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Daena's Spell List and Descriptions

 
 
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Mage 4 2 1
Maximum Wizard Spells Per Level: 18 Wizard Chance to Learn New Spell: 70%
Maximum Wizard Spell Level: 9th  
 
Spell Time Range Area of Effect Components
1st Level
Barrier 1 0 10-foot radius, 10-foot high V, S, M
Chameleon 1 rd. Touch Creature touched V, S, M
Color Spray 1 0 5 x 20 x 20 ft wedge V, S, M
Comprehend Languages 1 rd Touch 1 speaking creature or written text V, S, M
Copy 1 rnd Special One object V, S, M
Detect Phase 1 0 10 x 60 ft V, S
Detect Undead 1 rd 0 60 ft + 10 ft/lvl V, S, M
Read Magic 1 rd 0 Special V, S, M
Sheet Of Ice 3 15' from caster 2' rad/level V, S
Shocking Grasp 1 Touch Creature touched V, S
Sorcerous Scribe 1 10 feet Special V, S
2nd Level
Ice Arrow 2 100yds 1 creature V, S, M
Protection from Curse 1 round Touch Creature Touched V, S, M
Protection from Enchantment 2 0 Creature touched V, S, M
Rainfire 5 10 yards 1-foot radius V, S, M

 

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Spell Descriptions
Raven's Spells - First Level (Max 18)

Barrier
Schools: Abjuration, Force
Area of Effect: 10-foot radius, 10-foot high
Casting Time: 1
Components: V, S, M
Duration: 2 rounds/level
Range: 0
Saving Throw: None

This spell enables the caster to create a transparent magical barrier that protects him from damage. This Barrier is a solid magical wall that circles the wizard in a 10-foot radius to a height of 10 feet.
This wall can withstand 5 points of damage per level of the caster, to a maximum of 25 points, before it shatters. The wizard cannot cast spells that cause hit points of damage through the barrier, nor can he physically attack through the barrier.
The barrier has an Armor Class of 5, and automatically suffers full damage from spells. If a damage-causing spell knocks down the barrier the wizard within is entitled to any saving throw versus spell to reduce the remaining damage that the incoming spell allows. The barrier is mobile with the caster (but awkward in confined spaces).
The material component for this spell is a piece of jade or amethyst worth 50 gp or more; this is consumed in the casting.


Chameleon
Schools: Illusion/Phantasm
Area of Effect: Creature touched
Casting Time: 1 rd.
Components: V, S, M
Duration: 2 rounds/level
Range: Touch
Saving Throw: None

This spell alters the coloration of the creature to match the surrounding background. This allows the creature to blend in with the surroundings, making it difficult to spot and attack. At distances greater than 30 feet, the creature cannot be spotted (although it can be seen if pointed out by someone standing closer). At 30 feet or closer, the creature is treated as if it has a 20% chance to hide in shadows, although it is not required to remain still. In addition, a creature that can hide in shadows gains a bonus of 20% to its normal chance of success if it remains still.
Those firing missile weapons at a creature protected by the chameleon spell suffer a 4 penalty to their attack rolls.
When moving through areas where the background changes gradually (such as stepping from the edge of a forest into a green field), the chameleon coloration changes automatically. When the background changes abruptly (from forest to gray stone wall), one round is required to for the color to change.
The material component for this spell is the shed skin of a small lizard.

Color Spray
(Alteration)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: 5 x 20 x 20 ft. wedge
Saving Throw: Special

Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. From one to six creatures (1d6) within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell.

Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster's level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than the wizard's level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for one round.

The material components of this spell are a pinch each of powder or sand that is colored red, yellow, and blue.

Comprehend Languages
(Alteration)
Reversible
Range: Touch
Components: V, S, M
Duration: 5 rds./level
Casting Time: 1 rd.
Area of Effect: 1 speaking creature or written text
Saving Throw: None

When this spell is cast, the wizard is able to understand the spoken words of a creature or read an otherwise incomprehensible written message (such as writing in another language). In either case, the wizard must touch the creature or the writing. Note that the ability to read does not necessarily impart understanding of the material, nor does the spell enable the caster to speak or write an unknown language. Written material can be read at the rate of one page or equivalent per round. Magical writing cannot be read, other than to know it is magical, but the spell is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic (the 3rd-level secret page and illusionary script spells), and it does not reveal messages concealed in otherwise normal text.

The material components of this spell are a pinch of soot and a few grains of salt.

The reverse of this spell, confuse languages, cancels a comprehend languages spell or renders a writing or a creature's speech incomprehensible, for the same duration as above.

Copy
(Evocation)
Range: Special
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One Target
Saving Throw: Special

Copy enables the caster to make a perfect copy of a map, letter, or any other written or drawn document. The caster must have a blank parchment or a book with blank pages of the sufficient size to hold the copy. The caster holds the blank object over the object to be copied, then casts the spell; the copy immediately appears on the formerly blank object. The copy is permanent and is a perfect duplicate of the original.
Copy can also be used to copy spells from a new spell book into the caster’s spell book, assuming the book is of sufficient size to contain the new spells. The caster must first roll to see if he can learn the new spells; if so, he can cast copy to instantly copy them into his spell book.

The material components for this spell are a piece of blank parchment (or a book with blank pages, as described above), and a drop of black ink.

Detect Phase
(Divination, Dimension)
Range: 0
Components: V, S
Duration: 2 rds./level
Casting Time: 1
Area of Effect: 10 x 60 ft.
Saving Throw: None

Creatures or objects that are phased—that is, in the Border Ehtereal Plane—can be detected by using this spell. The spell affects a path 60 feet long and 10 feet wide; any phased creatures or objects in this area are revealed as soft, blue-glowing outlines visible to anyone in the vicinity. Creatures or effects detected by this spell include: phase spiders, ghosts in their ethereal state, characters or creatures employing oil of etherealness, psionic etherealness or phasing, and all other similar effects. Doorways or portals to extradimensional spaces are also detected, although anything hidden within remains unseen.

Detect phase does not reveal the location of creatures or objects concealed by magical invisibility or illusions. Note that detecting a phased monster doesn’t necessarily give the caster the ability to attack it, but creatures such as phase spiders lose any special surprise bonuses they may receive if they are detected by using this spell.

Detect Undead
(Divination, Necromancy)
Range: 0
Components: V, S, M
Duration: 3 turns
Casting Time: 1rd.
Area of Effect: 60 ft. + 10 ft./level
Saving Throw: None

This spell enables the caster to detect all undead creatures out to the limit of the spell. The area of effect extends in a path 10 feet wide and 60 feet long (plus 10 feet longer per level of the wizard), in the direction the caster is facing. Scanning a direction requires one round, and the caster must be motionless. While the spell indicates direction, it does not give specific location or distance. It detects undead through walls and obstacles but is blocked by 1 foot of solid stone, 1 yard of wood or loose earth, or a thin coating of metal. The spell does not indicate the type of undead detected, only that undead are present.

The material component for this spell is a bit of earth from a grave.

Read/Write Magic
(Divination)
Range: 0 Components: V, S, M
Duration: 2 rds./level Casting Time: 1rd.
Area of Effect: Special Saving Throw: None

By means of a read magic spell, the wizard is able to read magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be totally unintelligible. (The personal books of the wizard, and works already magically read, are intelligible.) This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the wizard has read the magical inscription, he is thereafter able to read that particular writing without recourse to the use of the read magic spell. The duration of the spell is two rounds per level of experience of the spellcaster; the wizard can read one page or its equivalent per round.

The wizard must have a clear crystal or mineral prism, which is not expended, to cast the spell.

Sheet Of Ice
Schools: Elemental Water, Invocation/Evocation
Area of Effect: 2' rad/level
Casting Time: 3
Components: V, S
Duration: 1rnd/level
Range: 15' from caster
Saving Throw: see below

This spell causes a sheet of slippery sheet of ice to appear below a target. The target must make a dexterity check. If it is made, it remains standing. If the check is failed, the target falls and takes 1d6 damage from falling. If the target has no feet, or doesn't stand, it is unaffected. If the target has Ice walking cast on itself, it is unaffect. Any resistances to cold don't help in the save. If the target is larger than the diameter, nothing happens since the ice won't cover that large of a spaceDescription

Shocking Grasp
(Alteration)
Range: Touch
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None

When the wizard casts this spell, he develops a powerful electrical charge that gives a jolt to the creature touched. The spell remains in effect for one round per level of the caster or until it is discharged by the caster touching another creature. The shocking grasp delivers 1d8 points of damage, plus 1 point per level of the wizard (for example, a 2nd-level wizard would discharge a shock causing 1d8+2 points of damage). While the wizard must come close enough to his opponent to lay a hand on the opponent's body or upon an electrical conductor that touches the opponent's body, a like touch from the opponent does not discharge the spell.

Sorcerous Scribe
Schools: Conjuration/Summoning, Geometry
Area of Effect: Special
Casting Time: 1
Components: V, S
Duration: 1 turn + 1 round/level
Range: 10 feet
Saving Throw: None

Casting Sorcerous Scribe conjures a magical quill to write down anything the caster says for the duration of the spell (as long as the wizard stays within range). The quill transcribes in the language the caster is speaking and fails if no written form of the language exists. The quill only records actual words; these are in no way imbued with any magical power. Only the magical writing quill is created; the wizard must provide parchment (or other writing material) and ink.

 
Raven's Spells - Second Level (Max 18)
     

Ice Arrow
Schools: Necromancy
Invocation/Evocation
Area of Effect: 1 creature
Casting Time: 2
Components: V, S, M
Duration: Instantaneous
Range: 100yds
Saving Throw: neg

This spell creates a beam of potent blue light to shoot from the caster's hand striking the creature intended. The chill of the blast causes 1d10 points of cold damage and the victim must make an immediate saving throw vs. paralyzation or be unable to move for 1d4 rounds due to shivering from the immense cold.

The material components for this spell is a scale or a piece of fur from a cold-dwelling creature (Ice troll, polar bear, etc...) and a small piece of glass in the shape of an arrow

Protection from Curse
Schools: Abjuration
Area of Effect: Creature Touched
Casting Time: 1 round
Components: V, S, M
Duration: 1 turn/level
Range: Touch
Saving Throw: Nil

This spell grants the recipient a +2 bonus to saving throws vs. curses of all kinds. it is effective against any spell or spell-like magical effects that can be negated by a remove curse spell, as well as any spell that has "curse" in its name. If a curse does not normally allow a saving throw, a target protected by this spell can make a saving throw vs. spell at a -4 penalty to resist the curse's effects. Note that this spell doesn't free the recipient from any curse already in effect.
The material component for this spell is a slip of parchment that bears the name of the spell's recipient and a short poem wishing him a long and healthy life. This paper must be kept in the recipient's possession and disintegrates after the spell's duration.

Protection from Enchantment (Abjuration)
Range: 0
Components: V, S, M
Duration: 1 round per level
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: None

The recipient of this spell is partially immune to magical forms of sleep, charm, and fear. He automatically receives a saving throw even if one is not ordinarily permitted, and if one is permitted, he saves at +4.

Note that this spell will not free the recipient from any enchantment already in force, nor will it protect him from natural drowsiness or feminine guile, for example. Also note that protection extends only to actual charm spells, such as charm person or charm monster, not to enchantment/charm spells as a class. The material component is a lapis lazuli or more potent stone.

Rainfire
Schools: Conjuration/Summoning
Area of Effect: 1-foot radius
Casting Time: 5
Components: V, S, M
Duration: 1 turn/level
Range: 10 yards
Saving Throw: Special

The effects of this spell are both limited and impressive. When cast on a small pile of flammable material, that material bursts into flames and bums as a normal fire for a period of one turn per level of the caster. Aside from being a handy way to light a fire at a short distance, the spectacular component of this magic is that the fire created will burn even in a driving rain or a howling wind. Even underwater, it will burn for one round per level of the caster.
The material need not be dry to be lit (although it must be a material that is flammable if dry), but no other fires can be lighted from the magical one, as the magical flames will not spread past the 1-foot radius of the spell's effects.
Rainfire can be used as a touch attack. A caster who makes a successful melee attack can ignite the clothing or hair of a target creature that fails a saving throw versus spell. Damage inflicted by buming clothing is 1 d4 points per round; if the buming clothing is removed, no further damage is taken. Hair bums for a round per size (1 forT, 2 for 5, etc.).
The material component of the spell is a small pile of brush or other material to fuel the fire.

   
     
Raven's Spells - Third Level (Max 18)

 

 

 
     
     
 
 
 
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