feather Fall: Objects or creatures fall slowly.
Grease: Makes 10-foot square or one object slippery.
Hold Portal: Holds door shut.
Hypnotism: Fascinates 2d4 HD of creatures.
Lesser Confusion: One creatures is confused for one round.
Mage Armor: Gives subject +4 armor bonus.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Magic MouthM: Speaks once when triggered.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Reduce Person: Humanoid creature halves in size.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into a magical slumber.
Summon Monster I: Calls extraplanar creature to fight for you.
Tenser’s Floating Disk: Creates 3-foot diameter horizontal disk that holds 100 pounds/level.
Unseen Servant: Invisible force obeys your commands.
Ventriloquism: Throws voice for 1 minute/level.
2nd – Level Magician Spells
Alter Self: Assume form of a similar creature.
Arcane LockM: Magically locks a portal or chest.
Bear’s Endurance: Subject gains 1d4+1 bonus to constitution for 1 hour/level.
Blindness/Deafness: Makes subject blind or deaf.
Blur: Attacks miss subject 20% of the time.
Bull’s Strength: Subject gains 1d4+1 bonus to strength for 1 hour/level.
Cat’s Grace: Subject gains 1d4+1 bonus to dexterity for 1 hour/level.
Chill Metal: Cold metal damages those who touch it.
Continual FlameM: Makes a permanent, heatless torch.
Darkness: 20-foot radius of supernatural shadow.
Darkvision: See 60 feet in total darkness.
Daze Monster: Living creatures of 6 HD or less loses next action.
Detect Thoughts: Allows “listening” of surface thoughts.
Eagle’s Splendor: Subject gains 1d4+1 bonus to charisma for 1 hour/level.
Enthrall: Captivates all within 100 feet + 10 feet/level.
Flaming Sphere: Creates rolling balls of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud: Fog obscure vision.
Fox’s Cunning: Subject gains 1d4+1 bonus to intelligence for 1 hour/level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Heat Metal: Makes metals o hot it damages those who touch it.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 minute/level or until it attacks.
Leomund’s TrapM: Makes item seem trapped.
Levitate: Subject moves up and down at your direction.
Locate Object: Senses direction toward object (specific or type).
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
Owl’s Wisdom: Subject gains 1d4+1 bonus to wisdom for 1 hour/level.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rope Trick: As many as eight creatures hide in extradimensional space.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibrations damages objects or crystalline creatures.
Silence: Negates sound in 15-foot radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Web: Fills 20 feet-radius with sticky spiderwebs.
Whispering Wind: Send a short message 1 mile/level.
3rd – Level Magician Spells
Blink: You randomly vanish and reappear for 1 round/level.
Charm Monster Makes monster believe it is your ally.
Confusion: Subject behaves oddly for 1 round/level.
Deep Slumber: Puts 10 HD of creatures to sleep.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Dominate Animal: Subject animal obeys silent mental commands.
Fireball: 1d6 damage per level, 20 foot radius.
Fly: Subject flies at speed of 60 feet.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Geas, Lesser: Commands subject of 7 HD or less.
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and reflex saves.
Hold Person: Paralyzes one humanoid for 1 round/level.
Illusory ScriptM: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 feet invisible.
Lightning Bolt: Electricity deals 1d6 damage/level.
Leomund’s Tiny Hut: Creates shelter for ten creatures.
Major Image: As silent image, plus sound, smell and thermal effects.
NondetectionM: Hides subject from divination, scrying.
Phantom Steed: Magic horse appears for 1 round/level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Secret Page: Changes on page to hide its real content.
See Invisibility: Reveals invisible creatures or objects.
Sepia Snake SigilM: Creates text symbol that immobilizes reader.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, -2 to AC and attack rolls.
Speak with Animals: You can communicate with animals.
Stinking Cloud: Nauseating vapors, 1 round/level.
Suggestion: Compels subject to follow stated course of action.
Summon Monster III: Calls extraplanar creature to fight for you.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4th – Level Magician Spells
Arcane Eye: Invisible floating eye moves 30 feet/round.
Break Enchantment: Frees subject from enchantments, alterations, curses, and petrification.
Detect Scrying: Alerts you of magical eavesdropping.
Dimension Door: Teleports you short distance.
Dominate Person: Controls humanoid telepathically.
Enlarge Person, Mass: Enlarges several creatures.
Evard’s Black Tentacles: Tentacles grapple all within 15 feet spread.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Freedom of Movement: Subjects moves normally despite impediments.
Hold Monster: As hold person, but any creature.
Ice Storm: Hail deals 5d6 damage in cylinder 40 feet across.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, Greater: As invisibility, but can attack and stay invisible.
Leomund’s Secure Shelter: Creates sturdy cottage.
Locate Creature: Indicates direction to familiar creature.
Minor Creation: Creates one cloth or wood object.
Modify Memory: Changes 5 minutes of subject’s memories.
Otiluke’s Resilient Sphere: Force globe protects but traps one subject.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Reduce Person, Mass: Reduces several creatures.
Remove Curse: Frees object or person from curse.
ScryingF: Spies on subject from a distance.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Solid Fog: Blocks vision and slows movement.
Stone Shape: Sculpts stone into any shape.
StoneskinM: Ignore 10 points of damage per attack.
Summon Monster IV: Calls extraplanar creature to fight for you.
Wall of Fire: Deals 2d4 fire damage out to 10 feet and 1d4 out to 20 feet. Passing through wall deals 1d6 + l / level fire damage.
Wall of Ice: Ice plane creates wall with 15 hp + 1 / level, or hemisphere can trap creatures inside.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.
Comments on this extraordinarily long spell list? What should I take out, and what should I include?
- Edited the list a bit to remove several abjuration and divination spells.
The Magician (Better names anyone? Haha)
Hit Dice: d6
Weapon Proficiencies: Magicians are proficient with simple weapons, and one other weapon group of their choosing.
Armor Proficiencies: Magicians are proficient with light armor. Magicians are able to cast their spells in light armor without any arcane spell failure.
Alignment: Magicians can be of any alignment, but are commonly Lawful.
Skill Points: 4 + Intelligence Modifier (x 4 at first level)
Class Skills: Ten + Intelligence Modifier + Craft, Knowledge (Any), Spellcraft
Spells: Arcane, based off of charisma.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|
Special|
-0-|1st|2nd|3rd|4th
1st|
+0|
+0|
+0|
+2|
Summon Familiar|3|-|-|-|-
2nd|
+1|
+0|
+0|
+3|
---|4|-|-|-|-
3rd|
+2|
+1|
+1|
+3|
Brew Potion|5|1|-|-|-
4th|
+3|
+1|
+1|
+4|
Bonus Feat|5|2|-|-|-
5th|
+3|
+1|
+1|
+4|
Craft Wondrous Item|5|3|-|-|-
6th|
+4|
+2|
+2|
+5|
Craft Wand|5|4|1|-|-
7th|
+5|
+2|
+2|
+5|
Mastery of Cantrips|X|5|2|-|-
8th|
+6|
+2|
+2|
+6|
Bonus Feat|X|5|3|-|-
9th|
+6|
+3|
+3|
+6|
Summon Familiar II|X|5|4|1|-
10th|
+7|
+3|
+3|
+7|
Greater Cantrip Mastery|X|5|5|2|-
11th|
+8|
+3|
+3|
+7|
---|X|5|5|3|-
12th|
+9|
+4|
+4|
+8|
Bonus Feat|X|5|5|4|1
13th|
+9|
+4|
+4|
+8|
Forge Ring|X|5|5|5|2
14th|
+10|
+4|
+4|
+9|
Spell Mastery|X|X|5|5|3
15th|
+11|
+5|
+5|
+9|
---|X|X|5|5|4
16th|
+12|
+5|
+5|
+10|
Bonus Feat|X|X|5|5|5
17th|
+12|
+5|
+5|
+10|
---|X|X|5|5|5
18th|
+13|
+6|
+6|
+11|
Greater Spell Mastery|X|X|5|5|5
19th|
+14|
+6|
+6|
+11|
---|X|X|5|5|5
20th|
+15|
+6|
+6|
+12|
Bonus Feat|X|X|5|5|5[/table]
Summon Familiar: Magicians are able to summon familiars exactly like wizards and sorcerers.
Bonus Feat: Selected from the Wizard's bonus feat list.
Mastery of Cantrips: Magicians are able to cast an unlimited number of 0-level spells per day.
Summon Familiar II: Magicians are able to summon a second familiar. This familiar is treated as if the master's HD was 8 lower.
Greater Cantrip Mastery: Either the effects of the Still Spell or Silent Spell metamagic feats are automatically applied to any 0-level spell a magician casts (their choice at the time of the casting of the spell, and the spell still takes up a 0-level spell slot).
Spell Mastery: Magicians are able to cast an unlimited number of 1st level spells per day. In addition, both Still Spell and Silent Spell are applied to any 0-level spell the magician casts.
Greater Spell Mastery: Either the effects of the Still Spell or Silent Spell metamagic feats are automatically applied to any 1st level spell a magician casts (their choice at the time of the casting of the spell, and the spell still takes up a 1st level spell slot).
Magician Spells
0 – Level Magician Spells (Cantrips)
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Daze: Humanoid creature of 4 HD or less loses next action.
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 feet.
Flare: Dazzles one creature (-1 on attack rolls).
Ghost Sound: Figment sounds.
Know Direction: You discern north.
Light: Object shines like a torch.
Lullaby: Makes subject drowsy; -5 on Spot and Listen checks, -2 on will saves against sleep.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at a distance.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
1st – Level Magician Spells
Alarm: Wards an area for 2 hours/level.
Animate Rope: Makes a rope move at your command.
Charm Person: Makes one person your friend.
Color Spray: Knocks unconscious, blinds, and/or stuns subject.
Command: One subject obeys selected command for 1 round.
Disguise Self: Changes your appearance.
Enlarge Person: Humanoid creatures doubles in size.
Erase: Mundane or magical writing vanishes.
Feather Fall: Objects or creatures fall slowly.
Grease: Makes 10-foot square or one object slippery.
Hold Portal: Holds door shut.
Hypnotism: Fascinates 2d4 HD of creatures.
Lesser Confusion: One creatures is confused for one round.
Mage Armor: Gives subject +4 armor bonus.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Magic MouthM: Speaks once when triggered.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Reduce Person: Humanoid creature halves in size.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into a magical slumber.
Summon Monster I: Calls extraplanar creature to fight for you.
Tenser’s Floating Disk: Creates 3-foot diameter horizontal disk that holds 100 pounds/level.
Unseen Servant: Invisible force obeys your commands.
Ventriloquism: Throws voice for 1 minute/level.
2nd – Level Magician Spells
Alter Self: Assume form of a similar creature.
Arcane LockM: Magically locks a portal or chest.
Bear’s Endurance: Subject gains 1d4+1 bonus to constitution for 1 hour/level.
Blindness/Deafness: Makes subject blind or deaf.
Blur: Attacks miss subject 20% of the time.
Bull’s Strength: Subject gains 1d4+1 bonus to strength for 1 hour/level.
Cat’s Grace: Subject gains 1d4+1 bonus to dexterity for 1 hour/level.
Chill Metal: Cold metal damages those who touch it.
Continual FlameM: Makes a permanent, heatless torch.
Darkness: 20-foot radius of supernatural shadow.
Darkvision: See 60 feet in total darkness.
Daze Monster: Living creatures of 6 HD or less loses next action.
Detect Thoughts: Allows “listening” of surface thoughts.
Eagle’s Splendor: Subject gains 1d4+1 bonus to charisma for 1 hour/level.
Enthrall: Captivates all within 100 feet + 10 feet/level.
Flaming Sphere: Creates rolling balls of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud: Fog obscure vision.
Fox’s Cunning: Subject gains 1d4+1 bonus to intelligence for 1 hour/level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Heat Metal: Makes metals o hot it damages those who touch it.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 minute/level or until it attacks.
Leomund’s TrapM: Makes item seem trapped.
Levitate: Subject moves up and down at your direction.
Locate Object: Senses direction toward object (specific or type).
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
Owl’s Wisdom: Subject gains 1d4+1 bonus to wisdom for 1 hour/level.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rope Trick: As many as eight creatures hide in extradimensional space.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibrations damages objects or crystalline creatures.
Silence: Negates sound in 15-foot radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Web: Fills 20 feet-radius with sticky spiderwebs.
Whispering Wind: Send a short message 1 mile/level.
3rd – Level Magician Spells
Blink: You randomly vanish and reappear for 1 round/level.
Charm Monster Makes monster believe it is your ally.
Confusion: Subject behaves oddly for 1 round/level.
Deep Slumber: Puts 10 HD of creatures to sleep.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Dominate Animal: Subject animal obeys silent mental commands.
Fireball: 1d6 damage per level, 20 foot radius.
Fly: Subject flies at speed of 60 feet.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Geas, Lesser: Commands subject of 7 HD or less.
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and reflex saves.
Hold Person: Paralyzes one humanoid for 1 round/level.
Illusory ScriptM: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 feet invisible.
Lightning Bolt: Electricity deals 1d6 damage/level.
Leomund’s Tiny Hut: Creates shelter for ten creatures.
Major Image: As silent image, plus sound, smell and thermal effects.
NondetectionM: Hides subject from divination, scrying.
Phantom Steed: Magic horse appears for 1 round/level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Secret Page: Changes on page to hide its real content.
See Invisibility: Reveals invisible creatures or objects.
Sepia Snake SigilM: Creates text symbol that immobilizes reader.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, -2 to AC and attack rolls.
Speak with Animals: You can communicate with animals.
Stinking Cloud: Nauseating vapors, 1 round/level.
Suggestion: Compels subject to follow stated course of action.
Summon Monster III: Calls extraplanar creature to fight for you.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4th – Level Magician Spells
Arcane Eye: Invisible floating eye moves 30 feet/round.
Break Enchantment: Frees subject from enchantments, alterations, curses, and petrification.
Detect Scrying: Alerts you of magical eavesdropping.
Dimension Door: Teleports you short distance.
Dominate Person: Controls humanoid telepathically.
Enlarge Person, Mass: Enlarges several creatures.
Evard’s Black Tentacles: Tentacles grapple all within 15 feet spread.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Freedom of Movement: Subjects moves normally despite impediments.
Hold Monster: As hold person, but any creature.
Ice Storm: Hail deals 5d6 damage in cylinder 40 feet across.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, Greater: As invisibility, but can attack and stay invisible.
Leomund’s Secure Shelter: Creates sturdy cottage.
Locate Creature: Indicates direction to familiar creature.
Minor Creation: Creates one cloth or wood object.
Modify Memory: Changes 5 minutes of subject’s memories.
Otiluke’s Resilient Sphere: Force globe protects but traps one subject.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Reduce Person, Mass: Reduces several creatures.
Remove Curse: Frees object or person from curse.
ScryingF: Spies on subject from a distance.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Solid Fog: Blocks vision and slows movement.
Stone Shape: Sculpts stone into any shape.
StoneskinM: Ignore 10 points of damage per attack.
Summon Monster IV: Calls extraplanar creature to fight for you.
Wall of Fire: Deals 2d4 fire damage out to 10 feet and 1d4 out to 20 feet. Passing through wall deals 1d6 + l / level fire damage.
Wall of Ice: Ice plane creates wall with 15 hp + 1 / level, or hemisphere can trap creatures inside.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.
Comments on this extraordinarily long spell list? What should I take out, and what should I include?
- Edited the list a bit to remove several abjuration and divination spells.