Open Grammarsalad opened 4 years ago
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<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_2/battle-gear.png' style='width:50px' />
(Conjuration)
This spell allows the wizard to create arms and armaments for
Specific Additions 1) Add Create Arms and Armaments: If var_name is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips:
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_2/robe.png' style='width:50px' />
(Alteration)
This spell enables the wizard to transform
If the spell duration expires while there is material within the enchanted pockets, the caster must cast the spell again to access
Credit for the icon belongs to CONTINUE (see license)
Specific Additions 1) Add Deeppockets: If var_name is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
Internal Name: WIZARD_SPELL_NAME
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_2/flaming_sphere.png' style='width:50px' />
(Conjuration)
This spell conjures a ball of fire that moves at the behest of the caster at a rapid speed (movement CONTINUE). Any creature that gets near it takes 2d6 fire damage (save vs. breath for half damage). Though this flaming sphere is technically not a creature, it counts as a summoned creature (and so it counts against your maximum number of summoned creatures).
Credit for the icon belongs to Lorc (see license)
Specific Additions 1) Add Flaming Sphere: If CONTINUE is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips:
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_2/fog.png'
style='width:50px' />
(Alteration)
The fog cloud spell creates a billowing mass of ghastly, yellowish-green much like a cloudkill spell. The fog obscures vision, such that any creature in the cloud can only see 2 feet in front of them obscure vision. A strong breeze, such as that created by a Gust of Wind spell will disperse the cloud immediately. Ranged attacks suffer a -4 penalty to hit creatures within the cloud.
Specific Additions 1) Add Fog Cloud if var_name is set to 1 in b_spells_settings.ini (set to 1 by default)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/hyp_pattern.png' style='width:50px' />
(Enchantment)
When this spell is cast, the wizard creates a weaving, twisting pattern of subtle colors in the air that lasts for 3 rounds. This pattern causes any enemy standing within the area to become fascinated, and stand gazing at it for at least 1 round. Every enemy within the area must save vs. spell each round they are in the affected area. Whenever they fail their save, they stand fascinated for 1 round, doing nothing and not interacting with their environment.
Affected creatures shake off this effect if they are attacked.
Credit for the icon belongs to Lorc (see license)
Specific Additions 1) Add Hypnotic Pattern: If b_hypnotic_pattern is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips:
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<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/ill_fball.png' style='width:50px' />
(Illusion/Phantasm)
This spell creates a realistic illusion of the quintessential mage spell: the dreaded fireball. But, while this spell creates a sensory representation of that spell, the damage it causes is due to 'psychic shock' of those who believe that they are targeted by that deadly spell. Though fire resistance does not protect against this spell, those that are immune to fire take no damage as they do not expect to be damaged by a fireball spell. This spell is not powerful enough to actually kill its targets. Target enemies take 1d4 points of non-lethal damage, plus 1d4 points per 2 levels of the caster (max 6d4 points of damage at 10th level. Those who roll successful Saving Throw vs. spell manage to partially disbelieve the spell, taking only half damage.
Allies of the caster and creatures with an Intelligence of 20 or higher are immune to this spell.
Specific Additions 1) Add Illusory Fireball: If b_ill_fireball is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
Internal Name: WIZARD_ILLUSORY_FIREBALL.
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/Imp_Phant_force.png'
style='width:50px' />
(Illusion/Phantasm)
This spell creates the illusion of fearsome creatures that 'fight' on the caster's behalf, just like the Phantasmal Force Spell.
Creatures created by this spell are more convincing, and can only be dispelled by enemies that strike them in melee combat. However, creatures save with a -2 penalty to disbelieve.
Any enemy that disbelieves an illusion cannot be affected by that illusion for a round, and can easily destroy them with a hit.
Credit for the icon belongs to Lorc (see license)
Specific Additions 1) Add Phantasmal Force Spell: If b_phant_force is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
Internal Name: WIZARD_SPELL_NAME
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/irritation.png'
style='width:50px' />
(Alteration)
An irritation spell affects the epidermis of the subject creatures. Creatures with very thick or insensitive skins (such as buffalo, elephants, scaled creatures, etc.) are basically unaffected. When cast, this causes each subject to feel an instant itching sensation on some portion of its body. The next four rounds are spent squirming and twisting, effectively worsening its Armor Class by 4 and its attack rolls by 2 during this time. Spell preparations are ruined in the first round this spell is in effect, but not in the following three rounds.
Specific Additions 1) Add Spell if var_name is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
Internal Name: WIZARD_SPELL_NAME
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/l_trap.png' style='width:50px' />
(Illusion/Phantasm)
This false trap is designed to fool a thief or other character attempting to pilfer the spellcaster’s goods. The wizard places the spell upon any small area. The effected area acts as though it were trapped, and can be 'detected' by a successful detect traps check. Though the trap is illusory, any creature that passes over the 'trapped' area will take non-lethal damage equal to 1d8 per 2 levels of the caster (maximum 5d8 at 10th level). Targets save vs. magic to 'disbelieve' the trap and avoid damage.
False trap must be cast outside of combat, or it will fail, much like a 'real' trap.
Credit for the icon belongs to Lorc (modified with permission--see license)
Specific Additions 1) Add Leomund's Trap: If b_leomund_trap is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips:
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/prot_cantrips.png'
style='width:50px' />
(Abjuration)
By casting this spell, the wizard receives immunity to the effects of cantrips cast by other wizards, apprentices, or creatures that use the cantrip spell. The spell protects the caster, or one item or person that he touches (such as a spell book or a drawer containing spell components). Any cantrip cast against the protected person or item dissipates with an audible popping sound. This spell is often used by a wizard who has mischievous apprentices, or one who wishes apprentices to clean or shine an area using elbow grease rather than magic.
Specific Additions 1) Add Spell if var_name is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
Cantrips: This spell is only installed if the Cantrip spell has been installed or if some version of Cantrips is installed
Internal Name: WIZARD_SPELL_NAME
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/prot_para.png' style='width:50px' />
(Abjuration)
The recipient of this spell receives total immunity to magical paralysis. Spells such as hold person and slow have no effect on the individual. This spell also provides protection against the paralysis attacks of monsters (a ghoul's touch, for example). This spell offers no protection against physical damage or against spells that inhibit movement indirectly, such as Web or Entangle.
Credit for the icon belongs to Delapouite (see license)
Specific Additions 1) Add Protection from Paralysis: If b_protec_para is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips:
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<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/Pyrotechnics.png' style='width:50px' />
(Alteration)
This spell produces one of two effects, at the option of the caster. First it can produce a flashing and fiery burst of glowing, colored aerial fireworks that lasts one round. This effect temporarily blinds those creatures in the area of effect. Such creatures are blinded for 1 round, and they must save vs. Polymorph or be blinded for an additional 4 rounds. Creatures sensitive to bright light, such as goblins, kobolds, and drow suffer a -4 penalty to this save, and are blinded for twice as long. Allies are unaffected by this burst.
Second, it can cause a thick, writhing stream of smoke to arise that lasts for one round per experience level of the caster. This covers a roughly hemispherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision for all creatures (friend or foe) that are in the area of effect, effectively blinding them. The cloud of smoke lasts for 5 rounds.
This spell has a special effect against fire using creatures, such as fire elementals in the area of effect; these creatures suffer 1 point of magical damage per caster level.
Credit for the icon belongs to Delapouite (see license)
Specific Additions 1) Add Pyrotechnics: If b_pyrotechnics is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
0 Level Cantrips:
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/snowball.png' style='width:50px' />
(Evocation)
This spell creates a mystical snowball which flies at any target of
Credit for the icon belongs to Delapouite (see license)
Specific Additions 1) Add Snowball Spell: If b_snowball is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
0-level cantrips: 1st-level cantrips:
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/laugh.png' style='width:50px' />
(Enchantment/Charm)
The victim(s) of this spell perceives everything as hilariously funny. The effect is not immediate, and the creature feels only a slight tingling on the round the spell is cast, suffering only a -2 penalty to hit and AC. On the round immediately following, the victim begins smiling, then giggling, chuckling, tittering, snickering, guffawing, and finally collapsing into gales of uncontrollable, hideous laughter. During this time, the target cannot take any actions, and is -4 to AC and saves vs. breath. Although this magical mirth lasts only a single round per level of the caster, the affected creature must spend the next round regaining its feet, and it again suffers a -2 penalty to hit and AC.
The saving throw vs. spell is modified by the Intelligence of the creature. Creatures with an Intelligence of 4 or less are totally unaffected. Those with an Intelligence score of 5-14 save with -4 penalty. Those with higher levels of intelligence save with an unmodified roll.
Affected creatures shake off this effect if they are attacked, suffering only -2 to hit and AC for one round as they recover.
Credit for the icon belongs to Lorc (see license)
Specific Additions 1) Add Tasha's Laughter Spell: If b_tasha_giggle is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips:
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<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/Al_fund_bkdown.png'
style='width:50px' />
(Divination)
By casting this spell, the wizard gains a flash of insight that allows
The caster can produce an additional potion (of the same type) every 3 levels after 5th.
These potions evaporate after 8 hours if it is not consumed by then. Also, they cannot be sold, as their temporary nature is apparent to any competent vendor.
Credit for the icon belongs to Lorc (see license)
Specific Additions 1) Add Alamir’s Fundamental Breakdown Spell: If b_alamir_breakdown is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips: Proficiencies: If Alchemy is available via the Proficiencies mod, CONTINUE
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/Aug_undead.png' style='width:50px' /> (Necromancy)
This spell augments an undead creature's saving throws, fighting capacity, and ability to resist being turned. Undead allies targeted by this spell cannot be turned, gain a +2 bonus to all saves, +2 bonus to attack, and damage rolls, and +10 bonus HP for the duration.
Multiple castings of this spell are not cumulative.
Credit for the icon belongs to Lorc (see license)
Specific Additions 1) Add Augment Undead Spell: If b_augmet_undead is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips:
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/sticky_carpet.png'
style='width:50px' />
(Conjuration)
An Adhesion spell covers a material surface with a sticky tar-like substance. Any creature entering the area or caught in it when the spell is cast must save vs. Breath each round or be stuck in place, unable to move for the rest of the round (wait until the next round). Those who successfully save can move but do so at a crawling speed of 1. All creatures in the area find it hard to defend themselves, and suffer a -2 penalty to saves vs. Breath (including subsequent saves against adhesion) and a -2 penalty to AC.
This spell has no chance of holding huge or larger creatures in place.
Credit for the icon belongs to delapouite (see license)
Specific Additions 1) Add Carpet of Adhesion Spell: If b_sticky_carpet is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips: \page
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/disrupt_life.png'
style='width:50px' />
(Necromancy)
This spell disrupts the life force that sustains a target living creature. Any living creature targeted by this spell suffers 4d6+4 points of magic damage, +1d6+1 per two levels after 5th level (max 9d6+9 at 15th level).
In addition, the target creature must save vs. spell or suffer fatigue for 2 rounds/level.
This spell only affects living creatures. It has no affect on unnatural creatures.
Credit for the icon belongs to Lorc (see license)
Specific Additions 1) Add Disrupt Life: If b_disrupt_life is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips:
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/explo_rune.png'
style='width:50px' />
(Evocation)
By tracing these mystic runes upon a surface, the wizard prevents unauthorized persons from entering the area.
When an unauthorized creature walks on the area, the explosive runes detonate, delivering 1d4+1/level points of fire damage to the creature, and any creatures (friend or foe) within 12'.
Credit for the icon belongs to Lorc (see license)
Specific Additions 1) Add Explosive Runes Spell: If b_explosive_runes is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/fabricate.png'
style='width:50px' />
(Alteration)
By means of this spell, the wizard is able to convert material of one sort into a product that is of the same or different material. Living things cannot be created or altered by a fabricate spell. The quality and size of items made by this spell is commensurate with or less than the quality and amount of material used as the basis for the new fabrication. Thus, a wizard can fabricate a +1 longsword or dagger from a +1 bastard sword, but
Credit for the icon belongs to Lorc (see license)
Specific Additions 1) Add Fabricate Spell: If b_fabricate is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/iron_mind.png'
style='width:50px' />
(Abjuration)
When the mage casts this spell, and touches a creature, that creature becomes immune to charm or fear effects for the next hour. Additionally, recipients gain a +2 bonus to save vs. spell for the duration.
This spell does not protect against domination affects (except though the bonus to save vs. spell).
Credit for the icon belongs to Lorc (see license)
Specific Additions 1) Add Iron Mind Spell: If b_iron_mind is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
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<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/plant_control.png'
style='width:50px' />
(Alteration)
The plant control spell enables the caster to do one of two things:
With the first use of this spell, the caster causes normal vegetation to grow, entwine, and entangle enemies of smaller than huge size. This use of the Control Plants spell is identical to the Druid's Entanglement spell.
Alternatively, this spell can be used to dominate a creature of plant origin (Shambling Mound, Myconid, etc.) In this case, the creature must save vs. spell and if they fail, they are under the control of the caster for the duration.
Credit for the icon belongs to Lorc (see license)
Specific Additions 1) Add Plant Control: If b_cont_plants is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips:
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/snake_sigil.png' style='width:50px' /> (Conjuration/Summoning)
When this spell is cast, an area selected by the caster is warded against intrusion. If an uninvited creature comes too close to the warded area, they are struck by a shimmering field of force, and are paralyzed for 1 full turn if they fail to save vs. paralysis. If the creature makes their save, then the affect happens again, up to two times per round until a creature is paralyzed, at which time the ward dissipates.
The target can be released by any effect that removes paralysis, or by a successful dispel magic spell.
Credit for the icon belongs to Lorc (see license)
Specific Additions 1) Add Sepia Snake Sigil Spell: If b_snake_sigil is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/solv_corros.BMP' style='width:50px' /> (Conjuration)
This spell conjures a corrosive, acidic slime of horrid strength on one creature. The acid persists, burning the creature over 3 rounds. The first round, the creature suffers 1d3 points of acid damage per level (max 15d3). On the second round, the creature suffers 1d2 points of acid damage (max 15d2). On the third round, the creature suffers 1 point of damage per level (max 15).
Additionally, the target suffers a -2 penalty to attacks while the acid is in effect. The affected creature can save vs. poison/death to reduce the damage by 1/2 and to avoid the to hit penalty.
This spell is effective against constructs and other creatures normally resistant to magic.
Credit for the icon belongs to Lorc (see license)
Specific Additions 1) Add Solvent of Corrosion Spell: If b_solvent_of_corrosion is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/Spect_force.png'
style='width:50px' />
(Illusion/Phantasm)
This spell creates the illusion of fearsome creatures that 'fight' on the caster's behalf, just like the Phantasmal Force Spell.
Creatures created by this spell are more convincing, and can only be dispelled by enemies that strike them in melee combat. However, creatures save with a -4 penalty to disbelieve.
Any enemy that disbelieves an illusion cannot be affected by that illusion for a round, and can easily destroy them with a hit.
Credit for the icon belongs to Lorc (see license)
Specific Additions 1) Add Phantasmal Force Spell: If b_spectral_force is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
Internal Name: WIZARD_SPELL_NAME
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<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_2/icon.png' style='width:50px' />
(Necromancy)
This spell produces one ghoul servant. This creature obeys the simple verbal commands of the caster, and remain animated until destroyed in combat, turned by a priest, or 8 hours pass; the magic cannot be dispelled.
Credit for the icon belongs to Name (see license)
Specific Additions 1) Add Animate Zombie: If var is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
Internal Name:
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/charm_monster.png' style='width:50px' /> (Enchantment/Charm)
This spell affects any single person or monster it is cast upon. The term monster includes any non-undead, non-construct, non-extraplanar creature, such as an ogre or even a dragon. The target is allowed a Saving Throw vs. Spell to negate the effect (a person, as described by charm person, saves at -4).
If the spell's recipient fails
If the caster harm or attempts to harm the charmed creature by some overt action, or if a Dispel Magic spell is cast upon the charmed creature, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.
Credit for the icon belongs to Lorc (modified with permission--see license)
Specific Additions 1) Add Charm Monster Spell: If b_charm_monster is set to 1 in b_spells_settings.ini (set to 1 by default) AND Revised Charm is installed. Note that this spell will be installed with charm revision if b_charm_monster is set to 1. If b_charm_monster happens to be set to 0 when installing Charm Revisions, you can still install Charm Monster with New spells if you set b_charm_monster to 1 before doing so
Notes:
Revised Charm: This spell can only be installed if Revised Charm global revision is installed. Note that this spell will be installed with charm revision if b_charm_monster is set to 1. If b_charm_monster happens to be set to 0 when installing Charm Revisions, you can still install Charm Monster with New spells if you set b_charm_monster to 1 before doing so
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/destroy_undead.png'
style='width:50px' />
(Necromancy)
This spell disrupts the animating force that keeps undead going, destroying all but the most powerful undead creatures. Undead creatures with fewer than 5 Hit Die are destroyed immediately (no save). Stronger undead take 1d8 Hit Points of magic damage per level of the caster (save vs. spell for half damage; max 15d8 damage at level 15).
Credit for the icon belongs to Lorc (see license)
Specific Additions 1) Add Destroy Undead Spell: If b_destroy_undead is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
Revised Charm:
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/fire_trap.png'
style='width:50px' />
(Evocation)
The spell is centered on a point selected by the spellcaster within range. That area becomes warded against intrusion. The
caster and
Specific Additions 1) Add Spell if var_name is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
Internal Name: WIZARD_SPELL_NAME
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/fumble.png' style='width:50px' /> (Enchantment/Charm)
When a fumble spell is cast, the wizard causes the target creature to suddenly become clumsy and awkward. The target creature must save every round (vs. Breath -2) they are under the effect of the spell. Each round they fail their save, they fall flat, unable to move or take any action. Even when the target manages to stay on their feet, they can still fall when trying to make an attack. Wherever the target makes an attack, there is a 50% chance they fall to the ground (as above) and miss their attack.
Credit for the icon belongs to Lorc (see license)
Notes:
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<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/iron_maiden.png' style='width:50px' /> (Evocation)
This spell temporarily brings into being a "helmed horror" that fights for the caster with absolute loyalty until destroyed. The iron maiden takes the form of an empty, animated suit of armor, armed with a long sword. It acts as the mage directs for the duration or until it is destroyed.
Credit for the icon belongs to Lorc (see license)
Notes:
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/mindsight.png' style='width:50px' /> (Divination)
When this spell is cast, the caster is able to "see" and "hear" everything in
Accelerate Metabolism (New)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/health-increase.png' style='width:50px' />
(Necromancy)
This spell stimulates the body, boosting the recipient's natural defenses against death and poison, and allowing them to heal at an increased rate.
At first level, recipients heal 1 hit point per hour, and gain a +1 bonus to save vs. death. For each 5 levels, the recipient heals an additional hit point per hour, and gains an additional +1 to save vs. death (max 5 hp/hour and +5 vs. death at 20th level).
Multiple castings of this spell are not cumulative.
Credit for the icon belongs to sbed (see license)
Alarm (New)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/ringing-bell.png' style='width:50px' /> (Divination)
When alarm is cast, the caster and
This alarm awakens the caster and
Once the ward is set, it protects the caster and
Credit for the icon belongs to Lorc (see license)
Animate Skeleton (New)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/animate_skelly.png' style='width:50px' />
(Necromancy)
This specialized version of the animate dead spell produces one skeleton servant. The animated skeleton obeys the simple verbal commands of the caster, and remains animated until destroyed in combat, turned by a priest, or 8 hours pass; the magic cannot be dispelled.
Credit for the icon belongs to Skoll (see license)
Anticipation (New)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/paranoia.png' style='width:50px' /> (Divination)
This spell gives the caster a temporary, intuitive foreknowledge of the immediate future, resulting in improved reaction time granting a +5 bonus to AC, and +1 to weapon and casting speed for 1 round.
This spell can be cast immediately, even if the caster has already taken an action this round. In addition, if has cast this spell in a given round, can take another action (such as casting another spell, or attacking with your weapon) in the same round.
Credit for this spell belongs to Subtledoctor (Modified with permission) Credit for the icon belongs to Lorc (see license)
Audible Glamer (New)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/aud_glam.png' style='width:50px' />
(Illusion/Phantasm)
With this spell, the caster surrounds a creature with illusory sounds of disturbing whispers for 3 rounds. That creature is distracted by the sounds, suffering a -2 to attack rolls and a 10% spell failure chance (save vs. spell to suffer 1/2 the effect).
As the caster levels up, the illusory sounds become more distracting and more difficult to ignore. They inflict a -2 penalty to attack and an additional 10% spell failure at levels 6 and 18.
Creatures without minds, such as golems, are unaffected by this cantrip. Deaf creatures are also immune.
Credit for the icon belongs to Delapouite (see license)
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Cantrip (New) {NOT AVAILABLE IN VERSION 1}
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/magic-broom.png' style='width:50px' /> (Universal)
Cantrips are minor spells studied by wizards during their apprenticeship, regardless of school. The cantrip spell is a practice method for the apprentice, teaching him how to tap minute amounts of magical energy. Once cast, the cantrip spell enables the caster to create minor magical effects for the duration of the spell. Upon casting this spell, select one of the following affects (see the cantrip section for descriptions):
CONTINUE (List All cantrips)
Credit for the icon belongs to Delapouite (see license)
The credit for many of these subspells belongs to Subtledoctor (see individual descriptions)
Color (New) {NOT AVAILABLE IN VERSION 1}
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/prism.png' style='width:50px' />
(Alteration)
This spell allows the caster to permanently alter the color of a single article of clothing or equipment. Any color or shade can be created, including metallic tints, though the latter cannot actually consist of precious metals.
Credit for the icon belongs to Delapouite (see license)
Detect Traps and Portals (New)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/magnifying-glass.png' style='width:50px' /> (Divination)
With this spell, the mage can detect traps and secret doors, as if were a Thief. When casts this spell, has a chance to detect traps equal to 30%, +5% for each additional level after first (max 75% at level 10) for one hour. need not take a special action, will automatically look for traps for the duration as long as this spell is in effect, and is not doing anything else. has levels in thief, this spell will give a bonus to disarm traps as well.
This chance to detect spells stacks with any preexisting skill the mage might otherwise have with detect traps, and if
Credit for the icon belongs to Lorc (see license)
Devil's Eyes (New/Revised) {NOT AVAILABLE IN VERSION 1}
(Divination)
Upon the casting of this spell the recipient gains the sight of an infernal being. This allows them to not only see in the dark as per the infravision ability, but it allows them to see and exploit vulnerabilities in their targets, allowing them to more often land critical blows. As such, they crit on a natural roll of an 19 or above.
Credit for the icon belongs to Skoll (see license)
Dust Devil (New)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/dust_devil.png' style='width:50px' />
(Conjuration/Summoning)
This spell enables the caster to conjure up a weak air elemental - a dust devil of AC 4, 2 HD, 16 hit points and Movement Rate of 15, one attack for 1d4 points of bludgeoning damage. It can be hit by normal weapons. The Dust Devil kicks up dirt and particles around itself, potentially distracting casters within 10', who must save vs. spell or be unable to cast for that round.
The dust devil appears as a small whirlwind 1 foot in diameter at its base, 5 feet tall, and 3 to 4 feet across at the top. The creature remains under the caster's control until slain or the spell duration expires.
Enervating Ray (New)
(Necromancy)
When this spell is cast, a ray slams into the target chosen by the caster, sapping their energy and knocking the wind out of them. At first level, this spell does 2d4 non-lethal damage to the target, and, if they do not save vs. death, penalizes their AC, THAC0 and Saves by -1.
Damage increases by 1d4 at 3rd level, and every 2 levels thereafter (max 5d4 at 7th level).
Undead and creatures without a biological anatomy are immune to Enervating Ray.
Credit for the icon belongs to Lorc (see license)
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Exterminate (New)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/animal-skull.png' style='width:50px' /> (Necromancy)
This spell instantaneously snuffs out the life forces of animals in the area of effect, including such normal pests as flies, mice, beetles, rats, spiders, and the like. Specifically, it affects the targeted animal and up to 3 animals within 20 ft. of it. Animals with 1 or fewer Hit Die are instantly slain with no save. Animals with more hit die are allowed a save vs. death. Animals that succeed the save receive 2d8 points of damage but do not (necessarily) die. Only non-humanoid animals can be affected by this spell, including large spiders, stirges, poisonous snakes, and giant or huge centipedes. If the targeted creatures are extremely small (1 hp or less), then an area up to 5 cubic can be cleansed of pests. This spell can counter the summon insects or summon swarm spells, but it is not powerful enough to counter stronger summoning spells, such as creeping death. The caster has such control that can remove insects from an animal companion without fear of killing the animal. This spell does not affect Familiars or allied animals (though, this spell is exact enough to remove a swarm from an allied animal or familiar).
Credit for the icon belongs to Lorc (see license)
Farseer (New)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/dead-eye.png' style='width:50px' />
(Divination)
Level: 1
Range: Touch
Duration: 1 hour
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
The recipient of this spell gains extraordinary vision, able to see twice as far as before with clarity. Additionally, they gain a +2 bonus to THAC0 with ranged weapons.
Credit for the icon belongs to Delapouite (see license)
Filth’s Bane (New)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/bubbles.png' style='width:50px' />
(Alteration)
This simple spell removes dirt, grime, and impurities from any surface or person it is cast upon. While this spell doesn't specifically remove diseases and poisons, the purifying magic can give a victim of these afflictions a fighting chance. If the target saves vs. death, any poisons or diseases they are afflicted with are removed.
Credit for the icon belongs to Delapouite (see license)
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Hypnotism (New)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/hypnotism.png' style='width:50px' />
(Enchantment/Charm)
This spell entrances up to 1d4 creatures, causing them to stand mystified for 1 round if they do not save vs. spell. Specifically, it affects the targeted enemy and up to 3 hostile creatures within 20 ft. of it.
Hypnotized creatures stand where they are, and fail to notice creatures around them.
Affected creatures shake off this effect if they are attacked.
Credit for the icon belongs to Lorc (see license)
Lasting Breath (New) {NOT AVAILABLE IN VERSION 1}
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/lungs.png' style='width:50px' />
(Alteration)
This spell allows a creature to go without breathing for the duration. Affected creatures are completely unharmed by magical clouds, such as cloudkill, or stinking cloud.
Credit for the icon belongs to Delapouite (see license)
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Mending (New) {NOT AVAILABLE IN VERSION 1}
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/sewing-needle.png' style='width:50px' />
(Universal)
This spell repairs broken objects in the caster's inventory. It will completely repair an object that would seem to be broken beyond repair. This spell repairs a single object at level 1 and one additional object every two levels after that (max 5 objects at level 9). Note that any broken objects must be in the caster's inventory for this spell to work.
Credit for the icon belongs to Lorc (see license)
Phantasmal Force (New) {NOT AVAILABLE IN VERSION 1}
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/gluttonous-smile.png' style='width:50px' />
(Illusion/Phantasm)
This spell creates the illusion of fearsome creatures that 'fight' on the caster's behalf.
This spell only creates a basic facsimile of life, and they do not react correctly in combat or when hit, nor are they affected by most spells that affect normal creatures. As such, enemies can see through them relatively easily.
Any enemy that gets within melee range, or that attacks or hits them, can save vs. spell to disbelieve them. Any enemy that disbelieves an illusion cannot be affected by that illusion for a round, and can easily destroy them with a hit.
Credit for the icon belongs to Lorc (see license)
Protection from Undead (New)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/skull-mask.png' style='width:50px' />
(Abjuration)
This spell invokes a 3-ft. radius circle of protection around the target. It protects the person within from all physical attacks made by undead such as ghasts, ghosts, ghouls, skeletons, wraiths, zombies, and so on. It does not offer any protection from magical attacks, however, and will wear off with the passage of 1 turn.
Credit for the icon belongs to Lorc (see license)
Protective Shell (New)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/bell-shield.png' style='width:50px' />
(Abjuration)
This spell creates a thin magical shell that harmlessly absorbs the first physical strike that hits the caster.
Credit for this spell belongs to Subtledoctor (Modified with permission) Credit for the icon belongs to Lorc (see license)
Internal Name: WIZARD_PROTECTIVE_SHELL \page
Read Magic (New) {NOT AVAILABLE IN VERSION 1}
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/book-aura.png' style='width:50px' />
(Divination)
By means of a read magic spell, the wizard grants the ability to read magical inscriptions to the target creature. This deciphering does not normally invoke the magic contained in the writing, although it may do so, and the target can use any scroll, even cleric scrolls or scrolls with spells of an opposed school while the spell is in effect (though, cannot scribe these spells into spell book.)
Credit for the icon belongs to Lorc (see license)
Reprieve (New)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/teleport.png' style='width:50px' />
(Alteration)
This spell causes a single ally to vanish in a flash of light. After one round that ally will reappear at the location they were when this spell was cast.
This spell lasts for 1 round at first level, +1 round for every two levels after that (max 5 rounds at level 9).
Credit for this spell implementation belongs to Kjeron Credit for the icon belongs to Lorc (see license)
Reveal Magic (New) {NOT AVAILABLE IN VERSION 1}
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/polar-star.png' style='width:50px' /> (Divination)
When the reveal magic spell is cast, the wizard is able to detect magical radiations in all creatures within 30-ft with only a moment of concentration. Essentially, whenever uses this ability, all creatures under the effect of a dispellable spell glow briefly. This spell also gives the caster special insight as to the nature of the magics affecting said creatures. The caster can use this insight to cast dispel magic within the duration, and if does so, dispel magic check is made at twice level (maximum +5 levels at 5th level). This spell also makes it easier for to identify magical items, effectively giving a +10 bonus to lore for the duration.
Note that this spell does not reveal the presence of good or evil, or reveal alignment. Otherplanar creatures are not necessarily magical.
Credit for the icon belongs to Lorc (see license)
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Rope Trick (New)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/rope-coil.png' style='width:50px' />
(Alteration)
When this spell is employed, the wizard can command any nonliving ropelike object, including string, yarn, cord, line, rope, or even a cable to enwrap a single creature if they do not make a save vs. breath. Affected creatures cannot move and are effectively held for 1 round. Each additional round, the target gets another save, and if they succeed, then they are free. Otherwise, the creature remains held until they save or until 5 rounds pass.
Huge creatures, and creatures with strength scores of 20 or higher are not affected by this spell.
Credit for the icon belongs to sbed (see license)
Spectral Hand (New/Revised) {NOT AVAILABLE IN VERSION 1}
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/shadow-grasp.png' style='width:50px' />
(Necromancy)
When this spell is cast, the mage create a ghostly extension of hand that can attack creatures as far away as 10 feet with a +4 bonus. If hits a creature within 10 ft. with a melee attack, that creature suffers 1d2 fist damage, plus 2d8 points of cold damage. Furthermore, that creature must make a save vs. death or be unable to heal by any means (cure spell, regeneration, etc.) for 1 turn.
Once the caster makes a successful attack, or one turn has passed, this spell ends.
Undead Creatures are unaffected by Spectral Hand.
Credit for the icon belongs to Lorc (see license)
Stuck (New)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/cement-shoes.png' style='width:50px' /> (Alteration)
You cover an enemies feet with a layer of sticky glue. If they fail a save vs wand, they become entangled, unable to move for the duration. If they succeed on their save, their movement is halved for the duration.
Huge creatures, and creatures with at least 20 strength are unaffected by this spell.
Credit for the icon belongs to Skoll (see license) Inspired by the pathfinder spell Glue Seal
Tenser’s Floating Disc (New) {NOT AVAILABLE IN VERSION 1}
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/tensy_disk.png' style='width:50px' />
(Evocation)
With this spell, the caster creates the slightly concave, circular plane of force known as Tenser’s floating disc (after the famed wizard whose greed and ability to locate treasure are well known). The disc is 3 feet in diameter and can be used to hold as much equipment as a normal person with a strength of 15. The disc floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within its range of 20 yards at the command of the caster, and will accompany him at a movement rate of no more than 6. If unguided, it maintains a constant interval of 6 feet between itself and the wizard.
Vanish (New)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/vanish.png' style='width:50px' />
(Illusion/Phantasm)
This spell turns the caster invisible and makes undetectable by normal vision or infravision. The spell remains in effect for 1 round, +1 round per 2 levels after 1st, level (max 5 rounds at levl 9), until it is magically broken or dispelled, or until the recipient talks to or attacks any creature. Thus, the invisible being can open doors, eat, climb stairs, etc., but if attacks or casts a spell, immediately becomes visible (although the invisibility enables to attack first).
Alter Self (New) {NOT AVAILABLE IN VERSION 1}
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_2/domino-mask.png' style='width:50px' />
(Alteration)
When this spell is cast, the wizard can alter appearance and form. This spell cannot make the caster look like a specific individual. The caster's body can undergo a limited physical alteration, and can alter physical abilities in minor ways. When casting this spell, the wizard selects one of the following forms, and gains the abilities associated with that form:
Once the new form is chosen, it remains for the duration of the spell. The caster can change back into own form at will; this ends the spell immediately. A caster who is slain automatically returns to normal form.
Credit for the icon belongs to Lorc (see license)
Animate Zombie (New)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_2/animate_zombie.png' style='width:50px' />
(Necromancy)
This variation of the animate dead spell produces one zombie servant. The animated zombie obeys the simple verbal commands of the caster. and remain animated until destroyed in combat, turned by a priest, or 8 hours pass; the magic cannot be dispelled.
Credit for the icon belongs to Skoll (see license)
Bigby's Dexterous Digits (New) {NOT AVAILABLE IN VERSION 1}
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_2/robber-hand.png' style='width:50px' /> (Evocation)
This spell summons into existence a nearly invisible, translucent pair of disembodied hands that will follow the wizard's every order and accompany wherever goes. The hands can perform deeds requiring fine coordination, such as picking locks and disabling traps.
The hands can pick locks with a 60% chance, +2% per level. They can disable traps with a 40%, +1% per level.
Note that these hands are not effective combatants. In melee, they do 1d2 points of non-lethal damage, and have a THAC0 of 19. They have an AC of 8, and are destoryed if they take 6 points of damage.
Credit for the icon belongs to DarkZaitzev (see license)
Blastbones (New)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_2/bbones.png' style='width:50px' />
(Necromancy)
This spell allows the caster to shatter exposed bones in a violent explosion. Blastbones has a different affect depending on whether the target is an enemy. Enemy skeletons (and a few other undead, see below) must save vs. death -2 or explode, destroying itself and damaging all nearby creatures with shards of bone for 2d8 points of piercing damage (all affected creatures can save vs. breath for 1/2 damage). Skeleton Warriors and mummies targeted by this spell inflict double damage (4d8 points of damage), and they deal magic damage instead of piercing damage. More fleshy creatures, such as zombies or ghouls, do an additional 1d12 points of crushing damage (again, save vs. breath for 1/2 damage). If the creature makes its save, or if this spell is cast an enemy undead creature that cannot be otherwise affected, the spell only creates a small explosive puff doing 1d4+1 points of magic damage to the target creature with no explosion.
Allied (and non-enemy) undead do not immediately explode, nor are they allowed a save. Instead, they explode once they are reduced down to 10% their hit point total (though, not if they are destroyed by turning). The explosion has the same affect as above. Note that the affected undead will explode immediately if they are already at 10% their hit point total.
At 3rd level, this spell can only affect normal skeletons. At 5th level, it can affect zombies, ghouls and ghasts. Finally, at 9th level, this spell can affect skeleton warriors and mummies. This spell only even has minimal effect on other, more powerful, kinds of undead, even undead creatures that are skeletal, such as liches.
Credit for the icon belongs to Lorc (modified with permission--see license)
Bolt of Paralysis (New)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_2/achilles-heel.png' style='width:50px' />
(Evocation)
When the mage casts this spell, a bolt of pure energy lances at target, unerringly hitting them. If they do not successfully save vs. poison/death, they are paralyzed for 1 round per 2 levels (max 5 rounds at 10th level).
Even if the target makes their save, they are instead slowed for one round.
This spell does not affect undead or constructs, such as golems.
Credit for the icon belongs to Delapouite (see license)
Choke (New)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_2/choke_2.png' style='width:50px' />
(Necromancy)
By means of choke, the caster causes a pair of ghostly hands to appear around the throat of a single victim. The victim must be a creature with a describable throat, such as a human, demihuman, or humanoid. The hands will choke and strangle the affected victim for the duration of the spell; each round, the victim suffers 2-4 hit points of damage from the choking hands, and they suffer a 40% spell failure chance. Each round the victim makes a successful saving throw, they suffer half-damage and no spell failure. Choke can be negated by dispel magic or a similar spell; the victim cannot otherwise wrench the ethereal hands away from their neck.
Choke lasts for 1 round at level 3, and for 1 additional round every two levels after that (max 5 rounds at level 11).
Credit for the icon belongs to Lorc (modified with permission--see license)
ESP (New)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_2/rear-aura.png' style='width:50px' />
(Divination)
When an ESP spell is used, the caster is gains a prenatal ability to detect, and react to danger. For the duration of the spell, the caster gains a +2 bonus to AC, and saves vs. Breath, and the target gains immunity to backstab for the duration.
Credit for the icon belongs to Lorc (see license)
Ice Knife (New)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/frozen-arrow.png' style='width:50px' /> (Evocation)
This spell fires a dagger of ice at the target. The target suffers 2d4 hit points of missile damage. When an ice knife strikes a creature, the knife shatters, releasing a wave of numbing cold. All creatures within a 15-foot radius suffer 1d4 hit points of cold damage per 2 levels (max 5d4 at level 10) and become numb for 3 rounds. Numbed creatures have their movement rates reduced by half and their chance to hit reduced by 2. Creatures can save vs. paralyzation for half damage and avoid the numbed condition.
Credit for the icon belongs to Lorc (see license)
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Minor Contingency (New)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/spell_icons/mage_1/magic-palm%20(3).png' style='width:50px' />
(Evocation)
Upon casting this spell, the wizard is allowed to choose a minor cantrip, as well as a condition. The starting condition can be anything from reaching 10% of Hit Points to an enemy being sighted. Once this starting condition is satisfied, the spell that was chosen will be cast automatically.
Credit for the icon belongs to Lorc (see license)