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SORCERER AND WIZARD SPELLS

0-LEVEL SORCERER AND WIZARD SPELLS (Cantrips)

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

Dancing Lights: Figment torches or other lights.
Flare: Dazzles one creature (-1 attack).
Light: Object shines like a torch.

Illus

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.

1st-LEVEL SORCERER AND WIZARD 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.
Protection from Chaos/Evil/Good/Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives cover and blocks magic missiles.

Conj

Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hr./level.
Obscuring Mist: Fog surrounds the caster.
Summon Monster I: Calls outsider to fight for the caster.
Unseen Servant: Creates invisible force that obeys the caster’s 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 bonus to the caster’s next attack roll.

Ench

Charm Person: Makes one person the caster’s friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Sleep: Put 2d4 HD of creatures into comatose slumber.

Evoc

Floating Disk: 3-ft.-diameter horizontal disk that holds 100 lb./level.
Magic Missile: 1d4+1 damage; +1 missile/two levels above 1st (max 5).

Illus

Change Self: Changes the caster’s appearance.
Color Spray: Knocks unconscious, blinds, or stuns 1d6 weak creatures.
Magical Aura: Grants object false magic aura.
Silent Image: Creates minor illusion of the caster’s design.
Undetectable Aura: Masks magic item's aura.
Ventriloquism: Throws voice for 1 min./level.

Necro

Cause Fear: One creature flees 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 point/two levels.

Trans

Animate Rope: Makes a rope move at the caster’s command.
Burning Hands: 1d4 fire damage/level (max: 5d4).
Enlarge: Object or creature grows +10%/level (max +50%).
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Doubles the caster’s speed.
Feather Fall: Objects or creatures fall 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 electricity.
Spider Climb: Grants ability to walk on walls and ceilings.

2ND-LEVEL SORCERER AND WIZARD SPELLS

Abjur

Arcane Lock: Magically locks a portal or chest.
Obscure Object: Masks object against divination.
Protection from Arrows: Subject immune to most ranged attacks.
Resist Elements: Ignores 12 damage/round from one energy type.

Conj

Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Summon Monster II: Calls outsider to fight for the caster.
Summon Swarm: Summons swarm of small crawling or flying creatures.
Web: Fills 20-ft-radius spread with sticky spider webs.

Div

Detect Thoughts: Allows "listening" to surface thoughts.
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.

Ench

Hideous Laughter: Subject loses actions for 1d3 rounds.

Evoc

Continual Flame: Makes a permanent, heatless torch.
Darkness:20-ft. radius of supernatural darkness.
Daylight: 60-ft. radius of bright light.
Flaming Sphere: Rolling ball of fire, 2d6 damage, lasts 1 round/level.
Shatter: Sonic vibration damages objects or crystalline creatures.

Illus

Blur: Attacks miss subject 20% of the time.
Hypnotic Pattern: Fascinates 2d4+1 HD/level of creatures.
Invisibility: Subject is invisible for 10 min./level or until it attacks.
Magic Mouth: Speaks once when triggered.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of the caster (1d4 +1/three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Trap: Makes item seem trapped.

Necro

Ghoul Touch: Paralyzes one subject, who exudes stench (-2 penalty) nearby.
Scare: Panics creatures up to 5 HD (15-ft. radius).
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.

Trans

Alter Self: As change self, plus more drastic changes.
Blindness/Deafness: Makes subject blind or deaf.
Bull's Strength: Subject gains 1d4+1 Str for 1 hr./level.
Cat's Grace: Subject gains 1d4+1 Dex for 1 hr./level.
Darkvision: See 60 ft. in total darkness.
Endurance: Gain 1d4+1 Con for 1 hr./level.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at the caster’s direction.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rope Trick: Up to eight creatures hide in extradimensional space.
Whispering Wind: Sends a short message one mile/level.

3rd-LEVEL SORCERER AND WIZARD SPELLS

Abjur

Dispel Magic: Cancels magical spells and effects.
Explosive Runes: Deals 6d6 damage when read.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Nondetection: Hides subject from divination, scrying.
Protection from Elements: Absorb 12 damage/level from one kind of energy.

Conj

Flame Arrow: Shoots flaming projectiles (extra damage) or fiery bolts (4d6 damage).
Phantom Steed: Magical horse appears for 1 hour/level.
Sepia Snake Sigil: Creates text symbol that immobilizes reader.
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.
Summon Monster III: Calls outsider to fight for the caster.

Div

Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Tongues: Speak any language.

Ench

Hold Person: Holds one person helpless; 1 round/level.
Suggestion: Compels subject to follow stated course of action.

Evoc

Fireball: 1d6 damage per level, 20-ft. radius.
Gust of Wind: Blows away or knocks down smaller creatures.
Lightning Bolt: Electricity deals 1d6 damage/level.
Tiny Hut: Creates shelter for 10 creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases.

Illus

Displacement: Attacks miss subject 50%.
Illusory Script: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.

Necro

Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.
Vampiric Touch: Touch deals 1d6/two caster levels; caster gains damage as hp.

Trans

Blink: The caster randomly vanishes and reappears for 1 round/level.
Fly: Subject flies at speed of 90.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Greater Magic Weapon: +1/three levels (max +5).
Haste: Extra partial action and +4 AC.
Keen Edge: Doubles normal weapon's threat range.
Secret Page: Changes one page to hide its real content.
Shrink Item: Object shrinks to one-twelfth size.
Slow: One subject/level takes only partial actions, -2 AC, -2 melee rolls.
Water Breathing: Subjects can breathe underwater.

4th-LEVEL SORCERER AND WIZARD SPELLS

Abjur

Dimensional Anchor: Bars extradimensional movement.
Fire Trap: Opened object deals 1d4 +1/level damage.
Minor Globe of Invulnerability: Stops 1st- through 3rd-level spell effects.
Remove Curse: Frees object or person from curse.
Stoneskin: Stops blows, cuts, stabs, and slashes.

Conj

Black Tentacles: 1d4 +1/level tentacles grapple randomly within 15 ft.
Minor Creation: Creates one cloth or wood object.
Secure Shelter: Creates sturdy cottage.
Solid Fog: Blocks vision and slows movement.
Summon Monster IV: Calls outsider to fight for the caster.

Div

Arcane Eye: Invisible floating eye moves 30 ft./round.
Detect Scrying: Alerts the caster of magical eavesdropping.
Locate Creature: Indicates direction to familiar creature.
Scrying: Spies on subject from a distance.

Ench

Charm Monster: Makes monster believe it is the caster’s ally.
Confusion: Makes subject behave oddly for 1 round/level.
Emotion: Arouses strong emotion in subject.
Lesser Geas: Commands subject of 7 HD or less.

Evoc

Fire Shield: Creatures attacking the caster take fire damage; the caster is protected from heat or cold.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Resilient Sphere: Force globe protects but traps one subject.
Shout: Deafens all within cone and deals 2d6 damage.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +3/level, or hemisphere can trap creatures inside.

Illus

Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, etc.).
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Improved Invisibility: As invisibility, but subject can attack and stay invisible.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern: Lights prevent 24 HD of creatures from attacking or moving away.
Shadow Conjuration: Mimics conjuring below 4th level.

Necro

Contagion: Infects subject with chosen disease.
Enervation: Subject gains 1d4 negative levels.
Fear: Subjects within cone flee for 1 round/level.

Trans

Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
Dimension Door: Teleports the caster and up to 500 lb.
Mnemonic Enhancer: Prepares extra spells or retains one just cast. Wizard only.
Polymorph Other: Gives one subject a new form.
Polymorph Self: The caster assumes a new form.

5th-LEVEL SORCERER AND WIZARD SPELLS

Abjur

Dismissal: Forces a creature to return to native plane.

Conj

Cloudkill: Kills 3 HD or less; 4-6 HD save or die.
Faithful Hound: Phantom dog can guard, attack.
Lesser Planar Binding: Traps outsider until it performs a task.
Major Creation: As minor creation, plus stone and metal.
Summon Monster V: Summon Monster V Calls outsider to fight for the caster.
Secret Chest: Hides expensive chest on Ethereal Plane; the caster retrieves it at will.
Wall of Iron: 30 hp/four levels; can topple onto foes.
Wall of Stone: Creates a stone wall that can be shaped.

Div

Contact Other Plane: Ask question of extraplanar entity.
Prying Eyes: 1d4 floating eyes +1/level scout for the caster.
Telepathic Bond: Link lets allies communicate.

Ench

Dominate Person: Controls humanoid telepathically.
Feeblemind: Subject's Int drops to 1.
Hold Monster: As hold person, but any creature.
Mind Fog: Subjects in fog get -10 Wis, Will checks.

Evoc

Cone of Cold: 1d6 cold damage/level.
Interposing Hand: Hand provides 90% cover against one opponent.
Sending: Delivers short message anywhere, instantly.
Wall of Force: Wall is immune to damage.

Illus

Dream: Sends message to anyone sleeping.
False Vision: Fools scrying with an illusion.
Greater Shadow Conjuration: As shadow conjuration, but up to 4th level and 40% real.
Mirage Arcana: As hallucinatory terrain, plus structures.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Persistent Image: As major image, but no concentration required.
Seeming: Changes appearance of one person/two levels.
Shadow Evocation: Mimics evocation less than 5th level.

Necro

Animate Dead: Creates undead skeletons and zombies.
Magic Jar: Enables possession of another creature.

Trans

Animal Growth: One animal/two levels doubles in size, HD.
Fabricate: Transforms raw materials into finished items.
Passwall: Breaches walls 1 ft. thick/level.
Stone Shape: Sculpts stone into any form.
Telekinesis: Lifts or moves 25 lb./level at long range.
Teleport: Instantly transports the caster anywhere.
Transmute Mud to Rock: Transforms two 10-ft. cubes/level.
Transmute Rock to Mud: Transforms two 10-ft. cubes/level.

Univ

Permanency: Makes certain spells permanent; costs XP.

6th-LEVEL SORCERER AND WIZARD SPELLS

Abjur

Antimagic Field: Negates magic within 10 ft.
Globe of Invulnerability: As minor globe, plus 4th level.
Greater Dispelling: As dispel magic, but +20 on check.
Guards and Wards: Array of magic effects protect area.
Repulsion: Creatures can't approach the caster.

Conj

Acid Fog: Fog deals acid damage.
Planar Binding: As lesser planar binding, but up to 16 HD.
Summon Monster VI: Calls outsider to fight for the caster.

Div

Analyze Dweomer: Reveals magical aspects of subject.
Legend Lore: Learn tales about a person, place, or thing.
True Seeing: See all things as they really are.

Ench

Geas/Quest: As lesser geas, plus it affects any creature.
Mass Suggestion: As suggestion, plus one/level subjects.

Evoc

Chain Lightning: 1d6 damage/level; secondary bolts.
Contingency: Sets trigger condition for another spell.
Forceful Hand: Hand pushes creatures away.
Freezing Sphere: Freezes water or deals cold damage.

Illus

Greater Shadow Evocation: As shadow evocation, but up to 5th level.
Mislead: Turns the caster invisible and creates illusory double.
Permanent Image: Includes sight, sound, and smell.
Programmed Image: As major image, plus triggered by event.
Project Image: Illusory double can talk and cast spells.
Shades: As shadow conjuration, but up to 5th level and 60% real.
Veil: Changes appearance of group of creatures.

Necro

Circle of Death: Kills 1d4 HD/level.

Trans

Control Water: Raises or lowers bodies of water.
Control Weather: Changes weather in local area.
Disintegrate: Makes one creature or object vanish.
Eyebite: Charm, fear, sicken or sleep one subject.
Flesh to Stone: Turns subject creature into statue.
Lucubration: Recalls spell of 5th level or less. Wizard Only.
Mass Haste: As haste, affects one/level subjects.
Move Earth: Digs trenches and build hills.
Stone to Flesh: Restores petrified creature.
Transformation: The caster gains combat bonuses.

7th-LEVEL SORCERER AND WIZARD SPELLS

Abjur

Banishment: Banishes 2 HD/level extraplanar creatures.
Sequester: Subject is invisible to sight and scrying.
Spell Turning: Reflect 1d4+6 spell levels back at caster.

Conj

Instant Summons: Prepared object appears in the caster’s hand.
Magnificent Mansion: Door leads to extradimensional mansion.
Phase Door: Invisible passage through wood or stone.
Power Word, Stun: Stuns creature with up to 150 hp.
Summon Monster VII: Calls outsider to fight for the caster.

Div

Greater Scrying: As scrying, but faster and longer.
Vision: As legend lore, but quicker and strenuous.

Ench

Insanity: Subject suffers continuous confusion.

Evoc

Delayed Blast: Fireball 1d6 fire damage/level; the caster can delay blast for 5 rounds.
Grasping Hand: Hand provides cover, pushes, or grapples.
Forcecage: Cube of force imprisons all inside.
Prismatic Spray: Rays hit subjects with variety of effects.
Sword: Floating magic blade strikes opponents.

Illus

Mass Invisibility: As invisibility, but affects all in range.
Shadow Walk: Step into shadow to travel rapidly.
Simulacrum: Creates partially real double of a creature.

Necro

Control Undead: Undead don't attack the caster while under the caster's command.
Finger of Death: Kills one subject.

Trans

Ethereal Jaunt: The caster becomes ethereal for 1 round/level.
Plane Shift: Up to eight subjects travel to another plane.
Reverse Gravity: Objects and creatures fall upward.
Statue: Subject can become a statue at will.
Teleport without Error: As teleport, but no off-target arrival.
Vanish: As teleport, but affects a touched object.

Univ

Limited Wish: Alters reality-within spell limits.

8th-LEVEL SORCERER AND WIZARD SPELLS

Abjur

Mind Blank: Subject is immune to mental/emotional magic and scrying.
Prismatic Wall: Wall's colors have array of effects.
Protection from Spells: Confers +8 resistance bonus.

Conj

Greater Planar Binding: As lesser planar binding, but up to 24 HD.
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Maze: Traps subject in extradimensional maze.
Power Word, Blind: Blinds 200 hp worth of creatures.
Summon Monster VIII: Calls outsider to fight for the caster.
Trap the Soul: Imprisons subject within gem.

Div

Discern Location: Exact location of creature or object.

Ench

Antipathy: Object or location affected by spell repels certain creatures.
Binding: Array of techniques to imprison a creature.
Demand: As sending, plus the caster can send suggestion.
Mass Charm: As charm monster, but all within 30 ft.
Irresistible Dance: Forces subject to dance.
Sympathy: Object or location attracts certain creatures.

Evoc

Clenched Fist: Large hand attacks the caster’s foes.
Telekinetic Sphere: As resilient sphere, but the caster moves sphere telekinetically.
Sunburst: Blinds all within 10 ft., deals 3d6 damage.

Illus

Screen: Illusion hides area from vision, scrying.

Necro

Clone: Duplicate awakens when original dies.
Horrid Wilting: Deals 1d8 damage/level within 30 ft.

Trans

Etherealness: Travel to Ethereal Plane with companions.
Iron Body: The caster’s body becomes living iron.
Polymorph Any Object: Changes any subject into anything else.

Univ

Symbol: Triggered runes have array of effects.

9th-LEVEL SORCERER AND WIZARD SPELLS

Abjur

Disjunction: Dispels magic, disenchants magic items.
Freedom: Releases creature suffering imprisonment.
Imprisonment: Entombs subject beneath the earth.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Conj

Gate: Connects two planes for travel or summoning.
Power Word, Kill: Kills one tough subject or many weak ones.
Summon Monster IX: Calls outsider to fight for the caster.

Div

Foresight: "Sixth sense" warns of impending danger.

Ench

Dominate Monster: As dominate person, but any creature.

Evoc

Crushing Hand: As interposing hand, but stronger.
Meteor Swarm: Deals 24d6 fire damage, plus bursts.

Illus

Weird: As phantasmal killer, but affects all within 30 ft.

Necro

Astral Projection: Projects the caster and companions into Astral Plane.
Energy Drain: Subject gains 2d4 negative levels.
Soul Bind: Traps newly dead soul to prevent resurrection.
Wail of the Banshee: Kills one creature/level.

Trans

Refuge: Alters item to transport its possessor to the caster.
Shapechange: Transforms the caster into any creature, and change forms once per round.
Teleportation Circle: Circle teleports any creature inside to designated spot.
Temporal Stasis: Puts subject into suspended animation.
Time Stop: The caster acts freely for 1d4+1 rounds.

Univ

Wish: As limited wish, but with fewer limits.
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